Shadows of Esteren - Universe PDF
Shadows of Esteren - Universe PDF
Shadows of Esteren - Universe PDF
Coordination of
the Shadows of Esteren Series
Nelyhann
Editorial Coordination
of the Universe Book
Additional Development
Layout
Asami
Cover Art
Interior Artists
Logo
Cartographers
Writing
Game System
Art Director
Nelyhann
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authors and illustrators gathered under the form of an association, whose goal is to
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Check for news and the latest publications of the collective
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Editorial Coordination
of the Universe Book
Nelyhann and Clovis
Translation
Clovis
Copy Editing
Special Thanks
The illustrations, texts, and logos are registered trademarks of Agate Editions. ISBN: 978-2-919256-06-8 First printing, 2012 Printed in China. All contents are protected by
the World Intellectual Property Organization and the laws on Intellectual Property. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited
without the express written consent of Agate Editions.
Credits
Table of Contents
Foreword
Prologue
4
5
8
10
Chapter I: Tri-Kazel
Interlude
Tri-Kazel
Landscapes
Climate
Languages
Reading and Writing
Osta-Baille
Gwidre
12
14
17
21
21
Cartography
22
History
26
The Ancient Times
26
The Foundations
27
The Great Centuries
28
The Ice Era
29
The Renewal
30
The Continental Decades
30
The Maturity Era
31
Feondas
34
What is a Feond?
34
Humanity against Feondas
37
Of the Feondas' Powers
38
Of the Struggle against Feondas 38
Peoples and Mentalities
40
The Peoples
40
The Other Living Beings
42
Mentalities
44
Taol-Kaer
48
The Dukedom of Sel
48
The Dukedom of Gorm
49
The Dukedom of Osta-Baille
50
Dukedoms of the West
53
In the Heart of the Kingdom
55
The Dukedom of Dlan
55
The Dukedom of Tulg
56
The Dukedom of Kel Loar
57
Cartography
58
Reizh
The Continent
60
60
62
63
64
68
70
72
72
74
75
79
79
80
81
84
87
88
Birth
Education
The Tavern
Love and Relationships
Home
Death
Of Dreams
Traditions and Festivals
The Calendar
Handicrafts
Food
The Guilds
Objects of Power
Famines
Architecture
Of Rural Architecture
Of Bridges
Of the Urban Landscape
Temple and Magientists
94
96
97
97
100
101
101
101
102
102
103
104
105
109
110
112
113
114
115
116
118
Societies of Tri-Kazel
Clan Society
Feudal Society
Talkride Society
Privileges, Heritages
Gwidrite Society
Reizhite Society
Family
Exogamy
Justice
The Arts
Monetary System
False Money
Caravans
Poverty
119
120
120
121
121
122
122
123
123
124
126
126
127
129
131
132
133
137
138
140
The Role of the Demorthn
141
Of the Evolution of Beliefs
142
The Powers of the Demorthn 143
Ogham and Magical Language 144
Demorthn Sanctuaries
145
Of Popular Beliefs
147
Morcail
147
The Temple
148
The Precepts of the Temple
149
Miracles
150
The Constructions
151
The Relics
152
The Six Orders
152
Magientists
156
An Account
156
Flux
157
The Organization of the Order 159
The Various Magientist Schools 160
The Mekones
161
Architecture
162
Artifacts
164
Varigals
166
Hilderin Knights
168
6 Demorthn
Rumors in Tri-Kazel
Epilogue
The Deathcheaters
Occultists in Tri-Kazel
The Ice Coffin
Black Magic
The Gutripper
Azulrock
170
170
170
171
171
172
172
173
174
Discovering Role-playing
174
Using the System
175
Creating a Character
176
Special Powers and Knowledge 178
Team Spirit
179
The Group of Characters
180
Archetypes
182
The Varigal
182
The Warrior
184
The Demorthn
186
The Monk
188
The Magientist
190
The Bard
192
Skills
194
Character Creation
200
Ethnicity
202
Profession, Birthplace,
and Social Class
203
The Ways
207
Age, Setbacks, and History
208
Character Traits, Sanity,
and Personality
210
Experience Points, Advantages,
and Disadvantages
212
Potential, Defense, Speed,
and Stamina
215
Fighting Attitudes and Attack
Rating
216
Survival Points, Rindath,
and Exaltation
217
Description and Equipment
218
Prices and Equipment
219
Wages
219
Equipment of Superior Quality 226
Breaking Equipment
227
Maintaining Equipment
227
Combat
Health
Demorthn Art
228
231
231
232
232
232
233
233
234
234
235
236
236
236
237
237
237
238
238
238
238
239
239
239
240
240
240
240
240
240
243
243
244
245
245
246
250
250
251
251
252
252
252
252
255
256
256
256
257
Magience
Sanity
Intensity of Miracles
Power Stanzas
Performing a Miracle
Recovering One's Exaltation
Showing Faith
The Twelve Miracles
Improving in Faith
Extracting Crude Flux
Refining Crude Flux
Refined Flux
The Artifacts
Artifacts and Disciplines
Switching On
Using an Artifact
Repairing an Artifact
Flux Cartridges
Fossil Flux
List of Artifacts
Evolution of Sanity
Sanity Charts
Trauma Points and Hardening
Points
Mental Resistance Rolls
Scarring
Avoiding Mental Resistance
Rolls
Balance, Symptom, Syndrome,
and Madness
Crises
Mental Disorders
Melancholy
Paranoia
Mimicry
Obsession
Mysticism
Frenzy
Hallucination
Hysteria
Mental Confusion
Elation
Other Disorders
Phobia
Empty Fortress
Healing and Curing
Diagnosing
Character Sheet
Glossary
System Index
257
257
257
258
258
259
261
262
262
264
264
265
265
265
266
266
266
266
267
269
269
270
270
270
271
272
272
272
273
274
274
275
275
275
276
276
277
277
277
278
278
279
279
279
281
284
289
ou are holding in your hands Book 1Universe, the first book of the Shadows of Esteren role-playing series,
which can be read by Players as well as Game Leaders. This foreword will allow you to comprehend such a
new world more easily, by clarifying some of its guiding principles.
Part One:
a Subjective Presentation
The Horrific
and the Gothic Imagery
Esteren is a harsh medieval world where Characters will be
confronted with horror and multifaceted threats. Gothic tradition can be found in awe-inspiring landscapes where the
forces of nature rage, a perfect setting for tragic and passionate stories. As for horror, it is dealt with in its classical, literary sense, which means a violent feeling of dread mixed
with wonder in front of a vertiginous reality. The stress is
put not on disgust or repulsion, but rather on the very
moment of the confrontation with mysteries and the strangeness of the world.
A Complete Series
Such a way of dealing with the horrific, and the basic principle of the revelation have guided the structuring of the
series' various books. The goal of this first book,
Universe, is to depict the universe of Esteren as it is perceived by its inhabitants. Most of the time, supernatural,
horrific, and fantastic elements only appear between the
lines, since they do not represent the daily life of most
natives in this world. Although nothing more is required to
play, the truth of things will only be revealed in its matching
piece Book 4Secrets. This book, intended for the Leader
only, will fully disclose the ins-and-outs of the universe, and
give the reader tools to portray the revelations the Players
will experience.
Player Characters
in the Game
Although Esteren is a harsh world, the depths of which hide
unfathomable secrets, it does not imply the Characters
embodied by the Players are doomed to perish; their survival, and above all, their success, will depend on their ingenuity and bravery. The advancement of the Characters, symbolized by an experience system, gives the Players a great
liberty and many development possibilities. Complete
player aids, proposed on page 176 of this book, will also
help Leaders and Players to define the place of the
Characters in the universe of Esteren.
Cross-media
From the start, Esteren has been conceived to exist simultaneously on several media, which echo one another. The goal is to
favor the involvement of the Players/readers in this universe while introducing them to different experiences. Role-playing
holds an important place in this desire to present the reader with a rich interactive experience; it makes it possible to enter the
universe of Esteren and to play various Characters for unique adventures.
Other media have been designed to complement such an experience, namely:
Of Men and Obscurities. The original soundtrack of Esteren's universe, whose first opus was composed by
Delphine Bois, will introduce you to a mysterious atmosphere, sometimes delicate, sometimes unsettling.
You can hear samples on www.myspace.com/esteren
The Mac Lyrs Legacy. Following the tradition of Point-and-Click adventures (such as Monkey Island, Broken
Sword, Runaway, etc.), this video game has the Player follow the journey of Yldiane, exploring with her a typical region of
Tri-Kazel's peninsula.
Influences
Many works have been an inspiration to build the universe of Esteren. It would be hard to list them all, but here is a selection:
In cinematography, Mel Gibson's Braveheart, for its landscapes, its roughness and its romanticism; Tim Burton's Sleepy
Hollow, as well as Francis Ford Coppola's Dracula, have strongly influenced the victorian and gothic dimension; Stanley
Kubrick's The Shining is a major source of inspiration for the interpretation of the horrific: a slippery slope toward horror,
where madness and supernatural elements take an increasingly important role.
On a literary level: Mary Shelley and her Frankenstein; or, The Modern Prometheus, Howard Phillips Lovecraft and the
Cthulhu mythos, Graham Masterton, and Stephen King are the main sources of inspiration.
10
11
12
he slightest noise could be heard in the vast corridor. Torches crackled in the rusty
brackets and cracking sounds came every now and then from the high ceiling, where
vermin crawled.
But none of that could disturb Doern. He was wrapped up in the contemplation of the
parchments that were so invaluable to his master. The first pages were letters sent by Wylards niece,
Cliane, daughter of his brother Baorig.
Doern had met them once, on the occasion of the birth of Wylard's son. That was several years ago,
and Cliane was still a child at the time. Doern cautiously turned over several sheets where Wylard
had drawn pictures and taken notes. He focused on a load of manuscripts, the characteristic writing
of which caught his attention. It was an account signed by the bard Jos Mac Peran, an exceptional
artist whose talent was rumoured to be entrancing. At first glance, it was a narration of the last royal
council of Taol-Kaer. How Wylard had managed to obtain such a rare piece remained a mystery to
Doern. However, one thing was for sure: he was now holding that precious manuscript in his hands.
Many things were told about bards writings, particularly Jos Mac Perans. A reader would find himself so engrossed by their contents that he would end up in an illusion, reliving the narrated events. It
was also said that one could get lost forever in this artists works. However hard Doern repeated himself that all of this was only a myth, he could not help but feel some fascination, mixed with fear,
toward bards.
The following document was a long letter about Feondas, which had been sent to Wylard by a Varigal
named Dalaigh. At the castle, it was a sure bet that his lanky figure would show itself once a year, at
the beginning of summer. Wylard would provide lodgings for the Varigal for a week, sometimes a little longer; in exchange, Dalaigh would tell him of his travels and give him news of the whole kingdom, and sometimes even of lands beyond it.
Doern quickly skimmed through the ensuing papers: a report of an assembly of Baldh-Ruoch's
Council, letters from a Reizhite academic named Maeve Oan, other Varigal tales such as Osvan Tadds
about the Tarish people, documents about the neighboring kingdoms of Reizh and Gwidre, and even
about the mysterious Continent
He suddenly stopped when he recognized the seal of the Mac Iseanor family, close friends of
the Mac Readan, particularly of Wylards late wife, Edel. Doern sighed as images from
the past came back to him, long before the grim event that had overthrown their
lives. He dismissed the sadness that crept into his mind, put the bundle of
parchments back in a proper order, and began reading the first pages
13
Chapter 1
Tri-Kazel
he children had gathered around Cliane. The young woman was
watching them affectionately as they played and laughed heartily.
Ranging between six and thirteen years old, they were part of the
second age circle. They were Fearls future. Since she was little,
Cliane had known she wanted to become a Dmthair, tutoring
the children of her village, as her late mother had done before her.
Cliane loved children; she loved their vitality, their spontaneity.
She yearned to have one of her own, and was eagerly awaiting her wedding with
Eoghan, which would take place in the next spring.
For some time, she had been feeling a gnawing apprehension; some vague, unpleasant sense of foreboding. Was it because winter was drawing near? Or because of the
anxious look on Baorg, her father, that she had noticed on a previous evening? As a
Demorthn, he was the communitys spiritual guide; one of its most important figures.
14
liane shrugged away from her reverie as the children went silent and
stared at her. She smiled:
We will resume from where we last stopped. Soon, some of you will
enter the third age circle, and it is important that you know our peninsula. Fearl,
our small community, is located in the north of the largest and southernmost of
the three kingdoms, Taol-Kaer, and the lands that surround us are vast.
Theres the mountains! said one of the youngest.
Yes, there are, Teren, those are the Mr Roimh, which means High
Lands in our ancient tongue, and even now we call them so. Our valley is located at the heart of these mountains, which go all the way through the length of
our peninsula and occupy most of its surface.
What about the Cordillera?
The Asgeamar, according to our ancestors. Its mountains are even
more massive than the Mr Roimh and separate our peninsula, at the far northeast of the kingdom of Reizh, from the Continent. The Mr Roimh may still
well be a deadly obstacle for ill-prepared travelers, but the Asgeamar Cordillera
is said to be impassable, and no one knows exactly how wide it is.
Cliane paused. The mere evocation of the Continent, this mysterious faraway
land, could spark the imaginations of the children.
But lets get back to Tri-Kazel. On each side of the Mr Roimh, there
are hills, plateaus, and a few spreading coastal plains. About seven hundred and
fifty miles separate the Asgeamar Mountains foothills from Hbs Cape, located at the southwestern extremity of the peninsula. According to you, how many
days of travel are necessary to cross such a distance?
After a moment of hesitation, the oldest one ventured an answer:
Last summer, a Varigal passing by the village told me it takes at least
seventy days!
Yes, its true. Allowing for a few days to rest, that is what it takes.
The Mountains
ow I will tell you about our region in more detail. Our vale is located in the dukedom of Tulg, in the occidental part
of the Mr Roimh. Further to the west, at the foot of the mountains, spreads the Sighing Forest.
And there are broad-leaved trees; oaks!
Yes Lena, you are right. But when you go up a little, the ground quickly becomes broken and steep, and conifers
quickly take the place of broad-leaved trees. Higher yet, the snow never melts. Even in our vale, it lingers on until the middle of spring.
Dmthair, when will we be allowed to leave the village and go to the mountain?
15
Soon, at the next age circle you are still children and you must know that the beauty of the surrounding landscapes hides many dangers. Some paths run along steep cliffs, and snow may hide chasms. Our vale is fairly well-off, because
it is crossed by one of the dukedoms main roads. It is large and allows mounts and caravans to pass by. Nevertheless, every
trip in the mountain must be carefully prepared, unless you would risk your life. What is more, the caverns and chasms of the
Mr Roimh hold dark secrets that very few people are brave enough to face. The growls and grumbles you can hear do not
come only from the swift streams; the shadowy depths are inhabited, notably by Feondas. Those creatures attack anyone they
happen across, from lone travelers to heavily defended convoys. The threat of an attack can weigh heavily, and can wear out
travelers and beasts, even if nothing happens.
Cliane knew it was important that children understood well the dangers of the region, even if it frightened them.
Unfortunately, what she had said was no exaggeration, for the mountains did hide many deadly traps
-Tri-Kazel-
ow children, its time to come inside! Cliane clapped her hands, and the small group that was playing
and bickering near the Dmthairs house gathered
around her. In this early afternoon, the mist lingered on in
Dearg's vale and gave the village a ghostly look.
Come in! We will go on with our lesson from the
last time about the peninsula. Today, I propose to tell you
about the rivers and seas. There are many streams in TriKazel, particularly in its eastern half. In fact, there are in this
region three rivers that flow into the ocean: the Donir, which
runs near the capital city of Reizh, the Tealderoth, which
constitutes a natural border between Reizh and our kingdom, and finally the Klaedin, which waters our capital city
of Osta-Baille and ends its course at Tuaille, the stilted city.
Two other rivers with a lower flow, stemming from small
mountain streams, irrigate Gwidre. You all know of the
Kreizhdour, which runs on the other side of our vale and
marks the border between our kingdom and Gwidres. It is
hardly frequented by merchants as, unfortunately, its banks
are sometimes witness to skirmishes between the troops of
the two kingdoms.
16
When you go a few miles away from the coast, the currents quickly become extremely violent, driving the boats toward the
shoals, with dreadful winds tearing the sails, and waves that can submerge the unwary. The few Tri-Kazelian boats are small
fishing coasters, which remain as close to the shore as possible, like Tulg Naomhs On the other side, on the eastern faade,
an inland sea spreads, which the sailors name Sea of Shrouds. Like those of the Furious Ocean, its waters are treacherous
and very few boats venture far from the shores. Because of this, the many islands surrounding the peninsula remain unexplored most of the time, even if we know that some of them are inhabited. This explains why, in all times, the islands have been
the source of legends for the inhabitants of Tri-Kazel. Maybe you have heard of the Tri-Sweszrs, the Three Sisters, located
in the Reizh gulf. They are said to house communities that have remained faithful to the Demorthn traditions, worshipping
the sea spirits.
-Tri-Kazel-
Climate
The Three Sisters
Archipelago
Generally speaking, the south is much more humid than the north of the peninsula. Indeed, northern winds are drier,
arider, and harsher too. The Ast is the most obvious example: that dry wind from the Gwidrite littoral has caused many deadly
fires. For us Demorthn, Ast is a restless natural spirit that only appropriate rituals can placate. Unfortunately, in those regions
dominated by the religion of the Temple, those practices have fallen into disuse and Ast blows all the harder. In spite of that,
the hills, the plains, and plateaus of Gwidre are not deserts; they are even intensely cultivated in some places, and have their
share of storms, even if those are less frequent than in the southwest of Taol-Kaer. In the plains, summer sometimes makes it
warmer, but from the first days of fall, the weather gets colder and its generally the time of the first snowflakes. The snowfalls can cut a village off from the rest of the world for entire weeks, and the high winds turn into fearsome blizzards. This
phenomenon does not only concern high altitude communities; sometimes, during some winters, it may happen that the entire
peninsula is snowbound. Rivers freeze, nature becomes quiet and a traveler mad enough to go out may walk for weeks without
meeting a living soul.
Tugarch
earest Wylard,
Today, I told the children about Tugarch. Maybe you have heard numerous times about that legendary metal spoken of in the myths and stories of the Aergewin? We got to see some depictions of weapons forged by artisans from
that faraway time. As far as we know, only weapons made of Tugarch could bring down
the gigantic Feondas that roamed the world at that time. But the knowledge was lost, and
no one knows how to forge this metal anymore. It is said that Tugarch shatters at the slightest impact when poorly wrought. Worse than that, however, I heard from a Varigal that the
known mines of Tugarch seem exhausted and all the efforts undertaken to find new ones
turned up unsuccessful. Anyway, it seems like a good lead to fight against those monstrous
Feondas that keep infesting our regions.
Here in Fearl, fall has definitely come and snows are premature. My father told me of his
worries; he foresees a hard winter for our community. For a few weeks, great murders of
crows have been flying above our village; let us hope it is not a bad omen!
Your devoted niece,
Cliane
-Tri-Kazel-
17
Osag
The Inhabitants of
the Peninsula
18
Tarish
-Tri-Kazel-
Continental
Tri-Kazelian
Populations
y son, if you want to understand our lands and our communities, you must know our clans. A long time ago,
before the unification of the kingdoms by the three brothers, the population of Tri-Kazel was shared between
more or less settled clans. Even if our world has changed a lot, those clans still exist in some remote regions.
In our kingdom, the Osags living in the Lands of Das are certainly the proudest representatives of those traditions.
Numbering between thirty and two hundred individuals, their clans are highly independent, as they are not under the control
of the royal power and have always lived according to the ancestral ways and customs. For example, when a conflict arises
between two clans, it is quickly settled by a one-on-one combat between two fighters representing the rivals. It frequently
happens that the Ansailirs, the communities chiefs, duel in person. Sometimes, a greater number of warriors meet at an
agreed-upon time to fight. Yet, this does not mean they wont organize a common feast on the next solstice!
The Inguards
he Inguards are set in places often far from civilization. Those bastions
are built to keep watch over strategic places, such as some mountain
passes, as well as to spot the movement of possible hordes of Feondas.
The pay is often high, encouraging seasoned warriors to enlist for a few
years, but the majority of the manpower is made up of soldiers undergoing disciplinary punishment, young people on duty for their lord,
and heavily-sentenced brigands. Life in those bastions is very hard,
for the arrival of supplies is not always assured, and relationships
are very tense. Furthermore, discipline is very harsh for the soldiers; some stories about Inguards falling due to mutiny encourage the current leaders to be very firm.
-Tri-Kazel-
of
Mask
ent
enthrallm
19
lowers have a significant part in the creation of colored pigments, such as the famous Gwylmith, the yellow color of which
is used in painting and dyeing. This small plant grows in the plains, flowering into a magnificent golden color in summer,
which leaves luminescent spots on the fingers when its petals are slightly squeezed. Some flowers have taken on a symbolic meaning, such as the Crimson Promises. They always grow three at a time, which is why they are always mentioned in the
plural. The round petals of those flowers are of a deep red color. Folklore has it that if an oath is made while holding Crimson
Promises, it will eternally have to be held For a neophyte, a day of picking can finish with a tragic end, for some plants are toxic
and others hide their true nature, such as some Feondas of vegetal form attacking those who dare approach too close.
20
ragons do not exist anymore? Little Teren looked as disappointed by this revelation as he was relieved by it.
During the Aergewin, huge creatures, Feondas that some legends describe as dragons, roamed over our peninsula.
But they now only exist in tales, like the giants that are said to hide deep inside the mountains. Today, it is time we
study the fauna of our peninsula.
Cliane took out an old worn book illustrated with many pictures; the work of a bard who had lived in Fearl long ago. Since
then, the Dmthairs used these illustrations as a support for teaching.
You all know about the Calyre, resumed Cliane. It is a caprine animal, short haired, with a cream-colored brownstriped fur. It has a small frontal horn it uses to search through berry bushes. It is an excellent, docile climber that provides
quality wool and sour milk used for making cheese.
Theres horses, too!
Yes, which are mainly found on plains. Their cousin, the Caernide, is more commonplace; its morphology is reminiscent of a horse and a deer at the same time. Frailer than an actual horse, it is a surprisingly light-footed animal, able to jump
across dreadful crevasses and to cross the thickest forests without ever getting its antlers stuck in branches. Although its
strength does not allow it to carry the same burden as a horse, the Caernide is used for riding and its ease in moving through
our lands more than compensates for its relative weakness.
Cliane flipped a page and showed them a big bear-like beast:
Ah! Tri-Kazels grizzly bear, a particularly aggressive and formidable species; an adult is commonly about ten feet
long and is able to strike down an armored knight from his mount There, do you know about the Boernac? Its like an ox,
only slower and bulkier.
The following page revealed misshapen beings, with wasted, grimacing faces, sometimes looking like men, sometimes like
bizarre mixes of several beings. The children remained silent for a moment:
Those are Feondas, and unfortunately, they do exist They are responsible for many disasters and the threat they
represent justifies the forbiddance of going out of the village alone, as well as all the watch turns each member of the community has to carry out all year long.
But Dmthair, we have never been attacked!
Yes, lets hope the spirits of nature will continue to favor us for many generations. You will also learn that our most
fearsome opponents are most often other men. Well talk about all that next time children, its time to go home!
Languages
Clianes notes
herever he goes in the peninsula, a Tri-Kazelian will always be able to make himself understood. However, one will
easily be able to tell which region he is from. There are many local expressions, and accents have evolved differently. However, it remains that on the whole of Tri-Kazel, only one language is spoken: Tri-Kazelian.
have carried my research further on the subject, for many everyday terms come from an ancient tongue only very few
peninsula men still use. For example: Feond, which means foe; or Daedemorthys, which evokes the lack of respect toward nature shown by the Magientists; or Demorthn, which simply means guide. Those are but a few examples. It is known that Demorthn have kept quite a lot of those ancient terms, particularly in their nomenclature of plants.
For their part, the Osag have partly kept the common use of that tongue.
Many wonder why the ancient tongue fell into disuse. Some believe it is the effect of continental influences, and claim they
are more ancient than people usually believe. That would explain why Continentals use a tongue with a root quite close to
ours. This theory is far from undisputed, for the Asgeamar Mountains remain a practically impassable natural frontier. To
some, only the missionaries of the Temple, guided by Jamian, as well as the troops of the Magientist Goran Aznor, have
managed to reach Tri-Kazel.
Others mention the fact that some words from the ancient tongue could hold some dreadful power, thus explaining
why its use was slowly abandoned. There are various odd conflicting theories about this, but most people do not care and
the only certainty is that the ancient tongue is falling slowly but inexorably into oblivion.
Books
Continental
Tarish
n Tri-Kazel, oral tradition remains the norm. In the peninsulas communities, everything is transmitted by word of mouth as in the clans time. The fact that only a
small part of the population is able to read and write is the major reason for
this. However, in the cities, an important rise in literacy can be noticed.
The construction of libraries and universities contributed to
spread the teaching of reading and writing. Despite this tendency, those who know how to read and write remain a
minority compared to the whole population. Without the
teaching from my motherwho herself studied reading and
writing in Tulg NaomhI would certainly never have had the
occasion to learn to draw and read letters.
-Tri-Kazel-
21
Cartography
of Tri-Kazel
22
y dear Nephew,
I know how you are
haunted by a yearning
for an impossible evasion, seeking
escape through books and tales as
you remain ridden to this bed which
your illness may never allow you to
leave. Unknown things have their
share of intoxicating mystery; all the
more when one knows them to be
inaccessible. And, my duties requiring so much of my time, I have so
little of it to dedicate to you.
All I can offer you are these few bits
of knowledge and rumors about those
places whose strange names you keep
murmuring when you strain your
eyes reading that old map you treasure so much. I know you are already
well aware of the villages and hamlets of our good kingdom of TaolKaer, so I will tell you about our
neighbors from Reizh and Gwidre; so
close and yet so far away for you. I
hold hope that you will find here
some distraction from your daily
ordeals. If you enjoy it, I will endeavor to find more information about
these places, as well as others.
Travelers seldom pass through our
little domain, but I know of one or
two Varigals who should be able to
add some spark to these few lines.
Forgive me for the lacks in the information contained in these pages. As
you know, I am but an unrefined,
uneducated lord from the countryside. My greatest joy is having learned to read, and I know we are alike
in that.
With all my love,
Your Uncle
-Tri-Kazel-
23
7- Carmine Chasm:
1- Alliance Bridge:
Three active volcanoes have been recorded in this unpopulated group of gray rock islands. It is rumored that every
now and then, the kingdom of Gwidre sends an expedition
to collect enormous amounts of volcanic ashes for the fertilization of the kingdoms northern lands. I find it a dubious
endeavor, for the results must be disappointing compared to
the efforts taken.
In the past, the Demorthn from the north of the peninsula
used to gather there for the Tsioghair. This is where, several
decades ago, the Temples authorities fought the practitioners of ancestral traditions, the power of the One God facing
the ogham of the Life-Trees adepts. After the Demorthn
were defeated, the ritual stones were pulled down and a
church was built so as to conclusively dedicate this place to
Soustraines god. It is told that the priest, as well as his successor, disappeared without any trace. In the end, the church
was abandoned. I thinkand I doubt I am the only onethat
there is nothing the Temples congregation could do when
faced with the wrath of the spirits of nature who were offended by that slaughter.
4- Cairns Island:
5- Calvary:
6- Candlewood:
No one knows why vegetation in this chasm is of a beautiful, vivid scarlet. Grass, flowers, and leaves all have this
strange color, irresistibly reminiscent of fresh blood.
According to an old folk tale, a group of refugees from the
Continent was slaughtered there long ago. Many would
rather think that the spirits were offended by some terrible
sacrilegious act committed there. The few Demorthn I
know have conflicting opinions on the subject.
8- Cliffs of No Return:
9- Crail:
3- Broken Stones:
24
I heard there are more and more of those black birds near
that summit, on the side of which an old castle clings. That
keep has been restored by the Nevermore, a family from the
Continent who settled there in the last century. Their blazon
shows a crow as well, but no one knows whether they adopted it upon their arrival or whether their coat of arms was
already like that beforehand.
11- Dullfrost:
13- Expiation:
-Tri-Kazel-
there are more and more of the Temples faithful going there
in pilgrimage. They aim to purify themselves of their faults
by accomplishing acts of contrition and penance, which I
cannot really manage to understand. I guess that for a
Gwidrite, Expiation must be a most holy place. And yet, I
know of Soustrainians that would not appreciate such a
sinister town.
Wool coats and tunics from Leacach are highly esteemed for
their quality in the whole peninsula, especially in its coldest
parts. Your red blanket comes from there as well, and you
know how warm it is. For now, the master weavers still
refuse to make use of the Magientists looms, but one of
them will start doing so some day, and this is bound to bring
numerous problems. I couldnt tell whether the quality of
their work will remain the same, but I know some people
will refuse to buy products crafted with the help of
Magience. Between you and me, I often wonder if something created through those Magientist processes is truly
cursed, as some people believe.
There, you can find an immense quarry that has been exploited for centuries for the exceptional whiteness of its marble.
The road leading to the Plateau was built as a result of the
Temples rise in Gwidre, as the One Gods adepts make
great use of it for their churches. In Taol-Kaer, marble from
Norgord is likewise renowned, but both you and I will not
see any of it where we live for a long time yet.
This old elm was thus named for its foliage. It is green when
it sprouts each morning, and then reddens until dusk, when
it forms a matchless autumnal mantle. On the equinox day,
Reizhite Demorthn gather here and devote themselves to
rituals dedicated to the powerful earth spirit, Roimh.
16- Fionnfuar:
19- Leacach:
-Tri-Kazel-
25
Chapter 1
History
n the large royal council room in the castle
of Osta-Baille, sages and scholars had gathered in discussion around a collection of
unrolled parchments. In the way of the bard
Arenthel, Taol-Kaers king had decided to
have the peninsulas history compiled.
A massive double door opened and Taol-Kaers king, Erald
Mac Anweald, made his entrance. Following him was his
wife, Queen Edena Mac Lichorl, accompanied by his most
trusted advisor, the Demorthn Algwich Dert. The monarchs
sat down at the council table, Dert staying back in the shadow of the columns. One of the scholars stood up cautiously, bowed, and then spoke:
Majesty, we are honored by your invitation and by the
important responsibility you have entrusted to us. If you
will, let me submit our work to you.
26
Different Beliefs
The Aergewin
The Ancient Times, during which our peninsula was still
called Creag, were marked by the horrors of the Aergewin.
There are many tales and legends about those cataclysmic
times when the peoples had to face monstrous beings. From
that obscure era came the word Feond which means the
foe in the ancient tongue. That is how humans named their
opponents.
The scholar unrolled a thick piece of cloth from which he
took out a cracked clay vase which he showed to the room.
On one of the worn faces, male figures could be made out,
gathering around ritual stones engraved with runes. In front
of them was a strange hulking creature whose shape looked
like that of no known animal.
It is established that the Demorthn drove the beasts of the
Aergewin away using now forgotten runic invocations.
The Sanctuaries of
the Aergewin
The Foundations
(year 0-160)
The period of the Foundations begins in the year 0 and
ends around the year 160. It sets the political and cultural
bases of the peninsula, split into the three kingdoms we
know well today.
Foundation of Tri-Kazel
An assistant unrolled a large map on the council table. It was
faded and torn in some places. The peninsula was shown
there, split into a multitude of small territories. Each bore
the name of a clan or village.
At the time, the peninsula had no political unity to speak
of. The isolationist Osag clan chiefs, concentrated at the
south of the region, continuously fought between themselves or against northern warlords. Then, three brothers,
heirs to the Klardel clan, started a campaign of conquests
and expansion that would become a legend. By dint of military victories and diplomatic successes, Taol-Kaer, Reizh,
and Gwidre annexed the territories one after another. The
bard Arenthel, their loyal friend and advisor, accompanied
the three brothers, and played a major role in the negotiations with the clan chiefs.
After almost thirty years of campaigns, the three brothers
pronounced the Oath, an edict that split the lands of the
peninsula into three independent, although allied, kingdoms. A common calendar for the three kingdoms was inaugurated, and the date of the Oaths promulgation became the
year 0. The peninsula was renamed Tri-KazelThree
Kingdoms in the ancient tongueand the names of the founders were given to the three countries: Taol-Kaer, Reizh, and
Gwidre. It was also at this time that the Varigals guild was
founded, under the direction of Arenthel the bard. These
men and women had the great responsibility of being the
messengers between the kingdoms. Along with the institution of a calendar and a common currency, they ensured stability on the peninsula. The last pillar guaranteeing the
perennial renewal of the Oath was established when the
kings appointed the center of Tri-Kazel; a place where the
boundaries of the three kingdoms symbolically crossed. The
citadel of Aelwyd Saogh, the kingdoms heart, was built
there in less than fifteen years to be a place where the three
sovereigns would meet every ten years.
27
28
-History-
Birth of Magience
As you know, it has only been for a few decades that we have had contacts with the Continent, those lands of mysteries beyond
the impassable Asgeamar Mountains. Yet, we have been able to establish that the bases of Magience were set at that time,
around the year 200 of our calendar. It would seem that the ensuing technologies spread very quickly in the Continental lands,
through the Magientists' order, before reaching the peninsula a few centuries later.
29
uring the Renewal, the Talkride town of Osta-Baille expanded impressively. Officially recognized as one of TaolKaers great cities, it became the place where important guilds settled, which made it a paramount merchant town
for those going toward the capital city of Tuaille. Foreigners flocked, mainly from Reizh, and the town grew, but it
had not been designed for so many people. The already hard conditions of life for its people became catastrophic. Ill-conceived, Osta-Baille had grown too fast. It became a land of miasmas and diseases. Infections multiplied and spread at the speed
of a galloping Caernide.
In barely two months, in the heart of the summer of 492, half of the population succumbed to what was named the Mauve
Death. The lower town, urgently built below the plateaus when the mountaineers had settled in Osta-Baille, had transformed
into a huge open grave. Corpses marked by the plague rotted in the streets and the foul smell they gave off went up toward
the plateaus. King Nahart was slow to react, but he finally decided to intervene. He sent an important contingent made of
scholars, physicians, and soldiers, who put a stop to the epidemic within little time. For four weeks, a fire consumed the bodies
of the victims, spreading a sickening smell of burnt human flesh over the city. With the help of the kings men, the city was
saved, and construction works began in order to modernize it. At that time, the towns first aqueduct was built, constructed
according to the plans of a scholar from Taol-Kaer. In that way, part of the waters of Deors falls was diverted to allow the
inhabitants of each district of the city of Osta-Baille to receive this precious liquid.
-History-
Arrival of Magience
in Tri-Kazel
The Missionaries
of the Temple
However, it would not be the last time Continentals would
make themselves known, for in the beginning of the year
713, a new group arrived. That expedition, led by the missionary Jamian, managed to cross the tumultuous oceans
protecting our peninsula and to reach the Gwidrite coasts.
Far different from the Magientists, these settlers were adepts
of the Temples religion who, as you know, wish to spread
their faith all over the world. The strangers began a long
journey across valleys and snow-clad mountain passes,
stopping only for a few days at each community. That first
expedition was often ill received, and the extremely harsh
acing the Furious Ocean, a number of missionaries of the Temple perished trying to follow the way shown to them
by Jamian. Numerous Tri-Kazelians tried to travel the other way around to reach the Continent, but today nobody
attempts such a journey, apart from a few fanatics. Every road across the Asgeamar Mountains is as deadly as the
next, and after two centuries of contact with the Continent, the peninsula remains very isolated.
Nowadays, rumors of wrecked ships full of treasures from the Continent present great opportunities for potential treasure
hunters. These people, who sometimes gather in small guilds, dive into the rough waters of the open sea, risking their lives,
searching for riches about which nothing is known, not even whether they truly exist.
31
32
Taol-Kaer,
between Traditions and Modernity
The beginning of the period called the Maturity Era is marked by a catastrophe with dire consequences for Taol-Kaer. In the
year 748, the northern part of our kingdom was hit by torrential rains, which triggered deadly floods. Deors falls spewed
raging waters onto the city of Osta-Baille, which was swallowed by torrents of mud, branches, and rocks dragged from the
mountain. The aqueduct of Drachnar quickly gave way, and the waters violently poured into the citys streets, devastating the
houses and decimating the population. No one could send for help, as the roads were flooded and the bridges washed away.
Slowly, the rivers fury ceased, and the water withdrew from the lower town, leaving mud-covered bodies among the debris.
It was a tragedy as striking as the Mauve Death of the year 492, and it was very quickly named the Second Plague.
Unfortunately, that was not the last calamity for the Ostians. After the torrential rains, summer came and a blazing sun
shone on the city. Diseases and epidemics struck, bred by the decomposition of the corpses and the poorly evacuated
-History-
stagnant waters. The survivors of the disaster lived in a precarious situation, and only the heroism of the famous
Flgyar, son of Ansailir Merkyon, lord of the city, prevented the worst from happening.
In the middle of the summer of 748, Flgyar went alone to
look for help, but found nobody who would be inclined or
able to help him. He learned from mountaineers that
Kailleach, Taol-Kaers king, was returning home after a
journey to Reizh. The hero seized that opportunity and went
in search of the king, hoping to meet him on his way. Of
course, the chances of success were very slim, but destiny
must have intervened, for the young man found the sovereigns convoy. Flgyar explained the disastrous situation
his town was in, and seeing how pressed and desperate the
young man was, Kailleach agreed to go to Osta-Baille. What
an exceptional sovereign for daring in such a way to risk his
life in a disease-stricken region in order to support his people! The king had come back from Reizh with a strange
figure: someone named Athaont, a high-ranked Magientist,
holder of that sciences greatest secrets. The scholar wandered through Osta-Baille for two days, inspecting the place to
give the king a complete report. One week later, the
monarch made a public declaration near the cromlech under
which legend has it that Taol-Kaer had been buried. He
announced the city would be rebuilt, following new architectural principles, and under the direction of Athaont.
The king, who studiously listened to the scholars, made a
sign before speaking:
My ancestor Kailleach was a king known for being very
close to our traditions in his daily life, and very respectful of
the spirits of nature. When he went to Reizh to renew the
friendship between the two kingdoms, he discovered the
wonders imported from the Continent, and thought it would
be good to integrate them to his kingdom, while keeping this
ancestral link with nature. He managed to convince his
counterpart to an exchange of their knowledge. Kailleach
gave one of his knight, Tearg, the responsibility to teach certain techniques regarding the art of war to the officers of
Reizhs royal guard; in exchange, Athaont would teach
Taol-Kaers king the rudiments of Magience. My ancestor
could not suspect the side-effects Magience would bring
upon our lands, yet I can only give credit to his decision of
having Osta-Baille rebuilt, as well as to the talent of this
Athaont. One can only marvel at the magnificence of that
city, which undoubtedly is one of our peninsulas jewels! I
understand that when he saw it, my ancestor decided to
make it the kingdoms new capital city!
Indeed, Majesty, King Kailleach came back to Osta-Baille
ten years later, and he discovered Athaonts work. That is
how in 758, Osta-Baille was declared capital city of the
kingdom, and the royal family settled there. Obviously,
Tuailles people were greatly offended by that decision.
Apart from this city, the Magientists influence remained
very moderate in Taol-Kaer, which remained the most traditional of the peninsulas three kingdoms. Yet, it can be speculated that if the War of the Temple had not happened a few
years later, Magience would have ended up progressively
spreading in Taol-Kaer. It may even have settled here durably, as it has in Reizh.
-History-
33
Chapter 1
Feondas
D
ear Wylard,
At last, here is the report about Feondas you asked me for. As you
know, being a Varigal, I have wandered across Tri-Kazel for many years, and each road
of the peninsula has known the rhythm of my stride. Following your request, I especially
wrote down everything I could discover during my latest travels about these dreadful creatures. You probably already know of some of the information enclosed in this document. I
hope the rest will be news to you, and that you will learn more by reading these lines. I
think I have composed here a short synthesis of our peoples knowledge about such a vast
subject, and I believe it will help you to better defend your domain against this scourge. Of
course, this document is not exhaustive, and we will probably discover more about the
Feondas in the times to come. We must learn to defend ourselves as best we can, and
maybe one day we will find a way to eradicate this threat and live in peace.
34
n this subject, theories abound. They are as numerous as the steps that lead to the top of the plateaus
of Osta-Baille. However, I have been able to draw
some certainties from that inextricable mass of conjectures.
Feondas cannot be classified simply; they do not specifically
belong to any species, but to the fauna for some, to the flora
for others, and sometimes even to the mineral kingdom. It is
difficult to give a general definition of what a Feond is since
their appearance varies greatly. Despite this diversity, they
all share the common nature of being terrible monsters that
ravage our communities. Some have the appearance of huge
wolves; others are like enraged boars of colossal build. Other
Varigals told me about trees, the bark of which would sometimes contort itself into a monstrous face and whose clawed
branches can quarter a man to pieces.
It remains that most of them have humanoid shapes, and
even, in some rare cases, look far too much like humans for
my taste. However, their body is very often distorted, stretching into poses that would make the most flexible athlete
suffer. Of greatly varying sizes and shapes, they are covered
with moss, rock, and wood. Studies on some corpses even
prove that these coverings are not merely debris, but part of
their bodies. According to testimonies I have heard, as well
as what Ive seen from my own experience, the shade of
their flesh is very strange under these various protrusions,
ranging from a mineral gray to a green of the darkest woods,
or even showing red or black hues. Sometimes, they are
accompanied by beasts as horrible as they are;things that
ear friend,
For a very long time, people have been wondering about the origins of the
Feondas and their actual motives. As beliefs vary, so do explanations. But who can state he is right? During
my travels, I have gathered numerous testimonies; here are some of them.
I heard this first tale from a Demorthn friend. The Tsioghairs annual gathering he attended that year had
been almost entirely about Feondas. This subject can stir trouble among the Demorthn, for their convictions
on it differ. Sellog, an old Osag Demorthn, caused a sensation when he encouraged human sacrifices in order
to pacify natural spirits.
Like him, some conservative Demorthn think that Feondas, in the same way as other species, are living
beings that have a part in the cycles. Snomh and Aingeal, two bellicose spirits of nature, may have been responsible for the catastrophic proliferation of those creatures, which reached its peak in the Aergewin.
Therefore, the problem would not be Feondas per se, but rather their number, which can threaten the balance
of the world. According to Sellog, the resurgence of Feond attacks is a sign of the spirits wrath, which must
be appeased through sacrifices. The Demorthn who share this belief also think it is crucial to fight
Magience, for the Daedemorthys science goes against the principles of respect and humility toward natural
forces and stirs up the spirits anger.
However, not all of the Demorthn community shares that point of view. To some of them, Snomh and
Aingeal are not simply chaotic spirits; they are malevolent, and the Aergewin was caused by their evil intentions. Without the powers granted to the Demorthn by the other spirits, the world would have sunk into total
chaos. Yet, in those remote times, humans dedicated a respectful cult to spirits; there were many sacrifices
and Magience did not exist. To those Demorthn, making offerings or eradicating the Magientists would be
of no use: Snomh and Aingeal are evil spirits and their offspring must be fought. Of course, those spirits play
a part in the natural cycles by incarnating death and destruction, but the creation of Feondas is an abuse that
shows their will to destroy our world. Those beasts are not part of the balance; instead, they are a danger
threatening it.
Adepts of the One God religion have a totally different vision of the Feondas. To them, these beings are
demons whose sole purpose is to corrupt humanity. They are attracted by overly strong emotions and by
vices, taking advantage of the weaknesses of men to infiltrate them and spread chaos. That is why one of the
ordinances of the prophet Soustraine recommends asceticism and moderation in all things. If an attack targets a pious community, it means that some among it foster impure thoughts. To overcome the Feond threat,
one should first overcome ones inner demons. Having had, like you, a traditional Demorthn education,
these beliefs have always seemed strange to me.
Yet, during my travels, I have witnessed some scenes that have troubled my mind. One day, in a Gwidrite
community, a horde of Feondas smashed down the log palisades and spread into the village, uttering inhuman screams. The priest shouted to us to gather in the church while soldiers struggled to slow the beasts
down. After a few moments of panic, the community managed to take shelter in the holy edifice. Disbelieve
me if you wish, but no Feond entered in spite of the poor state of the doors that would not have resisted the
charge of a single Caernide! Other similar events would tend to prove that Feondas fear places dedicated to
the One God. Troubling, isnt it?
The Magientists I got to meet in Reizh despise the Demorthns beliefs, and the priests of the Temples just
as much. As you know, these men of science have developed a theory about Flux, an energy every being and
every thing is supposedly composed of. According to their point of view, the Feond phenomenon is the result
of an energetic entropy; some obscure phenomenon leading to the existence these beings. Indeed,
Magientists established that all Feondas are freakish mutations of already existing species. Therefore,
they are harmful creatures that must be eliminated. However, I have noted that their theories do not
give much attention to the powers possessed by the Demorthn and the wonders accomplished
by the priests of the Temple.
It is time for me to end this letter. I hope you will manage to make your own opinion
about the scourge that the Feond threat is.
Your devoted friend,
Kellian
-Feondas-
35
Behavior
eondas behavior may seem at first sight extremely limited, anarchic even, but a more accurate observation can prove
that this is not always the case. It is not a rare event that a more or less organized band of Feondas will attack fortified
and well-defended places together. Sometimes, you can even make out hints of strategy in some of their movements.
Recently, I heard that a Talkride Inguard had been assaulted and entirely ravaged. The offensive was launched on different
fronts at the same time, and during its course, the monsters even dug to undermine the walls. The few survivors could observe
that, during those more united and composed phases, Feondas who seemed to be pack leaders looked like they were directing
the operations with growls or simply with signs. These Feondas generally have humanoid bodies and, in most cases, wear
strange ornate masks with decorative reliefs. Our warriors name them Drin, which means visage in the ancient tongue.
36
Edgar of Jaffren,
-Feondas-
Humanity
against Feondas
-Feondas-
37
An Omnipresent Enemy
W
38
e all know that a Feond generally constitutes a formidable opponent, even for a trained fighter. Their bodies are
very resilient, and their strength is generally superior to any mans. But much more than that, they possess very
particular capacities and powers that make them truly dangerous.
Feondas of any type can produce poison. A visual examination will not suffice to see which specimens are venomous. So,
numerous Demorthn have studied the subject and developed antidotes, the efficacy of which remains unfortunately uncertain considering the diversity of harmful substances collected. As it is, there have been cases of brave warriors who, several
hours after having brought down a Feond, suffered violent fits of shivering, nausea, and convulsions, sometimes leading to a
slow, painful death, or only leaving a flicker of life in a profoundly weakened body. Others had to have a deeply clawed limb
amputated, to avoid the rot that would spread throughout their whole body. Even more astonishingand I saw it with my own
eyes, Lord Wylardsome of those substances damage the mind, with effects similar to those of the most powerful hallucinogenic plants known to man. Those are only striking examples, a quick glimpse of a long list of effects I have carefully recorded in another document I will send you later. Still, they are representative enough of the dangerousness of these monsters.
Facing a Feond, a warrior should always wear an armor preventing claws, fangs, or vines from reaching his flesh, or even better, try not to be injured at all! A light wound may only cause a slight pain, but its consequences can be terrible.
Among the other strange capacities Feondas possess, I heard that some of them can make use of a form of hypnosis. I have
been told the story of a Hilderin knight who, after having been struck down by a Feond, was forced to meet its gaze for a few
seconds. Afterwards, he maintained he forgot what happened in the three days following that encounter, but testimonies state
that he has attacked and slaughtered many people, without saying a word, only growling, as if something had taken possession of his body. I do not know how trustworthy such tales are, but it is better to be ready for the worst.
-Feondas-
Nevens Children
any centuries ago, during a period of particularly aggressive activity from the Feondas, a warrior
named Neven made fighting these creatures her lifes purpose. The monsters had decimated her family,
and rather than cowering behind her villages palisades, she decided to hunt them without respite.
Neven left her village and journeyed throughout the peninsulas roads. For years, she struck against Feondas, tracking
them as far as their lairs deep inside the thickest forests and in the darkness of the steepest mountainous gorges.
All in Tri-Kazel know her legend; many paintings and sculptures decorate our communities, representing her atop a
mound of defeated monsters. Bards often sing of her deeds of valor. Everybody has heard of the way Neven saved
the village of Kafhgan by sallying alone, making her way with the edge of her blade through ranks of frenzied
Feondas to reach the monstrous troops leader. She then beheaded it while chaos was breaking out around her, claws
and fangs striking her robust body. That was how she died: under the blows of a whole savage horde which, disorganized after its leaders death, failed to seize Kafhgan.
Neven still lives on in the memories of many, and there is one group to which she is particularly important. Nevens
Children are not related to the great heroine, but they claim her legacy as theirs. That troop of about fifty hard-trained warriors watches the peninsulas roads and goes looking for Feondas directly in their lairs, where no one else
dares to set foot. They are at the same time admired for their courage and tenacity, and feared, for some believe
their actions aggravate the Feondas ferocity.
39
Protective Circles
t would seem that ancient Demorthn, at the time of the Aergewin, had powers largely superior to our
contemporaries. Among other things, they have since lost the knowledge of protective circles; however,
some of these sites are still active. There are places in Tri-Kazel, surrounded by ritual stones engraved with numerous runes, in which Feondas cannot enter. Still, not all stone circles offer such a refuge, and a traveler should
only take shelter in those which protective power he is certain of.
Feondas Weaknesses
will end this report with a recollection of essential information that will be most
useful to you: the weak spots of Feondas. Unfortunately, organizing a systematic,
reliable defense is a gamble, since everything depends on the opponent. As these creatures come in shapes, heights, and compositions of various kinds, there is no general
rule. Indeed, a creature with rocky skin will be more vulnerable to heavy, bludgeoning
weapons, whereas one with bark-like skin will essentially fear fire and slashing weapons.
Against some of them, swift and quick fighting techniques are the most suited, while
facing others, no one will be more efficient than a heavily armored knight. Therefore, it is
advised that members of a garrison have complementary specialties. When the moment
comes, you will be able to act more efficiently, by observing your opponents and choosing those among your men who will be the most suited to fight them.
There is nothing left for me to say but good luck,
Dalaigh
Chapter 1
Peoples
and
Mentalities
The pupil remained hanging on to the last words he had just
pronounced, which rang for a while in the vast studying
room. The teacher retorted with a calm, almost monotonous
voice, as if he had had to answer that same question many
times.
It is not that simple. You are here to access a knowledge
that will allow you to think twice about this kind of crass,
shallow ideas.
40
Kalvernachs University
Kingdom of Reizh, year 906
ord Wylard,
You have asked me for a report about those primitive people; these are its first fruits.
Forged by their countrys windy lands, Osags are generally strongly built and can easily be recognized by the
square, massive shape of their faces. I have met warriors from those clans whose skin is nearly as thick as leather. Those typical physical characteristics seem to come from the very hard conditions of their lives. Anyone
spending a few years in the south of Das will harden or die; those lands are harsher than anything we know
in our regions.
Men, as much as women, often sport long hair, plaited and tied. Women are always very active; at the same
time huntresses, warriors, and nurses. It would seem that the custom of the Dmthairs, second mothers taking
the communitys children in their charge, originates from those remote people. All Osags have slightly slanted eyes, which is not the case of Tri-Kazelians from other regions. Though the mens faces often have a certain rudeness, Osag women, on their part, can be true beauties.
Tomorrow, I will attend a fight between two clan chiefs. Duels are commonplace among the Osag, and even
sometimes include women. They settle all sorts of matters: conflicts between clans, personal disputes, or even a choice between two suitors. Osags frown upon swords and favor axes.
Their sense of justice really is very far from that of the Reizhite courts!
Your devoted,
Maeve Oan
We will briefly mention ourselves, the Tri-Kazelians, the population of mixed blood that constitutes the near-entirety of TriKazels inhabitants. We are generally sturdier than people from the Continent. With time, and an easier life in cities than in
mountains, some have lost that characteristic resistance, but we remain worthy descendants of our proud ancestors. In the heart
of our peninsulas harshest lands still live the Osags, strong warriors remaining attached to clan traditions and little disposed
to abide by royal authority.
Let us now talk about Continentals, and to begin with, remember that in Tri-Kazel, there are still very few people who originate from the Continent. Even if Reizhites from the capital city seem proud to have the same frail
build as people from the Continent, very few actually have an ancestor from those faraway lands
in their family. Men and women from the Continent are thinner and slimmer than natives from
Tri-Kazel, and also have more delicate features, which does not necessarily make them more
harmonious. However, apart from these few reductive common traits, it is quite difficult to
define precisely the morphological type of people originating from those faraway, illknown regions.
The last ethnic group that we must attend to is the Tarishes. If the date and place of
their arrival is known, their true origin remains a mystery that they themselves do
not seem able to solve. Also named people from the West or more simply travelers, Tarishes have marked traits. They have high cheekbones, often clear eyes, a
rather aquiline nose, and a slightly matte skin. There still exist a few Tarish clans who
wander across the peninsula and whose blood did not mix with the Tri-Kazelians.
You must know that those clans play a more important part in the kingdoms politics
than is commonly thought. Beyond the folkloric image of jugglers and acrobats
bringing some joy to villages cut off from the rest of the world, the Tarishes are
also very good smiths whose services are highly valued by certain lords, who impatiently wait for their annual visit. It is established that some of them are also spies in
the pay of some potentates, and others become Varigals
Todays class is drawing to a close. Thank you for your attention.
Professor Mac Endgad watched the whole amphitheatre as a whisper rose
and some pupils were already leaving their seats.
41
hat winter, the Tarishes had offered me a place in their caravan. I was lucky, for I never could
have crossed the snowbound vales of the Mr Roimh by myself. After the apprehension I
felt in the first moments, I discovered an astonishing community. Beyond their bronze-colored pomp, the Tarishes gave me the impression of being sad, thoughtful people. Between two festivals
in villages where their resounding laughter rang, the journey went by in a silence that made the caravan look like a funerary procession. Sometimes, the crystalline voice of a young woman could be
heard, accompanied by a few mournful flutes that broke the heavy silence.
Although the Tarishes are not talkative people, I quickly noticed they were fluent in several languages.
The one they used most frequently was a dialect in which I could make out some Tri-Kazelian words
mixed with much more exotic sonorities. I will above all remember what one of them told me about
that. According to him, the degeneration of their native language illustrated the decline of their community, the size of which was inexorably decreasing. Young men frequently gave up on a harsh traveling life to settle in one town or another in the Three Kingdoms, while young women preferred more
and more often being wooed by outsiders. According to that man, one day would come when there
would be no one left to continue the travels initiated by those who had long ago landed at Hbs Cape.
The mystery of the Tarishes' origins would then definitely sink with the disappearance of their culture.
Since that day, I, the Varigal, have been wondering what is driving me to travel through the world.
Osvan Tadd
42
laws, and not the opposite. It may be that natural spirits are
angry for a reason that is beyond our ken and that their most
savage manifestations are unleashed without us knowing the
reason. It would be fruitless to try to understand everything,
to control everything. The human being must accept his
limits and acknowledge his place in the life cycles.
Are men responsible for that anger?
You certainly know that for several generations now, some
of Tri-Kazels inhabitants have decided to forsake
Demorthn traditions to dedicate themselves to
sciencemore precisely, Magience. They think the land is a
reserve of raw materials belonging to them and that they can
harvest it as they please. They clear forests, dry up bogs, and
ceaselessly extend farmlands farther as towns grow. In that
respect, we can believe that humans stir up the anger of
natural forces. Without respite, you will have to reason with
your peers so that they remain humble and respectful
towards the environment that gives them life each day. Such
was our ancestors frame of mind, which is today disappearing even in some remote parts of the peninsulas countryside.
The Demorthn stopped talking for a moment, lost in
thought.
However, do not get entrapped in overly simplistic explanations. Since the dawn of time, well before Magiences
abuses, mankind has had to survive the repeated assaults of
Feondas. Keep in mind that image of a raging tempest. Man
is not necessarily responsible, but he must wait for the spirits of wind to calm down. To go into nature without taking
that into consideration would be pure madness.
A Philosophy of Progress
Baldh-Ruochs council. Kingdom of Reizh, year 906
agister Alana Naghan, a member of Baldh-Ruochs Magientist council, was presenting to the kings advisors
her project of building a great hospital so that everyone, regardless of social rank, could access basic healthcare.
Esteemed advisors, I am proud to present to you the royal hospital that should answer the tragic public health problems our
capital city suffers from. As you know, the poorest people cannot resort to the services of physicians or healers. It is our good
kings duty to protect the most miserable against mundane illnesses, which have been curable by Magientist techniques for a
long time now, but which continue to decimate the population of working class districts. The opening of the hospital will be
associated with the erection of a new Flux refinery at the north of Baldh-Ruoch in order to provide curative equipment.
The Magister unrolled a plan of the capital city and of its surroundings, on which everyone could discern the site of the future
hospital and of the new refinery located in the outskirts of Taelwalds forest. There also was the plant located in the suburbs,
built five years earlier, which today gave work to several hundreds of people. In the assembly, a voice boomed. It was Ronan
Kaeregs, a man fiercely opposed to most of the Magientist projects.
This is a scandal! It is because of your accursed plant in the middle of Baldh-Ruoch that those new illnesses have spread,
and now, you want to open a new refinery? Your hospital is just a pretext to extract even more Flux, which will only worsen
the pollution bred by your stinking installations! You do not care about Baldh-Ruochs people, and if you want to cure them,
you should immediately close that blasted plant!
Almost instantly, a commotion spread among the assembly, making the vigorous exchanges between the various participants
incomprehensible. The Magister managed to speak again:
Then what do you propose, my dear Ronan? To call upon the Demorthn so that they come and heal Baldh-Ruochs people
with their weedy mixtures that could poison a Boernac?
There were a few laughs among the assembly, then the Magister pressed harder:
You lie when you accuse the districts plant of being the origin of the diseases. Our capital city suffers from overpopulation,
and the narrow, malodorous alleys propagate the diseases. Instead of bragging and systematically opposing everything we propose, you should follow the example of Osta-Baille, which, since its reconstruction supervised by Magientists, is a safe and pleasant town! You cannot deny progress all your life; because of people like you, Baldh-Ruoch may
become an insalubrious, dangerous city! Your blindness and stubbornness are worthy of the most primitive Talkrides!
he edifice is unique in the
This time, chaos spread among the assembly, and the leader of
peninsula. Three colossal
the royal council had to adjourn the meeting before it transchimneys belching out a
formed into an immense brawl.
thick, white smoke tower above its
Baldh-Ruochs
Plant
43
Mentalities
44
almost ten years younger than him, and the presence in the
room of a wood cradle indicated they had probably already
tried having children.
Life is harsh here; you are left to yourselves at least half of
the year, whereas in the valley, and even more so in towns,
life is easier. City-dwellers do not think about survival, they
only have one preoccupation: to become richer than their
neighbors. A Varigal doesnt bring riches, only information.
So, youre called, youre accosted, youre asked plenty of
questions without ever having the time to answer sometimes, youre offered a drink at a tavern, but youre never
offered board or lodging. Things have not always been like
that. During the nineteen years I have been traveling around
the Three Kingdoms, I can tell you people have changed a
lot. Now, its almost only in small remote villages like this
one that you can find hospitality, a glass of strong drink by
the fireside, and a comfortable mattress for the night Citydwellers have forgotten about all of that!
You must have seen a lot of people with all those travels,
and some high society, too.
I have seen a lot, indeed, many more than I could ever
count. And I keep no memory of the majority of them.
People are all different, but in each kingdom, you find the
same social castes. Youre situated on a very particular place
on Tri-Kazels map, near the spot where the three borders
meet. Away from the heart of each of the kingdoms, you are
influenced by none of them!
People from here are humble people, we live thanks to the
earth and to our animals. Id like tknow how other people
are.
Believe me, youre all the better not knowing; you
wouldnt understand their preoccupations. But if you wish,
Ill tell you more about them, if youre kind enough to let
me wet my whistle with your jug.
Go get some tobacco leaves from the shed,
Darek. Ill get a pipe ready for our guest,
the man told his brother while filling the Varigals glass.
The tobacco was minced on the bare table, two big leaves in
all, and divided into three small piles; three pipes were scraped clean and copiously filled, and embers were brought in
a baked clay pot. Darek was the only one not to smoke: he
wiped the table with his hand to gather the tobacco scraps
and noisily snuffed them up. Soon, an acrid smoke billowed
in the room.
In Gwidre, in spite of all the misfortune the population may
suffer, nobody seems to worry since they all get lost in the
mirages of the One God and of promised redemption.
Without turning a hair, they accept epidemics, famines,
Feondas' attacks, and even seeing their children die.
As he pronounced those last words, he discreetly observed
the couples reaction; she sadly lowered her eyes, suddenly
looking very weary, while her man became lost in the
contemplation of the embers, his gaze and body still. The
Varigal felt cruel, but knew he had guessed right, they had
lost at least one child. Mountaineers did not talk about their
private lives in general, so he had learned to read their every
move, their every expression as others read books.
They are completely apathetic, he went on, and
only wake up to defend their Temple and its holy
relics. There is no laughing to hear in taverns or
in streets, even children look sad. They pray,
waiting for death like it was a rescue, and
try to convince you they hold the only
truth, and that you have to join
their ranks As for the
Reizhites, they have suffered
so much from Temple
attacks and ruthless
incursions
from
Hilderin knights
that theyve
become
suspi-
45
very few interesting things to gather and youre far from being as well received as here
His sentence ended with a long yawn, which was quickly echoed by the slow-witted brother. It was late, and it looked like
tomorrow would be a cold and windy day; being ready would require some rest. The couple took their leave and left the room.
The Varigal wrapped himself in his cape and laid down on the comfortable mattress that had been brought for him to a corner of the room. As tired as he was, he did not immediately fall asleep, for in the fires glow, he could see Dereks shadow,
caught in a backward and forward motion, rocking the cradle and humming in a low voice the words of a lullaby
fter centuries, you have to admit that as soon as you leave cities and major commercial routes,
such a concept is still more a theory than an established fact. The majority of Tri-Kazelians live,
as their ancestors did, in villages that are sometimes not very accessible. If the feudal system has officially put an end to the ancient loyalties between clans, they often persist through the simple fact that a good
number of rural lords descend precisely from clan chiefs lineages. Moreover, for the most isolated mountaineers, a
traveler coming from the capital city is nearly as exotic as one arriving from the other end of the peninsula. Ancient
customs preserve the villagers sense of hospitality, but they are still careful and sometimes even distrustful. Travelers
are often welcomed, as long as they mind their own business and do not stay longer than necessary.
Things slowly change, as Daols take the place of barter and common language is insidiously substituted for local dialects. However, there are also places where people persist in using local speech when there are strangers around. Even
in the most frequented cities, taverns and markets swarm with regulars exchanging gossip in local dialect, simply so they
can affirm their identities and roots.
46
n the hillside of Talamhs vale, Lord Dagons standards flapped in the wind. Several hundreds of men
and women had gathered and formed a mixed battalion. Most of them wore thick clothing and studded leather breastplates. They wielded their farming tools; pitchforks and axes as their only weapons.
A few soldiers wearing gambesons and chain mail bore the arms of Talamhs vale on tabards with fading
colors. The only horsemen were about ten armored knights, companions in arms of Lord Dagon who was
exhorting the battalion:
We have gathered today to make our lands respected and defend our countrys values! Reizhs Magientists
think they can get away with anything when intruding in our territory, turning our lands upside-down and poisoning our harvests with their blasted machines! Because of them, our community has lost many of its members! Reizhites have been quick in forgetting the help we have given them against Gwidres felons. They have
yielded to insane fancies from the Continent! Now let our weapons reason with them!
A clamor was heard among the peasants forming the rag-tag army.
Death to the Magientists! Death to Reizhs traitors! they repeated angrily.
Far away, on the opposite crest of Talamhs hills, the first flags with the neighboring Reizhite dukedoms
colors appeared. Preceding that small army, three horsemen bearing white flags were approaching. Two emissaries of the Talkride lord rode to meet them.
The prince of Reizh demands that your Lordship withdraws his troops and let our Magientists carry on their
research works in your domain. In the name of the alliances between our kingdom and Taol-Kaers, your king
gave us the authorization by edict. As his vassal, the duty of Sir Dagon is to abide by that edict and withdraw
at once.
The Reizhite horseman had unrolled the parchment bearing Taol-Kaers royal seal, which authorized the presence of Magientists in Talamhs vale. One of Lord Dagons emissaries raised his helmets visor and revealed
a scarred face. He pointed to the horseman from Reizh with his gauntleted hand and said with a loud voice:
The king of Taol-Kaer is not here to see the poison your cursed Magientists pour in their wake! As soon as
he knows, he will send Hilderin knights here to reason with you! Withdraw at once and never come back to
this valley or it shall become your graveyard!
In the Talkride ranks, soldiers and peasants saw the two knights of their lord gallop back. There had
been little doubt on the outcome of the negotiations-the battle would certainly happen. There
would be a few moments of waiting, to see if the Reizhites would decide to withdraw, before
sounding the charge.
47
Chapter 1
TaolKaer
D
earest Father,
Here is the news you expected from me. The first days
of my journey have been rather hectic, and I only now have the time
to settle at a table, to put the following down in writing. I am very
proud that among all your children, you chose me to go meet the
king in person in the capital city of our kingdom, and in spite of the
hazardous journey, I will prove worthy of such a task.
48
The Drawbacks
of Independence
ire,
Aenor Iben,
Your devoted,
A Long-Standing Grudge
ire,
As you asked me, I went to Tuailles court in order to investigate with utmost secrecy. I was able to hear
what was said in the shadows of the alleyways. Nobles from Tuaille still have not forgiven your ancestor, King
Kailleach, for depriving their city of the status of the kingdoms capital city, nearly one hundred and fifty years
ago today. The population also keeps the memory of it, and considers it a humiliation. This is why your authority
is not as respected as it used
to be in those lands.
Crossing the border of this
dukedom bearing your
colors means enduring the
worst troubles, and everything is done to complicate
the lives of your faithful
servants. I do not think
there is an actual rebellion
brewing, but it would be
good to put some order back
in this region.
49
Axel Cairnbi
Your faithful,
, Forsair
Mor
n immense, dense and legendary forest, made of broad-leaved and coniferous trees, Mr Forsair covers a large part
of the kingdom of Taol-Kaer. It is crossed by a stream, a tributary of the Tealderoth River. Very few dare to venture
deep inside, apart from us Demorthn who do not fear the numerous spirits of nature that dwell within. There, a
human being can go back very close to his roots, to the nature that makes him live. Of course, the great forest is not only
inhabited by spirits: many dangers lie in its depths, the dreadful Feondas among them.
Emerald Flux
"
es, stranger, Flux is the energy Magientists draw from nature, an infamy in itself. In that forests centuries-old trees
flows a crystalline, olive-tinted sap. It is intolerable that Lord Blonag harms it so much with his sawmills intensive
exploitation. His subjects cut into wooded zones at a frightening pace, and nature will probably answer their aggressions violently. From what I know, Blonag, as respectful of the traditions as he may seem, deals with Daedemorthys
and sells them those age-old trees that seem full of a Flux those monsters appreciate very much. A sordid trade flows with Reizhs
unscrupulous merchants. Each morning on the seas waters, you can see huge trunks drifting, emptied of their sap and vulgarly
thrown away for lack of room to store them! This ignominy cannot last; the Demorthn of the region must unite!
-Taol-Kaer-
After a four-day journey, I was told we would make a twoday stop at Smrag, the dukedom of Gorms capital city. I
was delighted at the idea of sleeping in a bed to relieve my
aching body, for sail wagons are as uncomfortable as they
are fast.
I took that pause as an opportunity to look around Smrag,
which could be a fine city, overshadowed by emerald
slopes, if the sea wind blowing from the first lights of
dawn did not carry nauseous emanations up from the harbor and the sewers in every street. Even worse is the sullenness of those bent under Lord Blonags yoke. Here, he
is secretly called the pig and is said to be as hideous as
he is depraved. He has promoted slavery, hired a cruel
militia that commits the worst exactions, and forces the
inhabitants to work to exhaustion, without respite.
Gorm is our neighbor, and I will personally inform the
king of what is happening, but I heard that Blonag pays
sufficient taxes to the throne to be left alone. That dreaded
lord has already survived two assassination attempts; I
secretly hope the next one will succeed
In the end, when I left, I did not mind going back to the
wagons discomfort and to the smell of spindrift.
50
The Dukedom
of Osta-Baille
-Taol-Kaer-
A Royal Interview
earest Father,
I cannot thank you enough for the few soldiers and the Daols sent to Koskan. Thanks to them, I could leave that town.
A raid in order from the Hilderin knights could restore some order there, but even they seem to have lost some of their
pride in that region undermined by vices! Then, I traveled north-west, heading for the capital city, Osta-Baille. How
happy I was to discover that captivating city I have heard so much about. Whatever ill may be said about them,
Magientists are really capable of miracles; the architecture of that city is the most beautiful proof of that.
In the end, I was lucky enough to be received, only two days after my arrival, by King Erald Mac Anweald, direct descendent of one of the three founding brothers of the kingdoms peninsula, Taol-Kaer himself. What thrill! He is a tall
man in the prime of life. In his veins flows the heritage of generations of respected sovereigns. I was very nervous,
but his kindness reassured me. I could understand that our kingdom is in good hands, even if I had a few doubts about
that during my journey. If the members of our dukedoms council could meet our king, maybe it would calm their desire for independence. Our sovereign remains very attached to the traditions that put him on the throne after his ancestors. He knows how to speak to people and be likable. I realized this in the course of our brief interview, wherein I
transmitted your words of loyalty, but also your requests for a few additional liberties. Dear Father, I must confess that
our king, in spite of his manifest goodness, looks very unfavorably upon such desires of autonomy. It is even said that
in some communities of remote valleys, royal arms are trampled underfoot. The king angrily evoked that insult, and
proclaimed in my presence that such an affront would be washed in blood.
Therefore, our council should moderate its thirst for independence. On that account, I do not know if our complaints
regarding taxes will be accepted. Tomorrow, I must appear before the royal council, which will convey to me the answer; the king himself is very busy, and will probably not be able to receive me again. Consequently, I will finish this
letter after this new interview, in order to inform you of the decision concerning your request.
-Taol-Kaer-
51
52
Of the Temples
Influence in our
Kingdom
ire,
You asked for more information about the
importance the Temple has taken in our
society. Unfortunately, I have to admit we cannot
disregard them in our good kingdom. I am afraid
their influence will not stop growing, to the detriment of our Demorthn traditions. However, our
customs still live their heydays in rural regions.
People from the Temple are generally very illreceived, and to question ancestral popular beliefs
brings hostility. There are cases of missionaries of
the Temple who have been driven away with
stones, and even killed.
On the other hand, where people are more welcoming about new ideas, such as in our cities, the
Temple settles more easily. The promise it makes
of a better life after death gives hope to those who
do not appreciate the idea of their being dispersing
and joining the spirits of nature. It is wise of you to
have invited a representative of the Temple, for
their expansion is undeniable, and it is logical that
this religion be represented at your court.
However, you are also right to see the Temple as
something that could undermine your authority;
look at what is happening among our neighbors
from Gwidre where the king has become a mere
puppet. I can only encourage you to stay on
your guard.
Your faithful,
Axel Cairnbi
-Taol-Kaer-
An Alliance Mission
ire,
Following the discussion we had with you yesterday evening, we have accepted the requests from the dukedom of Sel. That small stretch of land only lives from
trade and does not disturb our prerogatives. Should there be a revolt, Selians would be
too few to pose any threat.
However, we thought it useful to solicit the Dukes daughter to join the mission to Tulg.
As you have noticed, she possesses a natural charm and a certain knack for diplomacy,
which will certainly help our emissaries. Moreover, she will be the proof that it is possible to obtain some independence while respecting your power. I hope her example
will influence the lords of that dukedom.
Your devoted,
53
y Dearest Brother,
I hope this missive attached to the envelope
for our father will reach you. Indeed, I have
gathered in Osta-Baille all the information you desired for
your upcoming great journey on the western coasts. What I
have learned only confirms that it will suit you perfectly,
with your love of great landscapes and lands left to nature.
As you know, in the far western part of the kingdom, there
are two dukedoms.
-Taol-Kaer-
54
"
Tuaille is an architectural wonder. Throughout the centuries, our people have claimed land from the marshes
by building numerous constructions on stilts. The old
districts, corresponding to the former fishermen village, are high-built, whereas canals allowing boats
access to houses and shops cross the most recent districts.
We must remind the king where he comes from; where
his power took root. Our action will steadily gain
ground. Tuaille will again be the capital city of TaolKaer, or will be the one of a new kingdom!
In the Heart
of the Kingdom
ear Father,
I am happy I can finally write to you, so that I can
tell you what happened to me during such a strange
journey. I have discovered places the existence of which I
did not even suspect.
From Osta-Baille, we went into the mountains. From steep
walls to sunken valleys, I realized how the reputation of
those who built our bridges was justified. Their constructions are omnipresent, and they make journeys not merely
easier, but basically possible.
55
-Taol-Kaer-
hen we were through Siagals col, the mountainside grew smoother, disappearing far away into the deep forests,
revealing the oceans colors. At the north, the Kreizhdours course takes the shape of an azure snake, marking
the border with Gwidre. That is where we entered the dukedom of Tulg. From the col, one can easily understand,
through the landscape and its multitude of barely accessible valleys, the mentality of that territorys inhabitants. Indeed, each
community lives according to its own rhythm and in its own way, looking to preserve its independence and to increase its selfsufficiency. Of course, there are a few exceptions, such as that village named Fearl where we spent the night. The Mac
Govrian family was totally decimated there, and Hilderin knights from the capital city have taken their prerogatives back.
Further on, the lands of Mac Ealds tribes stretch along the river and the border with Gwidre.
I want to dwell a little more upon one place that marked me during our journey, an abandoned Magientist factory we saw from
afar. There were a few big warehouses covered with metallic sheets for roofs, as well as several great silos. In places, metallic sticks protruded from the earth, and we could see large girders and rusted mechanisms littering the ground. No one has
ventured there in ten years, for the place is said to be haunted by dreadful malevolent spirits, and considering what Magientists
are capable of, I can believe it.
Our descent to the dukedoms capital city took a few days. Tulg Naomh is built on the mountains spurs, facing the sea and
the forests below. Built with rocks from the regions cliffs, it is called The Stairway City. The name of the dukedom, which
means rock in the ancient tongue, actually comes from it. Indeed, the town is composed of many levels, manmade throughout the centuries. Beyond its walls, other terraces stretch, covered with farming plots that supply most of the inhabitants.
We have been received by Princess Cortessa Mac Lichorl, Duchess of Tulg, sister of the Queen of Taol-Kaer, and I quickly
understood how complex her task in those lands was. What ruler could manage to unite those communities in a lasting way?
The representatives of the various regions of the dukedom form an astonishing, mixed assembly. I could understand that plots
and betrayals were very common, and that the princess had already avoided several poisoning attempts. I will not dwell further upon the discussions between our delegation and the princess, as some secrets have no place in a letter. Still, the situation here remains very tense.
56
Magientist Ruins
our Highness,
I have investigated that ruin of a Magientist factory that is rumored to be haunted. I witnessed with my own eyes that under cover
of darkness, people gather there. Dressed with costumes masking
their identities, they intone morbid songs around esoteric circles. Most
likely, it is a sect of sorcerers and we have here the answers to the strange
glows and to the numerous disappearances reported by the inhabitants
of the neighboring vales. It may be, Your Excellence,
the occasion for you to put to the test the good intentions
of Vector Saern, recently arrived at Tulg Naomh.
In Gwidre, religious of the Temple tirelessly hunt
down those kind of sectarians; I am certain
Saern would be glad to rid our dukedom of
such a threat.
Your faithful servant,
Arym
ear Friend,
I wanted to announce to you that the restoration of our city is finally
almost over. It is now twenty years ago that a Feond raid of unprecedented
violence ravaged the city. The Feondas were so numerous that the entire valley was swarming, as if invaded by worms.
The slaughter, perpetrated by several of those frightening mask-bearers, was truly horrendous. The survivors accounts
tell that the Feondas had various shapes and sizes, each as monstrous as the others. The walls did not hold. The buildings
were torn down, trampled, burnt. The inhabitants were massacred without any distinction. I had just succeeded my father
as head of the dukedom, and after that catastrophe, I was distraught, convinced that I could never bring the town back.
Then, the Magientists came to help us. Even before the tragedy, they bestowed their gifts upon us, in spite of the controversies it spawned elsewhere in the kingdom. They planned the reconstruction of essential infrastructures, making use of
their science and techniques so that the town could rise from its ashes in a reasonable timeframe. These last twenty years
were long, but we are reaching our goal, and Kel Loar is even more beautiful than before. Our population can be proud
of itself; its efforts were not fruitless.
One day you will come to visit our town to see the buildings that still stand, such as our library or the palace. But you
will also see the still-visible marks of the ravages caused by the Feondas, such as Jeaths windmill. Today, it is nothing
more than a strange ruin; a structure of steel poles and beams with which lush vegetation intertwines. It is unfortunate,
for the Magientist mechanisms it held performed wonders.
I am glad I can therefore invite you again and show you around our new city.
Edgar Corann
Your friend,
I would also like to stop at Eschen, along the coast. You probably
know of that mysterious islet, at least by reputation. From the coast,
it can only be reached at low tide, when a small rock path assembled
by former inhabitants appears. The rest of the time, Eschen is cut off
from the world by an arm of the sea in which no one would dare to
sail, for its surroundings are almost always covered with a thick white
mist that no eyes can pierce.
I would really like to see the circle of stones standing on that islet. I
have been told Demorthn hold a traditional cult there, accompanied
with bloody sacrifices in the honor of wild spirits of nature. I have
also been told that Feondas have never laid foot on Eschen and that the
only people who attempted to settle there have disappeared, leaving
behind them their small, empty house less than a year after their arrival.
However, Father, I will not dawdle on my return journey, and I will
be delighted to see you again. This is my last letter. I will tell you of
many more things directly. Altogether, I have found this journey to be
very enriching. Moreover, I was proud to act on your behalf, and I
hope I have represented you in the best way.
-Taol-Kaer-
t has been six months since I received that last letter, and my daughter
Aoda still has shown no sign of
life. The men I could afford to dispatch
have lost her trail in the heart of the
mountains, near a small village named
Terkhn. Since then, nothing. I am in
despair. Her escort, as well as the
Varigal who accompanied her, have
also disappeared. My fears run high.
However, even if she is dead, I want to
know. There is nothing worse than
uncertainty. How foolish of me to send
her on mission like that! I ask of you,
Lady Edel, help me find my daughter!
57
Cartography of Taol-Kaer
ear Brother,
Here is a copy of the map I have referred to during my journey. It is fairly useful, although it is incomplete. I have
added several annotations, thanks to many discussions in the capital city and on the road about places which I was not able to
see with my own eyes, or which I have not given much detail on. Unfortunately, I could not find more accurate maps of the
dukedoms of the west and south which interest you so much.
Take care of yourself, Your sister
Ahman Glas:
Aisir Ceomhor
(the mistway):
58
Brgan:
Caiginn:
A solitary tower and a few wall sections are all that remain of
an ancient castle, whose founder has been forgotten along
with his reasons for building it in the middle of the swamps.
The place is reputed to be haunted but constitutes one of the
few refuges for those who venture into the Western Swamps.
Deanaidh:
Faol Rod
(the Wolfs Breach):
An old Osag tale says that every twenty years, a virtuous
warrior must fight a huge wolf covered with thorns and
barbs in this narrow pass. The Osags say that no hero has
ever survived the fight, but that their sacrifice drives the
monster away from travelers coming to Deanaidh from the
dukedoms of the east.
Fearil:
Kaer Daegis:
Llewellen:
Ruels Crossroads:
Named in memory of a Demorthn who died there in antiquity, when he sacrificed himself to stop an immense Feond
that stood higher than a treetop. A standing stone marks
the place where the courageous Demorthn supposedly fell.
Sad Hills:
Sunken Forest:
The only true town of the Lands of Das, Deanaidh is a neutral place where Osag clans gather when they trade and
when their chiefs establish new alliances. A few merchants
from the rest of the kingdom also go there.
Bordered by the gray bogs, it is known for its trees with snaking roots and unhealthy foliage, as well as for the numerous Feondas hiding there.
-Taol-Kaer-
Terkhn:
Tilliarch:
Their apple trees are not the finestfar from itbut ancient
secrets that make Tilliarchs cider a truly delicious drink are
passed down from father to son.
59
-Taol-Kaer-
Chapter 1
OstaBaille
60
ear Brother,
You will find in this letter all the documents I could gather about Osta-Baille. I hope they will be useful to you in making preparations for your journey. As you must suspect, nobody here at Gouvran
has seen this city with his own eyes, and only a few Varigals have occasionally brought us news from this faraway
region. I have even written down for you the story told by one of them who claimed he had met someone named
Edwick, a famous bard in Osta-Baille. As manager of our towns small library, I was able to go through all the archives
and discover some interesting documents. I also learned that nearly twenty years ago, a member of the Maorl family
from Gouvran, Ugad Maorl, made the journey to Osta-Baille. His old father told me about it.
Their son had become a Varigal; he was barely sixteen when he left our Gwidrite community to undertake an incredible journey. So as not to cross the dangerous mountains of the Mr Roimh, he had planned to follow the coastline until
reaching Hbs Cape and then to make his way to the Talkride city of Tuaille. From there, he was to go upstream to
reach the famous capital city of Taol-Kaer. His journey would have lasted more than four months. Unfortunately, after
his last letter sent from Osta-Baille, which you will find enclosed, he was never heard from again.
I was also able to get another letter, an anonymous one. There is no manner of appraising the veracity of its words.
Be careful and remember the fate of Ugad!
Take care of yourself, my brother.
May the Creator protect you,
Preden
Birth
know this story, dont you? Who does not know of the epic
tale of these heroes who left to found the Three Kingdoms?
Our king, Taol-Kaer, spent his life serving that high purpose, but he always kept the village that had seen his birth
close to his heart. That is why he returned here to spend his
last days, after abdicating in favor of his son who was reigning from the city of Tuaille. Some of his close relations
followed him in his last great journey, and together, they
extended the size of Klardel, supervising monumental
works such as the construction of the first bridges hanging
over the chasms.
Osta-Baille
61
Lr an Baille
he year 857 was a tragic one for Tri-Kazel, for it was at that time that the three kingdoms
waged war against each other. The following year the Gwidrite armies, disciplined and
more numerous than expected, invaded Taol-Kaer, their incursion reaching as far as OstaBaille. The faithful of the One God besieged the capital city for several weeks, but to little avail; the
assailants had reached the harbor, under the plateaus, but could not take the higher levels. The capital city was self-sufficient, having plenty of water and food in its underground reserves. It resisted the Temples men, and after a siege with heavy casualties, its inhabitants drove the enemy
away.
Many deeds of valor were accomplished during the War of the Temple, in which valiant Ostians
of both genders made themselves famous in front of Gwidres armies. Their tales are told in the
Lr an Baille, the songs Ostian bards created to perpetuate those legends. The people hold in
high esteem those warriors who showed bravery, cunning, and strength in the face of the adversity of war.
The Ansailir
sta-Baille is led by an Ansailir who guarantees the towns prosperity. This title comes from
the ancient tongue our ancestors spoke and means guardian. Traditionally, Ansailir were
clan chiefs and had a seat at a communitys council. This title is still borne among Osag
clans and most of the villages still use it. In important cities, this title is conferred by the king to
the person who will be in charge of administrating the town. Angwulf Eober is the capital citys
current Ansailir.
62
ear parents,
I have reached my destination. The journey that took me to Osta-Baille was a long and, I confess, laborious one; during these four months, the hardships of the road have tired me. However, my morale soared when I
saw the great gates of the lakeside harbor. I am truly impressed by this city that I have been told so much about,
and where I had never set foot before. Since I know you never had the chance to gaze at Osta-Baille with your own
eyes, I have written my first observations on the city. Of course, I still have much to discover.
The Port
-Osta-Baille-
Bns Company
ere is what I found about the Arweal family previously mentioned by Ugad. I do not know if such
information is still relevant. Make good use of it.
Born in upper middle-class and leading Bns company, the Arweal family is at the head of one of
Osta-Bailles most powerful guilds and owns the greatest fleet of merchant ships. Currently led by its patriarch
Erman Arweal, a robust man with graying hair, the Company appears to be diversifying its activities. It is said
to be in contact with various organizations such as the Temple, or Reizhs Magientists. Is it merely gossip
spread by competitors, or reality? No one can confirm either version since the Arweal family jealously keeps
its secrets. The other striking personality of that family is probably Ermans daughter, Milena Arweal. This
young, slender woman is an unrivalled navigator, and is said to be fascinated by adventure and the finding of
treasures lost in the deeps. For that matter, the methods she uses to access them remain subject to many rumors
and some say she makes use of Magience.
The Arweal family is trusted by the king and enforces security by controlling the arrivals of ships and travelers. This authority and supremacy are envied and contested by numerous rival guilds. The guild of
the Mac Niadan family, a powerful ship owner specialized in the escort of vessels transporting travelers or cargo, can be mentioned as an example.
63
The
Lower
Town
-Osta-Baille-
. s elevators
Diol
64
for passing travelers in Osta-Baille. I also saw a few buildings of interesting architecture, such as what Ostians call
an amphitheatre: a semicircular stage located below stairs
called tiers welcoming the public. The best bards play
here, and I already had the occasion to spend some very
pleasant evenings here.
I had the opportunity to cross a good number of cities since
I left Gouvran and I must say I have never seen a city as safe
as Osta-Baille. Between the guards and the Hilderin knights,
rogues keep a low profile. However, I have noticed the soldiers are somewhat nervous, which could be explained by
rumors of twisted creatures and Feondas, roaming at night
and emerging from the sewers. No one is able to offer proof
of such stories, but people are truly worried. I have been formally advised not to go out when night has fallen on the
city, and I noticed that the windows of many houses have
bars on the first floor.
-Osta-Baille
ebuilt after the Second Plague, the modern Osta-Baille was conceived at the time by the visionary
Athaont. A resolutely modern city, the means required for its remaking were the most important in the
history of Taol-Kaer. Osta-Baille has a feeling of Magientist modernity, drawn from the cities of Reizh. It
abounds with small revolutions making the lives of the Ostians easier. Sewers, elevators, viaducts, Nebulars, so many
innovations that, for that matter, are so rare in the rest of Taol-Kaer. The most beautiful of those accomplishments is certainly the unseen one: the water-conveying system. Athaont put in place a system using hidden pipes to bring from the
heart of Deors falls the water necessary to supply the city.
Since the coronation of King Mac Anweald and his resolute policy for a return to traditions, Magientists have lost a lot of
their prestige. Although everybody appreciates the advances they have brought, many people speak of their disdain for the
peninsulas ancestral beliefs and traditions. Their official presence being reduced, Magientists keep a very low profile and
you can seldom be seen wearing their distinctive clothes in the streets of the capital city.
-Osta-Baille
65
. s Flowers
Deoir
66
Antiquities of Trdil
-Osta-Baille--
Athaontu s University
ffered by King Kailleach to Athaont to thank him for the reconstruction of Osta-Baille, the university was
built according to the architectural principles of Magience. Twelve years ago, King Erald Mac Anweald shut
down this symbol of the incursion of Magience on the peninsulas ancient lands. That closing followed a
serious accident in the university: an experiment turned out badly, and triggered an explosion in a laboratory followed
by a foul, greenish smoke which spread into the neighboring streets. This emanation contaminated part of the district
of Saoithn and cost many people their lives.
Although it has been closed, rumors have it that the building is still used, in spite of the vigilance of the
soldiers patrolling the district. Smugglers, courtiers, and Magientists are one after the other
accused of going there at night to secretly organize meetings with sibylline motives.
aoithn is also home to the great library of Taol-Kaer, where invaluable books are read and reread by dozens of curious
men and women eager to know the ins and outs of our worlds mysteries. I spent a few hours there, and it is a place
of exchanges between the various schools of thought and belief, where you can even see Magientists fraternizing with
faithful of the Temple. The great library is without a doubt Saoithns most important place.
To finish, let me tell you about Rochas, which overhangs Osta-Baille and dominates the city with its imposing height.
The kings castle is carved in the heart of the mountain. Only the great walls are visible with their large doors symbolically held open since the end of the great war against Gwidre.
Father, Mother, I will send you another letter soon. I plan to stay in Osta-Baille for a week, and then, I will have to leave.
Kiss Dearthir and Inon, who I will not see grow up. I bear you in my heart. I miss you.
Your son,
Ugad
sta-Baille is managed by Ansailir Eober, seconded in this task by governors who are five in number,
one for each district. Rochas is led by Mastre Grldir under the aegis of King Erald Mac Anweald.
Each governor chooses three people who stay for a year in the district they lead; they bear the title of
administrator. Once a week, the Ansailir gathers the five governors and their assistants to take care of the citys
business. When an important decision comes up, a vote can allow a settlement between conflicting opinions.
The administrators bring one vote each, each governor votes as if he counted for three, and the Ansailir
for five.
67
Do not come!
I refuse to greet you, to encourage you by whatever kindness
to think you will be welcome here! A thousand times would
I prefer to harm you rather than see you come to this city,
seduced by its beauties that are nothing but factitious lies! If
you had seen what I have seen! But I do not want you to risk
being exposed to those horrors.
Therefore, heed me, do not think I am depicting an atrocious
image of the city by some kind of morbid enjoyment.
Everything I will be telling you is the exact truth and I hope
it will be enough for you not to leave our home.
Osta-Bailles Leprous
Face
Preden
Be careful,
As you know, I had a hard time finding work, and so, I had
to take up everything nobody else wanted. Maintenance of
the sewers, rat hunting, night patrolling, grave digging
Believe me, the reality under the surface is very far from what the guides say about the city!
nywhere there are riches and power, dogs will struggle for it and will do anything for a little more of it.
The more gold there is, the more those who already
have some are terrified at the idea of having less than a rival.
All of the citys political system is based on patronage, a
relation of gifts and dependency. Know the right person,
make sure he owes you; that is the key to everything.
Do you want to be taken care of in a dispensary or a hospital? In theory, hygiene in the city is a priority to avoid epidemics. In practice, youd better give an ember Daol to the
guy at the entrance, another to the assistant, and an azure
one to the doctor. Double it, at least, if he must be disturbed
at night, and more according to the district.
If you are socially above them, then everything is fine.
Otherwise, you are useless to them, and the only value they
give you is that of your purse. And I am not even talking
about the way they look at the hicks from the countryside.
Oh, some young people are welcome, those who have
family here, a place to go, or who simply are extraordinarily
lucky. Such is not the case for everyone, and I learned one
thing: one should not rely on luck.
-Osta-Baille--
course numerous, remain as quiet as possible. It means coming early in the morning or at nightfall to do your work, going
through back alleys which are this districts trademark, or through more or less secret passages built by such or such family
through the sewers which, as a result, are quite lively. In the whole city, the sewers network can be traveled, but here, the system was brought to its maximum. Servants, maids, cooks, tutors, artisans for various repairs or delivery boys supplying the
reserves All of these fellows know the secrets of the high society from up close. It is not rare that prostitutes are discretely
brought, sometimes very young girls straight from their native countryside.
To work, you must have a mission letter marked with the seal of a family head, so as not to be brutally expelled. Beware, I
do not mean that you are just thrown out, but that the guards on duty actually do as they please. Some do not hesitate to take
your money, women have to take the soldiers goodwill out in trade, and occasionally, they decide they dont like a guys face
and murder him, just like that, for fun
Nights of Osta-Baille
A City Under the Surface
Time of Plagues
And still, all of this is when things are going well! It
only takes a bad harvest to see the price of bread soar,
waiting lines in front of bakeries, and riots of starving
people capable of lynching those opposing their wrath!
Shortages are not uncommon, at best one every ten
years, they say.
Hunger is always the companion of hatred and sickness.
In winter, people mostly die of pulmonary infections, in
summer, it is the season of fevers; rats, fleas, and lice
multiply. Fountain poisoning has always been dreadfully feared, and in such a case, foreigners are bound to
be the first to be accused.
This city welcomes travelers, but at the slightest problemunemployment, shortage, or sicknessforeigners
somehow are in the way. Osta-Baille will never be a
home for us. I will leave as soon as I can put some
money aside.
Once more, I tell you: do not come here.
69
Chapter 1
Gwidre
t is now time, young lady, for me to tell you about
your fathers native kingdom. In Taol-Kaer, there
are many unjust and unjustified rumors about
Gwidre, most of them linked to the animosity
Talkrides hold against the representatives of the
Temple. Fortunately for you, your mother is more
enlightened than many of her fellow nobles. In spite of my
bad reputation maintained by narrow minds, she decided to hire
me to perfect your education. I hope that I will be worthy of my function as a tutor and that I will manage to
inculcate you in some fundamental truths about our beloved peninsula. Although I am not Gwidrite myself, I have lived among
them enough to be able to say I know them well.
70
71
he Temples advent in Gwidre had many repercussions on the life of the inhabitants and,
obviously, on their spiritual life in particular. One of the most visible consequences of the new
religions rise to power was the almost systematic destruction of the stone circles, most of them
inherited from the faraway Aergewin. The megaliths, after they were roped, were pulled down by oxen
or Boernacs. Some were transformed into construction material, but most often, certainly because of an
atavistic superstitious fear, they were thrown into streams, the Pezdhour River, or the ocean.
Of course, Demorthn and people faithful to the ancient traditions violently opposed the destruction of
their places of worship. Blood was spilled, lives were broken, but in the end, the Temple relentlessly
went on with its task of liberation, until it had practically erased all trace of the ritual stones from the
Wests fertile plains. The Demorthn, along with some of their most zealous followers, fled into the Mr
Roimh Mountains, where they determinedly raised new circles of standing stones in hostile and remote
places.
It is told that sometimes, during particularly dark nights, pale figures seem to hover above the ground,
tears of blood slowly seeping from their dead eyes, hands held in front of them like vengeful claws. They
whisper the names of those who had brought down the ritual stones in the past, and in the morning, the
unfortunate ones who were called are found dead in their beds, their eyes wide with fear, streams of
blood oozing from the corners...
Tales of Tri-Kazel, Volume I, by
Kathryn Kalbeth.
-Gwidre-
A New Faith
ince the year 775, the Temple has been the official religion of the kingdom of Gwidre. This conversion, initiated by King Eothn IV, was largely followed by the people. Remote and wild regions of Gwidre may remain faithful to
the Demorthn beliefs, but a majority of the kingdom lives
according to the precepts established by the prophet Soustraine.
Exposed Coasts
et us now examine in greater detail, if you please,
miss, the geography of Gwidre; this will surely allow
you to understand the influence it can have on the
natives mentality. The kingdom occupies a slightly bigger
territory than Reizh, but is much less wide than Taol-Kaer.
Ard-Amrach, its flourishing capital city, is located along the
Pezdhour. That river, its still waters springing from the
Ordacha Peak before forming a large bed, branches into the
Almerine Delta, about three hundred miles to the northwest.
Gwidres only riverexcept for the Krezdhour in the southwest, which forms the natural border with Taol-Kaerthe
Pezdhour has been given a multitude of artificial arms by
digging long irrigation canals to supply the western plains
with water and silt. These important works were executed
under the supervision of the Temple. In its entire eastern
half, Gwidre is occupied by the Mr Roimh, which literally
cut Tri-Kazel in half.
72
During winter, frost is commonplace and temperatures reach negative values, for the most exposed
places.
The lush western half of Gwidre is known by the
name Abundance. It comprises many lands made
fertile, in spite of the hard weather, by irrigation
and serving as fields and orchards as well as vast
pastures for sheep, bovines, and goats. Typical villages of Abundance always include the high,
square shape of the local church or chapel, and the
compact figures of small, but sturdy cottages made
of wood or daub. Those are circled by the green
and yellow stripes of the fields, spreading as far as
the eye can see, sprinkled here and there with a few groves
of broad-leaved trees and thornbushes. The yellow flowers
of gorses and the mauve ones of heaths frame long dirt
roads; you can find them growing along low walls or hedgerows delimitating the periphery of the cultivated lands.
Many odoriferous plants grow randomly or in flowerbeds
disciplined by mans hand, and everlasting winds carry their
fragrance through the dry air.
Gwidrites are not famed for their skills as decorators, and it
is true that buildings are almost exclusively functional.
There are no statues, sculptures, engravings, mosaics, or
embellishments. Right angles, robust pillars, small windows
letting in little light, massive towers, flat roofs; such is the
typical architecture in Gwidre. I will add that many featureless wells and taps are set at every strategic spot of the
agglomerations, whatever their size, and must remain unused during the coldest weeks so as to avoid water freezing.
This has a very precise reason: eastern winds dry the earth
and the materials terribly, and the smallest spark can set a
73
Bnclochs Guild
lbanite is a rock of immaculate whiteness, very dense, and extremely resistant. It can only be found at
one place in the peninsula, Ardens quarries, located a few miles away from Gwidres capital city. Most
of its inhabitants are convinced that this is a divine gift, although the discovery of Albanite greatly precedes the coming of the first emissaries of the Temple to Tri-Kazel. However, they precisely claim that this holy
offering was a sign announcing the favor of Gwidre by the One God.
Either way, Albanite has always been mined by Bnclochs guild, an organization as powerful as the rocks price
is high. Three quarters of the stones extracted from the quarries are reserved by royal decree for national use and
cannot be sold to the other kingdoms. However, the remaining quarter can be bought at phenomenal prices and
only kings and the richest lords of Taol-Kaer and Reizh can obtain some.
Bnclochs guild, owner of Ardens quarries, is immensely rich. At its head is the patriarch of the Mac Mannn
family, Priadn, a cunning and careful man, who never goes without his two bodyguards, Bor and Karadnen,
colossi who have sent to the grave more than one thief or debtor. Rumors claim that since the mysterious disappearance of his wife, three years ago, Priadn frequents Mist, the strange mistress of the guild that rivals the Each
Fist, though nobody could ever prove such an assertion.
Of Priadns two sons, only one plays a role in the family business since the elder lost his mind in mysterious circumstances. Draydn, the younger son, directly supervises the extraction of Albanite, and never goes without the
ten men at arms charged with ensuring his security. Indeed, Ardens quarries are not that safe for the Mac Mannn
family. The workers are very badly paid and work in particularly hard conditions, with merely a break at midday for lunch. Several riots occurred in the last decade, during which dozens of workers found their deaths
at the hands of soldiers in the pay of the Mac Mannn family. A fierce hatred nests in the heart of many
workers, and some think about a plan to make Draydn fall in a deadly ambush.
-Gwidre-
The Mountains
74
-Gwidre-
-Gwidre-
75
Standing majestically at the top of the hill, the royal palace is defended by a circular outer wall, ten feet high, restlessly patrolled by the most vigilant members of the royal guard as well as Temple Blades. The square Tower, or Tower of the Order, rising
above the central part of the palace, contains the royal apartments, which remain of an astonishing sobriety compared with
those of the kings of Taol-Kaer and Reizh. A massive construction of fortified stone, the tower is nearly a hundred feet high,
and its top stands more than a thousand feet above the level of the Pezdhour. Like a slumbering mineral giant, its imposing shape is only bored with a few high and narrow windows, reminding of half-closed eyes lost in some appeasing dream.
Private audiences are held in the south wing of the palace. Also, once a month, everyone can come to
present his complaints in the Hall of Hearings, a long rectangular room of amazing acoustic properties, with on each side ten alcoves, which contain the busts of the previous reigning
monarchs since the settlement of the Temple. Occupying a great part of the central building, the Hall is a construction dating back to the ancient times, which was integrated to the current palace by the royal architects because of its remarkable state of
conservation. It is accessed through the royal court, which has the royal stables on its left side; a long T-shaped building made of rotproof wood containing His Majestys forty horses. These splendid equines only carry the king
and his relatives, as well as the couriers he sends all over Gwidre.
The north wing is the place for reunions between the king and his advisors,
as well as for the banquet hall, the kitchens, and the Library of Laws, the
shelves of which nearly crumble under piles of codices and volumes about
the various forms of legislation. At the west, the great library occupies a
hemispheric building, linked to the palace through an elevated covered
walk from which you can admire the glittering bed of the Pezdhour. In this
library, you can find the official chronicles of the kingdom, account books,
reunion reports, but also less formal texts such as scientific or historical
treaties. Religious texts are kept by the Temple in the Hierarchary, adjacent
to the Prima Cathedra.
76
ou might believe that the criminal kind does not have the means to exercise its questionable activities in a city like Ard-Amrach. However, such a judgment would be founded on
the evidences of a reassuring faade maintained by the power in place. Never would the king, his advisors,
or the high dignitaries of the Temple admit that punishable acts are committed each day in the suburbs and,
rarely, in the higher districts. Yet, such is the reality hiding behind the sparkling immaculate walls of Gwidres capital
city.
For the most part, Gwidrites are respectful of the laws, or more exactly, for part of them, aware of the severity of justice.
However, a certain part of the population, even if it is just a minority, intends to make its business as it pleases. One part
of this minority is made of opponents to the Temple, and another part of hardboiled criminals. The first ones seize every
opportunity to throw a stick in the wheels of power so as to bring back the ancient traditions. They have at their disposal an important influence network, the most important figures of which are among those closest to the king. Spies from
Taol-Kaer and Reizh have infiltrated them and now supply them with help, while benefiting from their information. The
king is aware of the existence of these protesters, but he seems to ignore that they get support from the highest spheres
of power.
The exercise of actual criminality has been exploited by two organizations. The first one, historically constituted soon
after the foundation of Ard-Amrach, was able to maintain its authority all along the centuries by seeing to the obedience
of its members through the immediate application of expeditious punishment. Called the Each Fist, this guild of wrongdoers specialized itself in the robbing of strangers, extortion, burglary, and forgery.
Recently, a new organization has formed and makes cash by trespassing on the Each Fists activities. Perfectly
disciplined, its members always manage to disappear without trace or to make the members of the Fist fall into
ambushes. Rumor has it that a woman of great beauty, with an extremely pale complexion, goes around in the
suburbs at night, and that the touch of her icy fingers freezes forever the heartbeats of her unfortunate victims. People call her Mist, and it would seem she is the one leading the criminal organization rival to
the Each Fist.
-Gwidre-
he judiciary system in Gwidre is based on Soustraines writings ever since the religion of the Temple became
the official cult in this kingdom. Each person entitled to administer justice must refer to the holy texts to pronounce a judgment, the only exception being the king who has kept a total sovereignty in that matter.
Religious tribunals are a specific magistracy for the Temple, and they only settle internal cases for the cult. Essentially,
they judge the members of the church deviating from the path enacted by Soustraine, notably when breaking the
Ordinances. In religious cases implicating common people, such as
heresies or violence against ecclesiastics, it is possible, with the
agreement of the royal authorities, that suspects may be judged by
a religious tribunal.
A Centralized Power
-Gwidre-
77
.. s Cabal
Diinther
78
-Gwidre-
Chapter 1
Reizh
earest Uncle,
Allow me to disturb you for a short while with the
account of my first weeks spent in Reizh. You have not spared your breath in attempting to deter me from undertaking
that long journey. According to you, I was not adequately prepared and would gain nothing but pains.
Reizhites are idiots fighting for fancies from the Continent; they let
themselves be subdued by the Daedemorthys junk like moths by a torchs flame, and believe that power can be shared like baubles between people of different blood. These were your words, do you remember? You had even grumbled that they had forsaken the heritage of the three brothers and that they did not deserve to be Tri-Kazelians anymore. To you, they are puppets of the Continent, subjects obeying faraway masters who do not condescend to tread on
the soil of our peninsula.
79
must admit to you that thusly warned against these people, I really did not expect to be welcomed by them, or to
find someone sufficiently open-minded to offer me the joy
of a pleasant conversation. It was not the inhabitants of the
frontier zone, suspicious and sour people, who contradicted
your allegations.
Indeed, soon after I had crossed the large Alliance Bridge
spanning the calm waters of the Tealderoth River, I reached
a small village encircled by a sturdy log palisade. Inside,
there was a great statue of the warrior hero Daendets, a
reminder of the War of the Temple. It brought to mind the
union ratified between the armies of the Talkride and
Reizhite clans
Military Disunion
isheartened by my successive failures to start a conversation, I sat on the curb of a well, under the shadow of a great
pine. I was thirsty and set to drawing some water by using a bucket tied to a rope, but I felt on my forearm a firm hand
dissuading me from going on. Looking up, I saw a man of more than thirty years, his face partly hidden by a thick beard.
Under his bushy eyebrows, his coal-colored irises shone with determination. His forehead and his gash-crossed cheeks were furrowed with wrinkles. His naked arms were covered with scars. Undoubtedly he was a veteran of the Reizhite army.
The man gave me a large bowl of water and started talking, with a voice in which tones of weariness and sometimes anger
showed. His name was Deomaith, and he had taken part in many battles. He deplored the frequent incursions of the Hilderin
knights in this border region, and disdainfully nicknamed them Hildeous, while acknowledging their martial valor and their
fierce determination. He explained to me that people from the south were not able to defend themselves efficiently, for
King Bronchaerd, neck-deep in inner power struggles against the great lords of the kingdom, did not send soldiers to
patrol the border anymore.
For Deomaith, Bronchaerd was but a puppet unable to direct the kingdom properly, unlike his father, who had died ten
years ago now. Reizhs soldiers, deprived of a central authority, had become mercenaries selling themselves to the
highest bidder, and they did not hesitate to betray the lord they had sworn to serve for a good handful of frost Daols.
Others had become courtiers, trying above all to please their master rather than fight for their land. Therefore, most
of the roads were not safe: few were spared from bandits, accidents, and Feondas.
80
And the situation was even worse, he told me, in the prosperous region of the Emerald Crescent, located in
the north along the eastern coast of Reizh. The idle troops of the lords of the region indulged in
banditry, and even sometimes in plundering and raping, charging bandits or some horde of
Feondas with their atrocities. Actually, lords wanting to destabilize Bronchaerd deliberately
set up such an atmosphere of uncertainty. They let their men take their frustrations out on
inhabitants and travelers so as to foster exasperation among the people. And if
Bronchaerd remained so spineless in his interventions, undoubtedly, punctual riots
would arise, followed by a revolution supported by the finances of the rebellious
lords and by the smooth-tongued Magientists. A new regime would settle and pernicious ideas from the Continent would triumph, and with them those who had
played a part in propagating them. That was, according to Deomaith, the
most likely scenario if the king did not become more authoritative.
Curious Ideas
-Reizh-
Kalvernach
e spent the night in the House of Hospitality; a short building, the purpose of which is to house the few passing
travelers for free, as Reizhite custom requires. It offered no comfort, and we slept on the bare, hard ground, close
to a cold fireplace which went out the moment the first stars appeared in the sky. Early in the morning, we left
the village through the northern gate. A small bumpy road wound irregularly through the uneven landscape, covered here and
there by an ancestral forest. As it was far away from the power center and little used, it was badly maintained: its sides ran
dangerously into hidden gorges and cliffs with steep slopes.
Our journey lasted seven days, which seemed like ages to me. In its course, we only came across a single group of travelers,
who quickly greeted us before carrying on toward the south. Finally, after a whole series of minor troubles, the City of a
Hundred Terraces came into view.
81
The last rays of the sun were casting their soothing light on
Kalvernach when I first saw it. The town went from the foot
of Femfraths hills, dotted with trees of incredibly varied
species, to the Tulachs rocky plateau. From the trees
majestic foliage to the gray-blue walls of the troglodytic
town, Kalvernach was a symphony of colors. The terraces,
rising progressively to the level of the inhabitations dug into
the base of the Tulachs plateau, were glowing with the
green and blue fires of their Nebulars, those curious lightdispensing structures conceived by the Magientists. The
canalized waters of the Seleane River took the shape of
shimmering curves along flowered gardens and houses with
blue or green walls.
The great room was half full: students celebrated their graduation with beer and honey cakes while a group of workers, probably farmers, were playing dice. A hooded customer, clad in a brown-green cloak made of good cloth from
Osta-Baille, sat alone at a table. As I would rather enjoy the
show offered by a band of minstrels wearing gaudy clothes
than pay attention to the lone one, I drew a long sigh of
relief and sat down at a round table placed just in front of
the performers.
-Reizh-
82
-Reizh-
efore leaving for the capital city, I insisted we visited the troglodytic town. Only a few primeval inhabitations were still
intact, for most of them had become the entrance to one of the many tunnels that led to the vast mining network dug
under the Tulachs plateau. There was plenty of rock salt and silver to be found there, ensuring the wealth of
Kalvernach since centuries ago. However, many of these
tunnels had been filled in recently, in reaction to a particularly deadly Feond raid. Six months earlier, they had
sprung out from the caverns and had scattered into the city
in the middle of the day. Dozens of inhabitants had died
before the militia of Lord Kellemnir, supported by the
Daedemorthys and their strange weapons, managed to
Extracted from Peoples, Populations, and Journeys
drive them away. This dreadful incident had left a strong
by Aeldred Firdh
impression, and many guards were assigned day and night
alike to keep watch over the tunnels that remained open.
ontrary to what is commonly asserted, not all
Most of the intact troglodytic houses were the homes of
of the Reizhites are enthusiasts of the
Magientists who, glad to finally have all the necessary
Magientists science, nor are they all obsessed
room for their experimentations, did not hesitate to settle in
with
the
acquisition of some wondrous machine. Reizh
those windy nests. They repurchased them from the poweris
not
devoid
of contrasts, and communities that live as
ful guild of the Halite, which maintained its monopoly on
those
of
the
other
kingdoms remain the most numethe salt business with an iron fist. Strange sounds and
rous.
Besides
the
benefits
of running water and public
lights emanated from between the closed shutters or from
lighting
with
Nebulars,
there
are actually relatively
behind the doors of their inhabitations. I would have liked
few
Magientist
miracles
whose
presence the Reizhites
to slip inside to get a look at their work, but a neophyte
witness
on
a
daily
basis.
For
example,
not all of them
such as me had no chance of being let in. Daedemorthys
enter
the
weavers
workshops,
even
if
they buy their
kept a deliberate mystery about their activities, and they
goods.
Magientist
science
undeniably
spreads more
invariably kept the nosy ones away. I renounced such a
and
more,
but
it
is
still
far
from
being
omnipresent.
futile project to instead continue my visit of the place.
One can find Magientist devices and cartridges of the
famous Flux more easily in Reizh than elsewhere, but
I soon noticed that the rocky walls in which the facades of
whatever some hysterical Demorthn may say, not
the troglodytic houses were dug glowed with a blue light.
every Reizhite goes around with a Nebular in hand.
Deomaith explained to me that this peculiarity was only
Most of them still use a candle for light, as in Gwidre
visible after the moment the sun started descending toward
or Taol-Kaer. Reizhites who can afford it take interest
the horizon. Soon before the night, the whole cliff seemed
in Magientist artifacts that seem useful to them, but
to be covered with shimmering rime. However, that sight
apart from a few eccentrics, they do not spend their
was ephemeral, and vanished as soon as the first Nebulars
time collecting strange things, or blowing their houses
were lit. I had missed it the day before, and unfortunately,
roof off when lighting strange apparatuses. On the
I would not have the pleasure of contemplating it that night.
contrary, there are even people whose hostile disI had to leave Kalvernach that day if I wanted to reach the
courses toward Magience do not differ much from
capital city in time to finally obtain that bill of exchange
those I could hear in the Lands of Das.
Jerryl had promised he would give me months ago.
83
Baldh-Ruoch
e traveled for eight days on the Royal Highway, the only remotely secure road of the region, before reaching the
capital city of the smallest of the three kingdoms. Large and paved, the Highway leads to the northernmost regions
of the Emerald Crescent. We encountered all sorts of people; merchants, soldiers, peasants, travelers, craftsmen,
nobles, and even a group of priests of the Temple, walking without a word, their face devoid of all trace of emotion. The landscape mostly consisted of more or less woody hills, through the middle of which the road snaked lazily.
We spent our nights in comfortable relays, spending a few azure Daols to ensure ourselves a refreshing sleep. As it was the end
of fall, the weather was still good, but some peaks of cold were felt before twilight, as we were still progressing further north.
On the night of the seventh day, I saw Baldh-Ruochs lights, which seemed to hang on the dark canvas of the horizon.
Magientists had installed Nebulars from the first of the Great-Spirit Doors to the top of Bronchaerds palace, capping the
Daybreak Rock some three thousand feet higher. The sight was as unbelievable as it was superb, and I remained motionless
for a long time, lost in an almost mystical ecstasy, wondering about the forces that had shaped Esteren.
84
-Reizh-
Great-Spirit Doors
n fifteen minutes, we reached the foot of an imposing double door mechanism set in the high walls between the bottoms
of the two rocks. It was the first of a series of three, and Deomaith explained to me that Reizhites called them Great-Spirit
Doors, in reference to a now-forgotten ancient tale. About twenty soldiers with expressionless faces guarded the access.
We had to wait for nearly half an hourthe time it took the men at arms to process the crowd of people preceding us.
Of the three of us, I was the only one to be subjected to an actual search. My boot dagger was confiscated for the duration of
my stay in town. I paid the so-called city maintenance taxa costly sum of two ember Daolsbefore proceeding between the
formidable masses of the two rocks. While walking in their thick shadow, I feared that I might be smashed by a rock falling
from above. Deomaith reassured me, saying there was no risk of that. With a sweeping gesture, he indicated the vast space in
which we were: neither rock nor stone were to be seen on the paving of blue-painted tiles, which included aquatic motifs here
and there.
After we crossed two other colossal doors under the stern watch of the guards, we climbed a set of narrow-stepped stairs dug
into the Sunset Rock. We very frequently had to move to the side to allow people coming from the other direction to pass by.
They wore plain, tight-fitting clothes, probably to avoid getting them caught or dirty on the many protrusions of the rock wall.
I noticed women wore many nose rings, earrings, necklaces, or bracelets, trying to draw attention away from their plain outfits.
As I quickly ran out of breath, we repeatedly stopped at the benches set into the recesses cut along the stairs. The town in itself
was made of several levels coiling like the whorls of a snails shell. About fifty yards wide each, there were only straight alleys
delimiting houses built one on top of the other, barely aired in some places with small squares or terraces. I seized the opportunity offered by a belvedere located at the extremity of an overhanging rock, to quench my thirst with some water and admire
the undulating landscape that stretched several hundreds of feet below.
The night had fallen, and without the light of the Nebulars, we
would not have been able to continue our ascension. When we
were halfway up the rock, Ealaidha invited us to follow her
into a long, ill-lit avenue. She took several turns in a maze of
alleys before knocking on a faded door. A ray of light appeared quickly as the door opened from the inside. A middle-aged
woman wearing an apron and carrying a candle beckoned us to
follow her as soon as she recognized Ealaidhas face.
Deomaith and I had to wait in a small, uncomfortable room,
sitting on the bare floor. The woman with an apron brought
us a light meal without uttering a word. Ealaidha came back
after an hour and led us to a flowered patio, in the middle of
which two improvised beds had been installed. The atmosphere was surprisingly pleasant, and I slept soundly, lulled
by the faraway music of a harp.
The next day, I was awakened at dawn by a birds chirping. An
artificial light imitating the rising sun spread in a soft pinkish
hue on the top of the courts walls. As Ealaidha was nowhere
to be seen, I came to Deomaith to tell him of my intention to
go to the Currency House to meet a low-ranked Talkride
nobleman there. He agreed to lead me there, while warning
me that his last stay at the capital city was ten years ago.
Many Nebulars still shed their light on the places under the
shadow of the Sunset Rock. Progressing around the huge
rocky peak, we got out of a street dimly lit by the science of
the Magientists, and the moment after we found ourselves
dazzled by the sparkling sunlight.
The brutal transition between the two sources of light caused me to feel indefinably uneasy; something was awry, but
I could not put my finger on it.
-Reizh-
85
fter we wandered from floor to floor, following the indications of the capital citys inhabitants as best as we could, we reached a large circular plaza. Under our feet, a huge polychromatic mosaic reflected the light of the sun and the wealth of the patrons who had donated
funds for its construction. A great building with an austere facade stood on the north side of the
plaza. In the courtyard, many clerks were in discussion with rich merchants and wealthy people
wearing silk doublets. They were talking lively, with expressive gestures, in front of tables set
on trestles where money changers with their wrinkled, focused faces were scrupulously
checking the value of mountains of coins using scales, weights, and counting tokens.
Sitting next to them, the first clerks ratified the transactions with their finest writing,
elegantly tracing the content of bills of exchange to come.
86
There was no doubt we had found the Currency House. I crossed the buildings large hall in general indifference and immediately headed for a
free counter, behind which a bald, gaunt individual was painstakingly trying to make out the cramped handwriting of an official
document. A few steps from me, a magistrate was raising
objections at a representative of the noble institution, deeming that the interest he was guaranteed for his deposit was much too low. Unabashed by this altercation, I asked to see Knight Jerryl Eskayl.
Unfortunately, he had already left, leaving a
message for me. I could read that an
important case had required him to go
to a mountain village located to the
west of the Cirque of
Argoneskan, not far from the
border separating Reizh
from Gwidre. Cursing
my misfortune, I decided to keep traveling
toward the north.
Leaving
eomaith agreed to accompany me, as nothing seemed to keep him in the capital city except
Ealaidha, who we did not manage to find again in
spite of a long search.
Our trip would not be an easy one, all the more so considering summer was ending and the first autumnal frosts would
soon mercilessly sweep across the mountainous paths we
would be using. Therefore, we bought furs and snowshoes
as well as big bags we filled with food and Rioch, a robust
local alcohol made from cereals and mushrooms.
The Unruly
87
Wylard
y journey is still not over; I am leaving tomorrow morning. I will make sure to write to you again. I
hope, Uncle, that I did not bother you too much with my long tale. I wish you excellent health and restful sleeps.
Until we meet again, I remain your devoted nephew,
-Reizh-
Maethen de Briscaith
Chapter 1
The Continent
Letter from Eolas Lehaban, Scribe, for the
Attention of His Highness, Lord of Farl
ire,
As you requested, you will find here all the documents I managed to keep regarding the
departure of Sir Tlan, Captain of the Watch and hero of the town, for the Continent. As you know, we were
friends, and he came to me for help with gathering information to better prepare for his journey. Moreover, you
asked that all the documents concerning his project be donated to the towns archives.
You will find some annotations by my hand, where I deemed necessary to be more precise. It has already been
a year since Tlan and his family left Farl. In vain, I had attempted to convince him not to bring along his wife
and his son for such madness, but they could not bear to be separated from each other. We never got any news
from them; yet, our city is not far away from the mountains forming the safest border between Reizh
and the Continent. I still dare to think that our friend is in good health, and that his daughter, who was
promised to your son, is on the way to recovery.
88
Town of Farl
ear Master,
You know well of the current situation of my family, and the crisis we are going through. My husband and I just took the difficult decision to gamble everything in an attempt to cure our daughter Alyna. You,
as well as many others, have made use of the whole of your knowledge, unfortunately to no avail. But all of
you agreed that with the science or the power from the people of the Continent, curing her would be possible This is our last hope so that she may again be the lively young woman she was before her encounter
with the wretched Feondas.
Soon, Tlan is to meet descendants from Continental immigrants, and we have already found a mountaineer
who agreed to lead us across the Asgeamar Mountains.
Every piece of information you can give us about those unknown regions will be precious, most particularly
about your fellow Magientists, for it is of course toward them that we turn our hopes.
I am aware that I am asking a lot from you when you have already done so much for us, and that I offer you
nothing in exchange. But without your help, the difficult path we have chosen to follow will be even harder.
Naturally, you will also understand that through this letter, I am also announcing my resignation. Still, it was
a great pleasure for me to work in the heart of the schools kitchens, and the praise you gave me yourself has
honored me beyond what I would have thought possible. I will keep in my mind our long conversations; each
of them a precious memory that I will always hold dear.
I now end this letter. I hope that when I return, I will have the immense joy to see once more all those I am
leaving behind today with so much sadness in my heart, to force destiny to give me back my child.
Your devoted,
Melissander
aptain,
Your message has found a favorable response in our village;
you and your escort will be my guests for eight days, so that you may
prepare yourself for the next step of your journey.
Dirich the Gray is our best guide; he has accepted your generous offer
and will lead you, your wife, and your two children from the Eagles
Peak to the pass of Gaos-Bodhar, at the far edge of the kingdom. Then,
from this panoramic point, he will show you the best road to follow to
reach the first plains of the Continent and, as custom demands, he will
propose that you return with him. This first part of your journey will
take nearly four weeks, and you will still need at least another six to
reach the base of the mountains, and the great flooded plain of the
Simahir.
P.S.: Dear Captain, Dirich the Gray is currently by my side and insists
that I write the following sentence. I quote it word for word, asking you
in advance to excuse the rudeness of this rough mountaineer:
You tell him that as soon as we leave the village, he and his family
will have to submit to my law, because I know the mountain and
I will be their only chance to make it. They will do all I tell
them to ensure their safety, or I will let them croak
without even turning back
The Confederation
Although you certainly know most of the information we
hold regarding that nation, my good Prince, here is what the
Primus of our Magientist school told Tlans spouse about it.
ear Friend,
It was not without regret that I read your letter. The perspective of being deprived of your fine meals really had a wasting effect on me, and the announcement of your expedition
came as a shock. Indeed, I knew you two would try anything
to cure Alyna from that strange illness, but I would have
thought your young son, Brac, would be left to the care of
the town until your return. To tell the truth, I even secretly
hoped that you would stay as well. The journey you intend
to undertake will be a laborious and difficult one, particularly
with a nine-year-old boy and a sick young girl
I know your determination, and I know others have already
attempted to talk you out of leaving. I also know that the
-The Continent-
89
However, sciences most beautiful miracles are not huge machines. The people toward whom I am sending you have become masters in the art of using
Mekones, those little metallic-looking snakes running under the
Magientists skin, notably to palliate human weaknesses. And I cherish
the hope that the ailments affecting the beautiful Alyna will soon be forgotten thanks to even more advanced techniques. Therefore, upon your
return, she will only have in mind the concretization of her marriage to our
young prince, as it was planned before that tragic incident.
Know, dear friend, that all my thoughts will be with you in the ordeals
awaiting you.
Naggurand de Greenwood
^
Interview between Tlan and Caumes
de Belnast,
Vector of the Temple
90
I entered the room, and closed the door behind me. The religious man was standing, and seemed to be enjoying the
sight dominating the town through one of the towers narrow windows. I had caught a glimpse of my painful, tired
face a few moments ago in a mirror; the consequence of a
night spent beside Alyna without managing to get any
sleep I intended to frankly get to what brought me to his
presence, straight after the usual compliments.
-The Continent-
-The Continent-
91
t would seem that Esteren is subject to a climatic cycle of slightly over four centuries. Periods of great cold
or heat, alternatively, correspond to the apogee of each half-period; about every 220 years. Thus, the coldest
year took place during the fourth century, around the year 430. Two centuries before, near the year 220, or after,
at the dawn of the year 660, heat waves thawed the perpetual snow, triggering droughts in plains and floods
in mountains, forcing many people to emigrate. Currently, Esteren progressively sees the end of a
period of great cold, but winters remain harsh and summers short.
his testimony was registered in a village near our city. The man was tall, had a thin face, and time had left many
marks on his wrinkled skin. He refused flatly to be paid the promised reward for all those who would give information about the Continent, and nobody in the vicinity seemed to question his sincerity.
Moreover, he talked with a strong accent, characteristic of no region
in the peninsula.
92
left the Simahir about twenty years ago. By then, I still was at the peak of my strength, but the journey toward the peninsula broke me, and I only managed to build a windmill here thanks to the help of those who welcomed me into their village. My name is Orelhic, and in the Simahir, I was at the same time a miller and the head of my community. The Simahir is
an amazing region for visitors: as changing as a childs mood, it appears to the eyes of the travelers going to the Continent
when they reach the spurs of the Karnova Mountains, after they braved the dangers of this place. The great boggy plain
stretches toward the horizon, and is crossed by many waterways, three rivers, and their tributaries, flowing into the nearby
ocean. Every shade of green can be seen, between dams, ponds, stagnant waters, and the cultivated marshes swept by unen-
-The Continent-
-The Continent-
93
94
oern was a powerless witness to the destruction of the farm. Faceless creatures with grotesque
proportions darted through the mist. Shouts rang and immediately died with a sickening gurgling
noise. Doern tried to summon enough energy to move, but to no avail. He stood there, motionless, as if overwhelmed by some evil charm. Suddenly, a beast leaped out of the fog and drew
closer it uttered strange sounds, which became coherent words. With a feeling of dread, he recognized the
voice of his master Wylard. Doern woke up with a start.
So, my good Doern, I see you fell asleep.
Wylard stood above Doern, with a smile that gave his face a kind aspect, in spite of the deep rings under his eyes
that revealed extreme tiredness. His servant was holding the precious parchments against himself. The glowing
embers of the fire in the fireplace were slowly dying.
Youve made good progress. You are reaching a part I have a particular fondness for. That is where I have gathered all kinds
of documents about our society, our art, and our craftsmen. You will notice how, in spite of adversity, our
people are still able to do great, beautiful things.
95
Chapter 2
s I am writing these few pages, I can already feel the breath of death drawing closer. Soon, all that will remain of me will be a cairn in the field of
my ancestors, the mute symbol of a life returned to earth. In these
moments of urgency, it dawned on me that there are very few writings about the
daily life and the customs of our people, the reasons being, of course, our tradition
of orally transmitting our culture, but also the rarity of parchment. Shall my transcription be of use? Why would people read about what they experience on a daily
basis? Of course, many writings of various origins are carefully gathered within the
libraries of Osta-Baille, but these texts are difficult to access, and very often rather
vague. Unfortunately, our oral tales tend to get lost or distorted with each new generation, and their contents vary greatly from one region of the peninsula to another.
In these troubled times, during which the adepts of Magience and the faithful of the
Temple continuously grow, it seems vital to me to write what I know about our culture on these few sheets.
96
Demorthn:
This invariable word does not indicate a rank, but
instead the responsibility of a duty and of ancestral
knowledge. The Demorthn is a sage, and the link
between the spirits of nature and man. He is also the
memory of the village, the one who knows and
guides; the keeper of knowledge and tradition.
Dmthair:
Literally second mother. These people are entirely
devoted to educating children and assisting childbirths. They sit on the council of the
community.
Birth
The Dmthairs
Education
The Circles
97
Each circle corresponds with five years of the childs life. Particular
contests are organized for each passage, during which, under the watch
of several Dmthairs, the children pit their strength, skill, and wits
against each other in the fields surrounding the village. Thus, inside an
arena only delimited with a few posts, they are to compete in several
games ranging from wrestling to obstacle courses. The Demorthn
sometimes comes to see how they are growing, or gathers them to tell
them about the beauty of the world and warn them about its dangers.
At sixteen years old, the children become adults. This important step
takes place during the Earrach Feis, the festival of springs equinox.
After a period of training of variable duration among the militia,
they are free to work toward the path they have chosen during their
passage to adulthood. It is also at this point that they can consider
getting married and founding their own homes. In many farming
families, children stay in their native houses to help their parents
and take over eventually. Some choose to become craftsmens
apprentices, and some others, more rarely, leave their villages and
go to the city to study there or make a go of it. Indeed, such a journey is long and hard, and the dangers are many. Each year, many
disappearances are reported on the roads.
A
98
A Life Choice
uring my youth, I did not stand out from the other children. As I was rather frail, I found it difficult to keep
up with the others during their games. In spite of that,
Kergelan, the Demorthn at the time, noticed that I had a sharp
mind. Interested in everything, I was never out of questions
each time he came to tell us a story, while the other children listened obediently. Quite rapidly, Kergelan grew fond of me.
Truth be told, he was already getting along well with my
Dmthair, and would regularly pay us a visit in the evening.
Erein would then cook up a copious meal.
In Tilliarch, as in most of the communities that remain attached to traditions, it is the custom that each home invites the
Demorthn for dinner at least once or twice a year. This is
done out of friendship, or at least to strengthen the bonds of
the village, of which the Demorthn is considered as a nexus.
It was the occasion to spend many evenings speaking freely
with Kergelan. As I had a hard time going through the mandatory period as a member of the militia, I chose to dedicate
myself to studying the world and its people, with Kergelans
blessing. Some considered such a decision with disapproval,
as many arms were necessary to have the villages collective
life and defense run smoothly. However, since I had not
really been accepted because of my blatant incapacity regarding my fighting spirit and my skills, people commonly
agreed to my imminent departure. Thus, I traveled for a few
weeks, with the university districts of Osta-Baille as my goal.
The experience of the great city was not quite to my liking,
and I gladly came back to Tilliarch and its life in harmony
with the surrounding nature. Here, each period has its own
importance and significance: the sowing season, the first
spring rains, fruit or bean picking each one of these milestones ensures a harmony that does not really exist anymore
in Osta-Baille.
There, life is regulated according to mans activities. Its
inhabitants do not understand the importance of natural
cycles or of the alternating seasons; and even if the same
festivals are celebrated, they seem more simulated and
having a good time matters more than their symbolic aspect. It was with obvious pleasure that
I saw Kergelan again, as I had greatly
missed his simplicity and
99
The Tavern
his is the villages place for rest and entertainment. People like to come here after a working day to have a chat, drink
some liquor, or simply spend some time away from their daily worries. Although it is still a cheerful, animated establishment in summer, it becomes the true center of the village in winter. Winter, with its long, cold nights; winter
where unconsciously, fear sneaks into everyones heart. Then, all the inhabitants come to share their remaining small part of
hope and courage. Traditionally, it is a place with a low ceiling where light remains dim so as not to hurt the eyes. Here, everything is done to buck up our tired senses. The smell of Boernac meat cooked in the central stone hearth mixes with the unmistakable scent of the torches fern oil. The luminous glow of the flames dances on the lime walls. The continuous chatter of the
places regulars exchanging news and gossips, complaining sadly, or bragging, fills space with a multitudinous life.
I remember that in the middle of this invigorating spectacle, Yledre was at work, distributing mugs of fresh ale or plates of cooked meats. She stopped to talk for a few
minutes with everyone, gracefully fluttering around the tables of dark wood.
Often, when it was time to close, I took the habit of talking to her, vaguely
helping her in a few small tasks. I shall skip over many small details that
would be irrelevant in this tale, but in the end,
we became closer until we promised to
get married.
100
Home
Marriage
y father had died the previous year in a landslide, while he was extracting rocks from the
quarry. Thus, Yledre and I moved into my
mothers house. Without this, we would have had to take
part in the villages growth by building our own home.
When a new house was to be built, the place was chosen so
as to participate in the defense of Tilliarch in the case of an
emergency. Most often, the houses were arranged in small
groups around small squares, toward the center of which the
entrance and the main windows faced. On the back, windows were forbidden, except for tiny, narrow openings that
could be used to see without being seen, or shoot from
without too much danger. Therefore, in the case of an attack,
each square was used as a defense courtyard.
Death
101
Aothbs
On Dreams
I
102
earest Friend,
As I know how fond you are of stories and curiosities, I have decided to tell you about some fragments of my
recent journey in the south of Taol-Kaer. It is true that I have
few opportunities to go out of our beautiful Gwidrite city of
Ard-Amrach and that it takes little to amaze me. But do read
what follows.
Exhausted, and I confess a bit lost, I unexpectedly arrived
on the day before the holy one of Earrach in a typical
Talkride village. I then took a room in the places only inn,
and promptly went to bed. The day after, reinvigorated by
this good nights sleep and a hearty meal of cabbage and
cooked goat meat, I went for a stroll to take a look at how
traditions were celebrated in such a remote place. How surprised I was to witness the absence of the ritual decoration
that usually adorns the streets of our city! Still, the inhabitants had dressed in their best clothes, and were crowding at
the center of the village where the Demorthn, dressed in a
long ample robe, stood under a majestic oak. Behind them,
I noticed a row of young people, of the same age as far as I
could tell, who solemnly listened to the fervent speech of
the sage. After some asking around, I learnt that it was some
sort of rite for the passage from childhood to adulthood.
Apparently, they call this festival the Renewal, and this is
for them a plentiful period of five or six days, which corresponds to our Tiraine.
Earrach Feis
Agaceann
part from this joyful celebration, the second most important ceremony of the local folklore is called Agaceann. It
takes place at the equinox of fall, and is, as I understood,
the equivalent of Earrach Feis. It is not actually a festival, for
Agaceann marks the beginning of the descending phase of the seasonal cycle, during which nature progressively falls asleep. Agaceann
is the occasion of a sort of collective contemplation through which
the memory of the dead is honored, and following which warnings
about danger lurking around are repeated. This celebration has, as I heard, a strong importance for fighters by profession.
Indeed, in this occasion, trials of strength and bravery are held, at the end of which ranks are distributed or confirmed. This
ceremony takes place on a yearly basis, with the idea that the chief must be stronger, braver, and cleverer than his men. As a
stranger, I was well received, partly thanks to the fact that I remained evasive about where I was from. Unfortunately, one
thing is for sure: being a native of Gwidre does not bring a good opinion from people. I tried to explain some of our traditions
to a few of them who seemed more open, but I was quickly met with a skepticism that was not far from turning into hostility.
Thus, I quickly changed the subject and asked them about their calendar, their various festivals and traditions, to see if these
were the same as ours.
The Calendar
he years of the Tri-Kazelian calendar are numbered starting from the creation of the Three
Kingdoms, as you know. Why set your life clock
on such a trivial act? This is beyond me. As for the rest, their
calendar is the same as ours: it is organized on twelve perfectly equal months, of thirty days each, preceded by the
five intercalary days during which Earrach Feis, the festival
of renewal linking the years, takes place. Many small local
festivals occur between summer and fall; I might believe
that, overall, ale and liquor are consumed more often than
Asnardh.
103
Chapter 2
Handicrafts
y son,
If you are reading these lines, then you have now reached your sixteenth year. It also means
I am dead. When exactly does not matter; I have gone to meet my ancestors and left you
alone with your poor mother, without having the opportunity to teach you a proper profession myself.
Fortunately, if everything happened according to my wishes, the guild has taken care of your needs and
given you, my son, an acceptable education. On the next year, you will have to choose your apprenticeship
and join one of their master artisans. The guild has protected you both, your mother and you, and you must
now dedicate yourself to it in return; this is your duty and your honor. You are aware that I was one of its
great masters myself, so let me tell you about what is involved in this word, so unique and yet so vast: crafts.
Of the Basics
104
s you know, in short, a craft actually indicates a manual production technique, on a modest scale.
Thus, a craftsman practices a traditional technique on his own, sometimes with the help of his own
family or an apprentice whom he takes under his care and trains to make him his assistant. This is
what the guild has planned for you. Among craftsmen, there is a certain hierarchy: an apprentice becomes a
journeyman after a few years. If he manages to create a masterpiece approved by his master and the guild,
he is eligible for the title of artisan and independency. The title Neach-torgail, which means master artisan, is given only to the best. For each crafting trade, there are only a few Neach-torgail in each region. The
quality of their works is the pride of every artisan and of his whole crafting trade. However, you shall discover that in Tri-Kazel, quality is equated with sturdiness and reliability rather than with aestheticism in itself.
Beauty is only added value, which, as enjoyable as it can be, is in the end, secondary. The only exception
concerns those whose craft is very close to pure art, such as jewelers, for whom splendor remains predominant. Finally, at the top of the hierarchy sits the Mercanthas, the guild master.
Woodworking
This is a fundamental craft in our society. Lumberjacks, carpenters, joiners, coopers, shoemakers, and instrument
makers they all shape this living matter with respect and
love. Although many craftsmen alternately perform several
of these professions and know how to adapt, each one has
his preference and specialty. Wood is used to make many
buildings, but also objects, from furniture (chests, tables,
chairs) to everyday tools (buckets, barrels, dishes).
Large-scale works are also very varied and apply to fortifications as well as to boats, wagons, and carriages.
Individual habitations, ramparts, and palisades; casings,
crossbeams, and stilts, are all made of wood.
These craftsmen are highly respected for their part in the life
and survival of villages, and form the most powerful TriKazelian guilds. The Woodworkers of Gorm is undoub-
ear Patriarch,
It has been long since I have left your guidance to work for Sels watch. The report you required of me
could put me in great trouble among my hierarchy, therefore I am asking you to keep it for yourself. I
undertook this investigation alone, outside of the boundaries of my duty, and only because I am indebted to you.
What I discovered frightened me: I thought that the watch of our lord ruled over the town, but the guilds are a counter-power to be reckoned with in Sel. Little by little, our lord is getting stripped of his heritage and his power.
The merchant sometimes becomes more powerful than the noble. Be he a craftsman or a trader, he has gradually
become a financier. The most influential live in town, where the guilds are the most powerful and where they take
advantage of the citys privileges: councilors, taxes, charters, and even court and soldiers, on which their grip tightens more and more thanks to the corrupting power of money.
Beyond birth, position in the social hierarchy in great citiesand in Sel more than in any other oneis defined
more and more by ones place in the commercial network. Prosperous merchants ensure a greater strength for
themselves by joining a guild, which constitutes a true hope of social ascension. The more powerful a guild is, the
more those who are part of it will be so as well
A true sanctuary where merchants and artisans can share lodgings, food, and discreetly exchange precious information, the guild is used as a front for illicit agreements on prices, which sometimes go as far as organizing deliberate shortages to get all the richer.
Guilds constitute the first setting for coordination between merchants. They benefit fully from the exchanges allowed by fairs and markets to form a financial authority that sometimes surpasses that of the most powerful lords.
These are cooperative, hierarchal organizations gathering people of a similar trade. They abide by statutes or charters, enacting the rules of the organizations while displaying their ambitions. The standing members decide on the
entrance conditions for new applicants, and elect their representatives to strongly defend their interests before the
authorities or opposed guilds. These representatives are entrusted a great power, and are only answerable to the
Mercanthas, the guild masters. However, internal struggles are violent, and sometimes give rise to alliance turnarounds or the suspicious disappearances of some influential members.
The first aim of a freshly founded guild is to seek a privilege from its lord or king; and this privilegewhich means
the exclusivity to practice a profession within the cityestablishes its status. Once it is acquired, all it has to do is
avoid competition and blithely get rich while consolidating its position. Indeed, the guild is then free to organize
the control of prices and quantities. It is probably on this point that our lord was overgenerous, weakening his own
power little by little in exchange for financial contributions, which may have enriched the city, but progressively
deprived him of a strong, unified authority. This can have tragic consequences: recently, powerful guilds of Sel
have been seen leading actual punitive expeditions against small competing craftsmen of the neighboring villages,
destroying supplies and materials with the pretext of their famous privileges and getting away with it.
Guilds make exchanges easier for their members, thanks to a clever system of privileges and mutual support, sometimes on a principle quite comparable with the Magientist lodges found in Reizh; at the same time, they make life
for their potential rivals harder, and slow down every trade that does not fall under their jurisdiction, unless they
receive a taxactually, more of a bribeto validate the transaction.
The watch can hardly do anything against such practices in Sel, as judicial action is very complex and some guilds
buy justice off, or keep their own attorneys. As far as we, mere soldiers, are concerned, we are sometimes put at
their disposal, when the guilds do not have their own militia! Among them, their justice is swift: should a member
break the rules of the guild, he shall suffer the wrath of all others, being excluded and sometimes mysteriously
disappearing some time later. The biggest guilds share the risks between their affiliates, so as to compensate for
any possible financial difficulties.
However, there is worse than the corruption of justice: should the lord not yield to their fancies or fail to ensure their
protection, the whole guild will voluntarily blockade his trade. In the end, I think that short of a takeover by force
to get back in control of his town, he is unfortunately bound to become the hostage of the economic web that the
Mercanthaswho are suspected of coordinating their actions during secret meetingshave spun around him.
With my respect,
Guedren Fiannas
105
Metalworking
This is probably as fundamental as woodworking for our protection. Our people boast
excellent smiths, capable of quickly creating
weapons and armors of sufficient sturdiness
to counter the Feond threat or any other
one, for that matter. There are diverse techniques, and they vary a lot between a bronzesmith, an armorsmith, or a minter, from molding
to hammering, and including casting and carving. But you shall learn about that in due time
if you follow such a path.
Let us focus on the essential things: metal craftsmen are held in high esteem by warlords, provided
they can shape efficient helms, shields, and weapons. However, the work of a smith is not restricted to this, for he is at the origin of the fabrication
of useful utensils for everyday life, and above all,
for other craftsmen: tools. Be it for shears, pincers,
or tongs, chisels, saws or what have you, he plays a
predominant part. The minter, under the authority of
the king, mints coins and therefore presides over their
circulation. Finally, metal craftsmen are also involved,
in good part, in the crafting of jewelry. They are then
jewelers, a profession at the intersection of several
crafts, which deserves particular mention.
Jewelry
106
It is related to woodworking and metalworking as much as to masonry and glassworking. Although it is not always very elaborate, jewelry is very common, even in the
most remote villages. Its use is not restricted to just women. You can find brooches
and torques inherited from our traditions,
but also necklaces and ornate rings,
sometimes inset with gems.
Most of the beads decorating necklaces
are made of wood, horn or metal; more
rarely of colored glass or amber. They
are often fitted on a simple thread
made of plant fiber. Armbands and
rings are generally made of metal or
horn. Precious stones are most often
set on earrings and rings. Rich commoners and nobles from the kingdom
of Reizh are very fond of jewels, so
jewelry is a constantly progressing art
in this region.
-Handicrafts-
Masonry
It is a tradition that has existed for as long as Tri-Kazel. Even if some of
our buildings may seem crude compared to what is said about those on
the Continent, their solidity cannot be questioned: such works are
constructed to last through the ages and stand against every natural danger of our merciless peninsula. Few of our edifices are still entirely made
of vegetal materials. Wood remains prevalent, but it is rare that the walls
are not at least reinforced with stone. The foundations are very deep to protect them against freezing and thawing. Only the roofs are devoid of stone,
as thatch is still the dominant choice. However, following the example of
great cities, some of the richest inhabitants have begun to roof their homes with
tiles. The masons of our three kingdoms are famed for their mortar made of lime,
sand, and clay. They also craft stone in the traditional way, cutting it as our ancestors did, and still diligently decorate the roads of the peninsula with steles. This is the
case for the great road linking Osta-Baille to Tuaille, which is paved through and through,
and maintained by the famous guild of the Pavers. Recently, they have also become responsible for the escort of convoys; ask for their assistance if you come to travel in this region. Ritual stones
are a particular case: they are sacred, and are exclusively crafted by Demorthn. Many of them still stand, and new ones are
still raised toward the sky, even if their proportions have decreased. The Demorthn practice their ancestral carving art on
these stones, inscribing runic figures known only to them.
Glassworking
Here is a craft that is still rare in our peninsula, as we lack the raw materials. Even though we know how to shape it correctly,
it remains precious for us, which explains why it is also used in jewelry. It is mainly used in the form of a paste, and truth be
told, we are still not experts in glassblowing techniques. There are few windows outside of cities, and most of the village
houses do not have them. In the end, glass is almost exclusively crafted on command, or imported from the kingdom of Reizh
where techniques brought by Magience make it possible to create it more easily. There, glass jewels and mirrors are very prized by women. The latter are often simple metal disks fitted on a handle with one face carefully polished and then covered
with a piece of glass.
Earth Craft
Its most elaborate specimens are found in pottery and the less common craft of enamel. Such rarity actually comes from the
relative inexperience of Tri-Kazelians in working with the sand of the Great Beaches of Taol-Kaer, for which there had been
little use before. Enamel is most often red or orange-colored, as the glass paste used in its creation is combined with amber
or copper dust, since such materials are highly available in Tri-Kazel. Pottery is related to crafting vases, plates, and amphorae of all kinds, which are used to carry oil, liquors, or salt. However, the craftsmens workshops only produce a fraction of these products, as commonly used recipients are crudely self-made by the poorest families. Master potters also craft fine earthenware destined for the most powerful people of the three kingdoms, each piece of
which is worth a small fortune. Finally, earthwork is not limited to the creation of simple vessels; artisans also make earthenware figurines, and above all, the previously mentioned tiles, which have begun
to cover the roofs of the richest houses.
Textile Craft
Here is another plentiful domain for a craftsman, even if it is also in competition with homecrafted items. Wool, linen, and hemp are the most used materials. Several artisans are needed
to master every step of the cloth crafting process: spinning, weaving, fulling, carding, and dyeing. Then come the tailors who make the clothes,
from cutting the patterns to sewing the final item. I have heard that
the Daedemorthys of Reizh are trying to design great machines
capable of creating large amounts of fabrics of all kinds. Do not
believe such fooleries, my son; the art of textile is difficult
and requires great dexterity that only the hands of a man
can display.
-Handicrafts-
107
Leatherworking
Basketry
Everything begins with the tanning of the skins, which are prepared in pits using oak bark powder called tannin. Leather is largely
used to make domestic objectssaddles for horses and Caernides,
harnesses for draught animals, handles for weapons and some
toolsbut also to bring final touches to clothes or make shoes
more comfortable than clogs.
In a wholly different domain, some artisans become true skin
artists, and also sometimes execute war paints, for the
eminent members of their villages, and exquisitely
elaborate tattoos.
108
On Adornments
Now, let me tell you about some fundamental aesthetic principles applied by most of our artisans. First, the
historical trinity of Tri-Kazel is deeply anchored in our
customs and can even be discerned in the motifs chosen
by all artisans, from woodworkers to tattooists. There is
very little depiction in their works, and when there is, it often takes the form of animal symbols, generally in relation with the
Caernide. In the end, what remains prevalent are motifs simply associated through juxtaposition, which result in a continuous
tangle of shapes, and often come in groups of three, as on our coins. Schematization is important and depiction or not, everything is represented in a simple way; symmetry and geometry play a great part along with the very frequent recurrence of the
trinity. Comets with three tails or mythic Caernides with three horns can be seen, but most often, vegetal shapes intertwine
and spread, infinitely tying and untying. In this regard, many of these motifs are registered in the famous book of Kell-Taer.
However, although our artisans draw inspiration from it, they also invent new ones on a daily basis, and their original works
can become the personal or familial mark of their talents. Demorthn also use this type of intertwined symbols in the writing
of the runes that allow them to make contact with the spirits of nature. These abstract symbols are more than an ornamental
art; they form a true language named the Sigil Rann. Signatures are very rare on peninsular works, and only the greatest masters afford the luxury of applying theirs.
-Handicrafts-
Objects of Power
o finish with, I will tell you about what our traditions call Objects of Power. You have probably heard of such
works, which are so invested by their creators and owners that they develop a mystical power over their environment. Such a power is probably the result of self-confidence and of an exceptional attachment to what may sometimes be only a simple tool. Some consider this as mere superstition, but it is long-lived, and artisans respect these Objects of
Power, as if they were actually invested with the worlds essential energy. The masterwork that gives an artisan his title sometimes holds these strange abilities. I have also heard that other Objects of Power are created by violent feelings or sinister tragedies, which weaken the border between rough matter and living things and merge them for a while, giving extraordinary
properties to actually common-looking objects.
I would better give you an example by telling you the story of Kareal the sculptor. At the end of his life, he decided to make
one final statue that would be the masterpiece of his existence; the paragon by which the whole of his art would be judged.
He took no model, and only sculpted the hard marble according to the memory of the curves of his wife who had disappeared years ago. He gave it so much time, energy, and suffering that his very body dried up as the statue took shape. Days became
weeks and weeks became months before Kareal would finally be satisfied with his statue. During this time, he never left his
shop: those who brought him food told that he only talked about his statue, then that he only talked with it. Madness seemed
to have seized him, but the sculpture was perfect; more beautiful and livelier in appearance than the most gracious maidens
of the village. Some could only look away from it with effort, rousing in the process the jealousy of Kareal, who soon forbade
anyone from entering his workshop. It was only several days later that he was found, lying in his blood. Apparently, the statue had toppled as he was embracing it, and crushed the ground under its weight. Those who displaced it to pry the body away
whisper that they thought they had seen this virgin nudity move, as to bind its loving creator in a hold of flesh and stone. In
spite of the defiance of some, the statue was quickly sold to a lord scorned by his lady and who was said to be inconsolable.
At its contact, the man grew strong, vigorous, and ambitious again: he never laid his eyes on any other woman, as if the past
love of Kareal for his wife had satiated him. This is exactly the link I mean, which you may feel for an object.
earest Wylard,
Here is the information you required about Faris Mac
Connen. This red-bearded giant had crafted his own club
from a stump that, according to him, the spirits had indicated to him.
With such a weapon in hand, he seemed invincible, and the notches he
made on it after each victory were accumulating. No one dared to fight
him, and he protected his village from the attacks of Feondas and other
creatures of the shadows. One day, however, his Object of Power was
stolen from him right before he left to escort a caravan. It was attacked
by a single Feond. Faris, deprived of his favored club, tried to protect
his companions by using a regular weapon. I do not know whether he
had totally lost confidence in his talents or whether he could not fight
without his own club; it remains that he met a swift death at the claws
of a creature he would have otherwise certainly vanquished. His
companions were thus given the occasion to flee, and they quickly
attributed the defeat of Faris to the mysterious disappearance
of the club that had made him seem invincible for so long.
I leave you now, my son. Choose your path, prove worthy of your name and your heritage, take
care of your mother and make me proud beyond death. May my thoughts and my skills be with
you on the road that I am sure you will be able to follow
-Handicrafts-
109
Chapter 2
Food
D
ear Friend,
I hope that you and your family are faring well. Here in the south of Reizh, the weather is bad. My research is proceeding, but unfortunately, it is not leading to anything
productive yet. To bring you some distraction, enclosed is a fabliau from the famous bard Alwen
Mac Uvelan. It deals with culinary art, which should interest a great cook like yourself. As far as
I know, this text had fallen into oblivion until I chanced upon an old parchment at a secondhand
dealer in Kalvernach. I hope I can pay you a visit very soon.
Your friend,
Alan
would rather eat my horses oats than the dish you just
served me, cook! With such words, one of the first
Continental commanders to set foot in Tri-Kazel reacted to the dish served by the one who was considered to
be, at the time, one of the best chefs of the peninsula.
Obviously, the meeting of the two men was off on a bad
start
"
110
hen learn, sir, that our land, surrounded by sea, does not give to its people a full liberty. Our soil is often hard, and
the weather quite haphazard: wind, rain, snow, and blizzard There are few favorable seasons for a cook: we cannot prepare meals strictly by the book, and all have to do with what we finddo try to keep that in mind. Thus, cabbage, potatoes, and pork are mainly what we put under the fork. To this you can add goats and Boernacs, which are often seasoned with onion. Rarely, we have some mutton, although sheep, because of their wool, are granted some protection.
Condiments
he only amenities come from the fat of Boernac, from lard and from a few creams kept for festivals or as an aphrodisiac. Does this seem to you very boring? It is, but sometimes, before fall, exploring, you can find the odd sugary
and colorful berry to make dishes much more merry. However, you are off-season, and the only available fruits
are, in winter, juicy apples served for pleasure, as jams, pies, or whole and pure. An alcohol, not devoid of zest, is also made
from the ripest. Finally, there is salt aplenty in our mountainous country, and seeing how you piped up, I made sure that the
meal I prepared was much more spiced up
Some Anecdotes
as a Dessert
-Food-
111
Famines
112
This is a problem we have always experienced in our mountainous, sometimes too isolated regions. And we only come
up with shortsighted solutions, only remedying it when it arises, whereas we should do everything possible to prevent
it. As it stands, landlocked villages sometimes disappear without even giving us the time to intervene. Yet, we know
well of the ravages of famine, as we have sometimes used them as a weapon to wrest surrender from a dissident city,
without even having to fight. And, although we never had to resort to it, you know that famine can also become a
defense against an invading army, by destroying or burning everything as we retreat, so as to deprive the enemy of
any means of supplying itself on the field. We know well how to trigger it, and yet, nothing is harder than halting it
when we have to face it.
It is mainly the linking period, which makes the transition between the stocks of the former harvest and the new ones,
which is the most dangerous for our people, who try to cultivate a land already hard in itself. Famine quickly makes
bodies weak and sickly, ready to succumb to epidemics spreading all the faster in such conditions, leading to true massacres during which entire populations disappear amidst awful suffering. With war on top of it all, the whole thing can
sink into generalized chaos, and in the eyes of our people, the worst plagues seem like simple clouds in their existence, in comparison with the maelstroms of famine.
Hunger or ingestion of rotten food bring high fevers, throat lesions, and uncontrollable diarrheas. Pestilent itches have
also been reported, as well as abdominal stains and stupor, which are bound to lead to death. People die of hunger, of
course, but mainly of epidemics which sprout from such an extremely favorable ground and quickly decimate the weakest; notably, the children. One needs not pick their poison between plague and cholera, as one must often face both
at the same time during such periods, and literally, unfortunately. And this is without even mentioning the ravages
brought on by the various riots, which are obviously understandable in such conditions, but then spring with absolutely inhuman violence. Some people have even been witnessed resorting to cannibal acts.
Remember the White Famine, which wreaked havoc in our peninsula a few centuries ago, but still haunts our people.
Because of a drastic temperature fall around the year 360, winter lingered until summer. Entire regions were isolated
from the rest of the peninsula, which fell into an even more critical state of self-sufficiency than usual. Such a situation turned out to be catastrophic when many cultivable plateaus became unusable because of frost and snow. The
famine at that time was unprecedented, annihilating entire villages (the very names of which have since been forgotten), driving the maddest and most desperate to barbaric, inhuman behavior. Then, Feondas could sweep to their
hearts content all those that famine had not naturally taken.
Such a catastrophe might happen again, my lord, and in spite of your guards approaching to silence me and punish my
insolence, I dare to ask for your lenience and demand the urgent creation of a delegation capable of working efficiently
toward means of preventing famines and driving away this specter that overshadows us as winter grows colder.
-Food-
Chapter 2
Architecture
Letter addressed to Drulaan Gralec by Kelvorch Lochaed, student at Osta-Bailles Academy
of Sciences, Techniques, and Industrial Works
ear Professor,
I must confess that finding the resolve to put the following short essay on parchment was not easy. You explained to
me at length how necessary it was for me to lead my own reflection on the reasons that make architecture an essential science to keep civilization in good working order. You required me to make a review of all the buildings and
constructions, from the simple shack made to shelter the tools of an artisan to the vertiginous feats that are Magientist
edifices. At the beginning of my works, some things appeared to me as futile and as a waste of time.
However, I finally vouched to study as many of the works man has erected in Tri-Kazel as possible, so
as to perfect my knowledge of the science I am about to put into practice.
113
Of Construction Materials
ood, bricks, and stones are the most commonly used materials for the construction of habitations
and buildings. Pine is especially priced, as it grows fast and can be found in great amounts, although
spruce and oak are also much used. Cedar and hazel are exclusively used for making furniture.
When the weather allows it, bricks are sun-dried, but more often they are baked. As for stones, sandstone and
granite are excellent choices, particularly as there is plenty of the latter near the omnipresent mountainous
ranges of Tri-Kazel.
Bronze and iron are mostly used to make locks and keys, as well as farming and crafting tools. They are also
used to reinforce the structure of bridges, build grates, and are shaped into chains to mark out certain roads or
to block the entrance of docks.
Of Rural Architecture
shall start with a mention of the smallest rural settlements, which are essentially fortified farms. The better-off ones have
a triple protection system: a waist-high slope precedes a deep ditch dominated by a palisade of sharp posts. Only one
entrance is kept, in the form of a plank bridge crossing the ditch and leading to a sturdy double door. This passageway is just
large enough for a cart pulled by two Boernacs to pass.
The house itself is built at the center of the fortifications, near the potable water well and a small orchard or vegetable plot
intended to ensure some food for the inhabitants. The stables and barns are located on either side as emergency second lines
of defense. Finally, a small wooden tower, high enough to provide line of sight in every direction, is set on an artificial elevation, not far away from the palisade. Watchmen continuously take turns, day and night.
Villages are the most commonplace form of rural settlement and include from twenty to a hundred habitations for the largest
ones. They are developed around strategic places: along a watercourse (stream, river, creek), atop a steep hillock, near a
Demorthn oratory erected on a hill with fertile sides, or on a lakeshore. No urbanization plan managed their growth, which
happened with nature-like freedom. However, a number of
common characteristics can be determined, which can lead
to comparisons between all of these rural communities.
Most villages have one or more plazas of an essentially circular shape (probably an unconscious reminder of the many
ritual stone circles erected all over the peninsula), which
offer a sizeable space where the inhabitants can gather to discuss. There is often a great tree to provide some shade, and a
well from which one can draw water that remains fresh, even
in the heart of summer.
114
Houses are most often built with a sturdy door, narrow windows, and surrounded by a low wall. The yard, delimited by the
wall, is often laid out like a vegetable garden or, more rarely, as
flowerbeds. Sculptures portraying the spirits of nature, or in
exceptional cases a glorious ancestor, can adorn the place, but
villagers usually simply do with floral decorations.
Roofs are sloped to cope with heavy snowfalls, and covered
with thatch or with bark and earth mixed with straw. The
slanted roofs of richer houses are covered with shingles,
slates, and, in a few cases, with terracotta tiles. Next to the
chimney, there is sometimes a worn weather vane, a statue,
or a decorated gable standing on their crests.
Because of the increasing rate of Feond raids these last years,
the people of many villages have built fortifications of
varying complexity in order to protect themselves. Palisades
made of posts, logs, or planks, and reinforced with ditches
and slopes, are the basic elements of this type of construction, which is an imperfect imitation of military works. It is
sometimes completed with one or several watchtowers, and
in the best cases, with a bare covered way located on the
most exposed side of the palisade.
Of Architecture
Considered as
a Higher Science
-Architecture-
Of Bridges
he bridge is the quintessential work for TriKazel. Whether one is in Taol-Kaer, Reizh, or
Gwidre, its stern piers and its monumental
arches are most needed things for the development of civilization. The largest cities, such as Osta-Baille, would be
nothing without these large stone roadways linking them to
the rest of the world.
Advances regarding construction made it possible to finalize the creation of a complete communication network,
which had so far remained unfinished out of ignorance of
the adequate techniques. In such a hilly territory, it was an
imperative need to be able to cross chasms and vertiginous
cliffs, which became possible with bridges.
ur escape had taken us much farther than we had expected. The creature was still on our track; we could feel its presence all around us, similar to the cloying scent
of poor quality incense. However, it remained invisible, waiting for the moment when we would be exhausted to leap on its preys and devour them. The mists were weaving their impenetrable web all around our miserable
convoy, led by a man who had lost all reason. As the advisor of Lord Maorich, I had taken over and was doing my
best to direct us in this sinuous maze of mountainous paths. However, it was increasingly difficult for me to ease the
tensions between the soldiers, the artisans, and Maorichs wife. The Varigal who was accompanying us knew nothing
about this arid, hostile region, lost on the southwestern headland of the peninsula, and he could spot no sign left by
his fellow travelers. We were starting to lack water and food; any hope of making it out was as dwindling as the light,
caught in the fog.
On the evening of the nineteenth day, we could feel the monstrous creature lurking closer. Its heavy breathing was
ringing in my ears and its stench was nauseating. We were walking as fast as we could, amidst the thick coiling mist
which was blocking any visibility. Two men fell to their deaths in the gorge as we were edging along the path. The
echoes of their cries refused to die and danced for a long time in my head like the promise of my disappearance to
come. It was all over; I knew it. The last of my strength was ebbing away. The creature was about to pounce on me
and tear me apart like some piece of meat.
Then, suddenly, I saw the mists part and reveal a huge chasm of unfathomable depth. A colossal bridge spanned it, at
least up to the borders of a strange, swirling patch of fog masking my sight. Never in my life had I witnessed such a
work: it shimmered faintly, its smooth, uniform surface similar to a sumptuous marble paving. Its strong arches were
leaping above the precipice, like hunting beasts, resting on colossal piers of which I could only see the top. The
construction was giving off such an impression of solemnity that I started crying like a child. It seemed to be that faces
had been sculpted along the elegant line of the arches, but I could not check it. A scream rose in the air behind me.
Without even turning back, I ran to the bridge. The shiny roadway was so slippery that I nearly fell head over heels.
Pulling myself up just in time to keep my balance, I decided to keep going without slowing my pace down.
Not without a short-lived hesitation, I dived in the undulating veil of mist. Before I even had the time to feel fear, I
was running out of the swirling shroud. For a few seconds, it was as if I had been in the middle of luxurious drapes
of crushed velvet, cold or burning, while voices were calling me by name, whispering incomprehensible words to me.
But, as my feet were skidding on the smooth surface of the bridge, darting at full speed as far as possible from the
monster hunting me, I was certain that I had been the victim of a hallucination.
When I reached the other side of the huge construction, I stopped for a while to catch my breath. Stupor hit me when
I noticed that both of my hands were bearing azure and carmine marks, similar to streaks left by a contact with a butterfly wing. Those marks were of the same color as the hangings I had pushed aside to struggle away from the mist
No one else seemed to have followed me. It looked like I had lost both the creature and the expedition.
Report from Kelthian de Lorch about the disappearance of Lord Maorich
115
ome of my peers consider cities as hearts irrigated by the continuous coming and going of people running through their
streets. I entirely agree with them, for these populous centers are melting pots of life, constantly teeming with thoughts
and actions.
I think I can say that the architects of Tri-Kazel have foremostly been pragmatic men who, although they certainly had a certain aesthetic sensibility, have focused on efficiency and longevity rather than on some embellishments of secondary importance. However, our science still displays sturdiness and greatness from which our compatriots draw their strength and for
which they feel awe and respect. The proud palaces with their large towers and their high, looming walls, the stout-shaped stone
houses; they are part of an almost natural union between considerations of a technical, practical, political, but also artistic nature.
I just mentioned generalities of importance, but I feel like I should also add to this a few splendors which lived through the
ancient time, or stemmed from the curious mind of an architect thirsting for new experiences. They still stand with their angular shapes, their sharp ridges, their beveled walls, or their thin spires strangely rising toward the sky. When I see the Castle of
Aodreth, this unconquerable eyrie, my thoughts and my heart turn to wonder, but I remain skeptical regarding the functionality
of such a monster, which, with its innumerable asperities, seems entirely dedicated to the crooked twists and turns of a mad or
dreamy mind yearning for absolutes.
The Castle
of Aodreth
C
116
ould one conceive a more extraordinary vision than the sight of this gigantic citadel perched atop the Oerdh Pass? As hanging
from the sky, the phenomenal construction with its
spidery towers looked like a mythical bird hesitating
to take flight. Adorned with balconies bending oddly,
and galleries with thin columns inviting in the northwestern wind and the cold Septentrine, its high spires
of white stone fiercely pierced the clouds, like feathers
as sharp as Tugarch' blades. A mystical shiver, as one
coming with a revelation, ran over my spine. Who
could have built such an edifice? And why in such an
inaccessible place? Was it to keep a treasure there? To
imprison a legendary beast of the Aergewin? Or to
hide away from a world that only gave you worries, to
forget oneself in such a strangely altered place, the real
reflection of a dream or a nightmare? At that time,
there was no way I could tell. But I planned to find out
sooner or later.
-Architecture-
Osta-Baille:
Cities
and Nature
hat would our cities be without trees and vegetation? Sad, unsettling places such is my opinion, at least. The laying out of public parks
and private gardens probably answers the unconscious yearning to go back to the proximity of a soothing natural environment and the presence of a certain spirituality. The
Demorthn, who are the main figures of traditional cults,
look down on cities, and very few of them settle in such
places.
In most gardens, natural harmony is left to take over the illusory perfection the hand of man reaches for. Stones, leaves,
and needles litter the ground in an apparent mess; a flowered bower harbors the representation of a forest spirit; a
monolith engraved with vegetal arabesques, strange creatures or unknown signs, stands in the middle of the way, or
at the center of a turfed circle. The presence of Demorthn
rites can be discerned implicitly. Gardens are entirely impregnated with the sacred essence of these mysteries, drawing
their vitality from the ever-going round of seasons, and from
telluric energies spinning their patterns just beyond mundane perception.
However, I am intrigued by this strange topiary art, which
takes as a postulate the opposite axiom of architecture: trim
trees and shrubs taking inspiration from monuments, and
not design edifices drawing from the richness and diversity
of nature. I had the opportunity to admire drawings representing Ard-Amrach, the capital city of Gwidre. They displayed vast gardens, the layout of which was similar to a
citys, with large alleys circling flowerbeds and clumps of
bushes. These were lined with trimmed boxwood looking
like outer walls, and with long, narrow stone pools in which
fresh water sprinkled with duckweed was flowing. Trees and
shrubs had been trimmed straight as dice, arranged in perfect
rows depicting habitations; flowers were forming impeccable
lines of colors set out in bands... Unlikely herbaceous battalions ready to defend their territory to the bitter end!
117
ithout pretending to be exhaustivefor my short study could not claim to be soI must mention
a subject related to spirituality as well by talking about the Temple. The new religion expands a
little more each day in Gwidre, and even beyond its borders. The strong ideas it conveys are
expressed in tall, hieratic buildings, with imposing pillars and the severe faces of the greatest of their past hierophants sculpted on their faades. Within them, one feels oppressed by colossal vaults, and by the lack of a
light that only seeps in reduced amounts through small openings made near the cornices. Although I could not
verify this myself, I have heard that the Temple had appropriated the symbolic model of the labyrinth, which it
adapted to the requirements of its dogma; this way, a novice can be initiated, in the middle of mazes of narrow
walls, to the esoteric message of this new religion.
As for the architectural fancies of Magientists, sometimes stunningly beautiful, often clearly unsightly, they are,
as I have already mentioned, so completely alien to the foundations of our science that it would be fruitless for
me to try to discourse on the subject. All I can do is admit that some of their achievements combine elegance
with efficiency, whereas others remain incomprehensible chimeras.
There it is; I hope that this quick essay was an adequate answer
to your requirements, as well as a proof of my good knowledge on the actual state of architecture and urbanism on our
peninsula.
I remain your devoted disciple,
Kelvorch Lochaed
118
-Architecture-
Chapter 2
Societies
Tri-Kazelian Society
efore we get to the specifics regarding the Temple and the Magientists, let me make you a general presentation of the
peninsular society. The traditional organization of society in clans and the feudal system coexist as they can in our
peninsula. This mixed society is constituted from several social castes which are the same in the three kingdoms. Each
caste can be differentiated by its privileges, its rights, and its duties.
Feudal Society
Clan Society
The Osag clans never truly accepted the authority of the
Three Brothers. Their communities are ruled according to
clan customs as they existed in the ancient times. Some of
them even still use the ancient tongue. There, customary
righttransmitted orallyis the rule, and Demorthn are respectfully listened to. There remain but few of these clans,
but villages and rural communities have partly kept their
traditions.
120
-Societies-
Talkride Society
he society of Taol-Kaer is a mixture between clan traditions and feudal organization. Only the major cities and
the communities close to the lords most loyal to the crown scrupulously apply the feudal law of Osta-Baille.
In most communities, and particularly in small villages, customary right and community traditions prevail.
121
-Societies-
few miles away from the village of Louarn stand lines of menhirs that are said
to date back to the Aergewin. As he did each year, Galenor went there to take
part in the gathering of the Demorthn from the great West. Much to his surprise, he was vehemently contradicted by some of his peers. After a heated debate,
Crisdenbel, the oldest and wisest of the Demorthn, who presided over the Tsioghair,
concluded:
Galenor! We understand your intentions regarding the future of Louarn. However, by becoming the regent of this vale and by taking charge of the education of young Maela Mac
Loarans, you go against our ethics and assume a responsibility that should be fulfilled by a
bard! The primordial duty of a Demorthn is elsewhere; you must remain a spiritual
guide linking men and nature. Then, your words will be listened to and respected
among the council of Louarn. We have been aware of your inclination for politics for
a long time, but take care, as by wanting to take too much control over
the affairs of men, you may end up turning away from the spirits!
122
Gwidrite Society
Reizhite Society
A few days later, Maela came at dawn into the council room.
Galenor was waiting for her. He seemed worried, which
made the wrinkles of his face seem even deeper.
This Crisdenbel fool has it all wrong! he thought. If I do
not take care of the education of this girl myself, then
Louarn will gradually forsake our traditions!
The old Demorthn emerged from his thoughts, and spoke:
Today, we will study the Gwidrite and Reizhite societies in
more detail, since you will certainly have to parley with
some of their emissaries. In addition to commoners and
nobles, the Gwidrite society is characterized by a third
caste: the clergy. It includes all the priests of the six orders
of the Temple. Along the time, members of the clergy have
acquired privileges: they are exempt from work, military
duty, and paying taxes to the local lord. Globally, the
Gwidrite society is the most feudal of the three peninsular
societies. A few remote regions keep applying an ancestral
and customary right, but they become rarer and rarer, as
Vectors of the Temple travel everywhere in the kingdom and
force the populations to convert.
What has become of the Demorthn in Gwidre?
They have lost their status and are considered commoners.
A lot of them have been assassinated by mercenaries in the
pay of the Temple. You certainly remember that the armies
of King Dalenverch serve the cause of priests and keep
knocking down the sacred stones, vestiges of our culture.
The voice of old Galenor shook with rage, then his wrinkled
face became still again:
You see, dear Maela, the clergy took such an importance in
Gwidre that their army, partly composed of fanatical soldiers named Blade Knights, is starting to rival the forces of
the most powerful lords. Will the Hierophant need to sit on
the throne of Gwidre for Dalenverch to become aware of the
monumental error of his ancestor, when he made the Temple
the official religion?
Maela knew little about Gwidre, but of it, she mainly kept
the painful memory of the death of her grandfather, who had
disappeared during the War of the Temple. Like many
Talkrides, she had lost a relative in that bloody war.
Let us go on with the Reizhite society, which is very different from Gwidres, but went through many fundamental
changes because of the Magientist influence. Theses about
progress, inherited from continental culture, lead the people
of Reizh to lose touch with spirituality. There is a clergy in
Reizh, but its privileges are much more limited than in
Gwidre. The animosity between the leaders of the order of
the Temple and Magientist academicians is such that the
religion of the One God was only very partially implanted
in Reizh. The recent War of the Temple only accentuated
such a situation.
Consequently, the Demorthn mostly keep their role of spiritual guides in rural regions, in spite of our conflict with the
Magientists, whose ideology is totally incompatible with
our way of seeing the world. The other particularity of the
Reizhite society is the emergence of a caste of enriched
commoners who hold important civil positions. Know that
some towns, the Free Cities, are led by these people and that
the king has acknowledged their authority. Recently, these
rich commoners have obtained the possibility to buy titles.
There are among them artisans and traders, but also a few
Magientists. They gather at the court of King Bronchaerd
and are very negatively viewed by the old rural aristocracy,
affiliated to the first followers of the Three Brothers.
Magientists, whether they are nobles or commoners, hold a
very particular function in the Reizhite society. They can be
teachers in universities or work in workshops and laboratories. As time went by, they gathered into lodges. These
groups are constituted of Magientists from the same social
origin or following the same research goals. There is no
need to get into the details of their organization, but think of
getting informed about the lodge your interlocutor belongs
to if you are dealing with a Magientist; this will give you
precious information. The Lodge of Lanmart as well as the
Royal Lodge, financed by Bronchaerd, are by far the most
powerful.
-Societies-
raditionally, the Demorthn philosophy values each human being equally. Men and women
have always fulfilled duties of a different nature, but of comparable importance in TriKazelian societies. Some men became the greatest warlords, whereas the most legendary
Demorthn were women. In clan society, power is shared between the clan chief and the Demorthn,
and the balance between men and women is a natural thing. Rape, violence against, and the abduction
of women are particularly punished, as they threaten their sacred ability to give birth. This equity between men and women has remained in the three kingdoms, even in spite of the great evolutions
undergone by Reizh and Gwidre.
Family
The Dmthair
Allow me to tell you about an important figure in our communities; the Dmthair. The overwhelming majority of
Dmthairs are women, and as you know, their duty is to
educate children, which allows other women to work and
participate in the defense of the village if necessary. The
Dmthairs are trained in fighting, and their houses are very
often fortified. In the case of an attack, they have the responsibility to defend the lives of children and are entrusted with
pregnant women, the elderly, and the sick. The Dmthairs
are the incarnation of the heart of the community; guardians
in the strongest sense.
However, their function does not end there: along with the
Demorthn, the Dmthairs are the spiritual guides of a village. Where we Demorthn create a link between men and
the spirits of nature, the Dmthairs are omnipresent in daily
life. They supervise childbirth, and know the secrets of
plants that can be used for contraception. For a long time,
influential women have been using such medication to be
able to fully dedicate themselves to their social duties. In
villages, the Dmthairs decide by themselves whether a
woman can receive it. Women who are too young or have
not developed yet, those who must perform their military
duty as well as mothers who have already borne four children are the most common cases. The Dmthairs also sit on
the council of a community, which handle matters of justice
and makes the important decisions.
In the regions where the influence of traditions is wavering,
the Dmthairs function has changed. They have lost their
purpose because institutions of a large scale now exist, and
they have become mere nurses. They no longer educate children, this duty being now assumed by priests or Reizhite
preceptors. In contrast, in some rural regions where the
Demorthn are less present, the function of the Dmthairs
has grown in importance and they have taken over them.
Most fortunately, Taol-Kaer is a kingdom where the
Dmthairs and the Demorthn are still respected and have
kept their traditional functions.
Exogamy:
Clan Tradition
-Societies-
123
Justice
124
-Societies-
Religious Justice
Gwidre has gone through a drastic evolution of its judiciary
system since the advent of the Temple in the year 775. The
clergy is the sole holder of the right to enforce the law
according to canonical law. This right is based on the
Writings of Soustraine and is inspired by the six Ordinances.
Only the capital city has kept a royal court presided over by
King Dalenverch.
etrospectively, it appears that the nine centuries that went by since the Foundations have only been a succession of antagonisms more or less recognized as such. The rise of the feudal system and the first sovereigns will of assimilation clashed, as we know, with local traditions and clan allegiances. Although the
current nobility comes for a good part from the ancient lineages, its situation is far from monolithic. There are
still many valleys in which, in spite of his title, the local noble is simply a clan chief in the eyes of his people.
The notion of identity is then affirmed as it was in past times, and a foreigner, particularly one who wishes to settle permanently, is little appreciated. In contrast, urban nobility is obviously more cosmopolitan, and has a much
different perspective, but stopping at such generalities can be misleading. Indeed, there are innumerable rural
lords who boast about the battling deeds of their ancestors at the kings service. And on the contrary, some nobles
of large agglomerations are nothing more than rich commoners who have bought a title and prerogatives, but who
could not care less about patriotism, or even abiding by the traditions.
Through the centuries, some social groups have also evolved regarding the way the rest of the community considers them. According to the sources at our disposal, Demorthn, but also bards, Varigals, and Dmthairs, previously enjoyed a particular status in many cases. This status had nothing formal, as opposed to the privileges of
the nobility, but populations afforded them unmistakable respect. This went with a certain number of favors,
which sometimes clearly bordered on favoritism. The feudal society, even in Taol-Kaer, which remains among the
three kingdoms the one most attached to the ancient customs, progressively put an end to such a situation.
Although the Demorthn are still considered as people of exception in many places, the purpose of Varigals and
bards often came to be confused with that of peddlers, minstrels, messengers, and vagrants of all kinds. In particular, city dwellers no longer have for those people, as well as for Dmthairs, the respect their predecessors could
enjoy; mainly because they do not depend on them as much as rural people.
Contacts with the Continent have also favored the rise of new social groups. The appearance of an official clergy
in Gwidre, a land where the religious now enjoy prerogatives inscribed in the law, is the most obvious example,
and the one most often mentioned by neophytes in social transformation. The use of a currency had already permitted the emergence of a class of well-off commoners, but technological advances, directly inspired by the
Magientists or not, increased its power. Legally speaking, a trader, a craftsman, or even a Magientist of common
extraction, are entitled to no special consideration, even in Reizh and in spite of what some partisan individuals
support. However, the control of financial riches, or of technological knowledge, leads these types of people to
become, by force of circumstance, notables, whose opinion, or even favors, are sought. Some commoners may
have managed to acquire titles of nobility, but most of them did so in the prospect of earning prestige, or privileges. In the end, the influence of a scholar or a trader over a community, although unofficial, should not be underestimated.
Although in Gwidre, the Temples clergy totally replaced the Demorthnsometimes by forcethe Magientists
have overall proved to be more circumspect, and officially have no political power acknowledged by the law.
However, the opening of schools for religious or scientific teaching has favored the emergence of a learned minority, most often of middle-class origin, whereas in the countryside, many lords are barely able to write.
Knowledge, whatever its aspect, also holds the seeds of many ambitions going beyond the traditional cradle in
which individuals evolve.
Overall, we can witness the crumbling of certain social groups at the benefit of new ones, which, more or less
consciously, strive to fill the space left by the former ones. They must take into consideration official power,
which also attempts to reinforce or preserve its influence. Economic antagonisms and social ambitions have been
added in a more discreet way to national, clan andmore recentlyreligious rivalries, while money and knowledge
are flowing at an increasing pace, although still awkwardly, throughout the kingdoms.
Although the Osag tribes of the Lands of Das seem to live as their ancestors from before the Foundations did,
we must admit that we actually have no certitude on this subject. It is quite unlikely that centuries went by without
exterior influences, or a desire for new things, discreetly remodeling parts of the Osag culture. Yet, all we can do
is conjecture. However, Tarishes seem to have been spared by all changes and keep traveling as they have always
done, as quiet and enigmatic as in the past.
125
Chapter 2
Report from Ailill Mac Naris concerning research on the commercial and monetary system of Tri-Kazel
lthough I am of modest origin, I have become an influential man in many villages and small cities, and was even noticed in the great Osta-Baille. My field experience has given me a reliable knowledge of the common commercial habits
in Tri-Kazel. Thus, with a wealth of knowledge, a vast documentation and the advice of some scholars from OstaBaille, I was able to write down these few notes for the use of whoever would like to do business in trading.
Monetary System
126
et us start with a numismatic panorama of the peninsula. It indeed seems necessary to me to first mention the various
means of exchange we use, notably the monetary system that generally prevails in civilized countries.
However, do not be mistaken: in most of Tri-Kazelian transactions, money is not involved. Barter trade is much more
favored by the people, all the more so when one moves away
from large cities. In the countryside, the exchange of Daols is
actually not part of the common practice, and they remain
rare. Most of the time, this currency is accepted in exchange
for any good or service, but, in some places under particular
conditions such as a threatening famine, nobody should be
surprised to have their Daols refused. Thus, it will happen
that, outside cities, one has to barter a service or an item for
what they need. Always keep in mind that bartering is still the
most widespread commercial activity in the peninsula and
that demand will always set the exchange rate, whatever the
product. Nothing is set, and therefore, it can vary considerably from one place or moment to another. Now that such
obvious facts were stated, we can focus our interest on the
currency used in the three kingdoms: in their image, it represents the symbol of a united yet composite people. This is the
specificity of Tri-Kazel: three kingdoms with a fraternal origin, multiple tribes that however identify themselves with the
same land, and the same currency beyond slight aesthetic differences. Thus, the Daol is the sovereign currency of TriKazel. Theoretically recognized and accepted by all, it is a
tangible token of the common origin of the three kingdoms
and it facilitates trading. Daols come in three types of decreasing value, with a one-for-ten exchange rate, named according
to their appearance. Hence, the Frost Daol (grey-white) is
worth ten Azure Daols (grey-blue), while each Azure Daol is
equivalent to ten Ember Daols, which have a slightly golden
tint, reminiscent of copper. Thus, you need one hundred
Ember Daols to obtain a single Frost Daol.
On an aesthetic level, and ignoring the aforementioned differences in colors, the Daol presents a few interesting singularities: triangular, like the trinity of kingdoms it symbolizes, it is more notably pierced in its
center. The presence of this hole can be explained by the Tri-Kazelian custom of stringing coins
on a piece of rope rather than making use of leather purses. The rope which has been hung
with coins this way is used as a necklace, as a belt, or also rolled up several times
and tied on the side, at hip height. Such a curious system tends to be a deterrent for thieves: cutting off a purse to appropriate it is easy, but breaking such
a rope guarantees a clattering of coins, ruining any chance of the theft remaining unnoticed. However, to avoid any dangerous
ostentation, it is customary to dissimulate this line of coins under ones tunic or shirt, or even, if it is attached on the side,
under a large wool waistband.
The Daol is the result of the moneymakers work, generally a simple smith. He is the holder of a license to mint coins, regulated by the Currency House of each kingdom, and can only officiate in these true financial strongholds. The principle is simple: wedgestwo triangular moulds of metal engraved with motifsare used, which are placed on each side of the to-be coin,
which is only designated under the name of flan at this stage. This flan, a small disk of the alloy used to forge the Daol, is
placed under heat between the unmoving wedge, fixed in a wooden block, and the mobile wedge, held with tongs and being
dealt a hammer strike. The strike gives the flan its definite Daol shape, and also imprints the motifs of the wedges into the
metal. The triangular shape and the hole of the coin are then made while the metal remains malleable.
Previously, many different motifs could be found, mainly warrior or animal-like, but the common denominations of Daols
have driven the kings to set a norm: the tails side of each coin is therefore now identically minted in the three kingdoms. Thus,
the Frost Daol shows three stylized snowflakes, one on each angle. The Azure one counts three coils rising in whirls, like small
forming tornadoes. Finally, the Ember Daol is adorned with three stylized flames.
As for the motifs displayed on the other side of the coin, they are left to the discretion of each kingdom, or even of the moneymakers themselves. Although various motifs can be found on Daols, for a long time the symbolical representation of a tangle
of Caernides antlers linking the three angles of the coin remained the most common one. As time went by, other less traditional symbols have appeared on the heads of Daols, notably in Gwidre where representations related to the Temple are gaining ground.
127
False Money
orgery exists, and uses the same crafting process. These counterfeit coins are popularly called rascals, and the
authorities are hard-pressed to bring a halt to such an issue. Some official smiths of the Currency Houses try their
hand at such a business, but they are punished by death if they are found out as are their unofficial accomplices,
in that regard. The only difference is that they will be the first ones to be suspected as they have the adequate official equipment at their disposal. The most common method is to shave true money in order to forge ones own coins with the
supply misappropriated in this way. Another possibility is to corrupt the necessary alloys for the minting of Daols by adding
less noble materials. Then, all there remains to do is to put the false money into circulation
Other
Means of
Exchange
ll
these
numismatic
remarks must not obfuscate
the primary function of
money: facilitating and ensuring
commercial exchanges. Daols
are used in most daily transactions, but large-scale ones sometimes require the use of too high a
sum. This is where payments
through precious stones or bills of
exchange come in. There are many
precious stones in the mountains
and mines of Tri-Kazel, but their
extraction remains difficult and perilous. Therefore, their value is very
high, and they are favored over the
expense of too great an amount of Daols:
the ease in transporting them and the greater secrecy they allow make them very
convenient.
128
This system was quickly imitated by the three Currency Houses of the capital cities, and the letter of exchange became no longer exclusive to the Bramble knights. Among Houses, it became a bill of exchange, and indicates any document through
which someonethe drawergives a debtor the order to pay the bearer a given sum at a precise date in one of the three
Currency Houses. These three institutions secure transactions and earn interests from them, but these remain lower than the
obole given to the knights. These have kept their influence and are sometimes hired by the Currency Houses to secure
important funds transportations.
Caravans
129
Caernides
Caernide is a creature
with antlers, akin to
a deer, but much
more docile. Quick, nimble, and fast, it is however quite frail and
cannot be used as a
draught animal.
Unable to carry
heavy loads, a
Caernide can
bear for a long
time neither a
rider in heavy
armor, nor two people
mounting it simultaneously.
Inferior to the horse in many points,
this creature is however considered as
sacred, meant to quickly lead its rider to destination, avoiding the dangers of wild places thanks
to its constant vigilance.
130
Poverty
Ah, what a funny one this Ailill! Always trying to earn the
favor of the powerful, when he only needs to open his eyes
around here to see the sad truth. This sure sounds like him!
Take a look at where it led him, always wanting to do his little business: here Im travelin, there Im earnin my life and
seein some big people, and in the end, Im found almost
shredded in half by some bloody Feond! And with what in
my pockets? This here report, completely distorted to please
his new relations. Id be surprised if his Demorthn brother
managed to get him back on his feet! He might as well die
now; what a lesson that would be for him! Anyway, you can
see hes able to munch his fill and hes far from poor. But all
is not as opulent as hed wish it to be. Right here, under your
eyes, I have to cook rodents, and even worse, for the poor
wretches who come to me with their stomachs empty. So,
not such a disgusting one, this Aeldred, when theres only
wind to fill your belly, huh? You sure like your Aeldred in
these cases!
But I understand you Its money that messes everything
up: now, we use Daols more and more. Ailill was proud of
it, but in the end, we werent worse off with barter. Now, the
Daol is the drive of war. Ailill said that the Daol would
make us free, but we have all become its slaves. Even me,
the village chief pays me wages to eliminate the vermin of
Kaer Daegis. Whereas before, the locals gave me small
game or some services in exchange. We always found an
arrangement.
Believe me, the arrival of Daols has benefited the powerful,
but the little ones suffer. Its harder and harder for them to
eat correctly since they cannot afford what they could previously cultivate themselves or find at a neighbors. Ive
even heard that some crazies went as far as to take it out on
our dear Caernides! Worse than Feondas, I tell you. Well,
sure, it may be better than rodents, Ill give you that, but Ill
never have of that; its a sacred animal, I dont want the
forces of nature to get mad at me. What that bitch has given
me is far enough
Anyway, Im rambling on, but what I mean is that in spite
of the great speeches of our chiefs, poverty is increasing,
and epidemics along with it. Because people, the harder it is
for them to find food, clothes, and a house, the weaker they
are against diseases. Worse than my rats! You can see it
-Monnaie and
& Commerce-Currency
Trading-
131
Chapter 2
The Arts
Lecture of Professor Morch Mac Maduidh at the Academy of Arts and Literature of Osta-Baille
he conference room was filled with the hum of the students conversations. As it is known, students
are a rowdy bunch, who are only able to behave in the presence of a professor. When the cheerful face
of a little man appeared between the pillars of the great arch, the crowd instantaneously fell silent.
132
Of Lyrical Arts
133
he voice is undoubtedly the first of all instruments. It has been developing since the dawn
of time in various fashions, such as the psalmody, the litany, the dirge, or the lament. Singers are
almost always part of a choral group composed of three
individuals singing alternatively. They symbolize trinities such as the deceased, his descendant, and the
Cmaogh, during funerary ceremonies; or also the heroic
ancestor, the foe, and the proclaimer, during celebrations
of our ancestors deeds. Singers are particularly respected artists, as their art is part of the age-old traditions of
our peninsula, and marks rites such as the transition to
adulthood, or marriage. Often, their musician colleagues
play before and after them, but their performances, as
beautiful as they may be, strangely make them only
slightly popular.
Filidhi are among the only artists who sometimes perform their art alone, although they are often accompanied
by musicians. It is told that these blind poets possess
authentic divinatory powers, and that they sing alone so
that their predictions may not be hindered by other
voices. At any rate, Filidhi enjoy considerable respect,
and they never lack of anything, which is not the case for
traveling storytellers, who have a hard time earning a
living, trying to catch the attention of capricious
audiences.
-The Arts-
Of Melodic Arts
o art without craft here: artists deprived of their instruments are like disarmed soldiers; bound to fail.
Lutes, rebecs, tambourines, horns, trumpets, bagpipes, small harps, or flutes are the common companions of
musicians. Easily transportable, these instruments are designed to be playable in any circumstance. Tambourines
accompany marching soldiers with their rhythmic sounds;
the trumpet glorifies the power and the glory of kings and
lords. The soulful sounds of bagpipes salute the memories
of our ancestors, whereas the lute or the rebec emphasize the
journeys of our legendary heroes. The harp and the lyre
often accompany theatric representations, stressing the
emotions of the comedians. The flute cheers on
the crowds during festivals, while the
horn gives the signal for hunting
or alarm.
134
Of Dramatic Arts
and Dancing
A legend says that the hero Leog was the only survivor of a massacre, perpetrated by a horde of
Feondas. When he was found in the ruins of the village of Two-Stars, he was dancing. In spite of all the
efforts to talk to him, Leog kept dancing for another
night and day before literally falling asleep. The
Demorthn who examined him noticed that his skin
had taken a greenish-brown coloration, and that his
hair had become brittle, like twigs
-The Arts-
culptors are certainly the most appreciated artists on the peninsula, if only for the fundamentals of their discipline,
which are deeply rooted in the Demorthn traditions. Ritual stones, so dear to Tri-Kazelians, decorated with animal and vegetal motifs since the Aergewin, are the most illustrative example of this union between art and the
sacred. Gradually, as plastic art was developed, painted branches and arabesques displayed the fascinating curves
of their complex geometry on the rugged surface of the monoliths, transforming them forever into guardians of
our civilization. According to rumors, an initiate can read in the meanders of these elegant drawings much
more than the stylization of nature. Thus, well-trained eyes would supposedly be able to decipher the
names and mood of the Cmaoghs, the local spirits of nature, as well as traps laid in the surroundings by nature, or even the location of neighboring human communities
135
Apart from these typical achievements, sculptors carve from stone, wood, or clay, fierce warriors, haughty
damsels with eyes of fire, or animals frozen in strange postures. They adorn the houses of nobles and rich commoners with
elegant, muscular caryatids, columns with cornices delicately chiseled with scenes of war or hunting. They transform porches
into visual enchantments, decorating gables and corbels with smiling or grimacing faces, etching the faades of friezes with
Azulrock, or inviting their frescos in the round on walls left bare The works of sculptors exhort us to touch them, cautiously
at first, then to stroke them for longeras our eyes alone cannot grasp their carnal mysteryin order to satiate the powerful
desire they have sparked in us.
Painters rarely collaborate with their sculpting colleagues, as the aesthetic taste of the peninsula wishes for statues and sculptures to remain devoid of any chromaticism; hence the word Virginalism applied to plastic arts by some Continentals who
have visited our cities. Pictorial artists draw frescos directly on walls, or pour their pigments on parchment, wood, or even
canvases smeared with glue, covered with a dressing and stretched on a frame. Although they employ a vast range of colors,
ternary huesgreen, ochre, and grayare the most used: these three tones reflect the major influence of the forests, mountains,
and rainy skies on their work. The few Continentals settled in Tri-Kazel often mock them in this regard, and consider their art
to be as limited as the surface of their peninsula; our painters politely retort to them that they respect the right arrangement
of the world, taking care not to scatter. Unlike sculptors, painters are but a few, and enjoy a rather limited esteem among
commoners and nobles. Only the middle-class truly seems to appreciate their talents.
-The Arts-
Of Noble Arts
136
The Trine
Along with poetry, chronicles form what are called in TriKazel the noble arts. Most chroniclers are nobles who have
received a very advanced education in the domain of rhetoric and history, but also in law and politics. Chronicles are
generally extensive works precisely describing the history
of all great events punctuating the life of the chronicler, or
reviewing customs, traditions, laws, nobiliary genealogies,
local facts, etc., making an inventory of many details that
would have otherwise sunk into oblivion. They assume the
role of keepers of the memory of Tri-Kazel, and are highly
respected among commoners.
-The Arts-
Of Bards
"
any of you may wonder why I have not mentioned the subject of bards yet. Very simply
because, as it seems to me, they certainly are
accomplished artists, but for them, art is more a means than
an end.
Let me explain. The most famous bard was a woman,
Arenthel, who accompanied the three brothers in their travels. She advised them, aided them in the negotiations they
undertook with clan chiefs, and wrote down the tales of the
foundation of Tri-Kazel. Of course, her talents as a musician
and a dancer, her sharp tongue and her unmatched sense of
prosody were precious assets in the determining part she
played in the future of our peninsula. However, as curious
as it might seem from such a talented artist, Arenthel always
considered art with a pragmatic eye.
In that regard, she was the worthy successor of these young,
spirited people whose words were almost sacred, and who
advised clan chiefs since the Aergewin. Noticeably, her
fame opened such a profession to women, who have since
proven that they are predisposed, or at least as talented as
men, to fulfill such a role.
Bards are also the living proof that art can be a weapon
as efficient as the sharpest axe. They can access a lore
forbidden to the uninitiated, which they transmit
orally, as well as to knowledge they draw from the
chronicles written by their peers or some scholarly
nobles. Today still, they most often work for a lord,
whom they entertain, move, and advise. They also
assume the role of a preceptor for this lords children, giving them a complete education, which is
often much less consensual than the one taught in academies.
When it is time for diplomatic action, bards are the most
appropriate individuals to speak in their lords names. Their
natural eloquence backs up their considerable knowledge,
and it frequently happens that the businesses of lords transform into debates between two bards. However, bards
always bear the word of the lord they represent, and,
although they may take a few liberties, they only have one
aim: to reach the objectives they have been given.
Previously, one became a bard through heredity, and never
in any other way. Today, any individual with a gift for learning and arts in general can seek the title of bard.
Applicants are introduced to a jury composed of nine bards
who have been practicing for at least nine
years, and they must show proof of their
talents and determination to pursue their
studies. This test lasts a whole day, and
-The Arts-
137
oern did not know whether he should be thrilled or fearful. For the last few weeks, his master, Wylard
Mac Readan, had been enjoying a new lease on life. With an energy that those close to him had not witnessed for years, he was organizing a great expedition that should, to quote him, purge the world of the
Feond scourge. Doern had nodded timidly when his master had asked him if he wished to join him on
such a journey. The lord had then told him, once more, to read the whole of his notes. Ive had premonitory dreams,
Doern! Nothing must elude us, for the slightest error could be our doom; I can feel it! Wylard then stared at Doern
with eyes so determined, so exalted, that his servant was feeling as impressed as fear-stricken.
After much laborious effort, Wylard had managed to gather in the same place delegations of Demorthn, Magientists
and ecclesiastics of the Temple. In the great corridor of the Mac Readans castle, Doern could hear the echoes of a
commotion. His master believed that an alliance of these factions could result in an effective solution to the Feond
matter... but was it even conceivable? How could people with such fundamentally different beliefs manage to work
together? The Three Brothers dream of an eternally unified Tri-Kazel seemed so far away now
138
139
Chapter 3
Demorthn
t the brink of dawn, Demorthn Keogh liked to
sit on the crudely carved gradins of the circle of
meetings. It was the most propitious time for
meditation, when the sun barely grazed the first crown of the
oak standing at the center of the circle. One morning, he was
approached by a young girl he had known since she was
born. Louane was already insatiably curious: her face beamed at each ancient tale or legend that was narrated by her
nurse, Dmthair Dynnair, or by Irwan, the bard of the village. Her sharp mind delighted Keogh, who liked to talk to
her, or simply answer her many questions.
So, Louane came to him; during their discussion, she
innocently asked him what the name Demorthn meant
exactly. Taken aback to have to explain this term to such a
young child, Keogh was searching for a way to explain
such a complex title, when a voice rang out behind
them:
140
Meeting Again
he Ionnthn is the
apprentice
of
the
Demorthn. He accompanies him in everything, assists him
during ceremonies, and lives with
him until his final initiation.
eogh turned around and made out a dark shape slowly moving
toward them. When the shape climbed the first step, the light
revealed an old man with a stern expression and an impassive
face. During these moments of freezing surprise for Keogh, the man
came and sat by his side.
You know the significance of this tree, I assume
Keogh did not answer immediately. The way this
man was bearing himself, his slightly uneasy
gait, and above all this deep, low voice, had reawakened memories in him that made his stomach
tighten: he saw himself more than ten years back,
when his master interrogated him harshly without forgiving the slightest mistake.
The oak is the link; the axis of life, he muttered softly. It links the
earth and the sky, creates life, knows death and yet escapes it. It is the
center of the world and
Good, Ionnthn! My teaching was thus not entirely in vain. Now, do tell
me about how you have filled all these years since we last met.
His imperious tone admitted no escape. Resigned, Keogh spoke gloomily.
Of Ancient Beliefs
Tsioghair
Silence came, and Jnn pulled down his hood to gaze at the
faraway clouds.
It was ten years ago that I left for the ceremony of the
Tsioghair, at the great circle of stones of the north. As you
know, Ionnthn, this is one of the most important
Demorthn gatherings. There, I had a dreadful dream
which led me to go to the south of the peninsula, in the wild
lands of Das. When I reached this windy region, after I
had crossed all of Tri-Kazel, I met Demorthn of the Osag
people and attained greater knowledge thanks to them.
During all these years, I was able to familiarize myself with
the subtleties of the ancestral art of the Liadh. This technique allows us to communicate directly with the spirits of
nature; it is the quintessence of our traditional arts. This is
why I could not stay by your side. I thought you were ready.
-Demorthn-
141
Yes, you were almost. I did not come back by chance, or to banter or chatter idly! I must have been careless or distracted.
You were a good Ionnthn, and I think you still are today! Do you remember the many ancient tales I used to tell you? The
ones that dated back to the time of the Aergewin, when Demorthn united and drove back colossal Feondas? Without them,
we would have certainly suffered Saoghal-Dheir, the end of the world. Do you remember when you were younger? I took you
into the heart of the forest of Croach, where no one from the village has ever set foot, where trees are so thick that the light
does not reach the ground. Did you forget that I had forbidden you to go there alone, or you might never come back? There
are unfathomable forces deep in these woods, forces in which you obviously could not believe; so ancient that today, they are
nothing more than a myth for which almost no one has a sincere conviction.
His voice erupted harshly when he pronounced the last syllable.
142
ere is the account of the legends that serve as the basis of Demorthn beliefs. Traditionally, they are called
Lan-an-Saol:
In the beginning, there were four primordial spirits of creation: Roimh, dweller of the earth and the epitome of a creating entity; Adhar, the evanescent spirit of air; Usgardh, the feeder, who waters the world; and
Aingeal, the spirit of fire, unpredictable and violent. The first three form what is called the Triad, and are constituted of the essential energy, Rindath. The three of them engendered Corahn-Rin, the Life-Tree. It is told that this
world, as it can be pictured today, endlessly revolves around Corahn-Rin, the eternal axis. It is at the same time
the one that feeds the world, its core, its heart, and its sky. Its roots burrow deep into the heart of the earth, and its
branches brush against the starry dome. The fourth spirit, Aingeal, has never been part of the Triad. It incarnates
destruction and death. It is part of the cycles and ensures their perpetuation. These cycles give life and seasons
their rhythm, on the basis of perpetual renewal: winter coming after summer, and death after life.
The four primordial spirits gave birth to minor spirits which govern specific aspects of the world. Their power
varies according to the cycles of seasons: the spirits of stone, Ursan and Clachan, the influence of which is predominant in winter; Saog, a spirit of fire expressing itself in summer; and Clbar, a spirit of the marshes which
reigns in fall
The spirits of nature never show themselves directly, but sometimes manifest their power by appearing before the eyes of mortals assuming the form of Cmaoghs, will-o-the-wisps constituted of
some of the pure energy of Corahn-Rin.
-Demorthn-
t may be, dear Ionnthn, Jnn went on with a voice tinged with contempt, that your meditations lack vigor when
you call upon the gifts of Adhar or Corahn. It may also, and more likely, be that you failed to heed and understand
my teachings when I truly wanted to initiate you.
It has been a long time since you led me to what you call a sanctuary. I was young, and probably much easier
to impress than I am today. My memory shows nothing more to me than a vast glade bordered with some
stones. I had lain before one of these rocks, and a great serenity engulfed me. But what more?
What more! Jnn flared up. Are you so insensitive that you are unable to recognize these places
of power that are the Cinthared? It so happens, indeed, that nothing occurs during the initiation, but your words, at the time, were not the same! Are you admitting you lied to me?
Frightened by Jnn's attitude, Keogh answered carefully:
It seems to me that I said what you wanted to hear.
The old Demorthns face contorted with anger. He stood up and
furiously paced around the circle, growling sentences to Keogh.
The Triad and the minor elementary spirits are made
of a fundamental energy, this you know, but it is
invisible, and their minds are unfathomable. To
communicate with us, they have given birth
to avatars. Although they are made of pure
Rindath as well, we can see these
beings, almost touch them. Of
course, they hide, they are secretive and wary; some have
even learned to be distrustful of man, maybe
rightly so.
143
C'maoghs
144
We call them C'maoghs, and they are the incarnations of the spirits of nature. This is why they can take various shapes,
depending on whether they represent Roimh, Adhar, or Usgardh, or even some of the minor spirits. In some cases, they seem
to be made of flickering vapor or pure water, and in others, they can simply appear as a luminous gas floating in the air. You
should have seen them the first time I took you to the sanctuary. They flocked around you at my request, and wished to know
you, to reveal themselves to you. But apparently you remained insensitive to their presence, although I believed otherwise at
the time.
A palpable tension was settling between the master and his disciple, and as the voice of the sage was rising, Keogh started to
feel fear. His eyes glaring, his left hand fiddling with his thin,
gray beard, Jnn was striding angrily, speaking and watching
the sky as if he were alone. Seeing the situation was taking a
turn for the worse, Keogh humbly asked how he could commuFor Demorthn, the Aergewin would be the consenicate with these avatars.
quence of the uncontrollable wrath of two natural
The Aergewin
spirits: Aingeal, the spirit of fire, and Snomh, offspring of Adhar, the spirit of air. During the
Aergewin, the wrath of the two spirits manifested
itself through the birth of innumerable hordes of
raging Feondas which spread throughout the world,
destroying everything in their path. Feeling that the
balance of Esteren was threatened, the other natural
spirits came to help humanity by giving men some
of their powers. This is how Demorthn became the
protectors of the Life-Tree, Corahn-Rin.
Saoghal-Dheir
This is the name given to the mythical event that
will bring about the end of the world. The anger of
the spirits Aingeal and Snomh will cause the world
to stop revolving around Corahn-Rin. Then, the
balance will be broken and life itself will lose its
meaning. Esteren will become Saoghal-Glas, an
ashy land swept by an everlasting wind. According
to the Demorthn, if some spirits had not helped
humans during the Aergewin, the havoc wreaked by
the ancient monsters would have certainly led to
such a cataclysm.
Demorthn Sanctuaries
hey reached the edge of a natural glade with an irregular, rocky ground. Ritual stones were standing in a semicircle
around a flat rock, eroded by time. A huge oak towered before them. It was the exact place where they had come,
ten years before. The silence was oppressive: neither the chirping of birds nor any of the other familiar noises that
usually filled woods could be heard. Keogh approached one of the stones, half-covered with moss, and made out Oghamic
symbols on it.
These are stones of power, Jnn told him. Here is one of the places where the C'maoghs are born, where I am able to communicate with them. Sit down on this center stone; we shall uncover your true nature: Ionnthn or... something else.
With the help of Jnn, Keogh fell into a deep stasis. Many
hours later, when he emerged, shivering, Jnn asked him what
he had seen.
To begin with, an intense serenity washed over me. The scent
part from circles of stones, many isolated
of pine, then a veil of soft colors slowly suffused in me. I was
menhirs can be found throughout the
focusing on the extraordinary aura of this oak, when suddenly,
peninsula. Reputed to be magical, they
fear seized me. A somber feeling of nothingness overwhelmed
are often the origin of legends of miraculous heaall of my senses then... nothing more.
ling, or travelers saved by taking shelter under
Jnn then straightened, and his figure seemed to grow. His
their shadow.
voice boomed:
Our discussions had made me fear it, and the atrocious vision
of this tree graveyard confirmed it. You're not one of us!
Traitor to your knowledge! Renegade!
Seething with boundless hatred, his features convulsing with rage, Jnn took out of his tunic a small pebble engraved with an
Ogham and uttered a few words. A violent wind started to blow, sending the leaves that littered the ground whirling around.
Harrowed, Keogh stood up and fled before his masters irrational anger. Deep cracking noises could be heard inside the ocean
of trees surrounding the sanctuary as the former Ionnthn disappeared in the shadows. An agonizing cry rang within the thick
forest of Croach, and after that day, Keogh was never seen again.
Of Menhirs
An Instructive Lesson
ouane's voice faded into deep silence. Amused by the
horrified expression of her apprentice, she went on
softly:
It all truly happened when I was still a little girl. Not a snatch of their
conversation had passed me by, and, prompted by the recklessness of
youth, I had followed them into the forest. Both of them were so engrossed in
their discussion that they paid no attention to me. I do not know how I was
able to follow them, safe and sound, into the Cinthareid. In any case, after the
cry, I must have passed out, and only woke up the day after, in the village.
Jnn must have found me and brought me back, although I never heard from
him again either. In the end, remember this lesson well: between believing too
much or not enough, there is a happy medium that befits one who is wise. It
is all a matter of balance.
-Demorthn-
145
146
Nomadism
After the foundation of the Three Kingdoms, the feudal system started to gain in importance, and new lords made their
appearance. Some of them, appreciating the reputation of
Demorthn, asked them to settle in the village, or in their
own homes. Most of them refused, claiming that their place
was in nature, but some of them gave in, to better ensure that
the traditional rites were followed, or guided by a secret
ambition. Such an evolution did not happen without causing
strong inner tensions. This was the start of a time of division
that led to the creation of some minority groups. During
Tsioghairs, frictions started to rise between the adepts of tradition who were still keeping their nomadic lifestyle, and
those who supported opening up to men. Some Demorthn,
outraged by such a shift in tradition, left the Tsioghairs,
refusing any implication in the emerging geopolitics. These
traditionalists disappeared almost entirely from the chronicles of history, but it is said that strange gatherings are
sometimes organized in the heart of the Mr Forsair.
A Partial Sedentarization
As time went by, the clans grew bigger, and new villages
rose in Creag, as Tri-Kazel was called at that time. The
Demorthn progressively saw the necessity of watching
such an expansion by spending more time among men to
pass on the teachings from the Aergewin to them, and to preserve the cult of the primordial spirits. Some settled more
lastingly on the outskirts of villages, without giving up on
their autonomy, however. Refusing any superfluous luxury,
they most often contented themselves with rather bare shelters in the middle of the woods, living like hermits, and feeding on berries, herbs, and mushrooms. They ate no meat, as
they considered hunting as the practice of warriors.
However, they joined the villagers for the celebration of a
birth, a union, a death, or for some festivals such as the
Earrach Feis or the Agaceann. The rest of the time, they
remained under the cover of trees. Sometimes, they took
an apprentice, carefully chosen, as candidates were
many. He was to obediently stay at the side of his master, hoping to gather some scraps of knowledge
before being finally considered as a true Ionnthn,
after long years of hardships.
Of Social Implication
There was no actual evolution of the practices before this
dreadful period called the White Famine. This short ice age
forced the Demorthn living in the open to join villages in
order to preserve their own life from elements that had
become uncontrollable, but also to guide and comfort inhabitants overwhelmed with despair. There remain few traces
of this time, but it was established that it marks the progressive involvement of Demorthn in village councils, with the
same status as the Ansailir, the Dmthair, and the bard. At
the Tsioghairs, the old debates surfaced again. However, the
general opinion was that the progressive weakening of
beliefs, particularly in Reizh and Gwidre, suggested that it
was time for Demorthn to be more strongly involved in
society.
-Demorthn-
Of Popular Beliefs
The many ordeals that struck Tri-Kazel, such as the harshness of the weather, recurrent epidemics, or repeated attacks from
Feondas, have sometimes deprived some remote regions of their Demorthn. In Gwidre, during the great expurgation of 782,
many Demorthn preferred to flee far away from the urbanized areas or were secretly executed by Sigires and Blade knights,
the deadly warriors of the Temple. In these territories, deprived of the main upholders of the peninsular traditions, bards and
Varigals took over. Moreover, in some regions, because of the deep transformations of a social, political, or religious nature,
lore became legend, and the knowledge of the Demorthn sometimes took the form of folk tales. This way, the primordial spirits of the Lan-an-Saol (the tale of the creation of the known world) were progressively replaced with new entities inspired
from the creatures populating the earth and the sky. Such deviancies do not always match but, as years went by, true cults
spread and managed to last around the most charismatic figures.
Animal Symbolism
Of all the beings living in the thick forests, the most respected one is the
Great Deer. Because of his cautious nature, he is very hard to track down
in spite of his imposing size. His magnificent antlers, his noble bearing,
and his deftness burned in the collective unconscious the image of a sovereign whose wisdom and intelligence are the main attributes. He is called
Fiadha in Taol-Kaer, and Fiedh in Gwidre and at the border of Reizh. One
can also notice, in more mountainous regions, the predominance of
Arthadh, a dominant, voracious bear that symbolizes strength and bravery; and Gobhar, a Caernide with a human torso, whose qualities are skill
and guile.
Demorthn Ethics
Nimheil
This word, which means poison, is
used in Tri-Kazel to designate an
amber-colored liquid substance of
variable density. It is found in TriKazelian folklore, in which it is attributed to a disease of Corahn-Rin, or
the corrupting action of some spirits of
nature. In fact, this word directly
comes from the Demorthn cults, in
which it designates a substance, the
distinctive effect of which, outside of being a deadly poison, is
to drive the C'maoghs away.
Morcail
The Oradh
-Demorthn-
147
Chapter 3
Temple
earest Uncle,
Here are my first notes about the most holy
church of the Temple, into which you managed
to have me accepted. I do not know how to thank you for this.
Each day, I pray to the One so that he may grant you, as well
as your family, his blessing. You have done so much for me
since the death of my parents; I am relieved that I am no longer a burden to your family. I know it is usually very hard for
a young girl born into a modest Talkride family to join the
church of the Temple as I did, but I think that the staunchness
of my faith was the determining element for my Acceptation.
Each day, I give my thanks to your late father who gave our
family the opportunity to discover the divine light. Ever
since, some of us have been following the precepts of
the Temple, and this is a good thing, since this path is
the only one that deserves to be followed. Of course,
the traditions of our peninsula are based on true
facts, but I could never bring myself to trust
those inconstant, capricious beings that are
the spirits of nature.
148
or greater convenience, I shall use the traditional dates of the Tri-Kazelian calendar. However, the lands where
the Temple displayed its all-powerful influence have adopted the religious calendar, based on the year of
Soustraine's revelation, which means the year 503 before the Oath (or the year -503, as it is also written).
When you have contacts with the faithful of the Temple, do take this into account. Do not forget as well that
although they divide a year into the same number of months as we do, they do not use the same names.
Soustraine's Revelation
o begin with, let me remind you how the church of the Temple was born. Everybody has heard of Soustraine the
Pure, but very few know his true story. The prophet was born in a village in the north of the Continent, in the year
-522 according to our Tri-Kazelian calendar. He lived a peaceful childhood, and proved to be calmer and more
mature than the other children of his age. He started to learn his father's profession as a weaver, a trade for which he very
quickly showed great talent. When he was done with his period of apprenticeship, he set off on the road in order to find the
best place to set up his shop. His youth was free from vices and all the skullduggery those of his age generally indulge in.
Soustraine enjoyed walking alone and meditating, pondering far from the hustle of crowds.
In the year -503, he suddenly had a life-changing epiphany. As he was meditating, divine voices imparted upon him the expectations of the benevolent One concerning him, while showing him the past and the creation of the world, as well as the future
of humanity. Soustraine kept traveling from villages to cities, from fortresses to hamlets, but now he was preaching what had
been revealed to him.
The One granted Soustraine fantastic powers. The more he prayed, the greater was his ability to perform prodigies and miracles. Thus, Soustraine showed the might of the Creator in the villages he came across. He performed many miraculous healings, drove bandits away, and froze in ice the devilish Feondas. Everywhere he went, Soustraine attracted followers. His
speeches had the ability to convert entire crowds, fascinated with the discovery of the One God and his gifts.
When he grew old, Soustraine finally settled. He chose to do so in the town of Chana, where the greatest church erected by
his disciples in the name of the One God stood, and many traveled from afar to come and see him in this sanctified place.
Until his last day, Soustraine helped those who needed it; then he disappeared without trace, at the dawn of his one-hundredth
birthday.
The Powers
of Soustraine
Lem Deon
-Temple-
149
Miracles
Maybe our religion would not have reached the influence that
it has if the Creator did not prove his existence on a daily
basis through the miracles he grants his followers. Thus, the
communities that support our faith can see their sick ones
recover and their churches drive back hordes of Feondas.
The Prayers
150
As for us, the adepts, we are still not close enough to the One
God to dare make such demands. Only the holiest and most
devout faithful of each order can receive divine favors: they
are the Elect. Praying allows their spirits to rise and send a
plea to the Creator, who then intervenes. Hierophants are very
close to the One God, and the miracles they are capable of are
beyond imagination. Like Soustraine in his days, it is said
that they have the ability to resurrect the dead or purify infidels with ice storms.
-Temple-
The Reprobates
he adepts of the Temple boast that they can judge anyone with impartiality, but this goes otherwise for
those they call the reprobates. Indeed, in their eyes, those who are afflicted with severe cases of madness or spectacular malformations are suspected of being possessed. For us Demorthn, such a way of
thinking is strange; madmen are very often the bearers of messages from the spirits of nature that we are able to
decipher; as for deformities, they simply are the manifestation of the quirks of nature. However, I cannot deny that
some parents, supported by some of our brothers, have for a long time abandoned their misshapen children to nature,
out of fear of weakening their lineage.
As for the dogmas of the Temple, deformity or madness supposedly indicate the influence of devils from Limbo trying
to corrupt humanity. These beings are said to be the origin of Feondas, and some faithful of the Temple claim that these
monsters were previously reprobates; unfortunate victims of demons. I must admit that most of the faithful of the Temple
willingly try to help these unfortunate ones. But in some Gwidrite regions, where the dogma is applied strictly, they are
bound to live miserably, begging for the charity of passers-by. I have also heard of monasteries where these reprobates are
gathered to go through purifications of their bodies and souls, which look too much like torture to me.
n Gwidrite lands, snow is, even more than anywhere else, considered a sign of purity. I have heard that the great
deceased Hierophants lay in sanctified ice coffins, resting in the depths of great cathedrals. Generally speaking, cold
is sacred in the faith of the Temple, whereas heat is considered with ambivalence. It is associated with life, but also
with comfort, and therefore with negligence or excess for some. Those who want to prove their piety go as far as performing their devotions in the cold, or barely clothed. In some houses, there is a little room dedicated to praying; it is
usually bare, containing an altar with the symbol of the Temple, or a figurine representing the prophet Soustraine.
During winter, this room is always kept at a very cold temperature, with windows as thin as arrowslits letting in
the freezing wind. The most devout insist that fire must never be lit when it is not absolutely indispensable, since it is a gift of the Creator that is too often lavished. Concerned about remaining pure,
they live in a very strict way that many consider as extreme.
Lem Deon
ow, let me tell you about landscapes touched by the holy light. The Temple mainly marks its presence
with the construction of churches and town-monasteries. The former are relatively commonplace and
vary in size. The latter, unfortunately, cannot be found in Tri-Kazel yet, but I keep hope that one day, I
will go to the Great Theocracy, on the Continent, to gaze at them.
The Churches
In every place where the Temple settles, its faithful build a
church dedicated to prayer for the One God. The greatest
cathedrals rise very high in the sky, housing up to several
dozen priests and adepts. In Tri-Kazel, these large buildings
can be counted on the fingers of one hand, and the one of
Ard-Amrach, capital city of Gwidre, is the most beautiful of
them. In this kingdom, almost every village has at least one
small church. The situation is different in Taol-Kaer and in
Reizh, as the Temple is not the official religion. The large
cities of these two kingdoms most often have one church of
modest size. Several villages, particularly along our border,
boast small chapels among their buildings. In the countryside,
it is possible to find a monastery or a convent, often used as
-Temple-
151
Town-monasteries
The Relics
152
In his writings, Soustraine tells of the sacred mission he was dictated: In order to protect themselves from darkness, men shall
have to find the Light Shards. They have been left for us, so that we may be in contact with the One. I have never seen one,
but these fragments are described by the prophet as crystals of absolute purity, radiating with the light of the Creator. The theologians of the Temple often debate about the exact nature of these holy relics, but the Writings strongly hint that they are the
petrified fragments of Divine Envoys who have, in a very remote time the pagans call Aergewin, fought against Feondas,
the minions of Limbo.
Many are those who have gone so far as to pillage and sell these precious relics; particularly to Magientists who, as I have
heard, use them to feed their unnatural machineries. These unbelievers stop at nothing in their unbridled quest for power.
Because of them, all humanity could be consumed. This is how, in his Writings, Soustraine speaks of the great cataclysms:
When the arrogance of man reaches its pinnacle, when pride and power become their idols, a great disaster shall occur, and
pestilence shall spread throughout the world. The hordes will rise from Limbo to engulf the unbelievers, and the faithful will
have to lead their last battle for the triumph of the One Light. My Uncle, we must pray for the Reizhites to relinquish their
folly and join the path of wisdom that Soustraine indicates to us.
Finally, you must know that the prophet also received the mission to find and lock up the Cursed Stones, impure caricatures of the holy Shards. These abominations look like the holy Relics, but are the work of devils from Limbo who strive
to enslave men by tempting them with powers mimicking those of the One. The pure know how to recognize the evil
nature of these factitious stones, but an infidel or a prideful one could yield to temptation.
he Temple is multifaceted, much less monolithic than our adversaries pretend. And unlike what some
women may think, men and women have equal status in the eyes of the Creator; hence, they can access
the highest responsibilities of the six orders that make up the Temple.
However, before one can join an order, he must be initiated. That is why I currently have the rank of adept, and for
now, I am expected to spend most of my time in studies and prayers, which make up most of my training. The life of
an adept also involves a large number of the same chores, which are imposed on us in order for the places of worship
to operate properly, but also to test the strength of our faith. Indeed, it is never pleasant to clean the latrines or to tend
to the wounds of the knights of the order of the Blades, but such tasks must be fulfilled, and the One shall measure the
worth and the involvement of everyone. The complete training of an adept lasts six years, at the end of which I will be allowed to join one of the six orders. As you know, I have already made my choice, and I hope I will become part
of the order of the monks which my convent belongs to.
-Temple-
Each order of the Temple has its own internal hierarchy, which is more or less abstruse in the eyes of outsiders. The
Hierophants stand at the very top of this hierarchy, and the adepts at the very bottom. Priests or monks promoted at
the direction of a church or a monastery are called rectors, and form cenacles when the institution they must rule has
many faithful. The most honorable of Sigires bear the title of keeper of faith, while the Blades are organized as a chivalric order with, at their head, the great commanders, These are only examples, but they give an idea of the complexity of the various orders.
Lem Deon
The Priests
The priests form an order with a large majority among the clergy of
the Temple. They are the administrators of most of the rural and urban
communities, which they guide toward the One God. They can be
seen every day in churches, which they lead sometimes alone, sometimes as a cenacle. Priests lead the service, answer the metaphysical
questions of the faithful, and try to bring on the path of the Truth all
those who do not follow it yet. According to their seniority, they don't
all have the same power or the same influence.
The White
Rose Traitors
The Sigires
Highly feared, Sigires are appointed by
the Great Cenacle of Ard-Amrach. Their
task is twofold: to fight against the heretics and sorcerers using occult arts, and
to ensure that the Ordinances are properly followed among the Temple. A
Sigire commissioned for a particular
mission can access all places of the
Temple without having to give any justification to a priest or even to a
Hierophant. They are said to often
hide their status when investigating in
order to witness problems and
breaches of the dogma with their own
eyes. True believers have nothing to
fear from Sigires, but they are still
dreaded because they are known to be
ruthless in their methods.
The Blades
This chivalric order protects the
Temple; its warriors quick to react
against attacks we could suffer from those
who do not accept the Truth. Also known
as Blade knights, these well trained fighters
are generally armed with a sword and protected with chainmail and a shield.
-Temple-
153
The Vectors
The Clerics
The Monks
Living in secluded monasteries, monks dedicate their lives to
prayers and crafts. This order is composed of several distinct
groups of monks or nuns, such as the Corvusian brothers of
the Corvus abbey, for example. Some of these orders are
famous for their calligraphies, some others for their distilleries. They house travelers and are often very close to nature.
Some monks travel the world, going from churches to monasteries, accumulating and exchanging knowledge and techniques.
Of the Importance
of the Number 6
"
Lem Deon
154
The Hierophants
-Temple-
"
irl, you must understand that our clients from this church are very careful about being clean.
Purity, as they say, must be spiritual as well as material. But don't you worry, they're not that
awful, and lots of nonsense is said about them. I've been coming to take their laundry for years,
and nothing has ever happened to me! Wash each piece of clothing as if it was to be worn by Soustraine himself, and everything will be fine. Know that each religious order has its own color. Adepts who have not yet
been ordained are clothed in light gray and wear colored facings on their sleeves and collar, which indicate
the order they are to be a part of. When they are accepted, they are dressed in white, with equal parts of the
color of their order, which, however, becomes less and less present as they rise in the hierarchy. About that,
I've heard that the attire of the Hierophant of Ard-Amrach is completely immaculate.
There are two monks here, who'd rather get their hands dirty and wash their laundry themselves. They're
dressed in brown, a plain, humble color if I ever saw one. Blade knights wear red, since it sometimes is their
duty to kill in order to defend the Temple. But you won't see many of them in Osta-Baille. Vectors sport
azure, the color of the sky under which they walk in order to spread faith everywhere in the world. All priests
wear green. According to the sermons I've heard, I think it's supposed to remind people of their task as the
Creator's gardeners, who watch over the faithful and nourish their souls in the house of the One. Or something like that... Clerics, who take care of all the paperwork, like purple. It's a hard color to obtain, and they
use it for their illuminations, along with fine gold. Finally, if you're ever approached by a clergyman wearing black, youre dealing with a Sigire, and I hope this will never happen...
'Scuse me? Ah, yes. They forget all kinds of stuff in their pockets. You see this one, they use it as a holy symbol. They call it a Hexcelsis, because of the six branches that correspond to the six ordinances of the prophet, I think. Take care not to break it or get it dirty; they don't like that at all. Simple faithful often carry
a Hexcelsis of polished wood. The religious' ones are made of iron, or copper when they start to go up
in the hierarchy. Only the highest-ranking leaders carry a silver Hexcelsis. But no matter their attire,
even if you only see novices in gray, always be polite toward them. Things are going well in our
town, and after all these years, nobody wants that to change. And a young girl like you should
stay on her guard: as pure as they may be, they're still men.
155
efore this letter reaches its end, let me tell you a few words about the convent I live in. As I told you, I
am part of the holy order of the monks. Convents only house nuns; mixing genders is often a source of
distractions, and monastic life requires the most absolute asceticism and serenity if one hopes to reach
the illumination. The six prayers, the meals, and our calligraphy works punctuate our days. We must also tend
to our gardens, which provide us with vegetables aplenty. It is said that our convent was built on the very place
where Saint Darenne heard the words of the Creator. For this reason, it is a place of pilgrimage which houses
our faithful brothers and sisters from the whole peninsula.
s you know, Uncle, the Temple had to strive to settle in our peninsula, and it still does today. Attempting to convince
the unfaithful is a constant fight. Here, in Gwidre, the Temple has become the official religion since the king converted. People pray to the Creator to avert their minds from the Magientist aberrations and the trickery of the C'maoghs.
Like in the Great Theocracy, people work hard to free the clergy of their daily tasks, so that they may in exchange pray for
the salvation of everyone. Unfortunately, our cousins from Reizh are too engrossed with the impious powers Magientists offer
them. The Truth is more welcome here in Taol-Kaer, but the Magientists are more and more numerous, and the Demorthn
remain fiercely clutching at the power they hold over the ignorant.
I pray so that our Talkride and Reizhite brothers may become aware of their mistakes before it is too late. The demons that
the pagans call Feondas roam and proliferate in the shadow; we must stiffen our faith in order to drive them away.
Dearest Uncle, kiss all the family for me.
May the One protect your souls,
Vona
-Temple-
Chapter 3
Magientists
here was almost no one in the tavern where Khalmen
and his old mentor Mordan were sitting. The people
of Osta-Baille feared the night, and few of them
dared to venture outside after twilight. Khalmen listened to his master intently. Soon, his apprenticeship would come to an end, and he would become a Varigal. The
old manwhose weathered skin showed how many years he
had spent travelingknew how to narrate the adventures of his
youth with uncommon ardor, as if he were reliving each past
moment for the first time. Mordan moistened his lips and
drank another sip of liquor before he spoke again:
Khalmen, you know a lot of things: nature holds no more
secrets for you, you won't ever get lost in our lands of
Tri-Kazel, you know how to subdue wild beasts
and avoid the dreadful Feondas. You can survive
in hostile lands; you'll make a great Varigal. But
you cannot travel alone on the roads of our
peninsula without learning more about the
Magientists and their mysteries. I'll tell you what
I know of them...
156
A Quick Account
he word Magience comes from the Continent, and the people of Tri-Kazel
quickly called the adepts of this science Daedemorthys. Such a designation
shows a feeling of distrust for their strange practices, which clash with the
local traditions related to the spirits of nature. A study of the ancient tongue of Tri-Kazel
reveals that Daedemorthys means being disrespectful toward the spirits, a thing much
frowned upon in our peninsula.
Extract from Tongue of Ancient Tri-Kazel, by the bard Liyien Mac Seinn.
Osta-Baille
great, determining event for the establishment of Magientists in Tri-Kazel took place
in 748 when Kailleach, king of Taol-Kaer, asked Magister Athaont to rebuild our
capital city, according to modern principles which had never been applied at
such a large scale on this land. This way, Athaont was granted a prestigious role as
advisor to the king. Although Taol-Kaer is the kingdom of the peninsula that still
remains the most attached to the ancient traditions, the Daedemorthys have acquired, since that day, considerable ascendency. In many places, such a situation
even became a source of blame to the throne. However, since the year 895,
which was marked by the closing of the capitals Magientist university, it
would seem that King Mac Anweald is clearly returning to more traditional
views.
Current Situation
The Principles of
Magience
Flux
-Magientists-
157
Flux Cartridges
lux is stored and sold in the form of cartridges of various sizes. The conditions for their sale and their availability
greatly vary from one region to another. In Reizh, it can be sold freely, and anyone can buy cartridges. In TaolKaer, its sale is permitted, but the royal power requires that the buyers prove that they are the owners of a duly registered artifact, or own a license to work as a Magientist. Some dukedoms give more leeway, others are much stricter.
In Gwidre, the sale of Flux is closely controlled, and restricted to a few Magientists under oath. Some servants of the state
or of the Temple can be allowed to make use of specific artifacts, and they are distributed set quantities of Flux to such an
end. Generally speaking, Flux cartridges are rather available in great towns; the countryside and remote regions most often
lack of it, and prices can therefore soar (see p.226). Outside of Reizh, it is possible to find Flux cartridges on the black market, but it is a particularly risky business, especially in Gwidre.
But how do they obtain this Flux? you might ask me.
Excellent question, Khalmen. Obviously, I can only tell you
about what my travels as a seasoned Varigal gave me the
opportunity to find out. Flux seems to come essentially from
plants and rocks, but sometimes from animals as well. Each
substance, each being, apparently doesn't hold the same
quantity of it, and the extracting and refining process to
obtain Flux itself is long and complex. It is this mysterious
process that makes it possible to obtainfrom inanimate
matter or living beings surrounding usthis unique substance partly responsible for the suspicion harbored toward
158
Magientists and
Demorthn
ir,
-Magientists-
The Magisters
The Magisters are intellectuals who have proven themselves
in several scientific domains and for whom Flux has no
secrets. Along with their scientific expertise comes the
power they are granted over the rest of the Magientists.
There are only half a dozen of them on the whole peninsula,
and they seldom leave the main centers of the order. Three
of them form the Council of Baldh-Ruoch. You'll certainly
get to hear about Magister Alana Naghan. This woman is
said to be ambitious and to stop at nothing to carry out the
projects of Magience. Beware, because her charm could
turn your head, and soon, you'd be swearing by Magience!
Old Mordan finished this sentence with a sonorous laugh.
Khalmen had already heard of that woman; her reputation
knew no boundaries, and she was said to be able to heal the
nastiest wounds as well as most diseases.
Diary of Simus
Giblean, year 905
The Primus
The Scientrs
This category actually includes most of those we call
Magientists. The Scientrs are researchers, scholars, designers, and engineers working in factories and laboratories.
They are also the ones who lead research and experiments
performed in the field, manipulating and extracting Flux.
The Inceptus
The Inceptus are those newly integrated into the order;
novices and apprentices. Only the best can hope to pass the
seven-year cycle of studies that will give them the status of
Scientr. Many Inceptus stop their studies to become simple
assistants. In spite of the suspicions Magientists arouse,
more and more youngsters from our towns think they can
find in this career a future commensurate with their hopes,
persuaded that they will one day solve all the mysteries of
the universe.
The Helites
The Helites are found among Magisters, Primus, and
Scientrs (although there are less of them). They form a sort
of transverse group composed of ideologues. Helites are
more preoccupied about the future of the order and its orientations than scientific researches. However, they are said to
enunciate surprising theories from time to time, even for the
most seasoned Magisters. They are generally quiet and stay
away from the public as well as from the other Magientists.
The Lodges
Finally, know that Magientists are gathered in Lodges; these
congregations unite several Magientists around a project or
a common specialty. Some of these Lodges only have scientific goals and aspirations; others are deeply implicated in
politics. For example, the Lodge of the Amber Stone, which
focuses on the study of fossil Flux and its applications, was
noticed during the War of the Temple.
Other Types of
Professions
-Magientists-
159
Diary of Simus
Citean, year 905
160
The Botanists
The Mineralists
Whereas the other Magientists have a passion for living
beings, the Mineralists prefer to work with rocks and minerals. They set up laboratories near the mines they oversee,
but also work in factories where their research is aimed at
the best way to extract mineral Flux.
-Magientists-
The M ekones
The Vitalists
Vitalists are often despised or feared by the population of our peninsula because
of the peculiar nature of their works. Among the order of the Magientists, they
are, on the contrary, often respected and influential. Their experiments revolve
around man and animal. Few things are known about such a subject, but I have
heard they remove organs from corpses to extract Flux from
them, the most dreadful rumors even telling of removals from
living humans. However, their knowledge in medicine and anatomy
surpasses ours, although this does not make them trustworthy physicians in the minds of many people.
161
Fossil Flux
uch sought after by Magientists, this rare substance takes the shape of small deposits of an amber-colored
liquid of varying viscosity, often surrounded by a crystalline shell. Refined fossil Flux takes on a yellow
color and an oily texture. In spite of centuries of research by the Mineralists on this substance of unmatched energetic properties, its exact nature remains unknown. However, in Tri-Kazel, the most knowledgeable Demorthn
know it for its toxic properties, which even disturb the C'maoghs, and name it Nimheil; poison in the ancient tongue.
Architecture
he Magientists have constructed buildings in great numbers, and for many uses, but they are the only ones to be
let into the strangest of these edifices. I'll tell you about
the main ones I know, which I could sometimes enter
and see from the inside. As for the others, I'm
relying on information that has filtered
through, or on testimonies I have compared.
Universities
162
-Magientists-
Diary of Simus
Sulthainn, year 905
163
Nods
and Factories
here is only one true Magientist Nd in all of Tri-Kazel, and it
Laboratories
Laboratories are generally set up in remote places. Their activity mixes university research and the construction of new
machines. It would seem these buildings often stand near places plentiful in Flux. Don't ask me how they can determine that,
because I don't know. Most of the time, Magientists use an existing building that they modify as they see fit before sending a
small team there. I got to see a few of these laboratories. On the base structure of one of them, strange pipes had been mounted, and the roof had been replaced with a dome of polished, glowing metal. A chimney, which gave off a strange, greenish
smoke, had sprung from the main building, and the doors and windows had been reinforced with curious metallic devices.
When there is no building that can house them, the Magientists build a laboratory from scratch, with materials sometimes
brought directly from their factories. One day, you may see a Magientist carrying one of their mobile Flux extractors; a
bunch of strange tools with which they do all sorts of manipulations. However, although most laboratories are self-sufficient
and set away from population centers, several are located in or near agglomerations. The Magientists then have some contacts
with their neighbors, and perform various experiments and installations, with the aim of popularizing their artifacts, with very
mixed results.
lthough you have certainly already seen commonly used artifacts, there are many others which are less widespread and
which you may come across during your peregrinations. As for me, Ive even seen objects which are never talked
about, but which I will mention for your edification. Know as well that you must distinguish artifacts from other
Magientist inventions. Artifacts all run on Flux, whereas other types of machines and apparatuses do not need it.
Nebulars
164
Nebulars are certainly among their most known and appreciated inventions. You'll find some in every large town of the
peninsula, more precisely in rich enough districts, where
you'll see these pylons bearing small, glassy, opaque
spheres. At nightfall, the sphere of the Nebular starts
glowing, casting a clear light around the column. This
miracle is made possible through the use of Flux,
stocked in the metallic support of each Nebular, the
machinery of which is protected by a very complex
lock. Workers regularly come to resupply the
Flux tank of each Nebular and ensure their
maintenance. It would seem the nature of the
Flux determines the color of the produced
light; blue, green, or reddish. One must see the
nights of Osta-Baille or Baldh-Ruoch to
appreciate the comfort and beauty Nebulars
provide us.
Mills
The winds and swift rivers of our peninsula
have always had an essential role in our civilization. It is commonly admitted that our
mills have greatly benefited from Magientist
techniques. The Daedemorthys became interested in inner machinery, pulley combinations, and drive systems. By using vapor and
Flux, they were able to double the productivity of average-sized mills. However, some
say that grain milled with these devices gives
the bread made from it a particular, rather
unpleasant taste. This has probably slowed
down the popularization of this yet notable
Magientist improvement.
-Magientists-
Fervhen's Rifles
Be very careful not to annoy Magientist militias. Some
could be equipped with these particularly powerful weapons. These rifles, bearing the name of the Magister who
designed them, look like crossbow stocks without bows,
with a metal tube mounted on them that can shoot metal pellets. Through a process that baffles me, but which obviously
involves Flux, they are propelled at the target at a terrifying
speed. I saw this weapon at work only once. The bullet went
right through the chain mail of a brigand who attacked the
group of travelers I was guiding; the man died on the spot.
As I have heard, Fervhens are hard to maintain, and
consume a lot of Flux.
Looms
Like mills, the looms of our artisans enormously benefited
from the knowledge of the Magientists. Although massive
and requiring sizeable machinery, a Magientist loom, fueled
by Flux, is much faster and more accurate than our manual
looms. A sort of mechanical guide makes it possible to
weave at a very high speed without any risk of error. Once
the weaver has chosen the thread and placed the bobbin correctly, work can start, and the artisan only has to stop the
device when an empty bobbin needs to be replaced, or when
the color must be changed. However, using this machine
requires specific skills and techniques; many mishaps have
unfortunately been reported.
Vision Glasses
Certainly youve already seen a Magientist bending over a
small plant or a tiny element. You must have noticed the
strange apparatus placed in front of his eyes. Much more
than a mere magnifying glass, this is a highly complex artifact. A combination of glass lenses that the Magientist can
slide over a series of thin tubes, in order
to superpose them, this mechanism
allows one to see minuscule details. Even
more amazing, this artifact makes it possible to see in the dark!
The whole thing is generally mounted on
a headband worn around the head, reinforced by metallic plating.
Strange Experiments
ll that remains is to tell you about some widespread fears, which are the main obstacle to the
generalization of Magientist wonders. Of course,
they say their science makes it possible to perform miracles
without having to rely on unpredictable spirits of nature, as
the Demorthn do. Their purpose is the emancipation of
man from any mystic dependence, whether Demorthn or
conveyed by the Temple. Of course, they try to improve the
quality of everyone's life, and their potions, as well as their
medical science, have saved the life of more than one inhabitant of Tri-Kazel. Still, people are wary about this science,
the adepts of which hide behind the impassable walls of
their schools. Very often, people prefer the company of
Demorthn, who have always been present on the peninsula.
The Daedemorthys are scary: they're distant, cold, and
sometimes very condescending toward those who do not
share their knowledge. I must however add that not all
Magientists behave this way; some of them are even very
good company.
But above all, truly frightening rumors are the source of the
distrust and fear of the peninsulas inhabitants. First, you'll
often hear about the pollution produced by their famous
Flux, which may cause diseases, and sometimes even lead
to death. Other rumors speak about horrid experiments. A
woman told me that some three months after the disappearance of her husband, his body had been found at the bottom
of a cliff, with broken bones and his body pierced with many
holes. Despite the certainty of other people that he had been
the victim of Feondas, she asserted Daedemorthys had kidnapped him. Other people, who live near Magientist universities, claim they have heard crieshuman ones, or of a more
frightening natureand strange cracking noises. As for the
Demorthn, they don't hide their anger and never stop vituperating. They blame the Magientists for wanting to bend all
nature to their will. Don't our traditions tell about the spirits
of nature, and the necessity of respecting them? Dont they
speak of these C'maoghs with which we can communicate,
and the benevolence of which we must seek? Of course, I
have my own opinion on the subject, but it's up to you to
shape yours; according to everything Ive told you today,
but mainly in the course of your meetings...
Diary of Simus
Og-mhios, year 906
t has now been several weeks since I moved into the wing of the
second-year Inceptus. Everything should be fine, since I successfully
went through the various exams, and I am progressing well according to
my teachers. Yet, since I moved in, it is very hard for me to sleep. I can
hear disturbing noises coming from the basement of our wing. I have told
other people about this, but no one has noticed anything abnormal. Am I
the only one to hear them?
-Magientists-
165
Chapter 3
Varigals
Confidential report from Advisor Collean Plyfth, addressed to
his Grace, Duke Alanforth de Brgan, year 907.
ord,
Know that it was difficult, to say the least, to gather the following information.
Therefore, I dare hope you shall consider it satisfying.
Varigals are, as everybody knows, messengers who go from village to village to bring the latest news and
sell their almanacs. In exchange for a good story or a spicy anecdote, they are given room and board at
inns, or are housed by the inhabitants.
While most people fear to venture out on paths and roads, and all the more so in wild regions, these bold
individuals do not hesitate to travel dozens of miles alone. Most of the time, they would rather travel by
foot, in order to keep a low profile. Sometimes, they ride a Caernide or a horse to reach their destination,
but only if matters of a very pressing nature require them to do so.
166
he Varigals guild was created by Arenthel soon after year 0. Its members were then royal messengers, bearers of a mandate that indicated their complete neutrality. Respected by all, their role was to ensure the transmission of official information among the three kingdoms, which contributed to maintaining the recently
obtained peace. However, gradually, as relations turned sour, the Varigals emancipated themselves from the royal authority and became a public organization. Of course, they lost their mandate, and therefore the protection it brought them;
but this way, they discovered a freedom in the exercise of their duties that they previously had no idea about. They put
themselves at the disposal of everyone, bringing news from the world everywhere they could, and no longer traveling
only through the main roads, learning to familiarize themselves with the landscape and the weather of the peninsula,
down to the smallest detail. Little by little, the organization adopted more and more drastic measures to ensure the safety
of its members, which led to veiling it with the shroud of mystery that surrounds it today, and to lower the number of
new recruits.
Actually, few Varigals today are part of the organization that started with the guild created by Arenthel. Most individuals
who claim to be Varigals are nothing more than lone wolves, travelers, and messengers who have decided to live a nomadic life. Most of them have a good knowledge of the region they work in, but know nothing about the side roads and
trail-blazes true Varigals learn about. This situation further increases the confusion regarding the organization, particularly concerning the number of its members, which is much lower than people think.
-Varigals-
Collean Plyfth
167
Chapter 3
Hilderins
earest Mother,
It is with great resolve, but also with great hope, that I
write to you today. This letter is purposefully addressed
to you, as Father would not have deigned to pay it any attention, throwing it into the fire instead. I have been missing during the past six
years without giving news, but now, I can return to you with my head
held high, the master of my own fate.
Since Father made me leave home for my incompetence in management, I have joined the motherhouse of the Hilderins with a
battered heart, but also with an unshakeable will. As I was of
noble birth and had some savings, they took me in, but it was
only after a harsh year of duty that I could officially be integrated as a novice.
168
Gear
Noviciate
uring the noviciate, two ranks are distinguishable: the Breithans and the Osfeis.
Breithan
Osfei
Each one of us was appointed to the service, more or less personal, of a fully trained knight. The latter, by accepting the
Pact, becomes an Osfer and agrees to mentor his pupil. As far
as the Pact is concerned, his main duty toward the Osfei he is
in charge of is to partly take care of his training, the rest being
done in common within the chapterhouse. My Osfer was called Yvann, and had been a knight for three years. Of a reasonable nature, he did not overtax me with mind-numbing
chores. My duties toward him were mainly to take care of his
gear and to tend to his horse.
Of Cavalry
,
Tower Master in the dukedom of Tuaille
Anro
Hierarchy
hose who come back from the test of the Anr become aspiring knights, but they must still prove themselves to deserve their titles. After that, they become Osfer, fully trained knights who can impart their knowledge to others.
Above them are the Trr Ceann, literally the Tower Masters. A knight must have performed his duties as an Osfer
for at least a decade before he can reach such a rank. They supervise and officer the other Hilderins in the chapterhouses of
the order. Finally, the Trr Ceann are led by Commanders, who only obey the highest-ranking knight: Supreme Commander
Gustin Mac Anweald, the king's own brother. I do not think I have dishonored the name of our family, as Father said; much
the opposite. I hope you will be able to understand my position, and know that although my life has met so inexorably the
path of arms, my respect and my love for you will always remain
intact.
Erwan
169
Chapter 3
Rumors in
Tri-Kazel
The Deathcheaters
Occultists in Tri-Kazel
170
Obviously uncomfortable, the visitor was standing still amidst such a jumble, facing a similarly cluttered massive oak desk.
He was strongly built, yet his eyes were shadowy and his skin was of a pallid white.
Please, do sit down. I apologize for the mess; you see, I am getting ready to move. Rest assured that my office is not always
in such a state!
The occultist concluded with a charming smile. She was in her early thirties at most, and dressed elegantly, in the Reizhite
fashion.
After some small talk, Mog came to the reason of his visit:
Last year, part of my barns roof fell in and smashed my head.
he king of Taol-Kaer died in the year 360, as he was traveling toward the citadel of Aelwyd Saogh to meet his peers
from Gwidre and Reizh. His heavily armed convoy, composed of two hundred of the best Talkride knights, disappeared without a trace in the region of Brorann's pass. Rumor has it that the royal troop was swept by an avalanche
and forever imprisoned in a coffin of ice. The crown of Taol-Kaer, worn by Maelvon, was lost during this catastrophe. Since
then, the many expeditions that were sent by his successors have always proven fruitless. According to popular tales, the spirits of the king and his two hundred knights haunt the valley and the pass of Brorann, whispering ancient secrets, bringing
death to unwary listeners.
Black Magic
Galle nodded. She was used to the sermons of her old mentor. Although he often tended to exaggerate the diabolical
intentions of Magientists and Demorthn, he was in this
case talking about people that even the Sigires feared. This
fear was due to the very specific nature of the powers attributed to them: they were said to be capable of worming into
the minds of other people and bending them to their will.
What could be more horrible for a person devoted to the
faith than to fall under the influence of such a force?
Pray, my daughter. And kill him before he's done with his
incantation. The Blade knights are here to protect us. When
you are accepted among the order of the Vectors, and start
your first travels, you will have to be very careful. If you
cross the path of one of these sorcerers, you must not hesitate to request the help of our holy church. Also, know that
the Sigires are ready to move if suspicions about such a cult
are solid enough. Attempt nothing alone, my daughter;
you'd put yourself at risk of losing your soul.
-Rumors in Tri-Kazel-
171
The Gutripper
172
Azulrock
zulrock is a stone with a bluish hue used in construction, rarer than sandstone, but just as sturdy. It remains
a relatively common rock in our lands, but it is said to be extremely rare on the Continent. The arrival of
people from the Temple and Magientists led us to rediscover it, and made it much more precious. Indeed,
those exiled from the Continent see a symbol of richness and prestige in Azulrock, which is normally reserved for
the elite. In Tri-Kazel, they wholly take advantage of this, and use it in many of their constructions. It is said that
Reizhite merchants have tried to organize an Azulrock trade between the peninsula and the Continent, regardless
of the dangers of the oceans and even the valleys of the Asgeamar Mountains. Rumor even has it that some have
financed the construction of aircraft, which is illegal since the decree of the year 792. Of these merchants who wanted to make a fortune by exporting Azulrock, none came back to Tri-Kazel. Are they all dead, or do they enjoy their
new prosperity?
This subject is still sufficiently shrouded in mystery to motivate new bold souls to attempt such a journey.
-Architecure
-Rumors in Tri-Kazelet urbanisme-
e was standing alone under the dim glow of a cloud-shrouded moon. He was shivering in his ragged clothes,
starving, and yet, he had never felt so sure of himself. All the men who had accompanied him were dead, both
his close servants and the mercenaries hired for the occasion. None had lived through the danger, and he himself only owed his survival to some incredible luck. The manuscripts had somehow guided him on his quest
for vengeance, leading him through many detours, letting him wander through side paths before bringing him amazing revelations when he thought he had only reached a dead-end. By looking for a way to eliminate the Feond plague, Wylard had
started to become aware of how ignorant he was. He had thought himself to be cognizant of this world, but he could only
acknowledge how wrong he had been. Behind the myths and legends of Tri-Kazel hid a sinister truth that he was merely
starting to fathom. The old lord sat under an august sequoia, at the top of a rocky knoll, concealed from the sight of possible enemies by an imposing menhir. On the surface of the ancient rock, drawings half-erased by the wind and rain could
faintly be seen under the moonlight, and faded as soon as the nocturnal body was covered by clouds.
Wylard identified some of the figures as being men, and others as gigantic creatures as tall as towers. There were also symbols that looked just like writings, but Wylard could not decipher them. He stood up, opened his bloodstained notebook, and
on a new sheet, started to copy these mysterious inscriptions. Who knew, maybe they would guide him toward new clues?
173
174
Before they go and explore the lands of Tri-Kazel, the Players must learn about the game system and create their
Characters. The purpose of the game system is to provide the Players and Game Leaders with tools that are simple, yet comprehensive enough to simulate the abilities of the different protagonists and the outcome of their
actions. Each Player has to fill in a Character Sheet that will include all the information useful to the game. A
blank version can be found at the end of the book, or freely downloaded on the website www.esteren.org. To help
you fill in that sheet, a reproduction can be found with various annotations on the next page. Read about them to
familiarize yourself with the terms associated with the game system.
Discovering Role-playing
Abbreviations
The Leader is the person telling the story and leading the
game; he will be referred to by the GL (Game Leader or
simply Leader) abbreviation. The word Character(s) refers
to the alter egos that Players embody during a role-playing
game, but also to Tri-Kazels other inhabitants, played by
the GL. In this book, the Players characters will be referred
to by the PC (Player Character) abbreviation. Those who are
managed by the Game Leader will be called NPCs (NonPlayer Character). All of these abbreviations will be used
invariably.
Nomenclature
So as to make it easier to read the system and check it during
the game, visual codes will be used:
This icon indicates an important part of the game
system.
Initial Intent
The game system of Shadows of Esteren has
been developed to support the mood and to
avoid hindering the action with a burdening
technical aspect. Keep a simple principle in
mind: if rolling a die might break the rhythm of a
sequence, lower the dramatic intensity, or reduce
the emotional charge of a scene, do not do it.
1 - The Ways:
3 - Health Condition:
The knowledge and abilities of the Character are gathered here (p. 194). The ratings in the Ways as well as
various penalties and bonuses (mainly those given by
Advantages and Disadvantages) are added to each appropriate skill so as to be directly used during the game.
5 - Fighting
Attitudes &
Weapons:
This part includes the different fighting styles and the information about the Characters
weaponry. The Potential rating is also indicated.
7 - Equipment:
8 - Personality:
This page gathers all the information about the personality, history, and sanity of the Character.
Encourage Interpretation
Usually referred to as role-play, the interpretation of the Character by his Player is an important part of Shadows of Esteren.
The whole system has been designed for such a purpose, in order to give the Players tools to facilitate such an interpretation.
However, the system does not exist to make up for a possible lack of the Players direct involvement in the game. Before
asking for any die roll, the Leader should encourage each Player to describe what their Characters feel, and how they intend
to solve a problem.
-Game System-
175
As the Character enters the room, the Player mentions she takes a careful look. The Leader tells her to make a
Perception roll. The Player obtains a very good result, and the Leader tells her she notices a blotch of dry blood, a precious clue
As the Character enters the room, the Player mentions she takes a careful look. The Leader asks her to be more
accurate. The Player goes on to explain she looks for clues on the walls, upturns the objects on the floor, and checks
under the bed. The Leader answers she finds nothing, but that it is dark and that she cannot see very well. The PC
lights a torch and keeps searching. The Leader then explains how the Players Character notices a dark patch on the
floor
A die roll may become superfluous if the Player is able to describe correctly to the Leader how she is going to find that
clue. Using skill rolls should not short-circuit the enigmas and obstacles the Leader sets on the Characters path; the
Players should manage to solve them by themselves. It will make them feel more in touch with their Characters, and preserve the mood by putting the system in the background.
A Light System
176
A Toolbox
According to what he has planned, the Leader will leave more or less autonomy to the Players in the creation of their PCs.
This section presents a few pieces of advice for the Players, particularly novice ones, to make that step easier. If the Leader
does not propose a Character he has entirely created, each Player will be allowed to create one inspired from the professions
existing in the rules (see the proposed Professions pages 203-206), or from the six archetypes proposed on pages 182-193.
He can also try to come up with his own character concept.
The only actual distinction in terms of rules between the proposed archetypesapart from the skills related to their vocationis
that some of them have access to specific powers from their creation. Outside this particular case, to which we will come back,
each Player should be free to conceive what he pleases, as long as the Character is relevant in the games context.
-Game System-
General Features
It is often difficult to immediately draw a detailed portrait of a PC before it has been played. First,
each Player should take the time to assimilate correctly what belonging to such or such culture,
kingdom, or faction may represent. He should also ensure that his Characters personality and abilities are compatible with the adventures awaiting him, according to what the Leader may tell him
on that subject. A bard or a diplomat will not be out of place compared to a brutish, thickheaded
warrior in a series of scenarios revolving around delicate negotiations or a long investigation requiring tact. On the contrary, a Varigal, a mercenary, or a Demorthn will be more appropriate than a
secluded scribe or a sedentary Magientist in a series of adventures across the mountains and all the dangers they involve.
To sum it up, creating a Character requires not only focusing on the creation itself, but also taking into account the pleasure
and interest one may have in playing that alter ego in the long term. Some Leaders rely above all on improvisation, and only
follow a vague common thread, which they adapt according to the actions of the Players. Others already know perfectly well
what most of the ordeals they plan to introduce will consist of. If this is the case, then it is all the more important for the
Players to make sure during the creation of the PC that he will fit into such a context. In case of doubt, it is better to have a
Character who seems mildly convincing at the start, but who will be easy and pleasant to play, rather than a properly detailed
and inspiring alter ego that will remain idle most of the time because he does not mesh well with the context and the rest of
the Players. The best way to avoid such problems is for the Players and the Leader to discuss it.
177
If the Players are used to it, or feel like it, they should not hesitate to accurately describe the past, the attitudes, and the preconceptions of their PCs. The Leader must encourage them to do so, for these developments will be a real help in playing the
Characters and giving them depth. However, if the Players are new to role-playing games, or did not have the occasion to correctly assimilate the context of Shadows of Esteren before starting to play, do not worry. It is not a problem if they do not
know exactly what the convictions, personality and expectations of their PCs are when they play them for the first time. There
is nothing wrong in starting with a fairly simple archetype the Player understands well, in order to get familiar with it. Then,
gradually, everyone will give more depth to their Characters. Progressively, the Players and the Leader will come to build a
past, prejudices, and hopes for each Character. For example, they can give them a mannerism, a routine, or repulsions and fascinations concerning simple, daily things. In this way, the Character will slowly take shape and become more authentic.
During the first game sessions, it is not obligatory to tell the life of ones Character in detail, or to reveal her deep motivations. Each Player may take the time to develop them little by little, and the result is bound to suit her.
The Motivations
During the game, a PC will quickly leave a normal life
behind her to start traveling around the world with the other
Players Characters. It is useful to know why she goes on
such an adventure. For example, circumstances may have
bound her to do so, as in the case of a Character wanting to
get revenge against brigands or Feondas that have destroyed
her native village. She can also have a thirst for ancient
knowledge, or want to become rich and famous as a sellsword. Some types of Characters are naturally more likely
than others to lead an adventurous or roving life: Varigals,
bards, mercenaries, criminals but why did they choose
such a career instead of another one? Likewise, if a
Character is part of an organization, such as the Temple or
the order of the Hilderin knights, she is certainly sent by her
superiors and is on active service. Each Player may confer
with the Leader about what her hierarchy expects from her,
and decide to which extent the PC embraces this, or puts up
with it because she does not really have a choice. All of
these questions need not necessarily be answered in detail
from the first game session, but each Player must talk with
the Leader to build at least one general leading thread for
her Character. According to his style, each Leader may or
may not propose the Player a precise explanation of the circumstances that set her on the road, or will lead her to live
with the Characters played by the other Players. However,
even if such explanations are given, this should not prevent
the Player from going deeper into the hopes and expectations of his PC. It will be all the more enjoyable to play her
Character if she can modulate her reactions, her opinions,
and her initiatives according to her motivations.
-Game System-
The creation system will help each Player in defining the main features of his Characters personality, step by step, mainly by using
the system of the Ways. To have a strong Combativeness may signify being aggressive, pugnacious, or impulsive; or even completely devoid of patience. To have a strong Reason implies being a thoughtful person, who can be distant, dreamy, or, on the
contrary, cold and cynical. The Ways are not only aptitudes to solve certain types of actions, but also a manner of acting and reacting. Therefore, in an underlying way, they influence the PCs choices and his development. Strong Ways, or weak ones, represent
mental attitudes and habits as much as reactions that the Character will find very hard to give up on. By highlighting a Way, either
by giving it a high or low rating, one not only influences the PCs abilities, but also his reactions and his attitudes (for example, a
Character with a low Reason may be very spontaneous). At the same time, the Ways are not only restrictions or numerical values,
but also beacons; tools to keep some coherence in the way a Player will play his Character. In its description, each Way proposes
several indications on how to play a high or low rating. Each Player has to choose the ones he will feel the most comfortable with.
After all, the value of a rating is only important regarding
some dice rolls. What matters is the meaning it is given.
Playing a Character
178
-Game System-
Shadows of Esteren gives a great importance to threats lurking in the shadows, as well as to rivalries between factions
and kingdoms. These preoccupations keep all their pertinence in the beliefs and antagonisms of the Characters. Yet,
at the same time, they must not stoke rivalries between the
Players. Being uncompromising accomplishes nothing in
the end. This does not mean that the Characters have to be
paragons of tolerance or open-mindedness. The difficulty
lies in making them people who can embrace certain beliefs,
or reject them fiercely, without necessarily becoming a dead
weight for the rest of the participants.
The most illustrative example would be a group including
an adept of Magience, a follower of the One God, and an
individual attached to Demorthn traditions. Such a group is
made of members who seemingly have every reason to feel
some mutual animosity against each other. But is that a fatality?
One can easily think that having convictions obviously
implies being a fanatic, or a rather boring proselyte. Indeed,
the PCs will have many occasions to meet extras of that sort.
Therefore, what would be the interest of playing other
bigots bathing in their own certitudes? In cinema, literature,
Fear...
Shadows of Esteren is not devoid of anxiety, danger, or even horror. However, compared to other game universes, the Players
will not systematically be confronted during each session with inhuman, cruel monsters. Feondas, as dangerous and frightening as they may be, are not the only axis around which the game revolves. Indeed, political rivalries, ideological divergences,
and the erosion of traditional values in favor of sciences and beliefs that carry deep changes, all constitute dramatic motives
and contextual elements that the Leader is free to make use of. Human madness, also, has some importance as it can directly
concern the PCs, while playing a role in the decisions of some protagonists they will come to meet.
Esteren has nothing idyllic. The problems linked to mere survival, the more or less known horrible threats, and all the misdeeds man can commit, weigh on the daily life and often alter radically the behavior of individuals. Safety, peace, and happiness are not impossible, but simply precarious. And the Characters, through their choices and interventions, will feel this precariousness much more often than the common man.
In the end, Esteren may be a dark universe, but its mood is not irrevocably desperate. On the contrary; hope is one of the games
most important underlying themes. During some games, the physical survival and the sanity of the Characters will be at stake.
At other moments, it will be ideological choices, or rather materialistic negotiations that will mobilize their abilities. In conclusion, Shadows of Esteren is a universe designed to have a certain pressure rest on the PCs shoulders, in order to bring tension,
anxiety, fear, and expectation, not to depict a setting in which a series of setbacks and ordeals will be inflicted upon the
Characters, and of which goal is to annihilate them without hope of more than a respite for them. Therefore, the survival, and
above all the success of the Characters, depend on the decisions of the Players, as well as on the way they will manage to persevere.
-Game System-
179
This section displays some of the games central subject matters and gives several leads to round up a group of Characters for
Shadows of Esteren.
The newly created PCs will not be epic heroes, but relatively ordinary people. There will be no particular fate expecting them,
or any prophecy foretelling their coming. A PC will probably accomplish great things, and may leave a mark on the world.
However, her accomplishments will really be hers, because the world expects nothing from her in particular. In that regard,
PCs are truly heroes, in the dramatic sense of the word; which means people who make a difference because they act, or who
meet a grim fate because they made a mistake. Although so far, their existence was similar to that of the majority of the people populating the world around them, this will not last. In the beginning, the stakes will be rather limited, or even of a personal nature. For example, if the Players create a group native to a mountain village, the first sessions will be linked to local
matters and will involve the surrounding influential people, or the PCs relatives.
Progressively, stakes implicating a vaster scale will make their appearance as the PCs attention will be drawn to some mysteries. By attempting to understand some things, or to weigh on specific events, they will discover disturbing truths and take
great risks. Mainly, the horrors lurking in dark forests and other unexpected places will no longer be a vague threat or an
exceptional catastrophe for them. They will face them in a more direct and frequent way than the rest of the population who
considers life to be already hard enough as it is.
The peninsula of Tri-Kazel goes through problems of various types, some of which conceal some quite shocking or sinister
surprises. If they really want to change some things or have an effect on the future, the PCs will have to accept the physical
and mental risks this implies. Nothing will ever be granted to them because they are the heroes of the story. It will be their
decisions, and their sacrifices, that will make the difference.
180
As they may have very varied origins, the main point when aiming to place them together is to know where they begin, and
what they are doing here.
A Rural Group
Most of the rural communities live a relatively isolated existence, receiving few travelers if such settlements are not
located on a major road. A group of PCs of rural origin therefore has every chance to know each other from childhood.
In such a way, you can find, for example:
- the apprentice of the local Demorthn,
- the son of the main craftsman, who came back from the
town after he completed his Magientist studies,
- the daughter of a leading inhabitant, whose family practices the religion of the Temple,
- the offspring of the local lord, who received advanced martial training
- a young Varigal who regularly passes through the village, etc.
In spite of some antagonisms, mainly linked to parental
choices and old stories, our PCs will obviously have been
with the same Dmathir and feel some camaraderie toward
each other; some of them may even have become rivals for
the affection of a pretty girl. Some of them may have
recently returned after being away for several years, maybe
because they ended up lacking money for their expensive
university studies, or because they learned of a family tragedy. It will be necessary to put down a short description of
the community and its eminent members, starting with their
families. Then, they may decide together what ties they
share, or even invent one or two anecdotes from their childhood. These different tools have been used for the proposed archetypes pages 182-193.
-Game System-
An Urban Group
A Group of Travelers
After the first session or the first adventure, the PCs must
have reasons to stay together. Even if it is not always visible, there must be an actual lead, which will help the Players
find a reason for their PCs to accept, or even wish for, collaboration. If the first idea of the Leader was to bring them
to ancient ruins, they may have found mysterious writings
there. Their employer will need their help looking for
someone able to decipher them. And one of the PCs may
find these writings familiar?
Likewise, if the Players have fought bandits, maybe they
have discovered these were the associates of a more devious
scoundrel, who stole some of their possessions while they
were fighting his accomplices... unless these criminals seem
to serve the neighboring lord, who threatens the PCs native
valley? These are very simple, but also very convenient
motives for an adventure.
convictions of a Character do not necessarily define his temper. There are compassionate Magientists, humorous
Demorthn, and tolerant followers of Soustraine. These are
even much more interesting to playincluding in front of
those sharing their beliefsthan fanatical priests, mad scientists, and uneducated hermits.
A Common Threat
A Flexible Interpretation
Above all, nothing forces a Player to set his PC in a certain way of thinking or acting from the start. His Ways
(which determine the main trends of his personality) give
orientations, which he can play in several ways, without
needing to change them in numerical terms. It is not necessarily useful to define a firm mentality from the start.
Caricatures and archetypes are useful for the Player to draw
inspiration from them, not to restrict him in playing what his
character is before anything else. Likewise, the Ways may
have constraining aspects, but they are only guidelines and
do not force the Player toward a single type of interpretation; far from it.
From Antagonism to
Complementarity
The Archetypes
The following chapter introduces six ready-to-play archetypical characters. They are a few of the many concrete examples of PCs who can be created by Players. These characters
were designed in a detailed way, with their personal story,
their equipment, and their psychology. They are linked to
Deargs Vale, a region at the north of Taol-Kaer that
includes Melwan and Loch Varn's Vales.
The technical characteristics of each archetype include a
few particularities in order to make gaming phases smoother:
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181
Stamina: 9.
Survival Points: 4.
182
Sd was born in Louarn, in the west of Taol-Kaer, a humid region near the Western Swamps. He was destined to the life of a
peasant, like the other members of his family, when an event turned his life upside down. The young woman he was to marry,
Anaelle, as well as her whole family, were found dead; brutally murdered. Signs of a struggle were clearly visible at the scene
of the crime, and a dagger with a sculpted handlereminiscent of the head of a birdwas discovered near the corpses. Sd,
yearning for vengeance, took the weapon and swore he would find its owner.
Very quickly, his quest became an obsession, and led him to leave his native village. After he met adepts of the Temple, he
converted to their religion, adhering to the faith in the eternity of the soul, which gave him the certainty he would be with
Anaelle again one day. His first travels were hard ones, and he almost died many times. Wandering in Taol-Kaer, he questioned sages, searched the dregs of cities, and visited many libraries,
obsessed by the enigma that this mysterious bird head represented.
Several times he had to resort to violence, either to survive or to
achieve a goal.
One day, he was approached by a man who invited him to enter the
Varigals guild, which Sd accepted. It was the opportunity to continue
with his investigations while earning a living, gathering and propagating
important news or carrying packages across the peninsula. After several
seasons on the road, his hunger for vengeance was not as gnawing, but it
remained vivid, ready to resurface as soon as a new clue appeared.
A few weeks ago, Sd was found near Dearg, more dead than alive. This
time, it had been a close call, and he needed to spend a long time in
convalescence to get back on his feet. As winter was near, Sd decided
to stay at the village for some time before hitting the road again. He has
no memory of his misadventure, even though he feels like it might have
something to do with his quest
Personality
Sds greatest quality is also his biggest flaw: he is a combative, determined man who can seem stubborn when his mind is
set. However, Sd is intuitive and sensitive, attentive to the people surrounding him, but only showing his own feelings very
rarely. Since the violent death of Anaelle, he has hardened: his quest for vengeance guides his moral principles, and he stops
at nothing to reach his goals. However, he has kept some sense of justice, and is reluctant to harm innocents. Along the years,
he became a taciturn man who appreciates being alone. Each day, Sd says a prayer for Anaelle, afraid that her soul would
disappear otherwise. He will do everything to accomplish such a ritual, lest he feels anguished, absorbed in metaphysical questions about death and the permanence of the soul.
In Dearg, Sd quickly found his place, feeling indebted to the community that had saved his life; particularly to Eoghan and
his comrades in arms who found him unconscious, not far from the village.
Equipment
Sd owns many things, most importantly: a rope and a grappling hook, tent canvas, climbing pitons, a blanket, a tinderbox, several torches, a notebook and some ink, chalk, a first-aid kit, maps of Tri-Kazel, small measuring tools, and a leather
roll containing lock picks as well as a crowbar. He has 18 azure Daols, a short sword, a Carath (a Varigals iron-shod staff), a
short bow, some arrows, a quiver, and several knives. He also holds the aforementioned dagger with its pommel sculpted like
a birds head, which was found near the body of his betrothed. He wears studded leather armor as well as a shield.
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183
184
Eoghan is the eldest son of Maorn, the Ansailir of Dearg. His family descends from the clan who settled in this valley a long
time ago. In contrast to the other children who were entrusted to the Dmthairs, his father took care of his education himself.
He was very harsh, leading his son to develop his warrior instincts by stoking his anger and rage.
Apart from this exhausting martial training, Eoghan made friends with Mael Mac Govrian, one of the last descendants of the
noble family ruling the region. The two boys were also rivals, as they were in love with the same girl, Cliane, daughter of
Fearls Demorthn. This rivalry drove them to surpass themselves physically, giving Eoghan an ever-renewed energy. It was
all about who would be the nimblest and the strongest. But little by little, Cliane showed a preference for Mael, who aimed
to become a great warrior while being of a particularly sensitive nature, which he notably expressed through music. As much
as she appreciated Eoghan, she feared the violence he carried within himself, coming from the ruthless education Maorn had
given him. Eoghan took that development poorly, burning with jealousy and rage. However, the competition between the two
boys came to a brutal end when Mael died in a fire near Fearl.
One might have thought Eoghan would be glad of such a disappearancefor a while, a rumor went round that he was involved in the
eventbut, although he never talked about his feelings, it affected
him deeply and it remains a painful memory for him. Following this
tragedy, Cliane and Eoghan grew closer, and eventually promised to
wed. Eoghan went on with his fathers training before he was sent to
a frontier post to fulfill his obligation to his lord. When he came
back, he saw that the vale was now under control of the Hilderin
knights, sent by the crown of Taol-Kaer to compensate for the
absence of noblemen since the disappearance of the Mac Govrians.
In Dearg, the name of Eoghan is sometimes mentioned, but he does
not pay it much attention: next spring, he is to marry Cliane, and
such a prospect fills his thoughts entirely. A few weeks ago, during a
routine patrol, Eoghan and his comrades at arms found a badly
wounded man on the roadside. It was Sd the Varigal, whom they
brought back to the village to have the Demorthn tend to his
wounds.
Personality
Eoghan was brought up according to the peninsular traditions; he respectfully listens to the Demorthns advice and is wary
of the spirits of nature. The education his father gave him left him with an impulsive temper, which sometimes rears up unexpectedly. His emotions are violent and seething, starting with his love for Cliane. They give Eoghan the qualities to become
a great warrior, but could also prove to be a fatal flaw. He is aware of that, and has learned to contain himself and obey, releasing his wrath in the heart of action.
This upbringing has also taught him about courage and loyalty. After having seen many horrors during his time as a frontier
guard, Eoghan stopped hating his father, as he understood that the aim of his training was to prepare him to survive in a brutal world in which a single moment of weakness could turn deadly.
Equipment
Eoghan is equipped with thick studded leather armor, a battleaxe his father gave him, a short sword, and a large round
shield bearing the symbol of the Mac Govrian clan. When he goes on an expedition, he takes with him a leather bag containing a few torches, a rope, a tent, and a blanket. He also takes a short bow, arrows, and several knives. He owns 15 azure
Daols as well as a long cloak made from wolf skin he inherited from his grandfather.
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185
Advantages: Intuitive.
Disadvantages: Trauma, Aftermath (Stamina -1, Health condition -1).
Sanity: Mental Resistance: 8. Orientation: Instinctive. Trauma: 1.
Combat: Attack: 4 (Staff Damage: 2). Defense: 12 (Protection: 0). Speed: 6. Potential: 2.
Stamina: 9.
Rindath: 10.
Survival Points: 3.
186
Adeliane originates from Melwans Vale, near Dearg. She is the granddaughter of the local Demorthn, Wailen, and the older
sister of Yldiane the Varigal. Raised by her grandmother, the little girl always felt drawn to the wild nature, fascinated with
Demorthn myths and yearning to be able to feel that communion with the Cmaoghs, the natural spirits. Encouraged by
Wailen, this fascination led to an unexpected event. One day, when she was only seven, and in spite of the strict forbiddance
for children to go outside the village, Adeliane took three of them to the banks of the nearby river to watch the dancing
lights. No one knows what happened then, but one of the children disappeared in the fog, never to return. When she came back
to the village, Adeliane was violently blamed, and only the intervention of her grandmother Wailen prevented a new tragedy.
Rejected, feared, sometimes threatened, little Adeliane was not welcomed anymore in Melwan, and she was the center of the
tension between the Demorthn Wailen and the Mac Lyr, the local lordly family. Under such pressure, Wailen was forced to
entrust Adeliane to her friend Loeg, Deargs Demorthn. He accepted to take her under his protection and make her his second
Ionnthn, along with Finn.
Although they were very different, the two pupils became close, as
Adeliane found in Finn a kind company, whereas the inhabitants of
Dearg were reluctant to make her part of their community. One day,
Finn decided to leave everything to go to Reizh and Adeliane ended
up alone, suffering a lot from solitude. When she was thirteen, she
was struck down by a terrible disease; her master Loeg took her near
the river where she had seen will-o-the-wisps several years earlier,
and she was cured. Although this episode left her with aftereffects
and poor health, it has also deepened her link with the natural forces.
In her adoptive village, Adeliane ended up finding a role for herself,
even though it remains marked by mixed feelings of fear and respect.
Her two only true friends are the musicians Mirna and Anlis.
Personality
Adeliane has a great sensitivity. She has become a calm, reserved young woman; some might find her shy, but she definitely
isnt. She is just a daydreamer, which sometimes makes her seem distant. She is often lost in her thoughts, letting her emotions show. She appreciates meditating and wandering in the middle of nature, as she got used to a previously unpleasant loneliness. She keeps a blurry, painful memory of that infamous escapade on the banks of Melwans river, feeling guilty for the
disappearance of the child. She sometimes thinks of coming back to her native community, but in the end she feels very comfortable with Dearg, her two friends Mirna and Anlis, and her mentor, Loeg.
Equipment
Adeliane has few material possessions. Her bag contains various herbs, first-aid tools, some food rations, a knife, as well
as 10 azure Daols. She carries around a great staff, which she can use to defend herself. She owns the following Oghamic
stones: Calm Water, Tracking, Light, Calyre, and Healing.
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187
Advantages: Well-read.
Disadvantages: Poor Health (opposite of Iron Stamina).
Sanity: Mental Resistance: 10. Orientation: Rational. Trauma: 4.
Combat: Attack: 6 (Long sword Damage: 3). Defense: 10 (Protection: 1). Speed: 4. Potential: 2.
Stamina: 10 (-2 penalty on rolls against diseases and poisons).
Exaltation: 15.
Survival Points: 3.
188
In Dearg, everyone knows the story of Joris. This boy was adopted by Firmin the monk, who lives in a monastery a few miles
away from the village.
One night, Firmin was startled awake by the ringing of the bell located at the entrance of the monastery. On the doorstep, he
found a fatally wounded man in armor. It was Teorg, Joriss father, a Gwidrite knight of the order of the Blades, who was holding in his arms his son, who was then barely one year old. Miraculously, the father and his child had managed to survive a
Feond attack and reach Firmins monastery. With his last breath, Teorg gave his child to the monk who promised to raise him
as his own son.
Years went by, and Firmin educated Joris according to the precepts of the Temple. Being alone most often in the great vaulted rooms of the monastery, the child found company among books.
Fascinated by the engravings and the few stained glass windows
depicting the life and death of the prophet, he always had questions
on the subject. Rather shy when his father took him to the village,
Joris gradually became more self-assured as he grew up. As he was
always ready to give a helping hand, the villagers quickly appreciated him. He took a liking to Zaig, the old secondhand goods dealer,
as well as to Ronan, her grandson, both of whom have converted to
the Temple. Joris also often benefited from the findings of the old
woman in books and parchments gathered along the seasons in her
shop. At the monastery, he is also regularly visited by young Masha,
a musician who intends to become a bard.
For a few months, Joris has been preparing a journey to Gwidre so
as to officially join the order of the clerics, and hopes to be accepted
among the theologians thereafter.
Personality
Joris is a studious young man, who may seem shy and reserved.
A pious man, he has been raised according to the teachings of Soustraine and is careful never to wander away from them. The
ambiguous feelings he has for young Masha cause him anguish as regards to the Ordinances, since they require of him to be
restrained and moderate.
He was very quickly interested in books and enigmas brought by theology. Along the years, this interest only grew stronger,
until it became a true passion. Joris can remain buried in books for hours, cut off from the world, reading some passages again
and again to grasp their essence. Outside this mystical temper, Joris can be a brave, helpful boy, qualities that have earned him
respect from the inhabitants of Dearg. Even if he is reluctant to use violence, his intellectual training did not make him neglect
a martial one.
Equipment
Joris wears light leather armor under his adept suit. He is equipped with a long sword that belonged to his father. His bag
notably contains a book of prayers gathering the Writings of the prophet Soustraine, a first-aid kit, some food rations, and a
bottle of water. He owns 15 azure Daols.
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189
(Discipline: Artifact Use: 11, +1 bonus). Natural Environment: 3. Occultism: 7 (+1 bonus). Perception: 7.
Relation: 4. Science: 8 (+1 bonus). Travel: 4.
Advantages: Smart.
Disadvantages: Trauma x2, Insect Phobia.
Setback: Adversary.
Sanity: Mental resistance: 7. Orientation: Rational. Trauma: 3.
Combat: Attack: 4 (Dagger Damage: 1). Defense: 11 (Protection: 0). Speed: 4. Potential: 2.
Stamina: 10.
Survival Points: 3.
190
Finn is an orphan from Dearg. He was adopted by the Demorthn Loeg, who took him as his pupil. From the age of nine, he
shared this status of Ionnthn with young Adeliane from the nearby vale of Melwan. A hard working student, he also had the
unfortunate tendency of always doing things his way, eager to skip past many of the steps that would make him a Demorthn.
His life was shattered the day his little sister, Ionna, contracted a disease against which the traditional medicine of Loeg turned out to be powerless. Ionna died, and it was a terrible trauma for Finn who lost all confidence in the techniques and powers
the Demorthn were supposed to hold. He forsook his training and, after he met a passing Varigal who told him of the wonders Magience was able to do, left his country to go study Magience in Reizh. Indeed, Finn had convinced himself that a
Magientist would have been able to save his little sister.
After long and difficult years of study in the heart of a great
Reizhite city, he managed to obtain a diploma as a Vitalist
Magientist, with the goal of working as a doctor. Finn discovered
the spirit of competitiveness that animated the order of the
Magientists, and learned to be wary. After a few bitter betrayals, he
swore never to trust anyone again. And that was not the only difficulty he met: first, he had to learn a new way of thinking, relying on
rationality and logic. Moreover, the various experiments he participated in left him with a few traumas and a severe phobia of insects.
Finally, his rebellious temper earned him a serious enemy among the
professors, and he had to leave the city before things became ugly.
After traveling for a few months, he decided to return to his native
country with the desire to have the people of Dearg benefit from his
findings.
Personality
Finn is a clever boy, curious about the world surrounding him. A free and very creative mind, his mentors always had much
difficulty focusing his energy.
His feelings for Loeg, his adoptive father, are ambivalent: Finn respects him, but he cannot help thinking of him as an old coot
who promotes obscurantism. To see Adeliane again did not leave him indifferent, even if he showed nothing of it.
Although Finn may appear cold and haughty at first sight, he did learn Magience for a fundamentally humanistic reason, and
his medical vocation is genuine. He sees Magience as the way to improve the daily life of men, and can be generous and zealous in the practice of his trade.
Equipment
Finn owns a suitcase containing several small pincers, vials, healing tools, and chemical substances such as acids and alcohols. His leather satchel contains traveling commodities, food and water supplies, two books about Magience, as well as 20
azure Daols. Finn owns Vision Glasses (an artifact, see p.268), five standard cartridges of organic Flux, and two doses of
Tonic. He has several daggers as weapons.
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191
Advantages: Beautiful.
Sanity: Mental Resistance: 6. Orientation: Instinctive. Trauma: 5.
Combat: Attack: 5 (Short sword Damage: 2. Dagger Damage: 1). Defense: 11 (Protection: 1). Speed: 7. Potential: 3.
Stamina: 10.
Survival Points: 3.
192
Masha and her twin sister Mirna are of Tarish blood on their fathers side, and their mother is from Dearg. The two young
women never knew their father, for he only remained at the village for a few months, when his clan, entrapped by a hard winter, had to take refuge there. The Tarish man had a passionate affair with an inhabitant of Dearg, but left the following spring,
leaving her pregnant with twins.
Soon, the people of Dearg began to suspect the origin of the girls, and the Demorthn Loeg had to intervene to protect the
children and their mother, who risked being the victims of popular condemnation. Even if the mother had been a widow for
a long time, she was harshly blamed for having fooled around with a Tarish man instead of wedding a man of the region.
When they were about five, Masha and Mirna each received from their mother a musical instrument that had allegedly belonged to their father. The two sisters developed a passion for music and showed a commendable talent for the art, although each
in a different style. Masha learned to play the lute in a rather calm, wistful way. Although her twin sister managed to slowly
be accepted by actively participating in the life of the village, it proved harder for Masha. A pensive, sometimes troubled girl, her only
source of appeasement was music and she only took part in the
communal tasks reluctantly. Now seventeen years old, she has
become a pretty young woman of mixed blood, wooed by vale boys
she has only little interest in. The only one earning her attention is
Joris, the young adept of the Temple, living in the monastery not far
from Dearg. Masha appreciates the young man for his discretion,
and finds his presence soothing. Deep down, Mashas dream is to
leave to explore the world, and she has set her mind to being part
of the prestigious circle of Tri-Kazels bards one day.
Personality
Equipment
Masha possesses a Tarish lute with a peculiar sound, which she treasures greatly. She is equipped with light leather armor, a short sword, and two daggers. Of note, her satchel contains a paper
notebook and some ink, a small mirror, a few music sheets, and a small purse with 10 azure Daols
inside.
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193
Skills
Generalities
The Skill system of Shadows of Esteren has a tree-like structure: the general trunk is divided into sixteen generalized
Domains, gathering a large range of knowledge and abilities. These Domains then branch out into several Disciplines; specializations in a narrower field of a Domain. Therefore, the word Skill indicates a Domain divided into several Disciplines.
One's level in a Domain can reach a maximum of 5 (corresponding to the five boxes under each Domain of the
Character Sheet). When this level is reached, the Character
can keep improving, but he will have to acquire one or several specific Disciplines, pertaining to the adequate Domain
and representing a specialization in it. A Discipline is rated
from 6 to 15. There is no limit to the number of Disciplines
a Character may learn, but he cannot go over 15 in a given
Discipline.
194
The 16 Domains
The Disciplines
These are the extensions of a Domain and represent a specialization in a particular technique or knowledge linked to
that Domain. They are rated from 6 to 15.
-Skills-
195
Disciplines: Artifact Fighting (Magience), Axes, Blind Fighting, Bludgeoning Weapons, Polearms, Short Blades,
Swords, Unarmed Fighting (includes grappling and using gauntlets).
196
Outside the Demorthn, only the Ionnthn (their apprentices) or long-standing allies can have access to this
Domain. It notably gives access to the techniques and knowledge making it possible to use the Sigil Rann, one of the
ancestral Demorthn Arts (p.245).
Disciplines:
Disciplines:
-Skills-
197
Occultism is a Continental discipline little known in TriKazel; very marginal in Reizh, and practically nonexistent
elsewhere.
- This Domain gathers a whole body of sometimes eccentric
beliefs and theories about magic and phantasmagorical creatures. It also deals with the study of sanity, as well as the
treatment of such disorders via hypnosis. The GL should
only authorize a PC to take levels in this Domain if it is justified in his story: study of the discipline in a university,
mentor specialized in this domain, etc.
- If the PC has no level in Occultism, he may not use it
during the game. To access the Disciplines linked to
Magience in Occultism, it is also necessary to have one
level in the Magience Domain.
Disciplines:
Disciplines:
Disciplines:
198
Disciplines:
Disciplines:
Disciplines:
-Skills-
A skill for ranged combat, but also for throwing a grappling hook, for example.
- It is required to have a level of 1 in Magience to learn Artifact Fighting.
Disciplines:
199
A Domain gathering the various types
of knowledge and techniques useful
for traveling and living in the open.
Some Disciplines are exclusive to the
Varigals or to those who have had the
privilege to learn about their trade.
Disciplines:
Carriages, Cartography,
Navigation, Orientation,
Riding, Side Roads (a
Discipline exclusive
to the Varigals, used
to find shortcuts),
Signs (a Discipline
exclusive to the
Varigals, used to
notice and
understand signs left
in nature by their peers:
a mark announcing a danger,
the presence of Feondas, a
nearby waterhole, etc.)
-Skills-
Character
Creation
Ethnicity (p.202)
200
Optional Rule:
Alternative Creation Order
The Leader can change the creation order by having the Players distribute their ratings in Ways, pick their
Traits, and determine the backgrounds of their Characters (steps 3, 4, 5, and 6) before they choose their ethnicities, professions, and birthplaces (step 1 and 2). That way, the Players will first get to determine a general concept
for their Characters, by beginning with designing their personalities and then choosing their professions.
Optional Rule:
Preliminary Step: Common Motivations
The aim of this optional rule is to have the game go more smoothly and optimize the pleasure of playing together by
consolidating the team spirit binding the PCs.
The Players will create a group of PCs who will get to live many adventures together. It is perfectly possible to imagine a group including a Magientist, a Demorthn, and a priest of the Temple, but the Players and/or the Leader will
have to imagine together the reason for such an unlikely alliance.
This optional rule introduces a preliminary step to the Character Creation that will require the Players to define a
common goal or binding origin for their PCs in order to facilitate the cohesion of the group. It can be: live a life of
adventure and leave a stagnating rural community, be part of the same family or be childhood friends, be the pupils
of the same mentor or the subjects of the same lord, giving them a long-term quest to achieve, a common enemy who
has done wrong to the native community or the family of the PCs, etc. The Players can take the Group of Characters
in Esteren text as a support to define this common goal.
With a little imagination, there should be no impossible combination of PCs. Each Player should be free to play the
Character he wishes, even if the Leader can set some restrictions for the sake of the game, such as the starting place
of the adventure.
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201
Ethnicity
First, the people the PC originates from must be chosen. Each PC speaks Tri-Kazelian (the common language of the peninsula) and a second language typical of his native people (which may just be a regional dialect).
202
People of Tri-Kazel
Tarish People
Tri-Kazelians constitute a very large majority of the peninsulas population. Most of them still have a robust physique
inherited from the Osags, but they may also have features
from other peoples. Tri-Kazelians descend from centuries of
mixing between all the cultures that have set foot on the
peninsula one day or another. With such an origin, the PC
knows a local dialect; what country and region he originates
from must therefore be defined (see the map p.22).
Of unknown origin, the Tarish people form a nomadic minority that has been traveling around the lands of the peninsula
for decades. They are also called people from the west, for
they came over by crossing the Furious Ocean, according to
legend. Tarishes can be differentiated from Tri-Kazelians by
their high cheekbones, their rather aquiline nose, and their
often pale eyes. Many of them become entertainers, mystics,
or craftsmen.
The Tarish culture, although diluted today, still rests on an
important base: they are a nomadic people used to long journeys and their language did not disappear, although no
stranger has ever learned it.
Osag People
Used to relying only on each other, the Osags are a hardened people, with a generally strong build. They are the
direct descendants of the peninsulas traditional clans. The
peninsular civilization has evolved a lot since the foundation of the Three Kingdoms, but some clans remained faithful to the ancestral traditions and did not take part in these
changes. Retired within their clannish way
of life, the Osags did not mingle with the
other peoples and have kept many of their
ancestors characteristics.
The Osags make great warriors, and
count the most famous Demorthn
among them. Their language has also
survived the passing centuries. The
words Feondas, Cmaogh, or
Dmthair, to mention only a few,
all come from what Tri-Kazelians
call the ancient tongue, but which
is still used by Osags.
-Character Creation-
Optional Rule:
New Professions and Crossed Professions
Players will find a list of professions below, but it is in no way exhaustive. The Leader and a Player may of course agree on the
creation of a new profession. In this case, the Primary and Secondary Domains for this occupation will have to be defined.
It is also possible for a PC to have a double formation. This must be justified by his past. If the Leader accepts it, the PC
may choose his Primary Domain among one of the professions, and his Secondary Domain in another. Whatever his choice,
the levels at creation in these two Domains will be 5 and 3.
Bard:
The status of bard is highly honorific, and the most powerful monarchs surround themselves with these artists who truly
act as powers behind the throne. Artist, acrobat, musician, jester; the bard can play different parts. She can also be known
under other names, such as the blind Filidhi poets or the strange Cilli of the Tri-Sweszrs archipelago.
Primary Domain: Performance
Secondary Domain: Relation or Travel
Craftsman:
Whatever his domain may be, the craftsman is a qualified manual worker. Smith, cook, architect, cobbler, woodcutter,
sculptor, jeweler; a craftsman can cover many specialties. In cities where Magience has settled, artifact repairmen can be
found, as well as specialized workers employed in factories.
Primary Domain: Craft
Secondary Domain: Relation or Science
Demorthn:
The representative of nature, she can make contact with the spirits and ask them to perform particular tasks. She is the
keeper of the ancient peninsular traditions and is often regarded with respect. Apprentice Demorthn are called Ionnthn.
Primary Domain: Demorthn Mysteries
Secondary Domain: Erudition or Natural Environment
-Character Creation-
203
Explorer:
Fighter:
She can be a soldier or a mercenary, a champion of justice, a tavern brawler or a thug lurking in dark alleys, etc. Archers can take Shooting and Throwing
as a Primary Domain.
Primary Domain: Close Combat
Secondary Domain: Shooting and Throwing or Feats
Hunter:
He feeds the community with what he brings back from his long
expeditions, which sometimes last several days. The expansion of
cities saw the appearance of new kinds of hunters, such as ratcatchers. Others, such as Nevens Children, dedicate their existence to
hunting Feondas.
Primary Domain: Natural Environment
Secondary Domain: Close Combat or Shooting and Throwing
Investigator:
204
Knight:
Knight
Magientist:
Merchant:
-Character Creation-
Demorthn
Occultist:
Fascinated with esotericism, occultists are often academicians with a great interest in that domain looked down upon by the other divisions of science.
Primary Domain: Occultism
Secondary Domain: Erudition or Science
Peasant:
Physician:
Rogue
Rogue:
A thief, a robber, a pickpocket; there are enough illegal means of earning a living
to attract people, even with the inherent risks
Primary Domain: Stealth
Secondary Domain: Feats or Performance
Scholar:
Occultist
Spy:
Varigal:
A traveler, a messenger, a bringer of news but also of packages, the Varigal is a link between the scattered communities
of Tri-Kazel. Spending most of her life on the road, she is generally welcome whenever she reaches a village. Being close to
nature, Varigals are often the allies of Demorthn.
Primary Domain: Travel
Secondary Domain: Feats or Natural Environment
-Character Creation-
205
206
-Character Creation-
The Ways
- Way of Reason:
- Way of Combativeness:
- Way of Creativity:
- Way of Empathy:
- Way of Conviction:
Generally, a human hangs on to an ideal or principles guiding his life. Some turn toward religion, others abide by precepts of chivalry, while others follow a personal code.
Each Character will have a rating in each of these
Ways, which will be between 1 and 5 and will be
qualified as a major rating (4 and 5), a minor rating
(1 and 2), or neutral (3).
To have a high rating in a Way is not better in itself than
having a low rating. Each type of rating implies different
qualities and flaws. Where a high rating in a Way will bring
some facilities in the appropriate Domains and Disciplines,
it will become a disadvantage when the Character will have
to deal with his Faults (see p.234). Thus, a Character with a
high rating in Combativeness may be more energetic in a
fight, but he will also tend to be impulsive. To have a minor
rating in this Way leads to a character who is calm, but who
may sometimes lack spine.
Do not forget that at this stage of the PCs creation, his build, intelligence, and appearance are all average. The Ways do not
correspond to physical characteristics, nor is their aim to quantify brains or beauty (with Reason or Empathy, for example). A
PC with a high Combativeness will not necessarily be a muscular person; he will be someone full of energy, who may be nervous or have a very strong character. A PC with a strong Reason will not necessarily be educated or quick-witted; he will be
a thoughtful person, with a tendency for intellectualization. However, a high rating in Reason does imply facilities in every
domain requiring abilities in memory or logic. If a Player wants his PC to be particularly strong or witty, for example, he will
have to take a corresponding Advantage. Choosing Advantages and Disadvantages will be dealt with in step 6 of the creation
process.
Each human leads her life according to a particular spiritual path. One will choose Combativeness to face existence; another
will use Creativity, while someone else will choose Reason, etc. Generally speaking, each main ideological or philosophical
trend favors one Way over the others, in a more or less obvious fashion.
In this way, through their search for harmony between the needs of man and those of nature, Demorthn give preference to
the Way of Empathy. As for Magientists, they favor intellectualization and reflection, which should guide man toward carefully thought out, pertinent choices. They illustrate the Way of Reason.
For adepts of the Temple, a strong faith allows man to ward off evil: the Way of Conviction is dominant compared to the
others.
Bards think that any hope for a better world rests in the faculty of men to imagine and invent new things, which corresponds
to the Way of Creativity.
Finally, for many inhabitants of Tri-Kazel, only the Way of Combativeness can offer sufficient energy to survive.
These different examples should not be restrictive: a Magientist can have a knack for inventions (Way of Creativity) or have
deep faith in the idea that Magience is the solution to save humanity (Way of Conviction). Thus, each Player should take the
time to wonder how her PC stands regarding these main principles of the world surrounding her: it will help her choose ratings
in Ways coherent with the personality of her PC.
The effect of combining some Ways will be to amplify or regulate some personality traits. We have seen that a PC with a major
rating (4 or 5) in Combativeness will generally be a very energetic person, but one who can be rash and nervous. Having a
major rating in Reason can regulate this impulsive side by giving him the ability to think before acting. On the opposite, a
major rating in Creativity can amplify Combativeness by adding a dimension of originality that can be expressed in not only
impulsive, but also risky, or even dangerous acts. Each Player is encouraged to define the interactions between his PCs Ways.
-Character Creation-
207
Optional Rule:
another Repartition for the
Ratings in Ways:
With this optional rule, Players can distribute a total of 15
points as they wish between their five Ways. However, the
Leader is advised to apply the following restriction: the
Character must have at least one Way with a rating of 5 or
1. For example: 5, 3, 3, 2, 2 or 4, 4, 3, 3, 1. This restriction
is preferable to avoid featureless, flawless Characters. One
of the main interests of the Ways system is to have the PC
play a living character with qualities and flaws. Overly
average ratings in Ways may go against such an idea.
208
At creation, a PC will be at least 16 years old. This means that he has been trained in his profession and that he has fulfilled
his military service (outside of exceptional cases, such as a street urchin who became a rogue, and who has always lived on
the fringe of society, for example). He cannot be over 35 years old, since a more advanced age would be rather implausible
regarding the experience he is given at creation. Of course, the Leader can adapt this to her needs, if she decides to put children, older people, or even seniors in her game.
The Player chooses the age of his Character. The older the Character is, the more he will have learned and the more he will be
marked by the hardships of peninsular life, which will be represented by one or several Setbacks that will have affected him:
-Character Creation-
For example, a 30 year-old PC will have +1 in two different Domains and two Setbacks.
If your PC has Setbacks, roll 1d10 for each one, referring to the table below.
1. Bad Luck:
The life of the Character was particularly harsh roll twice in the table, and ignore any subsequent roll of 1.
2. Wound:
The Character has a debilitating injury. At the Players choice, it can be a gash across a part
of his body (a limb, his torso, or his head), a lesion that gives him a limp, etc. The Stamina
rating of the PC has a one point penalty. Define the events that have caused this wound.
3. Adversary:
Following a particular event that must be defined, the Character has made an enemy.
Although he is not a mortal enemy, he holds a grudge against the Character. For example, this enemy can be part of a faction (Magientist, Demorthn, etc.) or be a jealous lord
from a faraway province.
4. Rumor:
A mysterious rumor (maybe a truthful one) hangs around the
Character: crime, sacrilege, treason Must be determined by the
Player with the Leaders agreement.
5. Tragic Love:
The Character lived a love story that ended very badly. This painful memory (that the Character may hide from himself) causes him
a permanent Trauma point that must be added to his Sanity chart.
6. Illness:
The Character was very ill, but he survived. The Player chooses the
illness. The Stamina rating of the PC is reduced by one point.
7. Violence:
The Character endured harsh moments that cause him one permanent Trauma point that must be added on the Sanity chart. Define
the nature of these events. It can be a horrific encounter with
Feondas, participation in a military campaign, a childhood spent in
familial abuse, etc.
8. Alone:
Everyone the Character cared about (parents and/or friends) died in violent or strange circumstances.
9. Poor:
After he was robbed, had his assets seized, or was victim of an accident, the Character was reduced to poverty. No other
event or Advantage may change this financial situation. The PC only owns a weapon or a tool of poor quality, as well as a
few personal belongings.
10. Lucky:
The Character came very close to a disaster! Define what sort of event it was with a new roll on this table and the way the
Character avoided its consequences. Ignore any subsequent roll of 10.
It is time to sum up the past of the PC by focusing on her childhood, the main facts of her life, and her ambitions. The Player
can use the space assigned to that effect on her Character Sheet. This is not about going into details (although a Player can do
so if she feels like it), but defining the historical basis of the PC. The Player can give it more substance afterwards, during the
game. Such a basis should help playing the Character.
Here are some aspects the Player may think about: childhood and family history, important social and romantic relationships,
events that shaped her character, her first experiences in her profession, strange or mysterious facts, ambitions, goals and motivations, etc.
-Character Creation-
209
210
-Character Creation-
Before proceeding with this step of creation, the Leader and the Players are strongly advised to read the chapter dealing with
how to manage and make use of Sanity (p.269). Only informed and experienced Players should use these rules. Should you
decide not to use them, skip directly to step 9 of Character creation.
The Aspects sum up the different facets of the PCs personality. They are the synthesis of the ratings in Ways distributed by the Players and will allow the Leader to manage
the evolution of the PCs sanity through the game sessions.
There are three Aspects: Consciousness, Instinct, and
Trauma. Here are their definitions as well as the formulas to
calculate their levels.
rationality is to the PC, how rooted he is to reality, how logical, thoughtful, and resilient his mind is.
Consciousness:
Way of Reason + Way of Conviction
Orientation of Personality
The Aspects constitute a representation of the general structure of the PCs personality and give the means to determine
its Orientation: rational or instinctive. A higher rating in
Consciousness indicates a rational Orientation; a higher
rating in Instinct indicates an instinctive Orientation. In the
case of an equal rating between the Aspects, the Player
chooses the Orientation. This general Orientation will be
useful to manage the evolution of the PCs Sanity. A balanced Sanity is induced by similar ratings in Consciousness
and Instinct. Calculate the difference between the two
ratings: the result translates into an equal amount of
Permanent Trauma points. If, at creation, a PC accumulates
more than 5 Trauma points, he suffers a personality trouble
according to his latent mental disorder.
Mental Resistance
-Character Creation-
211
A Player should now take the time to write a few lines summing up the personality of his Character. For that, he can use the
space left to that effect on the back of the Character Sheet. The Player could try to show a goal or a major motivation for his
PC; this will help in role-playing him and can be used by the Leader for the conception of his scenarios. He is also encouraged to give a meaning to the ratings in Ways he has chosen, by drawing inspiration from the Character Traits, for example.
A PC can choose Advantages, which cost the amount of points indicated in parentheses or in their definition. At this point in the creation of the PC, he still has average physical characteristics and
mental aptitudes. He is not particularly strong or smart, etc.
Some Advantages and Disadvantages will make it possible to
adjust these characteristics.
-Character Creation-
The PC can be Strong, Smart, etc. With the Leaders agreement, one of the Advantages can be taken a second time to
improve its effects: this way, the PC can be a Colossus or be
Brilliant. Such an addition costs half the number of necessary Experience points to earn the basic Advantage. For
example, the Strong Advantage costs 40 points; becoming a
Colossus will cost 20 more points, which means a total of 60
points for this enhanced Advantage. However, these enhanced
Advantages are rarer, and a PC can only choose one at creation.
213
Being of a robust
nature, the PC is able to endure blows better. She has one
more box in the Bad category of her Health Condition
chart. She has a +1 bonus in Stamina rolls against diseases
and poisons. By doubling this Advantage, she has Iron
Stamina. She gets one more box in the Critical category of
her Health Condition chart and the bonus on her Stamina
rolls doubles.
The PC has a +1
bonus to Perception rolls related to hearing. If the PC takes this
Advantage twice, he has a +2 bonus. Smell and taste can also
be made keen (each Advantage costs 10) and give a +1 bonus
to Perception rolls involving the concerned sense.
The PC is a hard
case. She gets a +1 bonus in her Mental Resistance rating. If
the PC takes this Advantage a second time, her personality
is a true Mental Rock and her bonus doubles.
-Character Creation-
The number in brackets shows the amount of Experience points earned by taking the Disadvantage, within the limit of 80
points.
214
The PC does not have the necessary guts to fight to the bitter end and still get back up in spite of pain or hardships. He
starts with one less Survival point.
Be it a noble, a powerful Magientist, or a Demorthn respected by his peers, someone has something against the PC, and
will do everything to hinder her. The Player can propose an
enemy that fits into the history of her PC, but the Leader
must validateor notthis choice. If the PC already suffers
the Adversary Setback, this enemy will be added to the
first, with distinct motivations.
Something, or someone, which must be determined, has traumatized the PC. This Disadvantage can be taken up to three
times and results in a Permanent Trauma point each time.
-Character Creation-
215
During a fight, everybody has the ability to defend themselves against melee and ranged attacks alike. The Defense
rating is related to several qualities: the fighters ability to
analyze the situation, some degree of carefulness, and also
his knack for anticipating the actions of his opponent.
This rating is used as a Difficulty Threshold to determine if
an attack succeeds. The Defense rating can be adjusted by a
specific Advantage or Disadvantage. Experience also plays
a part, and the Defense rating can be improved as the
Character becomes more seasoned (see Experience and
Advancement).
216
- Standard Attitude:
- Offensive Attitude:
-Character Creation-
- Defensive Attitude:
- Quick Attack:
- Movement:
During a fight, it is possible to move a few steps, but sometimes, a Character
will want to use his entire action for moving. By using this Attitude during a Round, a Character can move about
ten yards, or even double that if he can run. It is also possible to use the Feats Domain to make special moves.
The Potential is added to the Defense rating, but no Attack can be made. If the Character himself was caught in a melee fight,
he can use this Fighting Attitude to withdraw. Leaving a fight is never simple and can have harmful consequences (see page
238 to know how to proceed).
217
Each PC has Survival points, the amount of which must be written down in the Character Sheet. The Player must keep track
of these Survival Points as they are used. These points stand for adrenaline, the last resort energy in critical moments when
the PC feels in danger.
The initial number of Survival points is 3, but it can be adjusted with Advantages or Disadvantages.
In a critical moment, a Player can decide to use one or several Survival points. The PC can then go beyond her limits,
ignore pain, or accomplish a desperate act by calling upon her courage or her innermost willpower. Such actions are
not necessarily physical: Survival points can be used for every type of action, given there is a feeling of urgency.
For each Survival point used, the PC suffers a temporary Trauma point, simulating the psychical exhaustion after a scene
during which she was very hurt or scared. These points are added on her Sanity chart and can lead to a temporary degradation of her psychical health.
Used Survival points do not refresh. Therefore, each Player should think well about the most opportune moment to use
them. However, it is possible to acquire new ones by spending Experience points.
-Character Creation-
By using a Survival point, the Player can make a failed Resolution Roll again, but the
result of the second roll will have to be accepted, even if it is worse than the first. It is not
possible to use a Survival point again for the same action.
- Ignore Pain:
During a Round, a Survival point makes it possible to avoid penalties from a bad health condition. If the PC is in a state of Agony but still alive, he can use two Survival points to empty
this box (which brings him in a Critical condition) and remain standing. During the first
Round, he also has the ignore pain bonus, which negates all wound-related penalties. Take
note that Survival points are of no use if the PC is deceased and will not allow him to escape
death.
Rindath is the vital energy every thing is filled with, according to the
Demorthn. It is mainly used for manifesting their ancestral Arts.
This level is calculated according to the following formula, and then written
down on the back of the sheet, in the Rindath frame:
Way of Empathy + Way of Combativeness
+ Way of Creativity
It represents the power generated by faith from which the elect of the
Temple draw to perform Miracles. The Exaltation level of a Character is
calculated in the following way, and then written down on the back of the
sheet, in the Exaltation frame.
Way of Conviction x 3
218
The last step of creation is to determine the material belongings of the PC by using one of these two methods:
- At creation, each PC has a sum corresponding to 30 days of
pay at his disposal. Daily wages for each profession are indicated on the following page. With such an amount of money,
each Player can buy whatever he wishes (be it weapons,
armors, miscellaneous equipment, or services) by referring
to the following pages.
- If Players and Leaders do not want to spend too much time
to determine the basic equipment for each Character, he is
considered to have the minimum equipment necessary to his
profession. Moreover, he will possess 2d10 azure Daols of
savings (or ember Daols if the Poor Disadvantage has
been taken).
A PC from the nobility or the middle class will not necessarily be richer: he can belong to a bankrupt family, or be of
noble origin but without any inheritance, or have wealthy
but miserly parents, etc. It is possible to start with a richer
PC by having previously taken the Financial Ease
Advantage.
Prices and
Equipment
Availability of Equipment
Frequent (FR):
Common (CO):
Available in every community, except for the smallest and the most isolated ones.
Rare (RA):
Can only be found in great cities or in some sites producing it, commercializing it, or buying it for a local use.
Exceptional (EX):
No distribution network, with demand either very low or, conversely, far above the available supply. Hard to find,
even in great cities.
Articles with no Availability attribute are considered to be Frequent by default, or Common in the worst case.
6Ed
Examples: porter, rat catcher, laborer, waitress, stable boy,
agricultural worker, gardener.
8Ed
Examples: Journeyman crafter (builders, carpenters, weavers, dyers), cook, carriage driver, seaman.
10Ed (1Ad)
Examples: musician, painter, preceptor, scribe, archivist,
doctor, alchemist.
Hazardous Professions:
10Ed (1Ad)
Examples: Varigal, mercenary, bodyguard, messenger.
219
These concern people who are paid for a short-term work (from a few minutes to one or two hours) instead of a whole day.
When business is good, those proposing them can expect fairly significant earnings compared to people with a dependable
income. Conversely, they are totally dependent on their clientele and their earnings can vary dramatically and unexpectedly.
In this case again, these are indicative numbers, particularly for notable and exceptional services.
Price
Frugal meal
(broth, meager soup, dry bread)
Nourishing meal (hearty soup, bread,
cheese or omelet, dried fish)
Wholesome meal (soup, bread, chicken
or roast, pt or pie)
Ale
Cider
Beer
Foodstuffs
220
3Ed
5Ed
7Ed
2Ed
2Ed
2Ed
Price Avail.
8Ed
7Ed
6Ed
5Ed
6Ed
7Ed
7Ed
5Ed
FR
CO
CO
FR
FR
FR
FR
FR
Brandy
Liquor
Pastry
Dormitory or common room
Bedroom
Luxury bedroom (with a servant)
Hot bath
Stable and fodder
1Ed
3Ed
3Ed
2Ed
5Ed
1Ad
3Ed
2Ed
4Ed
1Ad
7Ed
2Ed
6Ed
3Ed
3Ed
1Ad
CO
EX
FR
FR
CO
FR
FR
FR
Products without a unit of measurement or indication are enough to feed someone or his mount for one day. Nutritional deficiencies are frequent, because of financial reasons, supply difficulties, and ignorance of nutritional principles.
Medicine
Healing balm
Herbs for headaches
Purgative
Analgesic herbs
Fortifying infusion
Febrifuge (fever-reducing) tea
Clean bandages
Surgeon kit
Price Avail.
4Ed
2Ed
3Ed
2Ed
1Ed
1Ed
1Ed
3Ad
CO
CO
CO
CO
FR
FR
FR
CO
Clothing Articles
and Cosmetics
Price Avail.
Hemp tunic
Linen tunic
Wool tunic
Linen cloak
Wool cloak
Fur coat
Clogs
Rope sandals
Leather sandals
Galoshes
(leather shoes with a wooden sole)
Traveling boots
Riding boots
High boots, waders
Linen belt
Leather belt
Linen pants
Wool pants
Kilt
Chasuble
Linen shirt
Corset
Wool scarf
Hemp dress
3Ed
4Ed
6Ed
4Ed
6Ed
1Ad
1Ed
1Ed
3Ed
FR
FR
FR
FR
FR
CO
FR
FR
FR
5Ed
8Ed
8Ed
1Ad
3Ed
4Ed
3Ed
5Ed
4Ed
9Ed
3Ed
6Ed
3Ed
4Ed
FR
FR
CO
CO
FR
FR
FR
FR
CO
CO
FR
CO
FR
FR
Price Avail.
Willow basket
Backpack
Handbag
Water skin (4 pints)
Hide pouch
Large cloth bag
Quiver
Bottle (ceramic)
Bottle (glass)
Bowl (wood or ceramic)
Glass (wood or ceramic)
Tin cup
Glass
Tureen or dish
3Ed
1Ad
6Ed
3Ed
1Ed
1Ed
8Ed
2Ed
8Ed
1Ed
1Ed
2Ed
1Ad
5Ed
Furniture
Price
Kitchen table
Willow chair
Large armchair
Shelf
Rack
Cupboard or chest of drawers
Feather mattress
4Ad
1Ad
3Ad
6Ed
5Ed
1Ad
6Ed
FR
FR
FR
FR
FR
FR
FR
FR
RA
FR
FR
CO
RA
FR
Linen dress
Underskirt
Apron
Leather apron
Cap or bonnet
Hide hat
Furred hat
Leather gloves
Hide gloves
Wool jacket
Fur jacket
Leather jacket
Makeup, cream
Hair dye
Wig
Perfume
Washcloth
Bar of soap
Mirror (brushed copper)
Mirror (polished silver)
Tall mirror
(polished silver and glass)
Hairbrush
6Ed
3Ed
2Ed
7Ed
1Ed
2Ed
3Ed
4Ed
3Ed
5Ed
8Ed
6Ed
3Ed
2Ed
1Ad
6Ed
1Ed
1Ed
6Ad
1Fd
FR
FR
FR
FR
FR
FR
FR
FR
FR
FR
FR
FR
CO
RA
RA
CO
FR
CO
CO
RA
4Fd
1Ed
EX
FR
1Ed
3Ed
1Ad
7Ed
3Ed
1Ad
2Ad
3Ad
6Ad
2Ed
1Ed
4Ed
2Ed
FR
CO
FR
FR
FR
FR
FR
FR
CO
FR
FR
FR
FR
3Ed
4Ed
1Ed
5Ed
1Ad
1Ad
2Ad
221
Rent, by month
Price
Bedroom, shack
Cottage, small apartment
Large apartment
Private house (with two floors)
7Ad
1Fd
2Fd
4Fd
Comfortable house
(with a courtyard or a garden)
Farm (with a lean-to, a courtyard,
and a stable)
8Fd
8Fd
An apartment or a cottage generally consists only of a modest bedroom, and a common room, which is also used as a kitchen.
Families who cannot afford more live without any real privacy. The facilities of the humblest bedrooms and apartments must
often be shared with next-door neighborswhen there are any facilities to speak of.
Large apartments and private houses have an actual kitchen, a living room, one to three rooms used as bedrooms, and a study
or a library. Private hotels and luxurious apartments have more rooms, which are often quite large, but on average, they are
from five to six times as expensive as indicated, or even much more. It also includes lodgings for domestic employees, so that
they are not a disturbance to the employers.
Renting a farm means renting the building itself, not the land surrounding it. Its owner generally sets its rent according to
its potential productivity. In practice, most of the time, it is paid for with the produce of the farmers work. Habitations have
no running water, apart from the upper districts of some great citiesmainly in Reizhand a few rich owners. Heat is generally provided by a fireplace or a hearth, and rooms that do not have one are often freezing. Lighting comes from candles, and
as most people do notor barelyread, they are as little used as possible
The price for buying a house or any other place to live is generally equivalent to between 100 and 120 months of rent.
222
Price Avail.
Bear trap
Tent (for one or two people)
Tent (for six people)
Tent (pavilion)
Sleeping bag
Fishhooks and reed rod
2Ad
1Ad
5Ad
1Fd
4Ed
1Ed
Various Tools
Price Avail.
Spade, pickaxe
Hammer, sledgehammer
Sickle
Saw
Scythe
Crowbar
Lumberjack axe
Sewing kit
9Ed
1Ad
9Ed
9Ed
1Ad
4Ed
8Ed
2Ed
Lighting
Price Avail.
1Ed
3Ed
4Ed
FR
FR
FR
CO
FR
FR
FR
FR
FR
FR
FR
FR
FR
FR
FR
FR
CO
Grappling hook
Three feet of rope
Tinderbox
Saddle and stirrups (for a Caernide)
Saddle and stirrups (for a horse)
7Ed
1Ed
4Ed
3Ad
5Ad
FR
FR
FR
FR
CO
Precision toolkit
(for watchmaking, locksmithing, etc.)
Pitchfork
Smithing tongs
Anvil
Trowel
Wheelbarrow
Plough
Bellows
2Ad
8Ed
3Ed
6Ad
2Ed
5Ed
1Ad
7Ed
RA
FR
FR
FR
FR
FR
FR
FR
1Ad
4Ed
CO
CO
Price Avail.
Quill
Paintbrush
Charcoal
Chalk
Black ink (a vial)
Colored ink (a vial)
Ink for illuminations (a vial)
Parchment (a sheet)
1Ed
4Ed
2Ed
1Ed
4Ed
8Ed
1Ad
1Ed
Musical Instruments
Price Avail.
Bagpipes
Horn or trumpet
Flute
Harp or lyre
1Ad
8Ed
5Ed
2Ad
1Ad
2Ad
1Fd
Traveling Prices
Price
FR
FR
FR
FR
FR
CO
CO
CO
FR
FR
FR
FR
Paper (a sheet)
Blank notebook (with about 50 pages)
Blank book (with a simple cover,
and about 300 pages)
Ruler and compasses
Small chalkboard
Chalkboard
Magnifying glass
2Ed
1Fd
CO
RA
5Fd
8Ed
2Ed
6Ed
3Ad
RA
CO
CO
CO
RA
Tambourine
Rebec
(an instrument similar to a violin)
Lute (a Tarish instrument)
6Ed
FR
3Ad
1Fd
CO
RA
Renting
2Ed
2Ed
4Ed
Carriage
Stagecoach
Sedan chair
8Ad
1Fd
3Ad
3Ed
3Ed
1Ed
223
1Ed
2Ad
2Ed
1Ad
Renting is the price for a one-day rental. The drivers, porters, skippers, or sailors are not included and must be paid
as well (see Wages at the beginning of the chapter). Boats
stay as close to the coast as possible. Almost no one would
attempt to actually cross the sea, and there are no average
prices for such services (and few captains that would be
interested in such an adventure anyway).
Raw Materials
Miscellaneous Materials
Price Avail.
Charcoal
4Ed
Firewood
3Ed
Timber (common)
4Ed
Timber (exceptional)
8Ed
Log (per piece)
1Ad
Linen
3Ed
Wool
2Ed
Common dye
(red, blue, green, black, yellow) 2Ed
Rare dye (purple, gold, silver)
1Ad
Mortar
1Ed
Carved rubblestone, per 35 cubic feet
(made of sandstone or granite)
6Ed
Brick, per 35 cubic feet
5Ed
Tile, per 10 square feet
2Ed
224
Livestock
Price
Sheep
Caernide
Boernac
Pig
Ox
Chicken
1Fd
2Fd
2Fd
1Fd
2Fd
2Ad
Ranged Weapons
FR
FR
FR
CO
FR
FR
FR
CO
RA
FR
FR
FR
CO
5Ed
1Ed
1Ad
4Ad
2Ad
3Ad
5Ad
2Ad
1Fd
2Fd
1Ad
8Ed
2Ad
3Ad
2Ad
Mule
Horse
Shepherd or hunting dog
Guard dog
Trained falcon
1Fd
3Fd
7Ad
9Ad
1Fd
CO
CO
RA
EX
CO
CO
CO
CO
RA
RA
RA
CO
CO
RA
CO
Dagger
3 yd
4Ed
FR
Lead pellet
Sling
8 yd
2Ed
FR
(ten of them)
5Ed
FR
Javelin
4 yd
8Ed
CO
Arrow (a dozen)
7Ed
FR
Bow
20 yd 3Ad
FR
Bolt (a dozen)
9Ed
CO
Crossbow
24 yd 5Ad
CO
Francisca
2 yd
2Ad
FR
Short spear
3 yd
2Ad
FR
Armors
and Shields
Protection
Price
Avail.
2Ad
FR
2Ad
CO
3Ad
2Ad
3Ad
7Ad
RA
FR
1Ad
RA
1Fd
RA
CO
CO
Plate armor
4
Leather coif*
/
Chain coif*
/
Osag helmet
(only covers the skull)* /
Open helmet
(protects the skull,
the cheeks and the neck)* /
Helm*
/
3Fd
4Ed
8Ed
EX
FR
CO
1Ad
FR
2Ad
CO
4Ad
RA
Melee
Weapons
Dagger, knife*
4Ed
FR
Club
2Ed
FR
Crafting hammer
1Ad
FR
Mace
2Ad
CO
8Ed
FR
traditional in Tri-Kazel) 2
2Ad
FR
Short spear*
2Ad
FR
Battleaxe
5Ad
CO
7Ad
CO
5Ad
CO
8Ad
RA
(Two-handed weapon)
4Ad
CO
Javelin*
8Ed
CO
1Fd
RA
1Fd
RA
Iron-shod walking
staff (Carath)
Francisca* (a light axe,
Long sword
(straight-bladed sword
of Osag origin)
Gladius (short sword
of Continental origin)
Polearm (halberd, etc.
Two-handed weapon)
Long spear
225
Maul (large
two-handed hammer)
Claymore (two-handed
sword)
Magientist Artifacts
Price
Avail.
Crushing Pliers
1Fd
CO
Mechanical Saw
8Ad
CO
Lighter
2Ad
CO
Vision Glasses
1Fd
RA
Portative Nebular
3Ad
CO
Tonic
5Ad
RA
Magientist Pulley
4Ad
CO
1Fd
RA
Driller-hammerer
8Ad
CO
Energetic Gauntlet
1Fd
EX
226
Flux Cartridges (1 charge)
Reizh
Avail.
Taol
Avail.
Gwidre
Avail.
Cartridgemineral
7Ed
CO
1Ad
CO
12Ed
RA
Cartridgevegetal
9Ed
CO
11Ed
CO
15Ed
RA
Cartridgeorganic
1Ad
CO
15Ed
RA
18Ed
RA
Cartridgefossil
3Ad
RA
5Ad
EX
6Ad
EX
The price of Flux on black markets (in Taol-Kaer and above all in Gwidre) can range from three to five times the average
price. Medium cartridges (3 charges) cost three times the price of a simple cartridge.
Flux jars (30 charges) are generally sold with a discount and cost the equivalent of 25 to 28 charges/simple cartridges. Their
availability is always one level below the cartridges (a jar of fossil Flux is therefore of Exceptional availability in Reizh, and
is almost impossible to find anywhere else).
Many articles can be of excellent quality. Clothes, weapons, furniture, and crafted items fit into these categories. Likewise,
some brands of cider or beer have an established reputation. Their price is entirely left to the Game Leader. An article of
Frequent Availability but of exceptional quality can be worth up to ten times its average price, or even more
These weapons and armors are always of Exceptional rarity and their value can reach up to ten times that of an ordinary weapon, or even much more. Their Damage or Protection rating is improved by 1 point. Some truly legendary weapons and
armors, often worn by heroes and sometimes given a name, have their Damage or Protection rating go 1 point higher, or even
2 points. Obviously, no one would think about giving them away, whatever the price offered
Other items, such as tools, Magientist artifacts, or musical instruments, for example, can also give bonuses from +1 to +3
according to their quality.
Optional Rule:
Maintaining Equipment
By applying this optional rule, the Leader will add an aspect of management for
equipment by simulating wear and tear and the necessity of
maintenance.
The monthly maintenance of each piece of equipment
used intensively (meaning daily) costs one tenth of
the items price (which includes spare pieces, paying
a craftsman, etc.) or half of it if the Character has
an appropriate Discipline for repairing and succeeds in a Complicated roll (14).
Each month of intensive use without maintaining a piece of equipment will bring a -1
penalty when using it. When it reaches -3,
the item becomes fragile and breaks on a
natural 1 when used.
In the case of a badly maintained
protection, its chances of being destroyed by a critical hit are greater by 1
point for every month without maintenance (until it reaches 4 chances out of 10
after three months of neglect).
227
Experience and S
Advancement
Three factors allow the Leader to determine the amount of XPs to give
at the end of each adventure. In general, for each adventure, the PCs
will receive between 3 and 15 Experience points. Each of the factors
being ranged from 1 to 5, the simplest thing to do is to start from an average number of 3 XPs for each factor and then modulate it according to
the difficulty encountered, the result obtained, and the Characters development and portrayal.
228
- Fight:
- Negotiation:
- Mysteries:
- Techniques:
Technical challenges require the PCs to be clever and resourceful to solve a problem: repairing an object essential for the
rest of the adventure, leading the group without any mishap
through correct orientation in the middle of the wilderness, etc.
Optional Rule:
Staying Fit
Being an Expert or a Master (with a rating of 10 and
more) in a skill is not within everyones reach and
requires regular practice. This optional rule makes this
aspect of the game more realistic. The Leader is free to
adopt it or not, according to the atmosphere he wishes to
give to his game. Each time the Player spends Experience
points to improve a skill other than one pertaining to his
fields of expertise, he must pay an extra tribute in XPs for
each one of his skills beyond 9:
Such tributes are cumulative in the case of several expertises, and stand for the energy necessary to maintain a level
of excellence while learning another Discipline.
229
Sigil Rann can be improved like a normal Discipline (see the previous page).
Moreover, each time a Demorthn takes a level in Sigil Rann, he earns a bonus to his maximum Rindath rating.
230
Such bonuses are cumulative: therefore, reaching level 9 gives 5 more Rindath points
(for a total of 20 extra points at this stage), then 10 at level 10, and 10 again at level 11,
etc. It is possible to earn a total of 110 extra permanent Rindath points.
These points do not mean that the vital energy of the Demorthn increases, but that
she hones her ability to commune with the spirits of nature to obtain their help.
Using an Ogham implies knowing how to get in tune with it. This training is simulated
by the expenditure of 5 XPs. Once it is done, the Ogham is permanently known.
Increasing Exaltation
The level of Exaltation shows the fervor adepts have for the Creator. Each time an adept
of the Temple improves the Miracles Discipline, he earns a defined amount of Exaltation
points, which increase his maximum level as well:
As with the Demorthns Rindath, increases in Exaltation are cumulative.
When a PC is created, she can have access to a first Miracle. Through her journeys, she can awaken to other Miracles. Such
an awakening costs 5 XPs, but will only occur in a specific instance: indeed, awakening to a new Miracle always happens at
the occasion of a mystical scene. Until level 10, a PC can awaken to a new Miracle only once for each level of the Miracles
Discipline he earns. Beyond this, there is no limit. The Player tells the Leader what Miracle he would like to awaken to, and
must wait for an appropriate scene to do so.
Resolution
System
1D10 + Domain (or Discipline) + Way must be higher in value or equal to the Difficulty Threshold
The GL should require Resolution rolls only when it is truly necessary, such as in the case of an action significant
for the rest of the adventure, for example. Remember that such a Resolution roll should never replace a Players description of his action (see the paragraph Using the System on pages 175-176).
To determine the result of actions requiring physical strength or agility (when the PC wants to bash a door, jump from one
roof to another, etc.), the Feats Domain, associated to the Way of Combativeness, is used by default. When the PC tries to be
convincing, to barter, or generally speaking, to be persuasive, the GL will ask for a Relation roll, associated with the Way of
Empathy, etc. By default, each Domain has a Way associated to it. Thus, its rating will be used for each Resolution roll related to this skill field.
Level of 0 in a Domain: If the PC has a level of 0 in a Domain, he can still attempt the action, simply by using the
Way rating associated to the Domain, and the die roll.
Other Types of Resolution Rolls: The Resolution System will take many forms, as it can be used in various circumstances related to the PC. For example, instead of adding the rating of a Domain to the rating of a Way, the Player
can use other attributes, such as Stamina (to measure physical resistance), Sanity, or even Way ratings directly. Some of these
particular cases are described in the associated chapters of the system, but they all work in the same way: the result of the D10
added to the rating in question must exceed the Difficulty Threshold set by the Leader.
Default Domains: In the Shadows of Esteren books, when a Resolution roll is required, the required Domain is generally indicated by default. If a PC possesses a suitable Discipline in the Domain in question, she can use it, of course. For
example, during a scene in which a PC falls into water, a Feats roll is required to escape the current; a PC with the Swimming
Discipline can obviously use it.
When the Discipline is directly mentioned, it means that it is necessary for this type of action (for example, earning bonuses
to resist a disease with the use of the Medicine Discipline). However, except in particular cases, it is possible to attempt the
action by using the rating of the associated Domain, when lacking a Discipline.
Optional Rule:
Picking another Way
This optional rule makes it possible to use a different Way than the one usually associated with a
Domain to attempt an action. Such use of an alternative Way must be justified during the action at
hand. For example, a combative PC (with a major rating in Combativeness) will probably attempt to
solve some situations with this Way. The Travel Domain generally relies on his Empathy; his ability
to stay alert, and to be aware of the environment or his mount. He may possibly use his
Combativeness instead of his Empathy in a case where his survival is at stake and where his pugnacity could logically contribute.
Using another Way should not become a habit, and each case is subject to the approval of the GL.
The Player must explain how his PC will use this alternative Way for the action at hand.
If an action is failed when an alternative Way is used, the result will have more harmful consequences
than an ordinary failure with the default Way. Lets imagine a rather creative PC trying to convince
soldiers to let her in. Instead of using the Way of Empathy normally related to the Relation Domain,
the GL authorizes the Player to use her Creativity. Indeed, the Player explains to the rest of the group
that her PC improvises a fanciful story to fool the soldiers. Should she succeed, everything goes fine:
the soldiers buy it and they obey. Should she fail, they may not appreciate such a trick and decide to
put her in jail for a few days in order to teach her a lesson.
231
A PC may be skilled enough in a Domain and have a strong enough Way for the addition of both numbers to go over the
Difficulty Threshold defined by the GL without having to roll 1D10. Success is then considered to be a given and it is not
necessary to roll a die.
232
It may also be that an action is clearly out of reach for the PC, either because the Threshold to reach is too high for him, or
because the action planned is unrealistic or goes beyond human abilities. Although it is possible to outdo oneself, no one can
cross the limits of the human body or mind without some exterior help, be it mystical or technical. The GL warns a Player if
the action he has in mind is impossible. Trying anyway will automatically lead to failure.
It is possible that a Character cannot theoretically succeed in some actions because of too low a skill and/or Way
rating. In such a case, obtaining a natural 10 on his die roll
(the 0 side of the die) will assure a close success in any
attempted action with a Difficulty Threshold of 17 or less.
If the Character has a rating of 0 in a Domain, he can
attempt an action (except in Domains requiring studies, see
p.195), but his success will always be considered to have a
margin of 0, which means a close call.
-Resolution System-
Critical Success
If the Character succeeds in an action by obtaining a natural 10, he must roll
1D10 again. If he gets another 10, he achieves a critical success. Every other
result on this second roll will have no particular effect. Such a success can be
treated in two different ways. First, it can bring a 5-point bonus to the roll or
another concrete effect (see below). Note that these bonuses do not apply to
actions that succeeded through this means when they were otherwise out of
reach (see the previous paragraph). Here are some examples:
Fighting:
Healing:
Persuasion:
Optional Rule:
The other way to treat a critical success is to leave
its effect entirely to the discretion of the Leader, so
that she can adapt it to the current scene. The purpose is to reinforce the dramatic impact of such a
success, so as to accentuate the mood and make the
moment unforgettable. Another option, left to experienced Players, is to let the Player who has rolled
the critical success describe the ensuing effect.
233
Critical Failure
Failing an action by rolling a natural 1 on the die roll (the 1 side
of the die) means that the Player must roll 1D10 again. On a new
result of 1, he suffers a critical failure. Every other result on this
second roll will have no particular effect. Not only will the action
attempted by the Character be a complete and utter failure, it will
also have negative effects. Using the example of a Character
trying to convince a crowd, a critical failure will not only leave
everyone unconvinced, but will also trigger a violent riot among
the assembly. Usually, a critical failure brings a 5-point penalty or
a concrete negative effect, which can be improvised by the Leader
to fit the scene. Here are some examples:
Optional Rule:
Beyond Limits
With this optional rule, a natural 10 can allow a
Character to outdo himself by succeeding in an action
with a normally inaccessible Difficulty Threshold for
him. This situation can only be applied if the Threshold
is directly above the one that is normally the limit.
Feats:
Crafting:
Healing:
Fighting:
-Resolution System-
Contested Actions
When two Characters do actions that oppose each other, each one rolls a regular Resolution roll. The one with the highest
rating wins the contest. In this case as well, a success margin can be used to evaluate the degree of the success obtained; here,
it will be the difference between the two results. A draw means a tie between the two opponents. Persuasion is a particular
case: a Character being persuaded (with the Relation Domain) can, if he wants, use his Mental Resistance rating or his Way
of Empathy instead of his rating in the Relation Domain.
The Players have most probably noticed that high ratings in Ways bring benefits in using the Domains and Disciplines. This
way, a Character with 5 in Creativity can use her inspiration and her resourcefulness each time she makes something (Craft
Domain); likewise, her knack for improvisation can help her during fights (as Creativity is used to calculate the Potential
rating). But these high ratings in Ways can become serious hindrances in some situationscalled Testsin which it will be better to have the lowest rating possible Thus, a high Combativeness is much more likely to lead to violence, the same way
that a high Creativity can easily lead to rebellious acts. Each Way hides a Fault that can manifest at critical times.
inability to abide by a rule or to adapt to a system. When Subversion overcomes a Character, she will not listen to what
she is told, will disobey and have it her way, without caring about the consequences.
234
Guilt
A Test roll is a very particular Resolution roll that makes direct use of the Ways. To succeed in a Test, the Player rolls 1D10
and the result must bypass a Difficulty Threshold, which will be represented here by the rating of the implicated Way.
According to the intensity of the event or the context, the Leader can add from 1 to 3 points to the Threshold.
-Resolution System-
These specific Resolution rolls have been designed to stress a particularly important moment of the story, when the PC ends
up in a critical situation. They should remain rare and the Leader can do without asking for such a roll if the Players correctly
portray their Characters by themselves.
Here are some examples of Test rolls:
Passion: Jos is a scholar with a rating of 4 in Combativeness. He is involved in a debate of the highest importance in which
taunts spring from all sides and tension is palpable. Malik, the person playing Jos, shows his Characters anger as his companions try to calm him down before things turn out for the worst In this case, the Leader does not need to ask for a Test roll for
Jos as his Player gives a correct interpretation of the combative temper of his Character. Should Malik have remained completely
stoical, the Leader could have asked for a Test roll to determine if his Character was overcome by his boiling temper.
Subversion:
Fiona is a seasoned fighter with a rating of 4 in Creativity. Exhausted, she finally reaches the gates of a
castle to deliver a vital warning and is asked to surrender all of her weapons before entering. The clock is ticking! Knowing
how important the stakes are, Caroline, who plays Fiona, entrusts her equipment to the soldiers without complaining. The Leader
asks her for a Test roll, for it is possible that Fiona could do things her way and try to keep a dagger on her, without thinking
about the possible consequences
Influence: Rhys is a young Demorthn with 5 in Empathy. When exploring an ancient network of underground tunnels
with his companions, he stumbles upon remains probably dating back to the Aergewin. The runes and the pictures engraved on the rock fascinate the Demorthn. Maybe this place was of paramount importance in the ancient times? Suddenly, inhuman growls can be heard from the darkness. Fleeing is necessary, and Rhyss comrades at arms insist that they must leave this
place. The Leader can ask for a Test of Empathy: the very peculiar atmosphere of this place could very well overcome the
Demorthn to the point that he would remain on the spot, hypnotized by what he feels, and taking senseless risks in the process.
Doubt: Seren is a Magientist with a rating of 4 in Reason. Chased by what appears to be mercenaries hired by a
Magientist Lodge, she ends up cornered on a balcony. She is at a dead-end! The only solution would be to run and attempt
a jump to reach the roof of the house in front of her a quite uncommon situation for a well-learned young woman used to the
studious atmosphere of the libraries of the Reizhite capital city. Moreover, there is a high risk of falling to her death! The Leader
asks the person playing Seren for a Test roll linked to Reason: it is possible that the young woman would find herself paralyzed
by doubt, hesitating to attempt this dangerous jump. However, these few moments of indecision could
prove to be fatal as the mercenaries rush at her with their weapons drawn.
Guilt: Enor is a priest of the Temple with 5 in Conviction. He and his comrades must
absolutely leave a region that is about to be attacked by an imposing enemy army.
However, by departing immediately, they are surely dooming a small community that has not been warned Enor, beset by his principles, tries to
convince his friends to turn back, go to the village, and organize an evacuation of the population that remained there.
The Leader does not need to intervene, since Enors Player,
Alan, is giving a correct interpretation of the strength of the
moral principles of his Character.
Luck Roll
Sometimes, chance may determine a good part of an
events outcome. For example, the PC is chased and ends up
in a dead-end: will he find a ladder or a manhole to make
his escape? Another wants to create an antidote and needs
a particular ingredient: can it be found in the only shop of
this isolated village? Of course, the GL may arbitrarily
decide this, but he can also resort to having the Player
make a Luck roll. The GL determines a Difficulty
Threshold between 2 (very likely) and 9 (very unlikely).
The Player then rolls 1D10 and must reach or go beyond the
Threshold to be lucky, and his roll can be modified by an
Advantage or a Disadvantage. A roll of 1 always means a
stroke of bad luck and a 10 some great fortune.
-Resolution System-
235
Combat
System
The Round
During a Round, each participant attacks, defends, moves,
etc. A Round lasts about six seconds, and a fight should
generally only last a few Rounds. A Round is composed of
several phases, the order of which must always be respected:
236
For each damage point, the Player ticks a box in the Health
Condition chart of her Character Sheet. The received
wounds are cumulative and the Player ticks boxes each time
she suffers damage. A gash can become a fatal wound if the
PC is already in a dire state. Damage is inflicted from the
success of the attack, which can immediately impose penalties on the wounded opponent. Suffering an amount of
damage points in excess of ones maximum total of Health
points in one blow always results in instant death. Take a
look at page 239 to know more about managing Health.
Thus, initiative can be of capital importance; it is indeed
possible that the fighter with the initiative deals an incapacitating blow to his opponent, who will then be unable to
strike back.
Ranged Combat
Group Combat
-Combat System-
Ambush
237
Leaving a Combat
Mounted Combat
Shields
Fighting Arts
Not only can a Character specialize in a category of weapons if he has a rating of 5 in the Close Combat Domain (or another
Discipline in particular cases); he can also learn specific fighting techniques. These Arts are neither Disciplines (in the sense
that they are learned once and do not improve) nor Attitudes (however, a particular Art can require making use of a specific
Attitude; see below). It is possible to learn these techniques when creating a Character, or later during the game (see the
Experience and Advancement chapter).
238
Sneak Attack
This art consists of taking ones enemy by surprise or striking him from behind to make the most of it. The attacker using
this technique must meet all requirements for an ambush (see above). Moreover, she can only use a short weapon (knife, dagger, short sword). If the attack of the free Round is a hit, the attacker will add 5 additional points to the damage dealt, which
represents the precision and effectiveness of her blow.
Two-weapon Fighting
To make use of this Art, the fighter must have both hands free (which means that he cannot use a shield), and the secondary weapon must be easily wielded (a short or small-sized weapon, such as a dagger, a short sword, a hatchet, etc.). Making
use of this technique grants the Character a +2 bonus that will accentuate the chosen Attitude; this means it will be added to
the Attack rating with an Offensive Attitude, or to the Defense rating in the case of a Defensive Attitude. If a Standard Attitude
is chosen, the Character chooses where the bonus is attributed. The highest damage of the two weapons is used to determine
the Attack Rating. The damage of the two weapons never stacks up.
Parry
This Art can only be used with a Standard, Defensive, or Quick Attitude. It is necessary to have
the initiative over the targeted opponent to make use of this technique. For this round, the Attack
roll of the Character trying to parry the blow is used not to hit the opponent, but in opposition
to the latters Attack roll when it is made. If the defender gets the upper hand in the opposition, he parries the attack. Otherwise, it is resolved normally (i.e. the Attack roll is compared to the Defense rating of the target).
Archery
Cavalry
A Character with the Riding Discipline can learn this Art. Only an
attack inflicting 5 damage points or more has a chance of unhorsing the
rider; in this case he will have to succeed in a Difficult (17) Riding roll or
fall and take 2 additional damage points. It also gives the rider the possibility to charge for his first attack in a fight, which gives him a +3 bonus to
damage for this Round (+4 if a lance is used). A charge must be performed
with the Offensive Attitude, on a galloping steed.
Health
239
When the Agony box is ticked, the
Character collapses, unable to perform any
action. If there is nobody to attend her within
1D10 minutes, the Character dies. A Difficult
(17) First Aid or Medicine roll is necessary to
stop this process. If the roll is successful, the
Character regains consciousness 1D10 hours
later. She is then in Critical Condition (the
Player unticks the Agony box), cannot
walk without assistance, and needs rest.
Spending a day in Critical Condition without
any medical care requires a Complicated (14)
Stamina roll. Failing the roll means that the
Character dies of her injuries.
Suffering in a single blow an
amount of damage points superior
to ones maximum Health points
always results in instant death.
Death of a Character
Esteren is a harsh universe in which death may be a permanent threat for the unwary. Despite such a premise, the GL
should take care not to cause the death of a PC too brutally, without giving the Player a chance to avoid it. Shadows of
Esteren is a game of atmosphere in which the discovery of the worlds secrets, the evolution of the PCs, and the changes
in their personalities are the main tools used to create an unforgettable mood for your sessions. Therefore, the death of
a PC should only occur as a last resort. However, PCs who are overconfident or take absurd risks can very quickly pay
for it with their lives. More than ever, Players should look before they leap in this threatening world.
240
Diseases
In Tri-Kazel, diseases make up the most common cause of
mortality. Unfortunately, the mystical powers of the
Demorthn, the Miracles of the priests of the Temple, and the
scientific knowledge of the Magientists are far from proving
to be effective against all of them.
-Health-
Infections
During her travels, a Character may face a situation in
which she is at risk of falling ill. When this happens, the
Leader has to estimate the Virulence level of the disease
according to the context in which the Character is. Here are
some typical examples:
Weather Conditions
The climate on the peninsula of Tri-Kazel can often be
harsh. If the Character happens to be traveling while it is
freezing, with warm but insufficient equipment, she has
quite the chance of catching a nasty cold. The Leader may
consider it as a Mild disease: the Character will be feverish,
have coughing fits, etc. However, if the Character is also
wet, because of the rain for example, she may catch a more
serious disease, or even a fatal one (which implies a Deadly
Virulence).
Contracting a Disease
Incubation Time
Contaminations
Being in the middle of an environment where other people
are ill puts one at risk of being contaminated. In this case, it
depends on the Virulence of the disease hitting the population. For example, it is ill advised to visit Tuaille when it
bears the onslaught of insects from the marshes spreading
what the locals call the Yellow Fever
Disease Points
Duration
Diagnosis
-Health-
241
Resting can often allow a Character to recover from a disease, even a dangerous one. She needs to rest as long as it is in effect,
and she will suffer the appropriate Disease points for its Virulence. However, she will recover all of those points the day after
the end of her disease. If a Character does not rest, the disease may live on after its normal five day duration; in that case, on
the sixth day, the patient has to make a Stamina roll related to the Virulence. A failure means that the illness persists and deals
the same number of daily Disease points again (another Stamina roll must be made the following day); a critical failure leads
to death. A success means a remission and a recovery from all the Disease points. When a Character is ill and wounded, she
cannot recover damage points due to injuries by resting. Only medical care can allow it, but at the rate of one daily Health
point instead of the normal two.
Magientist Remedies
242
Sample Diseases
Following are some examples of illnesses that can affect the
Characters, with indications about their Virulence and their
symptoms. They can be used to spice up descriptions and
stress the mood during sessions. Each Leader may of course
complement this list with diseases, whether of his own or
inspired by illnesses that struck the world during the Middle
Ages.
Canker
An infamous disease among warriors, it appears when an
injury has been badly treated. The wound starts to suppurate, will not heal, and may even spread, bringing death.
Virulence can go from Weak to Deadly depending on contamination conditions. Incubation time is Fast.
Stomach Flu
Yellow Fever
This disease, typical of the marshy region of Tuaille, mostly
spreads during summer. It is carried by insects swarming in
the swamps. It causes fever and a yellowish complexion. Its
virulence is Mild and the disease lasts five days. Incubation
time is Fast.
Catarrh
Magientists gave this name to a form of flu bringing fever,
coughing fits, and breathing difficulties. It is of Mild
Virulence and lasts five days. Incubation is Short.
Chimerical Fever
This illness, of Mild Virulence and Fast incubation time,
plagues the patient with nightmarish visions as well as high
fever. Along with the regular Disease points, the patient also
suffers the same amount of Trauma points, which will disappear when the fever subsides.
-Health-
Poisons
There are two types of poisonings: direct and progressive.
Direct Poisoning
Immediate poisons and venoms work the same way as diseases. The Leader estimates the Virulence level, which determines
the Difficulty Threshold to avoid the effects of the product as well as the amount of Poison points the Character will suffer.
As with diseases, a poison may only take effect after a certain period of time, which can range from a few hours to several
weeks. However, the effects of a poison are generally felt within a single day (as opposed to five days for diseases). Thus, a
Deadly poison inflicts a Character 20 Poison points in one day, whereas a poison of Weak Virulence only deals 5 points.
Moreover, some antidotes (of Magientist nature or of another) can wholly cancel the effects of a poison. These poisons can
be of various origins and have very different Virulences: animal or vegetal venom, a chemical, spoiled food, etc.
Progressive Poisoning
There is another type of poisoning, the long-term one, sapping a Characters health. It can be caused by exposure to pollution
or to a toxicant, such as dye vapors, for example. Each year of exposure calls for a Complicated (14) Stamina roll; a failure
brings the permanent loss of one Stamina point and the possible contraction of an associated disease.
Drugs
Some products can cause a very strong dependency in their consumers. There are all kinds of these, and they have very different effects. The word drugs will be used here for simplification. Their impact is linked to several factors: the speed of
addiction, the effects on health, and the induced degree of dependency.
Becoming Addicted
Not all drugs have the same virulence: some of them trigger a phenomenon of addiction very quickly whereas others take
more time. Each time a Character consumes a drug long enough to risk becoming dependent, he makes a Standard (11) Mental
Resistance roll. A successful roll means that the Character does not become addicted, but each subsequent dose taken will trigger a new roll with a cumulative one-point penalty. Only after abstaining for 1D10 months will the Character make such rolls
without penalties from previous consumptions. There are three degrees of addiction:
Slow: the effects are only felt after a month of regular consumption, at the rate of 2 or 3 doses a week.
Moderate: the effects can be felt after two weeks of regular consumption, at the rate of 2 or 3 doses a week.
Fast: each dose can lead to dependency.
Effects on Health
In the case of regular consumption, some products can very quickly be harmful, while others have a slower effect.
When the product is Strongly harmful, each week of consumption calls for a Complicated (14) Stamina roll that brings the
loss of one Stamina point if it fails. Lost points recover at the rate of one for each month without consuming drugs. A Character
dies when she reaches zero in Stamina.
In the case of a Moderately harmful one, the same system applies, but Stamina rolls are made once per month. When it is
Mildly harmful, a roll is made every year, and only a result of 1 on the Stamina roll triggers the loss of one Stamina point, but
permanently.
Of course, particularly excessive consumption can make a product even more harmful. Likewise, however harmful a drug is,
a critical failure (or a result of 1) on a roll causes the permanent loss of one Stamina point. In the case of a critical failure with
a Strongly harmful drug, the Character dies 1D10 minutes after taking the dose.
Mixing drugs can have disastrous effects: if a Moderately or Strongly harmful drug is involved, a Complicated (14) Stamina
roll must be made. A success means that the effects of the various drugs add up without any harmful consequence; a failure
means that the consumer falls ill (she suffers nausea and headaches that inflict a -4 penalty to all rolls); a natural 1 on the roll
brings death within the following hour.
If a Character stops consuming a product he is addicted to, he will suffer unpleasant effects. Weaning off a drug takes a full
week: each day, the abstinent Character makes an Easy (8) Mental Resistance roll with a 1-point penalty for each day that has
passed; a failure brings a different effect according to the drugs degree of Dependency:
Strong Dependency: the Character develops different symptoms depending on the drug (headaches, insomnia,
shaking, nausea, etc.) He becomes aggressive and is ready to
spend high sums of money or commit crimes to get his hands
on his favorite drug. He will focus on obtaining his dose, to
the exclusion of any other project. Every action except the
ones related to acquiring the drug suffers a -4 penalty.
-Health-
243
Detoxification
After 1D10 months of abstinence, the Character will no longer be intoxicated and dependent. If she consumes
during this period of time, she must immediately succeed in a Standard (11) Mental Resistance roll or become
dependent again, whatever the drugs degree of dependency. Each new dose requires a roll with cumulative
penalties, as the Becoming Addicted paragraph indicates.
Drugs in Tri-Kazel
Alcohol is probably the most widespread drug in all TriKazel, and abusing it is highly detrimental, bringing violence, diseases, etc. Abruptly stopping a regular consumption may result in shaking, anxiety, and a state of sadness.
Being under its influence dulls pain, makes the drinker more
daring and bold, but lowers his sense of balance and accuracy, as well as his ability to focus. Therefore, penalties and
bonuses compensate and there is no particular adjustment.
244
Aging
Existence is harsh in the world of Esteren, and people often have a short lifespan. When she reaches forty, a PC rolls a
Standard (11) Stamina roll each year. Failure means that she permanently loses one Stamina point. In this particular case, a
result of 1 on the D10 of this Resolution roll is always considered to be a failure. Every year, a new roll is made, until Stamina
reaches zero, which indicates the death of the Character.
When she reaches fifty, a Character suffers a -2 penalty on all physical actions. Another 2-point penalty is added for each 10
years: -4 at sixty, -6 at seventy, -8 at eighty, etc.
-Health-
Demorthn
Art
245
Creating a Magic-user PC
A PC may be given the ability to use magic from his creation; he only needs to have access to the Discipline of the Sigil
Rann and possess his first Oghamic stones. In such a case, the PC has a number of Oghamic stones equal to his Empathy
rating, which are chosen by the Leader in the list starting on p.253. Without these stones, it is impossible to summon powers
with the Sigil Rann. A GL can also choose not to give access to such powers from the creation of a PC, so as to save the
attainment of the Sigil Rann Discipline for later, during a scenario, or by stressing the search for a mentor. The Character
will then be an Ionnthn, a Demorthn in training. Such a choice does not make it impossible for him to awaken to the
Oghamic powers later. The GL is advised to talk about such a limitation with her Players, as well as about the atmosphere
she wishes to give her sessions. The rarer magic is, the more enigmatic and exceptional it will feel; the easier magic is to
reach, the more fantastic the atmosphere of the game will be.
246
To make sessions run more smoothly, each participant playing a Demorthn is strongly advised to have a reproduction of
the summoning chart, which he may refer to during the game. A downloadable one can be found at the games website
(www.esteren.org).
-Demorthn Art-
Circle:
In Demorthn traditions, six Power Circles exist, which correspond to various stages of rising intensity for each power.
The sixth Circle remains something extraordinary, even for Demorthn with a perfect mastery of the Sigil Rann.
Difficulty Threshold:
To summon a power from the first to the fifth Circle, a Demorthn must have a minimum level of 6 in Sigil Rann and
the corresponding Oghamic stone. However, to summon powers of the sixth Circle, one must have a level of 15 in Sigil Rann.
Invocations of the most powerful kind are detailed on p.249, and can only be performed by Demorthn with a perfect knowledge of this ancestral art.
Moreover, an invocation is not necessarily successful. Each time a Demorthn calls upon the Ogham, she must succeed in a
Resolution roll based on her Sigil Rann rating added to the Way of Empathy to beat a Difficulty Threshold proportional to the
intensity of the power.
Factors:
A power is quantified through 4 main factors. These factors allow the Players and the Leader to have a clear idea of the
concrete effects of a power at a given Circle. When he summons a power, a Demorthn can freely choose its intensity, within
the limit of his Sigil Rann level. The greater the intensity, the higher the cost in Rindath energy. It is also possible to mix factors from several Circles; the highest one always determines the level of a powers Circle. For example, whether a power
requires only one or all of the factors of the third Circle changes nothing: it will be considered a power of the third Circle.
247
Here is a more accurate description of the factors, of how they interact, and of the cases in which they should be taken into
consideration or not. In any case, it is up to the Leader to validate the effects of each factor for a power.
Targets:
This factor defines the number of targets hit by the power; target referring to a Character or any other living being. In the
case of some powers, it can also be an object or a thing. For each Circle, one target may be added.
Note that the targets included must be within the Circles maximum range, as defined by its Scale. This means Scale can be
a restrictive factor for the number of targets.
In such a case where the Scale is not sufficient to include all of the targets, the Demorthn has to choose between taking a
higher Circle level to reach a sufficient Scale, and lowering the number of targets to those included in the Scale corresponding to the chosen Circle. If the targets are out of the Demorthns line of sight, he must be able to mentally picture the place
and the target. Some powers, such as Earthquake, can affect a very large number of targets without this factor having an
influence on the Power Circle.
Scale:
This factor includes the range, the area of effect, and the volume. The range of a power determines the maximum distance between the Demorthn and the spot where the power is summoned. The area of effect is always calculated as the diameter of a
circle and spreads from the spot where a power is summoned. Thus, a power of the third Circle can affect a spot distant from
50 yd at most, and within a radius of 50 yd. Some powers require interpreting the Scale factor so that they remain coherent:
for example, a Thunder power, whatever its Power Circle, will remain something brief, with a very restricted area of effect.
However, Scale can be used to determine where lightning struck; if several targets are hit, it will then be considered that several lightning bolts are striking the area of effect defined by the Scale. Note that the same power cannot strike the same target
several times just because it is of a high enough Circle to affect several targets. The Leader should exercise common sense to
validate or not the interpretations of the Scale factor. Finally, this factor also determines the volume a power can affect. The
first Circle can affect up to 2 pounds or 2 pints of material; the second one 10 lb/pints; the third one 100 lb/pints; the fourth
one 200 lb/pints, and finally, the fifth circle can affect up to 2000 lb/pints.
-Demorthn Art-
Persistency:
Bonus/Penalty:
Damage:
Rindath Cost:
248
Summoning Time:
The powers of the Sigil Rann are feared, for their execution is very fast. A Demorthn only needs to concentrate
for a moment, with an Oghamic stone in hand, to unleash its
power. However, the mightier a power is, the deeper the
concentration needs to be. This factor indicates the penalty
applied to the Demorthns Speed rating to determine her
order of action and the precise moment when the power is
activated. A Demorthn must not be disturbed before her
invocation ends or her power may fail (see further).
-Demorthn Art-
-Demorthn Art-
249
Summoning a Power
As it has previously been said, successfully summoning a power is not a given. Each time a Demorthn calls upon
the Ogham, she must succeed in a Resolution roll based on her Sigil Rann rating added to the Way of Empathy, which must
beat the Difficulty Threshold related to her powers Circle level.
- If the Resolution roll is a success, the power is summoned
and the Demorthn subtracts the cost of the power used
from her amount of Rindath. Drawing energy from herself
brings the Demorthn a feeling of tiredness, which becomes
greater as her Rindath reserve diminishes. It is possible that
a high rating in Sigil Rann makes the use of powers of a certain Circle an automatic success. In such cases, no
Resolution roll is necessary, but the Demorthn still spends
as much time summoning and still expends her Rindath.
- If a natural 10 is obtained on this roll, the invocation is
more powerful than intended. The Demorthn makes one
factor of her choice one Circle higher, but the Rindath cost
remains the same.
- If the Resolution roll fails, the power is not unleashed, but
this failure does not affect the Demorthns Rindath reserve.
She must start her invocation again from the beginning.
250
Optional Rule: Drawing from Vital Energy
By using this optional rule, the GL allows a Demorthn to call upon an Oghamic power even when her energy rating
is insufficient or has reached 0. Using her reserves of vital energy will completely exhaust the Demorthn, and may
even lead to her death. When a Demorthn wishes to use a power that would make her Rindath rating fall into the negative, she must make a Stamina roll (Stamina rating + 1D10).
The Difficulty Threshold for this roll is linked to the negative rating the Demorthn reaches:
-Demorthn Art-
Physical Resistance:
Resisting a Power:
A living being can attempt to resist the effects of
a power, be they physical or mental. The stronger
the intensity of a power is, the harder it will be to
avoid its effects. A natural 10 is always considered a success, even if the Difficulty Threshold was out of the
targets reach; likewise, a natural 1 always means that the
roll is a failure, even if success could have been automatic.
According to each case, various characteristics can be involved (see the following paragraphs).
Mental Resistance:
Recovering Rindath:
Meditating:
Resting:
-Demorthn Art-
251
Demorthn Ethics
In Demorthn traditions, the Three Arts must always be used in order to enforce natural order and the balance of
the environment. A Demorthn using such powers to serve personal ambitions, by a thirst for power or out of
envy, or also to satisfy a desire for personal vengeance, goes against ancestral principles. It is possible that the
other Demorthn, during a Tsioghair, will consider him unworthy of his rank and confiscate his Ogham, temporarily or permanently, according to the fault he committed and how he behaved thereafter.
This part explains the effects of several powers by giving some examples of Oghamic stones.
252
Effect of a Power
As it has previously been described, it is up to the
Player to define the effects of an Oghamic stone, within the
limit of its range of action. Some examples of Oghamic
stones presented further define ranges of action. Demorthn
Players are advised to describe the power of their Ogham
and what they wish to obtain as accurately as possible. For
example, when summoning Spring, the Player can explain
he is summoning the spirit of the stream running under the
path to make a small fountain of pure water gush from the
ground. The more accurate the description, the closer the
Demorthn will be to achieving the desired effect. The
vaguer the description is, the more surprising the effect may
be, and the GL should feel free to interpret the power as she
wishes.
Combining Powers
It is possible to combine several effects. For example, a first
power may create dew on a Character, and a second one
may freeze this dew, confining the target within an ice prison, putting it at risk of choking or dying because of the
cold.
Oghamic Stones
Here are some examples of Oghamic stones. This
list is in no way exhaustive: there is potentially no
limit to the number of Oghamic stones. Each Leader
is free to decide whether an Ogham exists or not; she can
also decide not to use some Ogham so as to limit the
influence of magic in her sessions and preserve an atmosphere where fantastic things are less obvious. The description of each stone gives a non-exhaustive glimpse of its
range of action. Some Ogham are reversible; in such a case,
it is indicated in their descriptions. Thus, a Humidity Ogham
may become a Drying Ogham, etc.
-Demorthn Art-
Calm Water
Humidity
Mist
Rain
Summons rain.
Pure Water
Spring
Wave
Ice
Transforms water into ice and vice versa. It can cool objects
or even freeze them, but it cannot generate heat. This
Ogham can kill, immobilize, or slow down living beings.
Call Birds
Gust
Pure Air
Rustling
Thunder
Petrifaction
Pure Earth
Sculpt Earth
Stone Arrow
Tracking
-Demorthn Art-
253
Transmutation
Some minor Ogham, such as Ice or Petrifaction, have the ability to turn a living being into ice, stone, etc. Used reversely,
the Humidity Ogham can also bring similar effects by totally drying up a being containing water. This kind of power deals
damage normally according to its Power Circle. For the intended effect to actually occur, the Demorthn must deal a sufficient amount of damage to kill the target. In this case, the target perishes and the transmutation is permanent. If the amount
of injuries is insufficient, the target will still be wounded (it will be freezing, will feel awful pain because of cramps in its
body, etc.) but will suffer no other effects from the power. The Persistency factor is irrelevant in this case.
Paralysis
A Vegetal Growth Ogham can be used to entangle an opponent and bind it. An Ice or Petrifaction Ogham can be used for
the same goal; the target will be trapped in ice or stone until it can no longer move, but it can still try to struggle free, as
explained on page 251.
Slowing
Slowing down is expressed through penalties in Speed, Defense, Feats, and Close Combat rolls, and globally all physical
actions. The penalties are defined by the Power Circle.
254
Heat
Light
Fire Resistance
Sleeping Volcano
Animates branches, vines, roots, and all the other appendages of a plant to make them perform tasks: grabbing an
object, hitting (the damage dealt depends on the Circle),
immobilizing an opponent, etc. The higher the Circle used
is, the more active the tree or plant will look.
Bark Skin
Makes the targets skin look and feel like solid bark. This
Ogham generally grants bonuses to Protection. The Ogham
can be used to heal the damaged bark of a tree in a permanent way (which gives no protection against ulterior damage
on the same tree).
Curative Berries
Camouflage
Poison
Vegetal Growth
-Demorthn Art-
Eagle
Call Animals
Endurance
Calm Animals
Shield
The skin of the target becomes very resistant, in a way inspired from a precise animal, each Ogham being related to a
particular animal: thick leather, scales, etc.
Calyre
Cure
Healing
Regeneration
Vital Energy
Withering
Wound
-Demorthn Art-
255
Miracles of
the Temple
How Clerical Magic Works
In terms of rules, the magic of the Temples
Elect works on the same principle as the
Demorthns, which was previously described. This chapter is going to describe what
differs in terms of game mechanics for users of clerical magic. For any other point, refer to the rules about
Demorthn magic. Here are the basic principles:
256
Clerical magic rests on two elements: first, an unwavering piety, and second, the Miracles Discipline (a
branch of the Prayer Domain). Obtaining the
Miracles Discipline does not ensure that powers will
be obtained; only genuine faith can make it possible.
Even if the Elect are few, the Leader can authorize
access to such powers for adepts of the Temple
played by PCs. In such a case, the young Elect starts
with the access to one Miracle chosen by the Player.
Awakening to this first Miracle should be an important moment of the Characters history, and be detailed in his background. He can then access other
Miracles by following the advancement procedure
(See the Experience chapter). As with Demorthn,
the Leader can also decide that access to such powers
will only come after some time, if for example, she
wishes to give her sessions an atmosphere where
magic is a rare thing.
Exaltation
Minor Miracles:
Blades:
Major Miracles
Minor Miracles:
Vectors:
Major Miracles:
Minor Miracles:
Sigires:
Major Miracles:
Minor Miracles:
To accomplish Miracles, the Elect calls upon the exaltation resulting from her faith. This part describes how to spend and earn
Exaltation points. At creation, a Characters Exaltation amounts to the following:
Way of Conviction x 3
Intensity of Miracles
Power Stanzas
257
Performing a Miracle
Successfully performing a Miracle is not a given. However, having a minimum rating of 6 in the Miracles Discipline
is enough to attempt to realize one. For that, the priest must have awakened to one or several Miracles (See the
Experience chapter). Each time an Elect calls upon divine powers, she must succeed in a Resolution roll based on
the Miracles Discipline; the Difficulty Threshold depends on how powerful the Miracle summoned is. Performing a
Miracle is done according to the exact same rules described in the paragraph Summoning a Power on page 250. The consequences of a successful or failed Resolution roll described in this paragraph also apply to Miracles. Here are the others aspects
to take into account:
An Elect can be disturbed while he is invoking a Miracle. The paragraph Being Disturbed During an Invocation on page
250 explains how to resolve such situations.
Resisting a Miracle
The paragraph Resisting a Power on page 251 describes the possibilities a target has to resist the effects of a Miracle.
Praying
Elect follow the same mechanics as Demorthn with Rindath to recover or earn Exaltation points (See the Experience chapter and the
Recovering and Earning Rindath Energy section on p.251). The
only differences are that they use the Contemplation Discipline instead of the Meditation one, and that the Difficulty Thresholds depend
on how holy the place is instead of how close to nature it is.
Moreover, praying in a place holding a Relic triples the hourly point
recovery, with a maximum of 15 daily points. Finally, a nights sleep
brings no Exaltation point; only prayer restores faith.
Fervor
258
Promoting faith in the One God and carrying out acts in favor of the
Temple increases the Exaltation of the Elect. Here are some examples
of such actions: following the precepts of the order the Elect belongs
to in an exemplary way, converting populations, having a new place
of prayer built, recovering lost holy relics, protecting the interests of
the Temple, etc. The action will be a minor, significant, or major one
according to its magnitude and the fervor of the Elect in accomplishing it. Converting a small group of people is a minor action, converting a village is a significant action, converting a city is a major
action. Managing to accomplish actions considered as significant and
major should remain exceptional events.
Showing Faith
The Elect must faultlessly abide by the principles of the Temple,
mainly through a strict application of the six Ordinances.
Breaking the principles of ones faith, performing Miracles
to serve personal ambitions, or any other sacrilegious act
can lead the priest to face a Gwidrite religious court. Those
acts can also make her lose Exaltation points, temporarily or permanently. The Elect may lose her ability to realize Miracles until she
repents. The ensuing punishment depends on how important the
errors made were. It can take the form of a pilgrimage, acts of contrition, or corporal punishment (with a cilice, a knout, etc.) Some acts
(such as murder) may not only be considered serious offences, but
also lead to being dismissed from the order, and can be punished by
death.
These are the sentences generally applied according to the offence
committed:
Minor Offence:
Significant Offence:
Loss of 10 Exaltation points (which can be recovered) and maximum Exaltation rating lowered by one point, inability to perform
Miracles for a month or until the fulfillment of a punishment dealt
by a superior.
Examples: getting drunk, yielding to the pleasures of the flesh in a
provocative way, making a significant breach to the Ordinances,
being insolent or disrespectful toward an immediate superior, etc.
Major Offence:
Loss of 30 Exaltation points (which can be recovered) and maximum Exaltation rating lowered by three points, impossibility to perform Miracles until punishment.
Examples: making a severe and deliberate breach to the Ordinances,
using Miracles for ones personal success without regard for the
Creator, committing senseless murder or assaulting a member of the Temple, etc.
Each Miracle has a precise field of application described below. Unless it is explicitly mentioned, powers are not reversible.
Canticle
Through his chanting, the Elect can instill fervor for a celebration or during a fight. At the time of holy prayers, canticles ring in cathedrals dedicated to the One God. Used in a
fight, the Canticle protects the Elect and all those he wishes
to by improving their Defense rating.
Castigation
Castigation can cause great pains that may lead to death.
The bodies of the victims will feel painful, as if knouts were
flaying their naked skin and cilices were clutching their
limbs. The damage, the number of targets, and other factors
are determined as usual according to the Stanza.
Circle of Protection
The enemies of the Elect suffer a penalty to every action
they take against the priest and her allies (thus, attacking
and using skills) within the circle of Protection. At the fifth
Stanza, the Circle cannot be crossed by the enemies of the
Elect. If an opponent is within the area of effect when the
invocation is performed, it has to leave it. The priest can use
this power to drive an opponent away through her faith by
wielding her holy symbol. If the opponent ends up cornered
and the priest keeps getting closer, her power dissipates. If
it gets stuck, the opponent can also try to cross part of the
Circle to escape, but never to attack.
Divine Cold
This Miracle can transform water into ice, cool down an
object and even freeze it, unleash snowstorms, freeze the
opponents of the priest, etc. This last use is seen as a purification of the enemy, so that it may meet the purity of the
creator God in its death.
Refer to page 254, paragraph Transmutation, Paralysis, and
Slowing to get more details about using this Miracle.
For other types of use, the Stanza depends on the intensity
of the Miracle the priest wishes to perform.
Divine Wrath
The Elect calls upon the blessing of the Creator to fill him
and his allies with righteous fury, which translates into
bonuses in Close Combat.
Holy Vigor
This Miracle can make someone ignore exhaustion, have a
restful sleep (4 hours are then enough to be fully rested),
ignore pain, and have a bonus to Stamina rolls and skill rolls
related to endurance. Ignoring pain reduces penalties due to
a deteriorated Health Condition by an amount of points
equivalent to the bonus granted by the Miracle. From the
fifth Stanza, this Miracle makes it possible to ignore death
for a few moments. If the beneficiary suffers a mortal
wound, he can still stand for 1D10 minutes or until he has
accomplished his last action (finishing a fight, carrying a
relic to a safe place); the beneficiary then dies from his mortal wounds. It is not possible to naturally heal deadly
wounds while this Miracle lasts; only Miraculous Healing
or any other sort of magical power can save the beneficiary.
259
Litany
Might of Faith
This Miracle allows the priest and her allies to ignore fear
and terror. Believers who benefit from this Miracle can be
granted a bonus to Sanity rolls depending on the Stanza for
the whole duration of the Miracle. From the third Stanza,
this Miracle also allows all beneficiaries to ignore pain by
reducing penalties due to a deteriorated Health Condition by
an amount of points determined by the Stanza.
Miraculous Healing
This Miracle heals wounds, stops bleeding, mends broken
bones, etc. The amount of damage points healed is related to
the Damage factor. No scar or mark will be left. From the
fifth Stanza, this Miracle can regenerate mutilated limbs. It
can also cure all kinds of diseases, and neutralize the effects
of natural or artificial poisons. The necessary intensity will
not be the same for a mild disease or poison than for a particularly deadly affliction: the Difficulty Threshold imposed
by the Virulence determines the minimum Stanza required
(See the the Cure Ogham on p.255). In no case can this
Miracle bring the dead back to life.
260
Purification
Thanks to this Miracle, the Elect can purify objects, places, or people. A successful Purification is permanent, but does nothing
against any potential future profanation. This power can make brackish water clear, spoiled food edible, a rotting tree healthy,
etc. This power is also used to exorcize possessed people or places haunted by evil spirits.
It can also sanctify defiled areas from which Feondas rise. By accomplishing such a Miracle, the Elect banishes corrupted spirits from a place and prevents any new Feond from appearing. In any case, the level of the Stanza is determined by the intensity of the present corruption and is entirely left to the Leaders judgment.
Resurrection
This Miracle can bring the dead back to life. The Persistency
factor indicates the maximum amount of time following the
death that the priest has to perform this Miracle. For example,
at the third Stanza, the Elect has one minute (10 Rounds) following the death of the targeted person to accomplish this
Miracle. This factor can never go beyond 20 days. The miraculously saved person has to succeed in a Complicated (14)
Stamina roll to come back among the living. A success means
that he comes back to life in the Critical Health Condition, but
such an operation makes him permanently lose one Stamina
point. A failure on the Stamina roll means that his soul became
a wandering one in the realm of the dead; he is now definitely
dead and no other Resurrection Miracle can be attempted. A
natural 10 on this roll means that the beneficiary loses no
Stamina point and comes back to life in a Good Health
Condition (thus, with no box ticked in the Health Condition
chart). In any case, coming back from the dead inflicts one
permanent Trauma point. If the Stamina rating of the target
falls to 0, death is irrevocable. It is impossible to use this
Miracle to resurrect someone who has died of old age. If the
body of the beneficiary is in a very bad state, it will first have
to be restored through a Miraculous Healing Miracle in order
to repair any destroyed vital organs.
Vision of Limbo
This powerful Miracle implants a vision of the hell awaiting
the target(s) of the priest when they die. They will be blamed
for every sin they have committed; a dreadful feeling of guilt
will seize them, as well as the unfathomable terror of suffering
forever in the depths of Limbo. The greater the Stanza is, the
more difficult it will be to avoid the effects of the Vision of
Limbo. A failure on the Mental Resistance roll inflicts an
amount of Trauma points equivalent to the bonus this Miracle
would have granted according to the chosen Stanza.
Moreover, the target(s), their minds filled with fear, suffer a
penalty to all Attack rolls against the priest for the whole duration of the Miracle. If the Mental Resistance roll gives a natural 1, Trauma points are permanent and the target(s) flee.
261
Magience
Only Magientists know how to extract crude Flux and refine it. In
theory, anyone can access Magientist Disciplines; in actual practice, one has to study in a university or under the guidance of
specialists in the domains at hand, and the Magientists control
the diffusion of their knowledge. If a Character accesses the
Flux Extraction Discipline, it means he has learned the theories and specific techniques used to extract Flux from matter.
Crude Flux extracted in this fashion generally comes in the
form of a thick, greasy liquid.
Raw Material
To realize an operation of extraction, the Magientist must have raw material at her disposal. Each animal, vegetal, or mineral
matter holds a specific amount of Flux. The following chart indicates a few examples of the properties of Flux according to
its source, as well as the necessary amount of raw material to obtain one standard dose of Flux ready to be refined.
262
100 lb
200 lb
400 lb
Extraction
Extraction Equipment
and Workers
The extraction of crude Flux must always be
undertaken with the appropriate tools and technical equipment. The Flux Extraction Discipline,
exclusive to Magientists, includes skills to
maneuver and use such equipment. Workers are
often trained by Magientists in using these
machines and extracting crude Flux. They must
have a minimum of 1 in Magience, as well as a
Discipline in the Craft or Science Domain
(machineries of extraction are then considered as
a particular type of artifact), and have access to
equipment of at least Average quality.
A result between 2 and 10 in the chart above implies that the equipment breaks down. A technician with the appropriate repairing Discipline must work for a number of hours equal to the result to be able to start it up again.
-Magience-
263
264
As it was the case for extraction, adjustments are cumulative. Failing irremediably spoils all of the crude Flux invested. In the
case of a natural 1, refer to the chart in the previous paragraph Failing Operations of Extraction.
Refined Flux
It comes in a liquid form with a vivid hue that varies according to its origin (bluish for mineral, purplish for
organic, greenish for vegetal, and warm yellow for fossil). One dose of refined Flux is generally equivalent to 3 ounces.
-Magience-
- Complete Neophyte
- Popular Artifacts
- Novice
Switching On
Most artifacts must be switched on before they can be used.
A Complicated (14) Switching On roll is necessary when a Character deals with an artifact for the
very first time. This roll uses the Magience
Domain (or the Artifact Use Discipline) or the Domain related to the artifact for those who are not Magientists (for
example: Craft, Occultism, or Science if it is a Magientist
tool). The Handling rating (see the Handling paragraph on
p.267) adjusts these Switching On rolls. Everything depends
on who is trying to switch the artifact on:
-Magience-
265
- Complete Neophyte
If a Character has no points in Magience, it will be impossible for him to make the artifact work by himself.
If a Character has an instruction manual that he has carefully
studied, or if a professional tells him how to do it, a
Complicated (14) Switching On roll allows him to do it.
- Novice
Using an Artifact
After an artifact has been switched on, it is possible to use it
with the appropriate Discipline. In the case of a failure with
a natural 1, the artifact may be damaged. It is also possible
for a novice to use an artifact without the appropriate
Discipline; the adequate Domain will then be used, but the
risks of an accident are significantly higher. (See the paragraph Resistance Roll on p.267).
Artifacts that require no Use roll once they have been activated have Auto indicated as their Ergonomy.
Repairing an Artifact
- Magientist
266
- Popular Artifacts
Flux is often stored within cartridges with a very thin metallic cover. A standard
cartridge holds a single charge of Flux (about 3 ounces of refined Flux). There are
medium cartridges, that fit in the hand and hold 3 charges (about 10 ounces).
Finally, there are also Flux gallons: reinforced carboys holding 30 charges each
and weighing several pounds. Unless otherwise stated, a cartridge of one type
of Flux (mineral, vegetal) is universal and able to power any artifact using
this type of Flux.
Fossil Flux
As rare as it is precious, fossil Flux has three essential qualities:
- It does not need to be extracted and can be directly refined.
- It is richer in energy than the other Fluxes.
- With some rare exceptions, it can power any artifact, no matter the type of
Flux it usually requires.
In terms of energetic efficiency, one charge of fossil Flux
is the equivalent of three charges of the other types of
Flux. Therefore, an artifact will work thrice as long with
fossil Flux, or will spend thrice as less charges (rounded down)
when it is activated.
-Magience-
- Type of Flux
- Consumption
- Tank
An artifact can be powered by directly plugging it to a cartridge or a carboy of Flux. Some of them also have an inner
tank. One Round is required to change a cartridge, plug a
carboy, or pour the equivalent of two charges of Flux into a
tank. Artifacts with a tank are generally larger, and are more
likely to explode if they are damaged.
- Resistance
Artifacts may break down or be damaged if they are misused. A Resistance roll is required in the following cases:
- A Magientist or any Character using an artifact with the
appropriate Discipline getting a failure with a natural 1
when trying to use the artifact.
- A Character with no adequate Discipline getting a failure
when using an artifact.
- The artifact is exposed to one of its Vulnerabilities (see below).
- An artifact is powered with the wrong type of Flux.
- Resistance Roll
- Vulnerability
- Handling
Here are the characteristics of commonplace artifacts, as well as those of more exotic ones. Some offensive artifacts are considered as weapons and their wielder must hit his target by using the appropriate Discipline, as described in the previous paragraphs. Damage is calculated as usual, by adding the damage of the weapon to the margin obtained.
Popular Artifacts, which require no particular knowledge to be switched on and used, are indicated with this symbol:
Mineral
1 charge/2 hours
10 charges
7
Humidity, Heat
+3 (0 in combat)
3
This cumbersome device, weighing about 40 pounds, is generally used by miners. It is a harness that straps on to the back
and the arms of the user. Its pliers can be used in a fight.
Vegetal
1 charge/discharge
1 charge
3
Impacts, Fire, Lightning
0
2
This extravagant invention consists of a gauntlet linked to
a medium Flux cartridge on the users forearm or a carboy
on his back. It deals 2 damage points for each energetic discharge; armors and shields offer no protection.
Organic
1 charge/2 hours
10 charges
7
Humidity, Lightning
-1
Its ear-shattering noise may be highly unpleasant, but its
thick steel drill hammers rock and makes it possible to
directly dig granite.
Vegetal
1 charge/2 hours
1 charge
2
Humidity, Lightning
Auto
This somewhat heavy box produces a green flame, much
more efficiently and quickly than a tinderbox. The useful
life of a moderately used charge (three or four daily uses
of 5 seconds each) is about 3 months. Used continuously,
one charge is consumed in 2 hours.
267
Mineral
1 charge/2 hours
1 charge
4
Impacts, Humidity, Fire, Lightning
+1
This clever mechanism is increasingly used by miners and
builders. It can pull up to 200 lb without any effort.
Vegetal
1 charge/2 hours
10 charges
4
Impacts, Humidity, Fire
0
4
It is highly prized by lumberjacks, although it is cumbersome and its blades require a lot of maintenance.
268
N/A
N/A
N/A
3
Impacts, Fire, Lightning
0
It is not always possible to use one of the huge machineries
of extraction or refinement, particularly in the middle of
nature. Thus, the Mobile Flux Extractor is greatly appreciated by the Magientists of Tri-Kazel.
Activated with a crank, it draws its energy from the very
extraction process; truly a Magientist miracle. This complex
device is generally disassembled and kept within a chest. It
weighs about 40 lb. Only Magientists with the Flux
Extraction or Flux Refining Discipline (according to what it
is used for) can use it. The Mobile Extractor is considered
Average quality equipment and can extract or refine one
daily dose of crude Flux.
Organic
1 charge
1 charge
7
+3
A Tonic is contained within a special syringe. No Switching
On roll is necessary.
With an injection, the beneficiary heals 1D10 previously
suffered damage points.
The roll to use it has a Standard (11) Difficulty Threshold in
a quiet environment, but can be higher under distractions or
difficult conditions. If it is a failure, the injection process
fails, the cartridge is spoiled, no wound is healed, and the
patient suffers one damage point. Used regularly or too
often, Tonics can create an addiction (See the Health
chapter).
This artifact uses special organic Flux cartridges, with secret
additives. There are other types of medicines with various
effectswhich come within the same type of single-use
syringesnotably remedies to help fight certain diseases, or
special Tonics used in the treatment of madness.
Organic
Special
1 charge
2
Impacts, Fire
+2
Several lenses, strangely assembled around a frontal frame,
allow the viewing of microscopic details and seeing in the
middle of the night.
Night vision has a range of about fifteen yards, and displays
the scenery in grayish tones.
Microscopic sight consumes one charge per hour, while
night vision consumes one charge every ten minutes.
Switching from one mode to another requires a successful
Standard (11) Artifact Use roll.
Variable
1 charge/12 hours
1 charge
2
Impacts, Fire
Auto
This artifact looks very much like
a lantern. It gives a nice glow
within a 3-yard radius. There
are several models, but the one
powered by mineral Flux is
the most popular one: its
cartridges are the least
costly and its blue glow
does not feel too eerie.
-Magience-
Sanity
n Shadows of Esteren, the PCs will come to experience exceptional events which can leave a mark
on their personalities. This part of the system is
used to simulate the evolution of their Sanity.
Preamble
Although it is strongly inspired by psychopathology, the Sanity system presented in
this book has mainly been developed with the express purpose of fitting the universe of Shadows of Esteren; not of being realistic or exhaustive. Its only goal
is to give Leaders and Players simple tools to optimize the game atmosphere.
However, using these rules is not strictly required to play Shadows of
Esteren. Players and Leaders should talk about it to know if they want to
introduce such a dimension in their sessions. In general, only experienced and mature Players should use these rules.
The personality of a Character is defined by his ratings in the Ways. Aspects (Consciousness, Instinct, and Trauma),
Orientation (rational or instinctive), and Character Traits result from them. All of these elements are determined at the creation of each Character. Each PC also has two segmented charts that are a permanent reminder of his psychical condition. One
of these charts keeps track of Trauma points, and the other of Hardening points. The Leader also has a sheet with a chart for
each PC, which she will update as the game goes on.
269
Sanity Charts
Obviously, the Leader has the responsibility of
keeping track of the evolution of the PCs Sanity. It
will prove to be a very good tool to preserve the
mood: the Players will only have a vague idea of their alter
egos' psychical condition. Thus, when a PC will start to hallucinate, the Player will not actually know whether these
visions are real or not. The Leader will find below a reproduction of the sheet for such a purpose. During sessions, she
will keep this sheet hidden and update it without telling the
Players about its evolution. At certain points in the game,
270
Success
If the roll is a success, the resilience of the PCs mind is tested, but he hangs
on and generally suffers no Trauma points. Some shocks may result in
Trauma even if the Mental Resistance roll is a success; these points are indicated in brackets in this chart.
Mental Hardening
Someones mind may also harden when repeatedly submitted to horror. When a Player gets a 10 on the D10 of her Mental
Resistance roll, her PC is considered to have endured the shock remarkably well. She shows no sign of emotion and even
comes out of it hardened. The Player ticks a box in the Hardening chart each time she gets such a result. For each state she
reaches in this chart (Symptom, Syndrome, and finally, Madness), the PC gets a +3 bonus on all of her future Mental
Resistance rolls. For example, a PC with 6 Hardening points is in a state of Symptom and gets a +3 bonus to all such rolls.
This represents the ability to withstand increasingly strong psychical shocks. However, Hardening may reach such a degree
that it also becomes a psychic trouble. The mind shuts away more and more from the outside world to protect itself against it;
hence the fact that the Hardening chart is divided into four states reaching up to Madness. Professor Ernst Zigger has defined
this specific pathology, which he has named the Empty Fortress.
Failure
Scarring
A PC develops psychic Scarring each time the Player gets a 1 on the D10 on
a Mental Resistance roll. If the Character suffers from a deteriorated sanity
condition (that is to say Syndrome or Madness), such Scarring can happen at the same time as a Crisis. It is possible to be scarred several times after
having rolled several natural 1. Each Scarring is determined by rolling 1D10
and referring to the following table:
Nightmare
Hiding
Crying
Nausea
The scene makes the PC sick, and she will feel nauseous for
1D10 hours. Throughout this time, she suffers a -1 penalty
on all her actions.
Fleeing
Phobia
Stupor
Fainting
-Sanity-
271
Anguish
Obsession
As opposed to a phobia, the PC will develop a morbid fascination for what triggered the trauma. She will try to know
more, will think only about it, etc. After a week, the PC
makes a new Mental Resistance roll.
If she succeeds, the obsession slowly subsides; if she fails,
it will persist for one more week, at the end of which a new
roll is made, and so on.
Avoiding Mental
Resistance Rolls
272
Crises
Each of the twelve pathologies defined by Zigger manifests
through particular states and outbursts. When an already shaken
PC is confronted with unbearable scenes, it may trigger a Crisis.
The state of the chart is always taken into account before any
additional Trauma points are included.
- If the chart of the PC corresponds to a state of Balance
or Symptom, a failure on the Mental Resistance roll does not
trigger a Crisis.
- Starting from a state of Syndrome (11 points and up),
each failure on a Mental Resistance roll will lead to a Crisis related to the PCs pathology. If a natural 1 is rolled, the Crisis also
includes Scarring (see above). If the Crisis and the Scarring contradict, the Scarring is ignored and the Crisis takes precedence.
Unless otherwise specified, a Crisis lasts 1D10 days
before it subsides.
-Sanity-
The Sanity system introduces twelve mental disorders, which are the exacerbation of classical character traits. Ten of them
are directly associated with the Ways.
- At creation, the Player, with the Leaders agreement, can choose the disorder that is likely to affect her Character.
- The disorder must be chosen for a Way with a major (4 or 5) or minor (1 or 2) rating. Only Phobia may indifferently be chosen by all the Players.
- The Empty Fortress is not a disorder that can be chosen; it can affect any PC, regardless of her initial disorder, and is the
result of an excess in the Hardening chart.
- The Orientation of the PCs personality and his Character Traits can help choosing an appropriate disorder. Each disorder
involves particular Symptoms, Syndromes, states of Madness, and Crises.
Here is a chart recapitulating the troubles for each Way.
Weakening
Strengthening
Special Abilities
-Sanity-
273
This disorder is typically associated with a minor rating in Combativeness. Sullen and listless, the person is burdened by pessimism, sadness, and a feeling of fatality that can put her in danger. This disorder can also be chosen by a PC with a major
rating in Conviction: she is consumed by the ideals that she does not manage to carry out, falling into a ferocious self-deprecation and the guilty feeling of not being up to the task.
Symptom of Morosity
Depressive Syndrome
The person is dull, lacks energy, and may even have a hard time getting up. She speaks little or, on the contrary, complains
continuously. A Crisis involves insomnia and seemingly senseless crying fits. Special Ability: the person is less frightened by
death; she gets a +2 bonus to her Mental Resistance rolls when she is directly in danger.
Melancholy
274
The person becomes desperate and develops a very poor self-image. She can become prostrate and devoid of reactions. A
melancholic Crisis generally leads to a suicide attempt. Special Ability: the person is fearless, particularly regarding death.
She automatically succeeds in every Mental Resistance roll related to a danger threatening her. In contrast, her survival instincts are completely smothered, and she may even let herself die in some situations.
The object of the Strengthening is the Way of Conviction, whereas the Weakenings is the Way of Combativeness. A melancholic person becomes increasingly harsher toward herself; her Conviction turning against her, and finding fault in everything
she does. Moreover, she is marked by a loss of energy and motivation.
Symptom of Distrust
The person feels potentially threatened by everything happening around him. He becomes very cautious and increasingly suspicious. A Crisis takes the form of a delirious
interpretation of a sign or a sound: the soldiers passing by
are here for him, the laughter at the nearby table are taunts
that are directly targeting him, etc. The person will react to
such a sign: hiding, challenging those who are making fun
of him, etc. Special Ability: the person becomes very hard
to catch off guard; he gets a +2 bonus to every skill roll related to alertness.
Organized Delusion
-Sanity-
Reference Symptom
Mimetic Syndrome
Mimicry
which can hinder him in his other activities. He can get worried if he does not have the opportunity to perform the
appropriate actions (religious ritual, checking, etc.) The
obsession can have a phobic connotation, when, for example, the person is always afraid of catching a disease, or
meeting such-and-such creature everywhere he goes. He
will tend to be excessively careful and meticulous, which
will make him waste time.
Obsessional Syndrome
Not only does the person constantly think about his subject
of focus, he also tends to feel anxious. He develops new
rituals, which he has to perform lest he feels seized by
anxiety (for example: checking his equipment when he
leaves a place, saying a prayer after a given action, counting
his Daols, etc.) When he undergoes a Crisis, he feels violently oppressed and performs the same ritual several times,
which is related to his subject of focus.
Special Ability: by dint of using his brains and constantly
thinking about the same subject, the person gets a +2 bonus
on every roll related to his obsession.
Ritualizations
Symptom of Mysticism
Syndrome of Fanaticism
-Sanity-
275
a mystical bout during which the person seems sometimes cut off from the rest of the world and absorbed in her own thoughts,
sometimes elated to the point of being embarrassing for her neighbors. She can also have aggressive and uncontrolled gestures. Special Ability: the person gets a +5 bonus to her maximum Exaltation or Rindath rating.
Mystical Delusion
The person thinks she is in direct contact with superior entities or is convinced she is invested with a special mission that she
must accomplish, no matter the cost. Her convictions become practically unquestionable. A Crisis manifests with intense bouts
of elation; she can drop what she is doing, persuaded of witnessing a sign. She may take senseless risks, become violent, or
even start a dangerous journey with an unlikely mystical goal. Special Ability: the person obtains 10 more points to her
Exaltation or Rindath rating. The object of the Strengthening is the Way of Conviction or the one of Empathy. The beliefs of
the person become more and more invasive until she becomes deaf to any questioning. The object of the Weakening is Reason,
which reflects a loss in rationality and in her grip on reality.
276
Aggressive Symptom
Impulsive Syndrome
Fury
Symptom of Illusion
The person feels like her senses are playing tricks on her. A
shadow at the corner of a street or in a copse, a whisper in
the dark alleys of a city
Assailed by perceptions she experiences as oddities, the person starts to construct a theory revolving around a precise
theme. This is not about direct hallucinations, but rather
defined symptoms of illusion, reinforced by a vague feeling
of mysticism or anxiety. During a Crisis, the person is beset
by direct hallucinations involving one of the five senses.
She is absolutely convinced of the reality of what she sees
or feels. Special Ability: if the experience is mystical, the
person gets a +5 bonus to her Rindath or Exaltation rating.
If it is persecutory, the person is aware of any exterior
sign. She will rarely be caught unprepared; she has a +3
bonus on every skill roll related to alertness.
Hallucinations
-Sanity-
Symptom of Absent-mindedness
Symptom of Agitation
The person is very sensitive, and can switch from one emotion to another at a moments notice. He becomes fickle, and
there is an accentuation of his tendency to dramatize and
make a fuss over the slightest annoyance in his daily life,
which makes him very hard to bear.
Hysterical Syndrome
Erotomania
Confusional Syndrome
The person shows increasingly worrying signs of inattention, and memory and sleep problems (which make her state
of inattention worse during the day, due to sleepiness).
Moreover, she suffers from spatiotemporal disorientation,
combined with a disorganization of her reasoning, possibly
leading to incomprehensible speech. If she is an artist or
someone of a creative nature, she will appear to be eccentric, with an unbridled imagination. In a state of Crisis, the
person seems unable to follow what is happening around
her, confused, and caught in a dreamlike world. She can
remain prostrated, or on the contrary, elated, strange, and
fascinated with a phantasmagorical inner world. Special
Ability: the person only needs to sleep six hours a night and
gets a +2 bonus to every artistic skill.
Crepuscular State
Most often lost in a severe Confusional Syndrome, the person ends up sinking into a state in which her mental issues
lead to flawed interpretations of reality. She also tends to be
more active during the night. The manifestation of a Crisis
is a dream delirium: visual images of a sometimes frightening nature arise in the conscience of the person who
appears sleepy and unable to think realistically. The Crisis
may trigger sleepwalking acts ending with total amnesia of
such an episode. Special Ability: the person only sleeps
three hours a night and gets an extra +2 bonus to every artistic skill, as she draws inspiration from her visions.
The object of the Strengthening is the Way of Creativity:
confusion induces its share of incoherent and chaotic imagery, and as the condition worsens, the persons imaginative
production becomes more intense, getting in the way of
focusing, sleeping, etc. On the other hand, this accentuation
offers the person a growing artistic inspiration. The object of
the Weakening is Reason, which reflects the increasingly
severe alteration of the ability to focus, think, and keep track
of time and space.
The person has a friendly, uninhibited behavior: he is excited, talks fast, and displays an enthusiasm that may seem
excessive. The slightest thing can annoy, irritate, or even
infuriate him.
Syndrome of Elation
-Sanity-
277
everyone uncomfortable Showing hyperactivity, the person also has all sorts of projects and ideas. He often changes his
mind, becoming impatient and irritable. During a Crisis, he may put his own life in danger by taking on one of his projects in
an impulsive and irrational way. A Crisis can also manifest itself in a violent bout of anger if someone else, no matter whether friend or stranger, hinders him. Special Ability: the person gets a +2 bonus to all his Feats rolls.
Megalomaniac Delusion
The person truly believes himself to be capable of anything. He plans great projects that will seem unrealistic or delirious to his
companions: he wants to be included in the kings council to warn him about the threat hanging over his kingdom, or to bring
about an economic recovery that he deems much needed; he demands to meet a high-ranked emissary of the Temple, thinking
that he has discovered the location of a holy relic, etc. When dealing with a stranger, he switches from an exuberant familiarity
to an unjustified anger, which will give him great problems in his daily life. He also tends to buy things compulsively, spending
all of his Daols and even possibly getting himself hugely in debt. A Crisis leads to an attempt to fulfill one of his delirious projects, or to a fit of wrath that can become violent and deadly. With a natural 1 on a Mental Resistance roll, the mood of the elated completely reverts. Within a few hours, he sinks into a deep melancholy that is very likely to lead to a suicide attempt if
another Crisis arises. On a natural 10 on a Mental Resistance roll, the mood of the elated reverts again, making him exuberant
and uninhibited once more. Special Ability: the person gets another +2 bonus to all his Feats rolls.
The object of the Strengthening is the Way of Combativeness: the person becomes more and more enterprising and uninhibited
as the disorder worsens. The object of the Weakening is Conviction, particularly the aspect of this Way related to moral values
and the ability to fit into society while being capable of self-control.
278
Symptom of Fear
Phobic Syndrome
-Sanity-
Phobic Delusion
The person is beset by her fears. She is permanently anguished and frightened, afraid of being trapped in a situation in which
her phobia would crush her. During a Crisis, the person suffers from real hallucinations, during which she struggles with her
nemesis: for example, when facing unreal images displaying her companions taking hideous appearances, the person will do
everything to escape and survive, and will not hesitate to resort to violence. Special Ability: the person becomes an expert in
regards to her nemesis, getting an additional +2 bonus to all skill rolls involving knowledge about it or actions to move away
from it. The object of the Strengthening is the Way of Reason and reflects the fact that the object of phobia invades the persons life more and more, up to the point of completely monopolizing her thoughts. The object of the Weakening is the Way
of Combativeness as the person feels crushed by anxiety and the threat the object of phobia represents, without any hope of
resisting.
This particular disorder is associated with the Hardening
chart. The persons mind, after it has faced too much horror
and trauma, withdraws into itself and rigidifies, which can
cut it from the outside world entirely. However, behind such
a fortress, there is often a devastated mind that is no longer
more than an empty shell.
Symptom of Dulling
Apathetic Syndrome
Empty Fortress
Although many events or situations can damage the psyche of the PCs, there are also several means to recover from such wounds.
Diagnosing
The Knowledge of Mental Troubles and Mental Phenomena Disciplines, which can be accessed through the Science
and Occultism Domains respectively, make it possible to analyze a Character's mental condition by referring to the works of
Ernst Zigger. In no case can a Character use this Discipline on herself. A diagnosis can have different aims, and involves three
steps. Each step requires a roll in the appropriate Discipline. A result of 10 on the D10 gives the physician a complete diagnosis (a General one, a Condition one, and a Complementary one) within a single session.
- General Diagnosis
A half hour discussion makes it possible to determine the mental disorder the patient suffers from. The Resolution roll is
Complicated (14). If it is a success, the physician determines the disorder affecting the Character.
- Condition Diagnosis
This diagnosis attempt can only be undertaken with a previously successful General Diagnosis or information from another
person. With a successful Difficult (17) Resolution roll, the physician can determine whether the examined Character is in a
state of Balance, Symptom, Syndrome, or Madness.
- Complementary Diagnosis
-Sanity-
279
Natural Recovery
In a calm situation, Temporary Trauma points subside after a week. Resting at an inn, coming back to ones homeland, or feeling protected by friends in a secure place are examples of situations allowing for a good recovery. This
type of recovery has no effect on Permanent Trauma points.
Demorthn,
alchemists,
and
Magientists have created potions
and medicines capable of partly
abating psychical suffering. There
are products to calm someone down,
and others to stimulate him. A dose
of such a product generally has the
following effects:
Easing a Crisis
280
Mind Treatment
Some methods have proved to be effective to alleviate
heavy psychical suffering. They mainly include two
Disciplines: Mind Treatment in Science, and Hypnosis
in Occultism. Although the latter is denigrated by the proponents of science, it can be used in the same way as Mind
Treatment. In Tri-Kazel, such occultists are few and often
suspected of sorcery. There are some in Reizh, but practically none elsewhere.
Churchmen and Demorthn can also be of great help for
traumatized Characters who share their beliefs, thanks to the
power of faith (related to the Spirituality Discipline). It is
the most commonly used therapeutic method in Tri-Kazel.
To be efficient, the therapeutic supervision must last a number of months equivalent to the amount of Permanent
Trauma points the patient suffers from. The PC must visit
her therapist at least twice a week in a calm, secure place.
Each month, the physician or spiritual guide must succeed
in a Mind Treatment, Hypnosis, or Spirituality roll. The roll
is Complicated (14) if the patient is in a state of Balance or
Symptom, Difficult (17) if a Syndrome must be treated, and
Very Difficult (20) for a Madness. At the same time, the
patient must succeed in a Mental Resistance roll, the
Difficulty of which varies according to her state: Standard
(11) if she is in a state of Balance or Symptom, Complicated
(14) for Syndromes, and Difficult (17) when she is in a state
of Madness. A success removes one Permanent Trauma
point, a natural 10 on this success removes two points, and
a critical success three points. It is possible to remove
Hardening points in the same way.
If this roll is a failure, one more month must pass before any
new attempt can be made. If the patient gets a natural 1 on
her monthly roll or faces traumatic situations leading to a
failure in a Mental Resistance roll during the treatment, she
relapses and 1D10 of her Permanent Trauma points come
back (this cannot go beyond her maximum at the beginning
of the treatment).
-Sanity-
Sanity Charts
Obviously, the Leader has the responsibility of
keeping track of the evolution of the PCs Sanity. It
will prove to be a very good tool to preserve the
mood: the Players will only have a vague idea of their alter
egos' psychical condition. Thus, when a PC will start to hallucinate, the Player will not actually know whether these
visions are real or not. The Leader will find below a reproduction of the sheet for such a purpose. During sessions, she
will keep this sheet hidden and update it without telling the
Players about its evolution. At certain points in the game,
270
Success
If the roll is a success, the resilience of the PCs mind is tested, but he hangs
on and generally suffers no Trauma points. Some shocks may result in
Trauma even if the Mental Resistance roll is a success; these points are indicated in brackets in this chart.
-Glossarydept:
a person undergoing six years of instruction, with the aim of being accepted into one of
the six orders of the Temple.
Adhar:
Aelethal:
The title borne by Osag clan chiefs. As time went by, it also
came to be bestowed on village chiefs and those who are
nominated by a king to be the head of a city. (19, 62, 67)
Aothbs:
Agaceann:
284
Anro:
Aingeal:
Arenthel:
Azulrock:
a bluish mineral found in Tri-Kazels marble deposits. Azulrock is very much sought-after, especially
because it is known to be very rare on the Continent. (172)
Albanite:
lade knights:
Breithan:
Botanist:
Bramble knights:
aernide:
Circles:
Clascadh:
Continent:
Corahn-Rin:
small, hemispheric granite shelters, formerly built in the north of the peninsula by ancient mountain tribes. (87)
C'maogh:
Cursed stones:
Confederation:
aedemorthys:
a Tri-Kazelian word
used for Magientists, with emphasis on their
disrespect for the forces of nature. (21, 80, 156)
Deathcheater:
Demorthn:
285
doms. There are three types of Daols, which look like triangular coins minted with specific alloys. A frost Daol (made
of Trekann) is worth ten azure Daols (made of Aelethal).
Each of those azure Daols are worth ten ember Daols (made
of Orekal). (126, 127)
arrach Feis:
eond:
Flux:
Exaltation:
-Glossary-
Foundations: the period during which the Three Brothers united the tribes of Creags peninsula and founded
the three kingdoms. The year zero of the Tri-Kazelian calendar marks the Oath and formalizes that event. (27)
Great Theocracy:
a Continental
nation founded around the faith of the Temple. (90, 152)
elite:
Hexcelsis:
nceptus:
286
an-an-Saol:
Lr an Baille:
agience:
Magientist:
Gwerz:
Gwylmith:
Hilderin knights:
Inguards:
but the one on the north of the peninsula was razed by the
faithful of the Temple. (24, 25, 122, 141)
named Corahn-Rin in the ancient tongue. Created by the spirits of the Triad, it covers Esterens world and represents the
whole of natures phenomena. In its branches and foliage
flows the Rindath, existences primordial sap. (24, 142)
Lorn Rann:
Magister:
Mauve Death:
-Glossary-
Mekones:
Merchanthas:
Nebular:
ccultist:
One:
Oradh:
Nimheil:
Ordinances:
Orekal:
Osag:
Osfei:
rimordial Spirits:
the elementary
beings from which Esteren originated according to
the Demorthn: Adhar, Roimh, and Usgardh
(which form the Triad), as well as the spirit
Aingeal. (142)
aoghal-Dheir:
Rindath:
Roimh:
Saoghal-Glas:
-Glossary-
287
Sigil Rann:
Sigire:
Sorcerer:
Soustraine:
288
Three Brothers:
Tiraine:
Trekann:
Tri-Kazel:
Tsioghair:
Toil-taigh:
Tugarch':
sgardh:
the primordial spirit of water in Demorthn myths. A member of the Triad and co-creator of the LifeTree. (25, 142, 144)
Vector:
Vitalist:
hite Famine: a period of suffering during the Ice Era (360-450); its name refers to the cold weather that
caused the decimation of numerous snowbound communities. (29, 82)
-Glossary-
-Technical IndexRelation..........................198
Discipline........................195
Advantages.............. 212
Leaving a Combat...........238
Ambush....................237
Diseases.......................... 240
Luck roll........................235
Age...........................208
Aging.......................244
Domain...........................195
Rindath (recovering)..........251
Agony...............................239
Domain (default)...............231
Madness..........................272
Round..............................236
Archery............................ 238
Drugs...............................243
Magience........................ 197
Artifact.............................265
Margin.............................232
Sanity...............................211
Mental Disorder..............273
Empathy..........................207
Mental Hardening...........271
Erudition.........................197
Mental Resistance...........211
Ethnicity......................... 202
Miracle............................256
Exaltation (rating).............218
Mounted Combat............238
Sixth Circle.....................249
Beyond Limits.................233
Experience...................... 228
Natural Environment......197
Sneak Attack...................238
Birthplace........................ 206
Extraction........................262
Extraction (failure)............263
Ogham (list).....................252
Factors.............................247
Falling.............................240
Ogham (minor).................245
Fault................................234
Feats................................197
Order of Action...............236
Fighting Attitude.............216
Orientation (personality)....211
Fighting Arts...................238
Flux.................................262
C
Cavalry.............................238
Character Traits............... 210
Chart (sanity).....................211
Close Combat..................196
Combativeness................ 207
Combining Powers.......... 252
Consciousness................. 211
Contested Action............. 234
Conviction....................... 207
Craft.................................196
Creativity......................... 207
Crisis................................272
Critical failure..................233
Critical success................233
D
Damage (fighting)..............236
Damage (Miracle, Sigil Rann). 248
Death............................... 239
Defense............................215
Demorthn Mysteries......196
Difficulty Threshold........232
Disadvantages..................214
Flux (crude)......................262
Flux (fossil).......................266
Flux cartridge..................266
Occultism........................198
Speed.............................. 215
Stamina...........................215
Stanzas............................257
Stealth.............................199
Summoning a Power.......250
Summoning Time............248
Survival Points................217
Symptom.........................272
Syndrome .......................272
Parry................................238
Perception.......................198
Target
Performance....................198
Persistency
Testing.............................234
Travel..............................199
Potential..........................215
Trauma (rating).................211
Power Circle...................246
Two-weapon Fighting.....238
Prayer..............................198
Health Condition.............239
Profession........................203
Profession (crossed)..........203
Instinct............................ 211
Way................................. 207
Instinctual Disorder.........276
Intensity
Rational Disorder............274
Interpretation (madness)....273
Reason.............................207
Refining (crude Flux)........ 264
Virulence.........................240
Way (alteration).................273
289