Transcendence 2nd Edition

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Second Edition
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Two years after I abandoned the original Tran-


Tran-
scendence game, it returns in a new edition.
Created by George Chatzipetros
Contact me at neon- Pow
Powered by the brand new Nova game engine,
[email protected] the game has many new features, including new
Watch out at http://members. character creation rules, extended background
background
xoom.com/sidhe7 for new releases and a new setting: historical medieval Europe.
and updates Warning!
Unlike the old Transcendence,
Transcendence, this second edition
is not a stand-
stand-alone game. Based on Nova,
Nova, it re-
re-
quires the Nova core book, as well as the Magik,
Tools of the trade and Character options source-
source-
books. So, if you don’t have them, get them from
http://members.xoom.com/sidhe7.
3 contents
Introduction 5 Faerian 29 Sorcery 56 The inner ring 93
“Good and “Evil” 6 Gnosis 31 Sorcery in general 56 The “real” world 93
Chronology 6 Naturalis 32 Sorcerers 57 The dream world 93
The hidden world 8 Shadoris 34 The Slumber 57 Fantasia 93
The Awakened 12 Societus 36 The Burning 58 Shaping the dream world 93
The Barrier of Foresight 12 Sorceror 37 New realms 59 Changing yourself 94
The Transcendence 12 Vigoris 39 Faeromancy 59 Bringing luck 94
An Awakened lexicon 13 Character creation 42 Oneiromancy 60 Dream battles 94
The long Sleep 13 Concept 42 Selenomancy 62 Entering the dream world 95
The Awakening 13 Basic steps 43 Spiritualism 64 Secluded dreams 96
The Pretending 14 Generate attributes 43 Diabolic pacts 66 The land of spirits 97
The Revealing 16 Determine skills 43 Glamours 68 The ethereal plane 97
An Awakened’s life 16 Secondary characteristics 43 Manifestations 76 The astral plane 98
Beyond death 19 Choose faction and allegiance 43 Heathen and hermetic magick 79 The middle ring 98
Possession 20 Manifestations 44 The Order of Hermes 80 The outer ring 98
Life after the Possession 21 Socialities 45 The Seelie Court 85 Creatures of myth and lore 100
Rejection 22 Qualities 48 The Unseelie Court 86 Mystick 100
Resonance 24 Gifts, drawbacks and universal 51 Dae Khan 88 Bestial abilities 100
points
The Factions 24 Personality traits 53 Kaidos 88 The creatures described 114
Angelicus and Infernus 25 Skills 53 Fighting with dae khan 88 Spirits 135
Brutalis 27 Witchcraft 56 Out of this world 93 Baobhan Sith 144
4
Sith powers 145 Dian Cecht 164
Demons and angels 148 Ecate 165
Attributes 148 Kathadastro 166
Skills 149 Leviathan 167
Sorcery 149 Lugh 167
Manifestations 149 Manannan Mac Lir 168
Dread and awe 149 Oghma 168
Minions and creations of sorcery 150 Sheela-na-gig 169
Automaton 150 The Dragon 170
Golem 151 The Enlightener 170
Homonculous 152 Supporting Cast 172
Gargoyle 153 Famous last words 175
Anathema 154
Common abilities 155 Character sheet, page one 176
Special abilities 155 Character sheet, page two 177
Gods and powers 159
Arawn 159
Balor 161
Cernunnos 162
Crom Cruach 162
Danu 163
5 introduction

T
ranscendence takes the form of history books and multime- ideas formed shortly after the uni- themselves from the rest of earth.
place in Europe during dia a GM can use to spice up his cam- verse. These powers were always at Without any competition, man-
the Dark Ages. The paign and keep his players interested. war for the domination of earth and its kind spread to the four corners of
first edition of Tran- At the same time however, the inhabitants. Their war was always earth and built a mighty civilisation.
scendence took place in the imaginary Europe of Transcendence is a lot fought indirectly, through their influ- But the powers of light and darkness
world of Corahen, which loosely re- different from the historical medieval ence and minions. were brooding and making plans. They
sembled medieval Europe. However, Europe. Behind everyday life and the The first inhabitants of the could perceive the future and sense
the concept of Corahen was aban- mundane world lies another world, dark land were the faeries. They ruled that there was going to be a period in
doned in this second edition and his- and of infinite possibilities. Aside from earth even when men appeared. The which “evil” would dominate the land
torical Europe has been adopted as mortals, Europe is also the home of “good” and “evil” powers looked down and another during which “good”
the game’s setting. This has been faeries, supernatural beings and sor- on the faeries and decided that they would be triumphant. After that time
done for many reasons. First among cerers. Magic is real, even though most would make perfect soldiers for their however, their vision of the future be-
them is that Transcendence is a dark people dismiss its existence as super- war. They managed to seduce and came blurred and blocked by some-
fantasy game heavily in need for a stitions. These unseen forces act like divide the faeries in conflicting sides. thing they called the Barrier of Fore-
Dark Ages setting. And there is no in tales: they are mysterious, dark and The terrible Faerian Wars were not sight. The mighty powers were terri-
imaginary setting that can capture the appear rarely to mortals. Most people won by any side. Instead, they left only fied by the blocking of their vision and
Dark Ages ambience and feeling like live and die without confronting the ruins and destruction, being the first feared that this period would be the
the original Dark Ages Europe. supernatural, except in fairy tales. tragedy of the cursed and futile war one to determine the true ruler of
Moreover, players and GMs alike feel The cosmology of our world is between ‘good” and “evil’. The few earth. Thus, they made preparations
instantly at home when dealing with based on the conflict of “good” and faeries that survived faced the humans for the Final Battle.
historical Europe than with fictitious “evil” powers. These powers are not to which began spreading and retreated They activated processes even
settings. There is also a wealth of in- be confused with individuals. Rather, into other, mystical dimensions, build- they couldn’t completely understand
formation about medieval Europe in they are concentrations of spirits and ing their Faerie Realms and isolating and brought about the Transcen-
Transcen-
6
dence. Their mortal champions were Europe. dards). Being good is… good. Being nate through wars and the fear of
put in a slumber that resembled death, In this depressing and degener- evil is bad. Good people go to heaven. arms. Suddenly, “good” doesn’t seem
but during which the spirit was kept ating era, a war is about to break away Bad people go to hell. Etc, etc. much better than “evil”.
alive to re-animate the body when the from the eyes of the mortals, as the This simplistic view of the world “Evil” pagans perform blood
right time would come. These champi- Awakened are preparing for the Final doesn’t really fit our complicated life sacrifices in the name of their despica-
ons of “good” and “evil” would awaken Battle. What is the true meaning of as human beings and certainly not a ble gods. “Good” Inquisitors burn
when the time for the Final Battle the Barrier of Foresight? Does it dark role-playing game like Transcen-
Transcen- people at the stake to purge heresy
would be nigh. They came to be called mark the end of the world? Will the dence. What fits the game really nice is and sorcery. “Evil” bandits rob and kill
the Awakened. winner of the conflict achieve domina- another, distorted view of these classic at the highways. “Good” nobles rob
Many centuries passed until tion over earth? What about the terms: the peasants through taxes. That’s
time drew close to the point when the Awakened that have abandoned their • “Good” is when you try to make the spirit in Transcendence.
vision of the powers became blurred. cause and now work only for them- other people act like you be-
A period of twilight has spread across selves? What role will mortals and faer- lieve is right, controlling them Chronology
earth. Christianity has devolved into a ies play in this epic conflict? The an- through strict ethics and laws. Historically, t he Middle Ages
despotic tyranny. The Roman empire swer to these questions still remain to • “Evil” is when you try to domi- spanned nearly a millennium, from 476
has been divided into petty kingdoms be seen. nate other people’s lives AD when the last Roman emperor of
fighting through wars and political through sheer force and intimi- the West was deposed, to 1453 AD
machinations. Advancement is science “Good” and “Evil” dation. with the fall of Constantinople to the
has grinded to a halt, with superstition The Judeo-Christian perception Ah, now our world is transformed into Turks. A GM is free to choose any
replacing knowledge. Hunger and dis- about good and evil is something like a pool of gray instead of black and point in this range as the awakening of
ease, exploitation and deception have black and white. A person is either white dots. The “good” powers con- the champions and the opening of the
become the standards of daily life. good (according to some set stan- trol the people through laws and reli- Final Battle. This book however, as-
These are truly the Dark Ages of dards) or evil (according to other stan- gious beliefs. The “evil’ powers domi- sumes that the opening point of the
7
campaign is 980 AD, a few years be-
fore the new millennium and whatever
new it brings with it.
Of course, we all live in the 21st
century and we know what has tran-
spired after 980 AD. It wasn’t the
end of the world for sure and there
was no great battle for world domina-
tion. But this doesn’t have to be the
way things evolve in your campaign.
Feel free to play with history and sur-
prise your players by introducing
events which never happened or alter-
ing the outcome of historical events.
This ought to make your players a lit-
tle worried and not able to count on
their knowledge of history to guess
what will happen next. Maybe the
world won’t make it to the 21st century
after all...
8 The hidden world

O
r a history of the known 14 billion years ago, The awakening Powers. Although not as powerful, code of laws, rules and codes of ethics
universe few are aware of the Et
Eternal
ernal Powers their spirit is still strong and they com- to dominate its subjects. The other
of. In the outer ring of the cosmos, the mand considerable influence. They uses direct intimidation and raw power.
Eternal Powers were formed. They call themselves the Aionioi, meaning These attitudes will be given the sim-
were purely spiritual creatures, the “eternal”, but eventually they’ll come to plified terms of “good” and “evil” by
Before all first sentient beings in the universe. be called demons and angels by the ignorant humans much later.
For untold eons, the primal forces of They were gifted with immortality and inhabitants of the inner ring. The war between the two sides
order and chaos battled against each great powers and this led to arrogance continues renewed, but it eventually
other for supremacy. Order tried to and war among them. Believing they 8 billion years ago, the great expan-
expan- becomes apparent to the Eternal
create a construct ruled by specific were born to rule the cosmos, they sion Powers that they’re also equal in the
and strict laws. Chaos, on the other were soon divided in two warring fac- The Eternal Powers begin to realise middle ring and they need a new battle-
hand, preferred a universe of pure tions, following the law of duality. that their war in the outer ring will never ground to achieve a final victory. They
chance, where everything would con- Each faction became a united con- end, since each opponent is of equal begin to look upon the distant inner
stantly be changing according to ran- sciousness, so that it was thinking and power. Thus, they search for a new ring for that battleground.
dom patterns. acting as a single entity with a vast battleground to carry on their war.
mental potential. Since the outer ring is very distant 4 billion years ago, the
the forming of
15 billion years ago, the dawn of from the other two rings of the cosmos, earth and the birth of the Dragon
time 11 billion years ago, life in the mid-
mid- they can’t be there in person but have The earth is formed out of the void
Order finally wins in the war against dle ring of the universe to use agents to conduct their battles. and an unknown power sets the su-
chaos, banishing most of it from reality. The fire of life lights in the middle ring They manage to seduce the leaders preme spirit known as The Dragon as
The result of this victory is the crea- of the universe. The creatures evolv- of the Aionioi and turn each against its guardian. The Eternal Powers re-
tion of the cosmos and its three levels: ing there have both a spiritual and a the other, provoking a great schism in gard this as a threat to their expansion
the outer, the middle and the inner ring. physical presence unlike the Eternal their society. One side uses a strict and send waves of their angelic and
9
demonic armies to destroy the 65 million years ago, the extinction
e xtinction passed levels. Soon, most of the faer- aged to co-exist with the faeries, living
Dragon. In a titanic battle, the meteor and the appearance of the ies are drawn to Mu. in separates lands. But now, the
Dragon decimates the agents of the faeries power-hungry Kathadastro plans to
Powers. The Powers are so weakened A large meteor strikes earth, putting 2 million years ago, the coming of a rule the entire earth. He strikes a deal
by this defeat as to be unable to send an end to the dinosaur’s dynasty and new breed with the echidnas and trains proto-
their agents en masse to earth ever severely affecting the magickal fields The first hominids appear on earth. humans as soldiers in the use of tech-
again. The massacre at earth spells of earth. The great spirits of nature They evolve into complex, sentient nology. The faeries form the Seelie
the end for the first generation of de- are unharmed but many lesser ones are forms of life, undisturbed by the faer- Court as a response to the At-
mons and angels, already decimated by forced to merge with animals and live a ies who remain at Mu. lantians’ aggression, a military body to
the ongoing war. Only a few of them physical existence to avoid extermina- coordinate their movements. They
remain. tion. This merging gives birth to an 500 thousand years ago, the descent also have on their side most of the
entirely new category of beings: the of Kathadastro spirits, but the final solution comes
2 billion years ago, the flight of the faeries. Using their magical powers, Kathadastro, a malevolent spirit in the from the dragons, who rise to oppose
old ra
races
ces the faeries build a mighty civilisation form of the worm-god and its followers their old enemies, the echidnas. The
About this time, dragons and echidnas and flourish. descend on earth, on the continent of Atlantians are defeated and their
arrive at earth by flying through the Atlantis, fleeing from their dying power is broken. The survivors return
void of space from unknown home- 15 million years ago, the rise of the planet. Being advanced in both tech- to Atlantis, where they begin ques-
worlds. The two species soon develop lost continent of Mu nology and magick, they set to build tioning the rule of Kathadastro. This
an enmity for each other and settle The most advanced faeries converge great and terrible cities on the island. marks the beginning of Atlantis’ de-
down in different lands. on the continent named Mu in the mid-
cline.
dle of the Pacific ocean. They build 250 thousand years ago, the march
proud cities with high towers and ad- of the Atlantians
Atlantians
vance their powers of magick to unsur- For long, the Atlantians have man-
10
245 thousand years ago, the forming knowledge is lost under the waves 10 thousand years ago, the re-re- from earth. As time passed, the diffi-
of the Unseelie Court along with their cities. The few survi- surface of the Unseelie Court culty of finding they way to them in-
The Seelie Court, having become vors scatter around the world. This is With the Atlantians out of the picture, creased. Finally, their domains were
very popular since the defeat of the the end of the great faerian civilisation. the remnants of the Unseelie Court cut off from earth, in essence becom-
Atlantians, is contacted and cor- believed they could be the rulers of the ing worlds of their own. They were the
rupted by the “good” Eternal Powers. 15 thousands years ago, the sinking earth once more. All they had to do fabulous faerie realms. Most of the
They begin to ask for more power and of Atlantis
Atlantis was enslave the primitive humans. But faeries were content to remain in their
authority to impose their beliefs and The power of Atlantis had slowly de- humans had grown numerous and cun- realms and only rarely did they venture
laws to all faeries living in Mu. The cayed since their grand defeat from ning and the old glory and power of on earth.
most chaotic and lawless faeries form the faeries. Even their god had finally the faeries was long lost now. With no
the Unseelie Court in response, an abandoned them to ponder on his de- help from the spirits of the land and 0 AD, the great enlightenment
organisation to oppose the Seelie feat in the deeps. Now came the final with the active opposition of the The mysterious great spirit known as
faeries. end to their decline. The machines and Seelie Court, the plans of the Un- the Enlightened Being walks among
energy sources they have constructed seelie were unraveled and bounced humans as one of them. He freely uses
100 thousand years ago, the faerian long ago but didn’t know how to main- back on them. Humans begun to hunt magick to perform miracles and con-
wars and destruction of Mu tain ever more, severely malfunctioned, faeries down, for they were the new vince that he’s a god. He spreads a
The conflict between the Seelie and causing a colossal explosion which rulers of earth. In the brink of extinc- message of peace, love and unity, cre-
the Unseelie Courts escalates to sent the island beneath the surface of tion, faeries retreated to deep woods, ating many enemies, among them the
open war. All of Mu is soon drawn into the Atlantic ocean. Thus ended the secluded vales or high mountains. Eternal Powers. He’s finally arrested
the vortex of civil war. The spells re- most technologically advanced civilisa- Their retreat from the world by mortal authorities and sentenced to
leased are so powerful so as to break tion on earth. was much deeper than they thought. death. He accepts that death, turning
the integrity of the land, forcing it un- They became so isolated from the rest into a martyr. This sparks the creation
der the ocean. Most of the faeries’ of the world that they begun to fade of a new religion, one that soon be-
11
comes a dominant power in Europe. Battle for the domination of the world Final Battle.
The Powers seek to turn this power would be fought at that time. Knowing
into a tool of their own, infiltrating the that humans are the only rulers of the
structure of the new religion and altering earth now, they begun to prepare for
the words of the enlightener so that the war by selecting the cream of their
they could serve their purpose. By the human agents. These champions of the
set of the Dark Ages, they’ve suc- Powers were ascended into a higher
ceeded in turning the Church into an status, becoming something more than a
oppressor of the people. simple mortal, something close to a spirit.
This ascension was called the Tran-
Transce n- scendence. Then, they were put to hi-
55 AD to 315 AD, the Transcen-
dence bernation, destined to arise neat the
From the beginning of time, the Eternal year 1000 AD and lead the other men
Powers have used their incredibly po- in the Final Battle for the glory of their
tent divination powers to foresee the masters.
future and adjust to it. However, as they
approached they year 1000 AD, im- 902 AD, the Awakening
ages of the future became blurry and The transcendent champions of the
warped. A mysterious obstacle, which Eternal Powers begin to awake, becom-
became known as the Barrier of Fore- ing known as the Awakened. They pos-
sight, blocked their vision in the new mil- sess humans and use them to infiltrate
lennium. This greatly frightened them, society and maneuver to positions of
causing them to believe that the Final power. This marks the beginning of the
12 The awakened
The Barrier of Foresight of the raving preaching of a prophet. to happen. The unknown was a new The Transcendence
The Eternal Powers encountered the Until that moment, the Powers had word in their dictionary and frightened The Transcendence was a magical
infamous Barrier of Foresight a few used their divination powers to foresee them. Soon, the Powers became para- feat of grand size, unlike anything that
decades before the coming of Jesus, the future and adjust their strategy noid about the Barrier and the pur- has been previously performed by the
during the zenith of the Roman Em- accordingly, as a short-term retroac- pose of its existence. Their theories Powers. It involved the ascension of
pire. It was a time of great conflict be- tive reaction to the events that would turned into facts: they were sure the hundreds or thousands of their most
tween the two ancient opponents. come. Barrier meant the end of time as they loyal human servants into a higher
“Evil” had a lot of influence among the Their war however was begin- couldn’t gaze beyond it. This was the state of being. The mortals were con-
more war-loving factions in the Empire ning to grew long and tiring. So, they time when the Final Battle would be tacted by the Powers and informed of
and controlled a great portion of the abandoned their usual tactic of seeing fought for domination of the cosmos. their holy mission. Then they crawled
known world with the Imperial legions, what the near future would bring and There was place for only one to necropolis, crypts, mausoleums or
but it could sense that its power was gazed to the distant one. Across the winner, so the Powers began to pre- underground burial chambers. And
fleeting. “Good” on the other hand, period of the dominance of “Good”, pare fervently for that distant time. there they died.
was preparing for the coming of Jesus, across the twilight that would follow, One couldn’t be sure for the condi- They died only to the eyes of
ready to use the new religion to bring they began to see more blurry images tions that would exist in that far future. other mortals of course. For they ex-
the people to its ways. until they came onto the Barrier of Along with the mortal servants they perienced the Transcendence. Their
The great prophetic abilities Foresight — a blackness in their eyes would have, they needed something bodies lied frozen and suspended in
possessed by both Powers showed after the end of the millennium. else. They needed champions they time, but their spirits lived and were
that Jesus would act as a giant cata- The Powers felt like they’ve could count on, competent men loyal free to travel in the dream world and
lyst, tipping the balance towards been rendered blind: weak and power- to their cause. A strange idea began other worlds beyond the mortal realm.
“Good”, and “Evil” was frustrated less. The Barrier hurt their pride but to hatch in their minds… the Transcen- From mere humans, the champions of
from the fact that it was going to lose also scared them. They had always dence was nigh… the Powers were transformed to half-
all these years of hard work because been used to know whatever was going spirits.
13
Now the Powers were content, They became more experienced and in another sense. Awakened that lost
A n Awakened Lexicon for they had an army of powerful min- powerful and they began to think too. their “faith”, turning away from the
Awakened: One of the immortal ions waiting in storage for the final Most of the champions re- Powers or switching allegiances, are
champions of the everlasting Pow- days to come. When the time was right, mained true to their beliefs and waited commonly called Heretics by the
ers that has risen again in the they would be re-united with their bod- for the day when they would awaken to Faithful.
world to fight in the Final Battle ies and awaken to lead other mortals fight for their masters and be rewarded
and ensure the victory of his mas- into the Final Battle. after the Final Battle. These were The Awakening
ters. Or so they thought… called the Faithful. But some began to When the era of twilight foresighted
The Awakening (The Rising): question the motives of the Powers. by the eternal Powers came, they knew
The act of a champion spirit being They realised the misery the war be-
The long Sleep that the Barrier of Foresight stood
re-united with his earthly body In their arrogance, the Powers believed tween the Powers was bringing to their right in front of them and that it was
that has been into hibernation for that their word was law for their cham- world and they resolved to do some- time to put their champions to action.
aeons. The Awakening happens pions, that their wishes were the most thing about it when they would awaken. They activated them, causing the
in the period of the Final Battle, important thing to them. They be- These champions sought to retain a Awakening to begin. Across the land,
where the immortal champions will lieved their champions would remain balance between the so-called “good” bodies that were thought dead long
fight to prevail over their oppo- exactly as they were before their as- and “evil”. They became “neutral” in a ago shifted in dark caverns and for-
nents once cension, like they’ve been put to ice. sense. Still, others lost their idealism saken crypts. Their spirits in the
and for all. But the spirits of the champi- during the long years of the Sleeping, dream world felt the calling and were
Barrier of Foresight: The myste- becoming interested in personal gain.
ons were free to travel during the long pulled back in their bodies in a burst of
rious phenomenon blocking the time they waited and travel they did. They didn’t believe in a cause any- ecstatic energy.
Foresight of the powers in the cur- They watched the events taking place more and when they would awaken Soon they emerged from their
rent era. All divination magic is in the real world from the dream plane they would fight for themselves, not for sanctuaries into a new world. Like the
and they traveled to other worlds too. the Powers. These became “neutral” Transcendence, the Rising was not a
14
sudden, fast procedure. There was no succeed in finding a new body and the Among the first to Awake
blocked by the Barrier so that the wave of awakenings across earth. It Lithargos overcomes them. They are there was the idea that the Awakened
caster only sees blurred, distorted was a rather slow, unprincipled proce- lost and out of the “game”. Others, could be prophets that would unite the
images that don’t make any sense. dure that still continues. New champi- panicked, manage to possess a mortal. forces of mortals and march to victory
The existence of the Barrier of ons gradually awake to be added Finding themselves in an alien world, with their help. Soon they discovered
Foresight forced the Powers to among the ranks of the Powers’ ser- they don’t have a chance to slowly that things were a lot different. In this
energise the Transcendence, so vants. There doesn’t seem to be any adjust to the new conditions. Most of era of twilight and stagnation, no one
that their champions would fight pattern whatsoever in the awakenings. them act in weird, chaotic ways, becom- is searching for prophets, messiahs or
for the final victory in this era. The It’s just a matter of luck if a Sleeper ing outcasts or worse, getting killed. saints. The few that attempted to be
Barrier is speculated to symbolise will awake tomorrow or after ten years. But then again, the Rising is one were scoffed, laughed at or
the end of time or an upcoming There is a large part of Sleep- the door to an adventure and no one hunted. They decided that their ap-
apocalypse for the world. ers that awake to find out that the pre- knows what an adventure shall bring. proach should be different. They
Believer: A mortal that has been cautions they took to ensure the should act unseen, manipulating, con-
in contact with the supernatural safety of their physical bodies were verting, strengthening their position.
The Pretending
world. Sorcerers are an example, not enough. Caverns collapse, mauso- Awakened are part human and that They would work in a way that mortals
but even a peasant that happens leums age and are destroyed. Physical makes them a part of mortal society. would never realise their task and true
upon a faerie meeting in a dusky bodies are thus destroyed or the The mortals have rules for members of nature. The mortals’ xenophobia, dis-
evening is considered a Believer, Sleepers awake to find themselves their society. It is according to that trust and fear of the supernatural
because he positively knows that trapped without escape. Such Awak- rules an Awakened must operate and would not be allowed to work against
the supernatural does indeed ex- ened lose their not the society according to the the Awakened’s mission.
ist. Believers are naturally more bodies as they die and find themselves Awakened’s standards. That acting In this struggle for unseen and
open-minded people, as they have exiled in the Dream World, cut off of the Awakened as if they were nor- invisible action the Possession is the
from Corahen. Some of them never mal humans is called the Pretending. most blessed gift. It is the Possession
15
which enables the Awakened to blend The Possession may be an ef- become assimilated by society and re-
glanced upon the real world. effectively into mortal crowds, assum- fective tool, however the first time an sort to underground action. They all
There are extremely few people ing a ready position in the structure of Awakened enters the human society assume a position in society, but there
aware of the existence of the society. They take the lives of mortals it’s the most critical. He encounters a are no stereotypes. Awakened can be
Awakened and their task on earth. and use them, bending them to their new, unknown world that seems so encountered in any profession or so-
Creator:
Creator: The name attributed to purpose. But it also has a disadvan- alien to him and he’s expected to find a cial layer. It is of course natural for
the mysterious being or power that tage. It provides the Awakened with way to fit in. It usually takes a lot of them to seek power and influence.
created earth and possibly the things, affiliations, relationships he has time to establish one’s self in a rela- Thus, many Awakened belong or at
entire cosmos. little control on. A good example of tively good position in mortal society. least try to ascend to the higher social
The Dream World: The world of this is a mortal’s family. While it pro- Most Awakened work hard during this and economical layers. A pattern in
spirits, existing parallel with earth vides an effective social cover for the time but this kind of social engineering social status can be identified among
in another dimension with different Awakened, it can also act as a hin- is good experience for the future. Af- members of the same factions. For ex-
laws. It’s a strange, magical world drance. He can not act with the free- ter all, an Awakened may work hard ample, Awakened of the Societus
identical with earth, but which can dom he would like because of the fear for years to build his life and attain a faction prefer positions of power and
change from one moment to an- of being discovered by his family as position suitable for his purposes and influence. On the other hand, those of
other obeying the imagination of well as because of his responsibility all this may suddenly be ruined by the the Shadoris faction tend to favor
its inhabitants. It is the home of towards them (feeding them, protect- death of his mortal body, condemning quiet and simple lives that do not at-
spirits and spiritual entities. Mor- ing and taking care of them etc). him to start again from scratch in a new tract much attention to their shady
tals enter the dream world during And this is only an example. A life. plans.
the nights, when they dream. thousand new factors intrude into the What ever t he path t hey As a result of all these, the Pretending
Awakened also enter the dream life of the Awakened and he can do choose, most of the Awakened soon becomes an important part of the
world during the nights and have little but accept them and try to deal encounter the difficulties and harsh- Awakened’s life and an unquestion-
with them as best as he can. ness of everyday life. They eventually able fact in their quest.
16

The Revealing form, roaming the dreamscapes at will. During the sleep of his body, his spirit
more abilities and freedom of ac- The Pretending is an act vital to the In the dream world, they reveal their roamed the dream world, preparing
tions in the dream world, as they survival of the Awakened and the suc- true self, the one they had before the mentally for the time when his services
are in a way dreams themselves. cess of their mission, but it’s not some- Awakening, and are kings of the dream would be needed, the time of the
Factions: Organised, large thing that makes Awakened happy. lands, along with the spirits inhabiting Awakening.
groups of Awakened sharing the After all, they were made superior to them. The dream world offers a re- And then the time comes… and
same ideas about how to succeed other mortals. No Awakened wants to freshing experience for the Awakened the detached spirit feels a rush like the
in their tasks. A large part of the believe that so considerable effort on who are tired of Pretending. heat of fire suddenly warming a frozen
Awakened populace belongs to behalf of the Powers was taken for body and is pulled towards it. After a
factions, but some are Independ- long time, his eyes open slowly, his
them to only hide among ignorant mor- An Awakened’s life
ent. Factions are thus a very im- tals. Many believe that there will come How does it feel to stand before your body begins to move again. He finds
portant thing in the life of every a stage in the Final Battle when the greatest task, preparing for it for himself in his earthly sanctuary, possi-
Awakened. world will be ready for them to reveal nearly all of your life… and more? Will bly a dark crypt, a mausoleum or just a
Faithful: An Awakened that has themselves in their full glory and supe- last moment doubts consume your mo- plain isolated cave. With his task in
remained true to his ideals and his riority. rale and determination? Or have such mind, he steps outside to face the
allegiance to the Powers from his This Revealing is for now lim- things ceased to exist long ago? Soon world and its challenges.
initial Transcendence till the mo- ited in the dream world. In the real you will enter the fury of the conflict During the long years of his
ment of the Awakening. world, the Awakened need cumber- and no one can be certain about preservation in a deep physical slum-
Final Battle: The battle for su- some mortal bodies to act. They have emerging victorious. ber, the Awakened had the time to
premacy fought between the to live with their needs and weak- The Awakened is the cham- accept, understand and prepare for
champions of the Powers in an era nesses. But in the dream world, the pion of the eternal Powers that finally his task. That is not the most difficult
of twilight. This war has been de- Awakened throw away their mortal awakes after the aeons of deep sleep thing an Awakened faces when he
shells and assume their most perfect and dreams, faced with his life-task. firsts enters the world again. It is the
17
world itself that stands as the first ob- world, living according to their own The answer would be simple if
scribed to be invisible, full of in- stacle in the path of the champion. Af- ways. the Awakened were the loyal and
trigue, politics and careful manipu- ter aeons of slumber, the changes in So, the first thing an Awak- faithful chosen ones, the perfect cham-
lation, fought behind the back of the world are enough to shock and ened does when stepping out of his pions of the Powers. Fight with every
the majority of mortals. Some say horrify any Awakened. Not only fami- sanctuary isn’t conquer, battle, corrup- means you have. Infiltrate the ranks of
that it will judge the winner of the lies, cities, but even the Awakened’s tion, manipulation or assuming society, economy and politics, using
everlasting battle between good nation is often extinct. Changes are financial or political power. It is fitting them to promote your cause. Locate
and evil; others say that it will bring frightening. Old enemies are now allied into society. And this takes time, con- and help your allies. Find and cripple
an apocalypse and the end of the nations. Religions vanished or sidering that this kind of society the enemy through clever moves. Con-
world. changed. What was wrong is now con- (feudalistic that is) is unlike anything vert the people to your side.
The Flooding Echo: The act of sidered right and just. What was right the Awakened has lived in. Getting Unfortunately, things are not
utterly destroying an Awakened, is now evil and unethical. used to the way of life, establishing a so simple. The Awakened are not the
by channeling another Awak- He is now lonely in a world he name, a background, a reputation, perfectly loyal champions, even though
ened’s dream energy into the pos- does not understand. And the most finding an occupation are things that the Powers would want that very badly.
sessed body, moments after its Terrible thing is that he must be a part burden all Awakened. The whole pro- The Transcendence was a chaotic
death. It is called the Flooding of this world. There is no cedure is quite slow and might take procedure. Many felt the calling and
Echo because it attempts to over- hope of victory if he isolates himself anything from a year to a whole dec- were put to sleep. Granted, all of them
whelm the weakened Awakened, from the world and the people. ade. had some connection with what the
“flood” him with hostile energies, It is at this point that some Awakened, It is after the Awakened has Powers represented, namely “good”
and is experienced by the at- that feel terrified about adjusting to a been assimilated into society that the and “evil”. But not all of them were ab-
tacked Awakened as a powerful world so alien to them, abandon their time of the great questions comes. solute and firm supporters of either.
echo of energy originating in the task and become hermits, seeking And the most obvious one is: Not all were so eager to forfeit their
peace and happiness isolated from the What now? lives, sleep through eternity and wake
18
in a new world to fight for the glory and ever remained the same. Not after an give a damn about it. All these are col-
physical world. dominion of their masters. Though a experience of that magnitude. Maybe lectively called the Heretics.
Foresight: The ability to see into lot more than humans, Awakened are it is that the Powers, distant and arro- The Faithful are these individu-
the future. Foresight is possessed still controlled by human motives, emo- gant in their own might, could not real- als that stay true to their original be-
by the Powers at an incredible tions and aims: they love their lives and ise the adverse effects the Transcen- liefs. But even “true” is a relative term.
level, but has been known to be have a difficulty abandoning them for dence would have on human personali- As said previously, no one is the same
owned by powerful sorcerers and their duties. They want to see their ties. Their champions were never the person any more. Many of their ideas
spirits, albeit at a lower efficiency. goal reached, but they too want to same again. have changed and the same is true
All Foresight is blocked by the succeed as individuals in their personal Some questioned their beliefs about their attitude and personality.
Barrier of Foresight, so that the aims. and aims. They came to realise they Some remain stubbornly stuck on old
future becomes too blurred to see The most important thing were fighting in the wrong side and beliefs, others begin to doubt the base
after a certain period. This is ru- though, is that Awakened simply they swapped sides. Evil of their ideals while some are on the
mored to be a period of twilight, of aren’t the same persons that departed people cracked under the weight of edge of abandoning their original pur-
great deeds and battles for the from the mortal world aeons ago. All their conviction and guilt, while good pose. No one is the same any more.
Powers, but also a period that will people can change given time and men sought revenge and unearned val- So, there are many paths an
bring the unknown into the lives of Awakened had a lot of time on their ues and abilities. Or they Awakened can follow. Most seek to
the people of earth. hands while their bodies were into hi- realised how futile this struggle was develop a life and work towards their
Heretic: The opposite of the bernation. The long years they spent and the deadlock it would eventually goal secretly, hidden from the
Faithful. These are Awakened in the world of dreams gave them ex- lead to. Such individuals abandon eyes of mortal society. Many fear be-
that have altered beliefs during perience, knowledge, reasoning, al- their task and become coming too connected with mortal soci-
their hibernation. This has result tered their way of thinking and person- neutral in the ongoing war. Either they ety. Having a family, love, friendship,
in a change of sides or in becoming ality in many ways. Some were af- seek to prevent and undo the damage all these can be dangerous things that
fected more, some less. No one how- done by the conflict or they just don’t make an Awakened vulnerable. They
19
still have human emotions though and the search for potential allies. In fact, quently encountered. Trust has be-
neutral in the conflict, or even set- they do feel a need for such things. the location of fellow Awakened is the come a luxury in most cases.
ting out for his own benefit. The ways that an Awakened first step taken by many Awakened Every Awakened understands
Independent: An Awakened that fights his war or promotes his own ends after they fit into society. It might take the importance of mortal society. Hu-
doesn’t belong to any faction. are numerous. Each faction repre- months or even years to encounter an- mans are the dominant race on earth. If
This includes cast-outs from fac- sents a possible path the Awakened other Awakened, especially in an iso- the Powers are to spread their word
tions, but also individuals that feel can choose and there are many Inde- lated place or a major population cen- and will, it will be done through mortals.
a faction would limit them or just pendent Awakened that follow their ter (after all, they do appear like nor- Mortals need to be converted or ex-
don’t agree with the beliefs of any own paths. Generally, an Awakened mal people), but eventually everyone ploited for someone to keep the edge
faction. deals with three matters: finds another member of the species. over his opponents.
Lithargos: The condition of the · The location and support of direct The second matter is very simi- And by these guidelines an
Awakened in which his body is allies. lar to the first. Everyone is also on the Awakened lives and fights.
destroyed or in hibernation, while · The location and weakening or elimi- search for potential enemies. Discern-
his spirit if free to roam the dream nation of immediate enemies. ing an ally from an enemy is often Beyond death
world but too weak to possess a · The promotion of his beliefs and aims tricky, so one should always be wary An Awakened is not daunted by mor-
physical body again. The Lithar- in mortal society. and on the move. Incidents of infiltra- tal death. Such a thing might set back
gos is a direct consequence of the The location and support of direct tion by enemies posing as allies have his plans but it’s only a temporary in-
weakening of the Awakened by allies has to do with the Awakened been known in factions for some years convenience. Being a creature of
spending too much time sur- that are on the same side. And that now. In fact, faction officials expect an dreams, an Awakened, like other spir-
rounded by the intoxicating ener- doesn’t mean good, evil or neutral nec- increase of incidents of such infiltra- its, truly dies only when slain in the
gies of the dream world without essarily. Often tension rises between tions, as the number of dream world. That’s why few Awak-
having a body to serve as a link factions and this can result to violent Awakened constantly increases and ened take risks when operating in the
conflicts. An Awakened is always on new, unknown Awakened are fre- dream world. They fear dying there
20
cause it’s a permanent state. gos is the intoxication of the Awak- with a cumulative +1 penalty, as Lithar-
with the physical world. It is a When an Awakened’s body ened by the energy of the dream world. gos grows harder and harder to resist.
weakness of the Awakened to be dies in the real world, his spirit remains He reverts to the state of the Sleep- Only the possession of a new body
part of the dream world, yet requir- in it for a very short time (about one ing, when the Awakened were free to allows the Awakened to cheat Lithar-
ing a link with the physical world to round) before it finally departs. Dur- roam the dream world but couldn’t en- gos permanently.
function. ing this time, another Awakened can ter the real world. An Awakened in
Manifestations: The use, chan- touch the body and funnel dream ener- Lithargos loses his ability to possess Possession
neling and manipulation of energy gies inside it in an attempt to destroy mortal bodies. As a result, the real Possessing a mortal’s body is an act
from the dream world to suit one’s the weakened spirit. A Determination world is lost for him and he becomes a the Awakened must do when in the
purposes. Such a task requires a contest is made and in all cases, the creature of dreams purely. Gates to dream world. Possession is done
strong connection with the dream Awakened attempting the kill loses the physical world no longer can help through a person’s dreams. The
world, so that it is something only one Constitution point, weakened by him; he has lost his connection to that Awakened can either possess a mortal
spirits (to which the dream world is the attempt. Only one Awakened can realm once and for all. Players who freely venturing in the dream world or a
a homeland) can do. Awakened try this on a given body and only one manage to get their characters in Lith- dreamer after piercing his dream shell.
also have that ability, since they attempt can be made before the spirit argos are advised to create a new The act of possession, if successful,
are considered spirits in a way. departs. character: operating only in the dream places the mortal’s spirit in a coma,
Mortals (Pawns): Humans, the In most cases, dying in the real world isn’t that much fun. while the Awakened is in charge of his
majority of the sentient beings of world frees the spirit of the Awak- The Awakened faces Lithar- body. If the Awakened ever leaves the
earth. Mortals are of special im- ened, who immediately enters the gos every 8 hours he passes without a body while it’s still alive, the mortal
portance, since the victory of each dream world. Without a physical body mortal body. A successful Determina- takes the reins again, not remembering
Power depends on the manipula- to connect him to earth, the Awak- tion contest allows him to avoid falling a thing that has transpired and con-
tion and conversion of them. Mor- ened is in danger of succumbing to the in Lithargos for another 8 hours; how- fused by the apparent “loss of time”.
condition known as Lithargos. Lithar- ever, each additional check is made Before possessing a mortal, it’s
21
wise to first examine him to see if he should inform him of the mortal’s physi- Life after the Possession
tals are used as pawns in the invisi- fits the Awakened’s needs. This is cal attribute dice but not of the exact The Possession displaces the mortal
ble war and are sometimes called done by rolling an Insight check. The ratings. as the master of his body and provides
this way by Awakened. Most of attempt suffers a penalty equal to the Four successes—
successes— The Awakened the Awakened with the means of inter-
them are unaware of what’s really mortal’s Determination dice, as he learns of the mortal’s willpower, a acting with the physical world. The
happening and of the supernatural subconsciously resists the Awak- measure of how much he’ll resist the mortal spirit sleeps while the Awak-
world behind the frail veil of their ened’s intrusion. Awakened trained in Possession. The GM should reveal ened rules.
reality. These are called Unbe- the Second sight manifestation find the mortal’s Determination dice, but Attributes: When an Awakened has
lievers, in contrast to the Believ- examination of a mortal easier, adding not the exact rating. possessed another body, he uses this
ers. Believers are almost never their rating as a bonus. The successes Five
Five successes—
successes— Reveals the mortal’s body’s physical attributes and Come-
called Pawns. accumulated reveal facts about the purpose in life and his career. The liness, while his mental attributes and
Possession: One of the powers mortal according to the following scale. GM should inform the Awakened of Influence remain the same. In the dream
possessed by all Awakened. An The Awakened can keep on rolling to some of the mortal’s most representing world, the Awakened appears in his
inherent function of these beings, drain every bit of information he can skills. original form, using his original physical
the Possession enables them to about the mortal. One roll every ten Six successes—
successes — Reveals information attributes and Comeliness, not the
enter the dreams of mortals and minutes should be allowed. about a mortal’s background: his social mortal’s.
take control of their bodies, put- One success—
success— Reveals the mortal’s standing, siblings, family etc Memories: To be able to retain the
ting the spirit of the mortal in hi- name S even successes—
successes — The Awakened façade of the Pretending, the Awak-
bernation. Two successes—
successes— Reveals the mortal’s can examine if the mortal has any con- ened needs access to the mortal’s
Powers: The two multitudes of general health condition and age nection to the hidden world. Perhaps memories. He needs to know who his
entities inhabiting the outer ring of Three successes—
successes— The Awakened he has faerie blood or is a sorcerer or friends are, his favorite song, his wife’s
the cosmos. These two Hives are learns of the mortal’s physical capabili- a diabolist. Such information is always name etc. The Awakened doesn’t
ties in general details. The GM presented in very vague details. have instant access to the mortal’s
22
memories. Instead, he needs to force Awakened to pursue his goals. Gain- most Awakened attempt to learn the
beings beyond any description. his way into the maze of memories and ing access to a specific skill requires skills they consider basic for the Pre-
They have been known to repre- retrieve whatever he can. form the Awakened to concentrate for tending or just too tempting and useful
sent “Good” and “Evil”, waging an On every day after the initial one action and make an Insight check. to resist.
unseen war for thousands of years Possession, the Awakened is allowed If successful, he can use the mortal’s Magical abilities: Magic is something
over the domination of the cosmos. one Insight roll. As he accumulates skill rating for one skill check within the more than skill and knowledge. This is
The Pretending: The act of the successes, he reveals more facts and next minute. If he wants to use it again, probably the reason why the Awak-
Awakened living close to mortals, memories of the mortal, starting with he must re-access it. ened can’t just access the mortal’s ar-
accepting the standards, customs the more mundane ones and continuing A better but more dangerous cane knowledge and use the informa-
and laws of their society and be- into his deepest secrets and memories. solution to permanently transfer the tion to cast a spell. However, having
having in every way like a normal After he reaches ten successes, he is skill to the Awakened’s memory. This access to such knowledge makes it
human, so as to work towards his considered to have access to all of the requires intense concentration and easier for an Awakened dabbling in
aims without being discovered. mortal’s memories. This doesn’t give meditation for a prolonged period, magick to advance his abilities. If the
The whole life of the Awakened him any skill benefits however; gaining usually one hour per point of the skill’s mortal has a realm of sorcery at a rat-
in the physical world is called the skills is a much more dangerous task. rating. At the end of this period, an ing greater than the rating of the
Pretending. Skills: Following the same method as Insight check is made. The roll suffers Awakened, the Awakened gains a –1
The Revealing: The act of the for gaining access to memories, the a penalty equal to the mortal’s skill rat- bonus on any experience check to de-
Awakened acting like his true self, Awakened can also gain access to his ing. If it’s successful, the Awakened velop that realm.
that is like a mortal that has as- skills, both talents and knowledges. gains the skill permanently, as if it was
cended to a higher state of con- This is useful for the Pretending his. If it fails however, the mortal’s co- Rejection
sciousness nearly equal to being a (after all a lawyer who knows nothing matose spirit instinctively reacts and Some Awakened, especially younger
true spirit. Because the Awak- about the law looks somewhat suspi- the Awakened gains one Rejection ones. Tend to think of the bodies of
cious) as well as for assisting the point. Due to this inherent danger, their hosts are disposable tools.
23
They’re not. If you don’t care for your finds another vessel to act in the from the body and the mortal regains
ened function in the physical world body, it won’t care for you, that’s what physical world. The innate defenses control of it. He might try to re-
with the help of a mortal body, the old Awakened have learnt. of the foreign body continuously fight possess it but Rejection is a one-way
Revealing is normally possible only See, the Awakened do have against the Awakened. When the road: once it rises, it can’t fall again. If
when in the dream world. the ability to possess the bodies of Awakened endangers the well-being the Awakened ever reaches 10 points,
Sleeper: An immortal champion other mortals. It’s what allows them to of the body, the innate defenses in- he’s automatically expelled from the
whose body is still in hibernation keep going after their original body crease in strength. If they rise too possessed body: a body can only tol-
and hasn’t awakened yet. Such has been destroyed. But other mor- much, they might succeed in driving the erate that much. Furthermore, the
beings have their spirits roaming tals’ bodies are foreign to the Awak- Awakened away from the body, ena- Awakened can never re-possess the
the dream world, while their bodies ened, and like the organism reacts to bling the mortal pawn to regain control mortal again. His body has developed
rest in a forgotten crypt or similar foreign threats, so does a possessed of it. some kind of immunity against the
place. body against the infiltrating presence In game terms, Rejection meas- Awakened.
The Transcendence (The Pas-
Pa s- of the Awakened. This is the basis of ures the level of the body’s innate de- Mistreatment of a possessed
sage): The process of a mortal the phenomenon known as Rejection. fenses against the Awakened on a body can be a very broad term. It usu-
having his spirit uplifted and trans- If the Awakened doesn’t care well for scale of 0 to 10. When the Awakened ally lies under the GM’s discretion to
formed into a higher being, a cross his body, it will reject and expel him first possesses a certain mortal, his rule when an Awakened mistreats its
between a spirit and a dream, to sooner or later. Rejection rating for that mortal is zero. body and thus gains a Rejection point.
serve as a champion for the Pow- Rejection doesn’t appear in When the body is mistreated, Rejec- Physical mistreatment may be
ers. The Transcendence hap- Awakened who still possess their tion increases by one point. At 3, 6 the most common. An Awakened
pened untold aeons ago, for these original bodies. After all, if it’s your and 9 points, the Awakened must leads a dangerous life and often his
champions to awake now and serve body, you can do whatever you want make a Determination check with a +1, body pays for it. Falling unconscious
their masters. with it. Problems start from the moment +2 or +3 penalty respectively to retain or dropping to less than half Consti-
the Awakened loses his body and control of it. If he fails, he’s expelled tution points may be considered mis-
24
old Awakened carrying lots of Reso- jumpers by assigning them Resonance
Unbeliever (Nocturnal): A mortal
Resonance nance. Indeed, the older an Awakened points. Mortals can sense that the
that is not aware of the supernatu- Some Awakened believe that Rejec- is, the more he values and takes care of Awakened sees bodies as only tools
ral. Such people may believe in tion by a mortal is no big deal. It might his physical body. Moreover, whereas to be used and then thrown away and
the existence of the supernatural, be a temporary setback, but they can Rejection usually starts at zero points reject him.
as is the case with most supersti- always find a new body, right? Wrong for a new body, Awakened with the
tious people, but they have not again. Rejection marks the Awakened taint of Resonance find out that they The Factions
experienced it during their lives. with a taint called Resonance. A sim- begin with Rejection points equal to The first champions to Awaken were
When they do confront it, they are ple explanation would be that the their Resonance rating. more or less at a loss. They had a
bound to be shocked by the reve- Awakened has “bad vibrations”. Resonance may also be gained vague idea of what they had to do but
lation and do what they can to re- Resonance makes other mortals resist through re-jumping. Re-jumping is the no idea of how to do it. As they ex-
ject it. Unbelievers are the major- possession by the Awakened more act of leaving a perfectly OK body to plored the new world opened before
ity of humans on earth. strongly, as they recognise the taint of possess a new one, based on purely them and integrated themselves into
treatment. Rejection carried by him. opportunistic reasons. Abandoning human society, each of them began to
There is also room for mental Every time the Awakened is the body of a courtier to possess the use his special talents to succeed in his
mistreatment. A mortal had a life be- expelled from a mortal body due to body of the Duke is an example of re- task. A sorcerer sought to increase his
fore the Awakened invaded and took Rejection, he gains a Resonance jumping. On the other hand, an Awak- arcane power and uncover magickal
over. If the Awakened neglects the point. Resonance comes into play ened trapped in the body of a paraple- secrets. A warrior to lead mortal ar-
mortal’s family, turns against his friends when the Awakened attempts to pos- gic isn’t consider to re-jump when mies. A scholar to gather knowledge
or gets him wanted by the law, if he sess a new body. For every point of seeking a new, more healthy body. useful to his mission. Thus, each
generally fucks with the mortal’s life, Resonance, he suffers a +1 penalty to Sometimes, re-jumping may be justi- Awakened found his own way to pur-
there’s an instinctive reaction against his Determination check. This pre- fied out of absolute necessity. GMs sue the common goal: victory in the Fi-
him and he gets a Rejection point. sents a serious problem, especially for have the means to halt frequent re- nal Battle.
25
As more of the champions however, their ideology and strategy. infected by Awakened who cared for mon. Both are composed of sorcerers
Awakened, it was only natural for them Because factions basically rep- nothing but their personal gain. who originally belonged to the “good”
to encounter other Awakened with resent ways of fighting and winning the Lastly, one should not forget and “evil” Sorceror faction, back in
similar talents and ideas about how to Final battle, they are for the most of the Independent Awakened. Not the old days of the first Awakenings.
win in the upcoming conflict. Awak- their part common between “good”- every Awakened belongs to a faction. They were skilled in the art of Nether-
ened with similar thoughts banded to- and “evil”-aligned Awakened. The Some choose to fight their battles mancy, summoning powerful beings
gether to form the first factions. “good” Awakened have their own alone or with the help and support of from the Netherworlds, making pacts
Factions are primarily collec- Brutalis faction, as do “evil” ones. other, likely-minded Awakened. Many with them and sending them to fight
tions of ideas about how to fight the This is not to say that there’s any of them follow paths that resemble their battles.
Final Battle. Each of them has its connection between the two factions, those of the factions but don’t wish to Their practices were a lot dif-
own way of participating in the war be- save as enemies. They merely repre- join, valuing their freedom and flexibil- ferent from those of their fellow sor-
tween the Awakened: by collecting sent a tool used by both “good” and ity above anything else or afraid that a cerers and a schism with the other her-
arcane power, raw force or influencing “evil” Awakened. If nothing else, it’s faction’s internal politics and conflicts metic magi was inevitable. The hermet-
mortal society. Most of them believe another indication that “good” and might distract them from their cause. ics strongly believed that one’s power
that their way is the best one, but they “evil” are just different sides of the Although they don’t hold the com- must come from his self and only. That
don’t dismiss other factions as useless. same coin. bined power and influence of factions, was the basis of their art and there was
They understand that each faction Many factions also exist in their they form an important part of the no room for any sorcerer who chose
has its use and that its members are “neutral” state. These groups were Awakened which shouldn’t be under- the easy path, depending on other be-
good at what they do. Some of the usually formed after the foundation of estimated in any case. ings to gain power.
factions are highly organised groups, the “good” and “evil” factions, by In the case of the Angelicus
while others don’t have any kind of hi- Awakened who followed the path of Angelicus and Infernus faction, the schism was a peaceful one,
erarchy. The central thing that distin- neutrality. Attracting Heretics of Even though Angelicus and Infernus if not one with tension. The nether-
guishes between factions remains, every sort, many of these groups were are enemies, they have much in com- mancers were expelled from the order
26
and sought their own fortune, forming the hands of hermetics. The rest went stands the Archbishop, directly ap- communication between them is diffi-
a faction of their own. Relationships into hiding. Even today, the Sor- pointed by the most powerful angels cult and often hazardous, only to be
between the two factions were never cerors search for signs of infernalists contacted by the nethermancers. In attempted in dire need. The entire
good from that day on and some con- and eliminate them before they can this way, the angels serve the nether- faction is divided in small covens of 3-8
flicts have even sparked enmity and “contaminate” any of their own. mancers, but the nethermancers are nethermancers, spread across Europe
discontent between individual members The Angelicus faction has a also servants to the angels. and isolated from each other. They
or sub-groups. strict hierarchy, just like their patrons, The Infernus faction doesn’t would be easy targets for the Sor-
The Infernus fared much worse the beings known as Angels. New have a rigid hierarchy like the An- cerors if not for their secrecy and the
during the schism with the “evil” Sor- members are Acolytes and are ex- gelicus. In fact, they don’t have any power of their demonic allies. Infernal-
cerors. The event which acted like a pected to serve under and learn from real hierarchy. They might had one ists worship the demon lords of the
catalyst for the schism was the attempt Initiates, full members of the faction. long ago, when they formed a sub- netherworlds’ pits and they seek to
made by nethermancers to convert An Acolyte is elevated to Initiate group inside the Sorcerors, but not bring more people to their faith in or-
other sorcerers into serving their de- status as soon as he demonstrates his anymore. This is a result of having to der to gain more power. They espe-
monic patrons. The hermetic sorcerers ability to summon and bind or make a hide perpetually from other sorcerers, cially value mages and many of them try
feared that the nethermancers would pact with an angelic creature. Really afraid of persecution and elimination. to infiltrate the Sorceror faction and
corrupt their order, so they decided to adept Initiates become Bishops and If their secret residences are exposed do what their patrons do: corrupt her-
destroy them once and for all, banish- have 14 Initiates under their supervi- and their practices revealed, they are metic magicians and bring them to their
ing their vile kin from the face of the sion. Most Bishops have already sell little better than dead. Soon, a hunt- side. They use promises of magical
earth. They came down upon them their souls to their angelic patrons for ing party of Sorcerors will pick up power and wealth, even immortality, if
and hunted them like gods. The neth- power and when they die, they’ll be their trail and will come to eradicate the hermetic will just forsake the Sor-
ermancers fled before the might of the taken by them to the netherworlds to them. They must remain hidden among cerors and join them in their demon-
Sorcerors with the aid of their pa- serve in the war against the demons. other mortals, worshipping the demons worshipping. The corruptors live a
trons, although many of them died in At the top of the Angelicus’ hierarchy they serve in secrecy. This means that dangerous life inside the Sorceror
27
faction, for if they are discovered will always remain sheep in need of thing about “not being yours but of the other two organisations. Such
they’ll surely be executed or worse, but shepherds. the entity summoned”. Nonsense! persons are loved by neither faction
this is the way they take their revenge Shadoris—
Shadoris— The Brutalis are little Power is power, no matter how you and they can’t expect any backing
on hermetics. more than glorified grunts, but these gain it. It’s all right though. Leaves from them.
are actually warriors with some mind. more room to the nethermancers. The only common thing be-
Stereotypes They’re smart, sneaky and can be- Vigoris—
Vigoris— Who needs the healing of tween the two factions is that both
Brutalis—
Brutalis— The nethermancers have come really dangerous. Always ques- mortals or petty Awakened when you believe that the progress of their plans
seen many angels and demons like the tion their motives and always watch can be cured of your weaknesses from and the final victory shall come through
Brutalis. Strong and capable warriors your back. The nethermancers have entities that haven’t any? war and battle. Those of the ancient
but little else. They fight in the war but no real use for the Shadoris. After all, warriors that were bloodthirsty, con-
they don’t lead. This is left for some- there are so many demons and angels querors formed the faction that serves
Brutalis
one superior. who make wonderful assassins. So, if The Brutalis faction was formed by a the unholy powers. Those that
Faerian—
Faerian — It seems that the Faerians they encounter any Shadoris, they cadre of veteran warriors, some of the showed moderation and fought for any
are in the same line of business as the know it’s as opponents. first to Awake. Most of them partici- “good” cause joined the “good” wing
nethermancers. They seek the power Societus—
Societus—The nethermancers rely on pated in great wars in the history of of the faction.
the faeries can offer. But what is demons and angels to provide them mankind. Each wing of the faction is
faerie magic compared to the angelic with power and other gifts; the Socie- As most factions, it is divided in ruled by a monarch called the Warlord,
or infernal might? Not much really. tus rely on mortals for the same thing. a good and an evil organisation that who is advised by a council of Flaith
Gnosis—
Gnosis—They are lost in the world of However, there’s a limit to what mor- have no connection between them. In- (“Noble Warriors”, 5 for the evil, 7 for
mortals, amidst tomes of mundane tals can offer you. The nethermancers terestingly, there is no official, organ- the good-aligned wing). The Warlord
knowledge not good for anything. haven’t found such a limit yet. ised “neutral” faction. It is believed serves for a lifetime and is appointed
They believe that knowledge is Sorceror—
Sorceror— These fools have turned that Awakened with such inclinations by the council. Theoretically, he has
enlightening but they’re wrong: mortals their back on power, mumbling some- have formed small groups or infiltrated nearly absolute power, but in reality he
28
needs the support of the council mem- The Disciple of Law is the lieved that the Disciple of Steel has cause is the knowledge of steel, of tac-
bers to retain his position. backbone of the Brutalis faction. It is begun to infiltrate the ranks of the tics and of improved weapons. If the
The Warlord’s authority is lim- composed by the majority of the warri- Hunters and it’ll turn out to be a major Gnosis can provide them with such
ited by a strict code of military laws, ors with veteran leaders that believe in problem for the Flaith and the War- knowledge, the Brutalis are only
the Codex Brutalis, which must be strict military organisation, upholding lords in the near future. happy to receive.
obeyed by all members of the faction. the Codex and careful, patient plan- Naturalis – Some may see the Natu-
Inspecting the obedience and applica- ning in order for their faction to suc- Stereotypes ralis as harmless hermits, but the Bru-
tion of these laws and judging the ceed. These are the strategists. Angelicus/Infernus – Sorcerous talis know better than that. They pos-
transgressors are the Judges, warriors The Disciple of Steel is mainly fools who play with powers and enti- sess the same power with the Sor-
known for their loyalty to the Codex composed of young warriors with a ties they can not understand or con- cerors and are twice as treacherous
and value in battle. The authority to burning desire for action and little in- trol. Their doings will destroy them because of their pagan beliefs. This
appoint the Judges lies in the council, terest in planning. These are fighters and anyone stupid enough to deal with belief is mainly held by the majority of
which is another limitation of the War- that value heroism, cunning and com- them. the Brutalis that had embraced Chris-
lord’s power. Below the Judges are bat skills rather than military organisa- Faerian – Strange fellows dealing with tianity. More ancient Brutalis that had
those who enforce their decisions, the tion and strategic planning. even weirder beings. They have power not known Jesus or Brutalis that had
Hunters. So far, the Codex Brutalis and knowledge, but it’s not theirs rejected the new faith tend to see the
Inside each faction lie two sub- (which was a great achievement of They’re nothing without their faerie Naturalis faction more sympathetically
factions, which exist only unofficially. the Disciple of Law) has managed to friends and must not be but always from a distance.
They begun as groups of people who slow the growth of the Disciple of given more value than they deserve. Shadoris – Idealistic Brutalis mem-
shared the same ideas but are now be- Steel, but more and more members of Gnosis – Let them believe that knowl- bers believe the to be distorted ver-
coming more organised. These are the the faction become tired of the strict edge is power. The Brutalis know sions of themselves, individuals that
Disciple of Law and the Disciple of organisation, the obedience and the better. The only knowledge that are not capable of following the path
Steel. lack of any large scale action. It is be- brings power and hope to the faction’s of a true warrior and embrace the easy
29
path to success. They have no honor alone makes them untrustworthy. Faerian faction were the first Awak- centration. Communication between
and one should not have deals with They hold supernatural power in their ened to befriend them and run with troupes isn’t usually a problem, even
them. More experienced and practical hands and so are sometimes useful al- them under the moon or visit their though they may reside in relatively
Brutalis understand their usefulness lies but one should always watch his faerie realms. Faeries master magics isolated areas, because they use their
and while they still dislike them will have back when dealing with such treacher- and have knowledge humans cannot faerie allies to transfer messages for
dealings with the Assassins. Such ous individuals. They seem to always possibly comprehend but the Faerian them, and faeries always seem to have
dealings are always conducted se- be involved in a plan or another that strive to assimilate such knowledge. some way of knowing what happens to
cretly and kept away from the rest of doesn’t benefit anyone but them- Relationships with humans were never their brethren at the other side of the
the faction. Ideals are a strong thing selves. good, but Awakened aren’t exactly earth.
and young Brutalis must feel that Vigoris – They deal with life, while the humans. Faeries regard them as a kind The most important Awakened
nothing endangers them. Brutalis deal with death. But life and of spirits and remember their own spiri- in the entire faction are the Ambassa-
Societus – They have a peaceful but death are terms closely tied together tual origins. dors. Ambassadors stay with their
effective way to resolve the conflict and the two factions have more in com- Faerian Awakened are usually troupes in a faerie realm and act as a
and win the war. However, everyone mon than they have differences. In- wizards or at least command some communication bridge between the
should always be ready to grab the deed, the Brutalis often go to the paranormal power. Many of them have faction and its faerie allies. Ambassa-
arms and march to war if all other Vigoris to heal and tend their some faerie blood running in their dors are appointed by the Circle, a
means fail – and they have failed in wounded. In return, they provide con- veins, making their acceptance by the meeting of the leaders of all troupes.
many cases. The Brutalis faction re- siderable protection to members of the faeries easier. The faction has a very The Circle is held once per two years
spects the Societus and is always will- Vigoris should they need it. loose organisation, consisting of small in England, but may be urgently called
ing to support and assist them should troupes of Awakened with self- upon an emergency, and is considered
they need help or require it. Faerian appointed leaders. Troupes almost the supreme authority in the faction.
Sorceror – The mages value their The faeries were the first sentient be- always reside in the country, near en- Smaller, local circles may be called to
witchcraft among all things and that ings of fleshto walk on earth. The chanted places with high faerie con- decide on less important matters.
30
The Faerian faction possesses Court, while the “evil” sides with the natural order and shouldn’t be trusted from the Sorceror, but don’t want to
little in wealth or mortal influence. Unseelie Court. There is a neutral with anything, instead being banished get caught in the war between these
Their real strength lies elsewhere. faction, small in numbers, which deals back to whatever world they came factions or invoke the anger of the
They have considerable magical might, with faeries of similar mentality, like the from. People who call such entities Sorceror.
augmented by the sorcerous artifacts Tuatha, but they can become targets shouldn’t be trusted either. Shadoris—
Shadoris— Brooding schemers and
provided by their faerie friends and for both sides. The obligation to Brutalis—
Brutalis— Ignorant fools who try to stealthy assassins are beyond what
the enchanted places they control. choose allies and fight with them make for their lack of real intelligence the Faerian can understand. The
Their allies may provide them with sup- against their enemies often distracts with large blades and pikes. Shadoris deal with the mortal world
port, or more commonly with shelter the Awakened from their real task, Gnosis—
Gnosis— Knowledge is good, but only only and this makes encounters with
from danger, even whisking them away fighting in a war that isn’t theirs. if combined with some sense. These them very sparse. Still, these shady
to their faerie realms. They also act as Faerian Awakened are per- scholars don’t care for anything else Awakened make Faerian nervous.
spies for them. The Faerian know of haps the strangest of all. When deal- but the advance of civilisation, a civili- Societus—
Societus— The Faerian must seem
everything which transpires in the for- ing with faeries with little or none mor- sation which destroys forests, pollutes completely alien to the Societus, who
ests or mountainous regions of tal companionship, someone begins to rivers and desecrates natural places, immerse themselves deep into the mor-
Europe. Although most of the other think and act like them. Faerian seem making human contact with their faerie tal world. That’s all right; Faerians
factions consider them to be weak- whimsical, eccentric or plain odd to brothers even more difficult. can’t understand the Societus either.
lings, the Faerian hold diverse power other Awakened who judge them with Naturalis—
Naturalis— These magicians have no Sorceror—
Sorceror— They believe in cold logic
they just haven’t shown yet. their standards. relationship whatsoever with their and this has served them well so far.
This is not to say that the fac- Sorceror counterparts. They seem However, cold logic isn’t all that exists
tion doesn’t have its weaknesses. Per- more accustomed to the Faerian way in magic and the faeries are a living tes-
haps the greatest is its entanglement in Stereotypes of thinking and the two factions often timony. They should do well and re-
faerie politics. The “good” Faerian Angelicus/Infernus—
Angelicus/Infernus— Creatures like cooperate. The Faerian are willing to member the power of nature next time
faction obviously supports the Seelie angels and demons are outside the help the Naturalis defend themselves they decide to “purge” the heathen
31
pagans. seek the task for which they have been academics. They are clueless of with more value than they deserve. Af-
Vigoris—
Vigoris— Their mission is a noble one created. course. The Gnosis believe that ter all, they use the weapons the Gno-
but their idealism make them an easy The Gnosis lack the firm struc- “knowledge is power” and they are sis build.
target for other factions not sharing ture of other factions. There are no right. Architecture is used to build Faerian—
Faerian —The Faerians seem to have
the same beliefs, or mortal enemies. levels of hierarchy here; every member more effective fortifications and sew- a very bad opinion of the Gnosis.
They should be offered help to con- has his own reputation and commands age systems for the great cities. Me- That’s too bad since the Gnosis
tinue their holy work. respect according to his knowledge chanics are used for designing bridges would love to take a look at the civilisa-
and deeds. The faction works as a bet and destructive siege engines. Medi- tion of the faeries, their knowledge and

Gnosis spanning the great universities, col- cine tries to minimise the effects of technology. If only there could be a
The Gnosis faction has formed only leges and libraries of Europe. Knowl- plagues on the population. Possessing way to change the relationships be-
recently and still hasn’t assumed a edge and information can be ex- such knowledge makes someone pow- tween the two factions to the better…
complete, organised form. It remains a changed through this net, speeding up erful. Knowing how to use it, make him Naturalis—
Naturalis— They’re stuck in another
base organisation of scientists and research and technological break- twice more powerful. This is the key to age, one of barbarism and supersti-
academics, bent on the purpose of throughs. The faction then decides the Gnosis’ success. tions. This age has long passed by but
controlling knowledge and using it to how exactly it is going to use that they haven’t realised it yet. This
further their own ends. As is the case knowledge, in order to promote its Stereotypes makes them the Gnosis’ potential ene-
with many factions, there are three aims. This is done in meetings that Angelicus/Infernus—
Angelicus/Infernus—Infinite possibili- mies.
wings, a ”good”, an “evil” and a most people consider scientific con- ties lie in this world unexplored and Shadoris—
Shadoris— They’re not very different
“neutral” one, completely independent. ventions. Their importance however is they prefer to deal with other, strange from the Brutalis. Both do the same
The “good” and “evil” ones are still far, far greater. realms. Most unpractical to say the thing; they just do it in different ways,
faithful to the Eternal Powers, but the There are a lot of clueless least. but the result is all the same.
“neutral” wing has been formed by Awakened who think that the Gnosis Brutalis—
Brutalis—They shouldn’t be underes- Societus—
Societus—The Societus control a lot
heretics, Awakened that do not longer is just a bunch of harmless, powerless timated nor should they be attributed of resources and especially funds.
32
Funds are of great interest to Gnosis, who claim that the Naturalis do not Awakened. primal instincts and thoughts of human
who need them to continue their re- deserve to be called a “faction”. Unfortunately, this doesn’t beings, along with the cultivation and
searches, so relationships between the Surely such a chaotic, undisciplined mean the faction does not have a few learning of one'’ inner life force. Who-
two factions are pretty tight. organisation is far from being a faction. serious flaws of its own. The most se- ever embraces these beliefs can join
Sorceror—
Sorceror— The mages pursue arcane The truth is the Naturalis fac- rious is that it resembles in structure the faction. Those that disagree or do
knowledge at all costs. The Gnosis tion commands much respect, not only the Druidic Order. It certainly does not follow these guidelines are ex-
understand pursuit for knowledge very because of the influence it has, but not have the organisation other fac- pected to leave. As there are no fixed
well, whether it’s mundane or arcane. also because it is based on a very an- tions possess (such as the more typical laws for behaving within the faction
Often, when the Gnosis uncover ar- cient tradition, the heathen or pagan Brutalis or Sorceror). Its members there is also a lack of a judgment sys-
cane texts, they hand them over to the way of life. The faction is strong when often act in colliding ways. A grand tem. High-ranking members of the fac-
Sorcerors, and the mages do the same pagans in general are powerful and the plan rarely exists; most of the time tion may take decisions on matters of
with any remarkable scientific discov- current era of Europe is certainly Naturalis members act according to justice, but there are no official
ery they make. good for pagans. With the slow and current planning that may prove effec- “judges” or “law enforcers”. The up-
Vigoris—
Vigoris— The healers possess great gradual decline of the Church, more tive, however it is short-sighted and holding of the faction’s traditions is
knowledge in a very specialised field: people turn to the old ways and the does not involve long-term objectives based on the good will of the members
medicine. Although they mix their pure pagan religion. Even the heathen ma- and benefits, losing the big picture. and their decision to take whatever
knowledge with supernatural practices, gicians begin to extend their power The faction is not based on a action they deem appropriate towards
the Gnosis can benefit from an ex- and act against the persecution of the strict and rigid code of rules, but lawbreakers. It’s a pretty anarchist
change of knowledge, as can the Hermetic Order. All these mean that rather on a flexible, shifting code of system that causes multiple problems.
Vigoris. the Naturalis faction grows stronger ethics. This moral code is derived from As one might expect from such
with the passage of time and will soon the Old Religion and the Druidic Or- an unorganised faction, there are few

Naturalis be a major player in the grand game of der. It teaches respect to the natural “ranks” in the hierarchy of the faction.
There are many among the Awakened the world, the spirits of the land and the The hierarchy is based on knowledge,
33
wisdom, experience and power rather among the Awakened. As always, the Stereotypes the Faerian better than any other fac-
than titles. Most of the members are mortals are not aware of the presence Angelicus/Infernus – An offshoot of tion. For them, the faeries are beings
called Initiates. A wise, powerful and of such transcendent beings among the Sorceror faction, the Naturalis that have achieved a closer connection
experienced member may be called a them. Only very high-ranking druids believe these hermetic mages to be to nature than any human so as to be
witche (“wise one”). The elite of the know about the Awakened. This pro- even more dangerous than their Sor- considered part of her. The Faerian
order, individuals that command every- vides the faction with powerful allies. ceror counterparts. The entities they are wise indeed for allying themselves
one’s respect and lead the faction, are Not only can they manipulate the mor- contact are not only powerful but also with such beings and the Naturalis feel
the Hierophants (there is no fixed tal pagans to their ends, but they can completely alien to this world and its close to them for that reason.
number of them). These titles are not also count on the assistance and sup- order. They are dangerous for earth, Gnosis – This faction represents the
won but they reflect one’s position in port of heathen magicians. but they will not present a threat if the human civilisation best of all and man’s
the order. Someone may call himself a The Naturalis is one of the ones who summon them from their dis- arrogance that he can achieve any-
witche but that is not important. The factions that represent every one of tant residencies cease to exist. thing he wants based on his own power
important thing is what the other mem- the three “paths”. There is a “good”, Brutalis – The warriors are a re- only, control all and subdue even na-
bers call him. If they believe he is wor- an “evil” and a neutral wing. There is spected and powerful faction. Though ture. Although the Gnosis possess
thy of the title “witche” then they will much conflict between the “good” and they are not a threat to the Naturalis, knowledge and that is highly respected
certainly treat him as one. If they don’t the “evil” factions who often fight for they distrust its members and this has by the Naturalis, they do not possess
feel he is worthy of such a title they’ll the control of certain druidic circles. prevented interesting co-operations. the wisdom to use this knowledge,
not pay him any attention and will treat The neutral faction is slightly more The only positive thing in the whole something that can prove dangerous.
him just as any other Initiate. disorganised and static than the other matter is that they equally distrust the Maybe they can be shown the error of
Many of the faction’s members two, interested only in the preservation Sorcerors, so that they can’t use the their ways and the simple truth that
belong to the Druidic Order. The of nature and the ascension of Pagan- Brutalis as a weapon against the man isn’t master of the natural world
connection of the faction with that ism to its rightful position all over Naturalis. but just an important part of it. Until
mortal religious order is no secret Corahen. Faerian – The Naturalis understand then, the Naturalis will make sure the
34
Gnosis won’t cause any great harm and the raping of its resources. The participate in any major conflict, ex- knew that they control most of the
with their unchecked knowledge. Naturalis keep a close eye on the So- cept to heal the wounded. criminal organisations and spy net-
Shadoris - No one know much about cietus, unraveling their plans when they works across Europe, as well as im-
this shadowy faction and the Naturalis bring harm without them realising it if Shadoris portant contacts in almost every major
are not an exception. Some factions possible. The Shadoris are the faction that guild and the Church, it might attract
use the Shadoris (or are used by Sorceror – This faction is based on perhaps underlines best the invisible unwanted attention to them. Informa-
them?) as a weapon against their op- the hermetic order and as such, it is aspect of the Awakened’s war. Per- tion is crucial to the Shadoris, not
ponents, but the Naturalis distrust the one of the Naturalis’ natural enemies. petually hidden in shadows, they only only because it can be used to manipu-
assassins too much to have even a cas- The hermetic mages want the death of part with them to strike at their target, late current events, but also because
ual contact the heathen magicians, so that they quickly returning to the safety of their it’s important in staging the covert
with them. can reign supreme in the realms of sor- embrace. strikes Shadoris specialise in.
Societus – The Naturalis have mixed cery by utilising strict laws, denying the Originating from the assassin The Shadoris are well aware
feelings about this faction. They do raw power guilds formed during the decline of the that it’s better and easier to strike at a
understand their power and their intel- offered by earth. The Naturalis can Roman Empire, a time of heavy politi- general or a king than to face an entire
ligence and are aware that the Socie- not allow that. They will defend the cal intrigue and machinations which army or kingdom. Every member of the
tus keep a safe distance from the sor- heathen tradition and attack the blas- had a use for a skilled assassin, the faction is chosen for his skills in assas-
cerers, something which makes them phemous hermetic mages in any way Shadoris base their success on two sinating a given target. Combat prow-
potential allies in covert actions they can. things: information and covert strikes. ess isn’t the first concern, although a
against the hermetic magicians. On the Vigoris – The Vigoris perform an im- Most Awakened consider the Sha- Shadoris is expected to be proficient
other hand, the Societus fully repre- portant work of nature: healing. The doris are nothing more than skilled as- with the bow and crossbow, short
sent the expanding world of the hu- Naturalis have no particular relation- sassins, effective without doubt but sword and dagger. A Shadoris needs
mans and have promoted in many cases ship with the Vigoris, considering them little more than that. The Shadoris to have many talents to succeed in his
the destruction of the natural world to be naïve do-gooders that will not prefer it that way. After all, if others mission: thieving skills, the lore of drugs
35
and poisons, mastery of disguise and just speculations. The Shadoris are no resemblance to them, but the Sha- information is power, and the Gnosis
the precious ability to quickly evaluate among the factions that are least liked doris can’t figure out the difference. A are powerful in their way.
a situation. by the others. Most Awakened dis- mage is a mage after all. Naturalis—
Naturalis— Druids, pagans and hea-
Because of their need for se- trust Shadoris, never knowing who Brutalis—
Brutalis—The Brutalis are respected thens live in the country, away from the
crecy, the Shadoris operate in cells. they might strike at next. Even “good” for their combat skills and prowess. major urban centers. Maybe they’ll
Each cell is a group of 4-6 Shadoris factions tend to believe that Shadoris They are also respected for their hier- find the thruth or power they seek
with a specific base of operations. It’s tread on the edge to the other side archical, efficient organisation and there, but they have nothing to do with
mostly comprised of Hunters, initiates with their stealthy and treacherous their discipline. They are not re- the Shadoris, neither the Shadoris
in the art of assassination. The leader tactics. spected for their so-called “warrior with them.
of a cell is a Predator, a master assas- All these said however, every code of honor”, a code they brag Societus—
Societus—These schemers have ex-
sin who guides and teaches the Hunt- faction has a use for the Shadoris. about a lot but seem to forget when cellent contacts and a lot of influence,
ers. Only the Predator knows the con- When an important enemy has to be they encounter the first difficulties. making them an important source of
nection of the cell to the rest of the removed quickly and silently, the Sha- Faerian—
Faerian — Harmless fools lost in fairy information. They are preoccupied
faction and he always appears as a doris are your men for the work. tales and hanging out with a dying with gaining or controlling important
shady figure even to his own Hunters, These assignments don’t come cheap race? Not nearly. The Shadoris re- positions in the so-called “high soci-
to avoid compromising his safety in the however. The Shadoris always charge spect the faeries, who can become ety”, underestimating the value of more
event of a Hunter’s capture or be- a hefty price for their services and more stealthy and unseen than a mas- mundane acquaintances in the under-
trayal. they frequently ask for more than just ter Shadoris can ever hope to be, and world or the lower classes. A master
As is the case with most fac- money. so they respect their allies, the Fae- thief or a scribe can sometimes provide
tions, the Shadoris exist on “good” rian. more information than the mayor of a
and “evil” versions. There is also a ru- Stereotypes Gnosis—
Gnosis—This faction also strives for city.
mor of a “neutral” Shadoris faction, Angelicus/Infernus—
Angelicus/Infernus— The Sorceror knowledge and information, but of a Sorceror—
Sorceror— The mages are intelligent
following its own agenda, but these are faction insists that these mages have different kind than the Shadoris. Still, and capable of complicated schemes
36
and long-term plans. Often, their plans the ranks of the Church. Power, influ- a more experienced and successful and usually within local boundaries.
require more than sorcery and that’s ence and wealth are their aims and member called a Patron. A Patron will An Overseer on the other hand is re-
where the Shadoris come into the pic- their tools. provide a Novice with a place in mortal sponsible for a whole part of Europe
ture. They are always careful not to Both “good” and “evil” Awak- society according to his specialisation and sees the greater picture behind
anger the sorcerers but they rarely ened have their Societus factions. and some support. A Patron who is a the Patrons’ work. Finally, the Over-
trust them. “Good” Societus are especially in- bishop could place a Novice in the seers are controlled and coordinated
Vigoris—
Vigoris— A seemingly opposite fac- volved with the Church and the legal clergy, while a Patron guildmaster by a council of seven Puppeteers.
tion, since the Vigoris deal with life, system, many of them holding the ranks would give a Novice an important posi- These Awakened have terrible influ-
while the Shadoris with death. How- of bishops and judges. “Evil” Socie- tion in the guild. From there on, the ence and political power, playing with
ever, the Shadoris envy the Vigoris tus seem to be more interested in Novice is expected to prosper on his mortals as if they were puppets. Most
for their understanding of death and wealth and finances, controlling trading own and increase his power and influ- of the time, they tend to agree on a
the means to bring it about. and artisan guilds, as well as vast acres ence under the guidance of his Patron. general course of action, although all
of land. There is also a “neutral” or- A successful Novice becomes a Pa- of them seek to subtly dominate the

Societus ganisation of Awakened politicians tron and is expected to take care of council and make their specialty field
One of the major Awakened factions, which was founded by some idealists new Novices. This is the way the fac- more important than the others. Every
the Societus is also the closest to with the purpose of protecting the tion expands its influence over the Puppeteer has a different specialty:
mortals and the Pretending. With a mortal world from the aggressiveness mortal world. one might deal with Church politics,
basis along the lines of “domination of of the “good” and “evil” Awakened, Above the Patrons stand the another with the courts of Europe,
the mortal world is the key to power but after a while degenerated into a Overseers, experienced politicians another with trading guilds and banks
and success”, the Societus Awak- group of greedy powermongers. and financiers who guide and coordi- etc.
ened are found involved in every as- Each of the three factions has nate the efforts of the numerous Pa-
pect of mortal society and politics, a largely identical hierarchy. New mem- trons and their Novices. A Patron Stereotypes
from trading guilds to noble courts to bers, called Novices, are placed under deals only with his area of specialty An geli cus/Inf ernus—
ernus — Taking the
37
short route to success, aren’t we? The shunning civilisation? Ha! Trees only Sorceror This dissimilarity causes a lot of con-
Societus frown on people whodon’t have power as timber for buildings and Along with the Brutalis faction, this fusion in the neutral wing and inhibits
work hard and rely on others for their water as the power source for tread- organisation is among the first of its their ability to take serious action
success. mills. kind to be created. It was formed by when needed.
Brutalis
Brutalis—
is—The Brutalis know war and Shadoris—
Shadoris— The Societus are well some of the first to Awake that pos- All wings of the faction are re-
they’re good at it. But there are so aware that political machination some- sessed the secrets of sorcery, but nowned for their strict organisation
much more one can gain from negotia- times call for drastic measures. The grew quickly to encompass most of the and their firm system of advancing in
tion and covert tactics. After all, war Shadoris are the perfect Awakened Awakened that had any control over their ranks, something that fits their
requires money and trained armies and to carry out such actions, so the two magic. Today, it is one of the most in- scholarly members. The supreme
the Societus have access to both. factions enjoy a mutually beneficial fluential and secretive factions. power in the faction is held by a coun-
Gnosis—
Gnosis—The Gnosis are useful allies relationship. The faction has three “wings”. cil of 9 Magi, that are by tradition the
and they’re not very different from the Sorceror—
Sorceror— The mages have the power One is aligned with “good”, one with most skilled and respected of the mem-
Societus, trading in knowledge. to turn someone into their slave or kill “evil” and the third is “neutral”. bers. In reality, there is a great deal of
Faerian—
Faerian—The Societus suspect that him from a distance. It’s a pity they Whereas the objectives of the first political maneuvering among the Magi
mortal politics pale before the in- don’t know how to use this power to two wings are clear more or less and maintaining this position is a mat-
trigues of a faerie court. They would their gain. If the Societus possessed (regardless of the personal motives of ter of both wit and influence.
like to discover that, both out of inter- such abilities, nothing could stop them. their members), what the third wing is Below the Magi are the men-
est to accumulate more power and for Vigoris—
Vigoris— The Vigoris are altruists, the trying to achieve is somewhat hazy. tors, respected magicians with special
the challenge it presents. That’s why Societus aren’t. This ought to show This particular wing encompasses privileges that provide support to each
they try to keep close relationships that the two factions have no connec- both those that try to maintain a bal- Magus and play an important role in
with the Faerian faction, however diffi- tion between them. ance and those that seek to promote the faction politics. The last layer of
cult this may seem. their causes without aligning them- the faction are the Acolytes, simple
Naturalis—
Naturalis— A bunch of nature boys selves with any of the conflicting wings. members that have yet to prove their
38
skill and powers. Though the Aco- and his origins have been lost in time, frequently conduct investigations try- only and hardly the best solution.
lytes are the largest part of the fac- but his beliefs and ideas about sorcery ing to find such individuals and their They make useful allies, backing you
tion, they don’t play any important po- have been maintained and have led to orders are to exterminate them upon up with their superior armed forces,
litical role, being manipulated by the creation of the Hermetic Code, discovery. and dreadful enemies for the same rea-
the Mentors. the base of all laws of the faction. sons. One should always be careful
A special caste in the Sorceror There was a time when a lot of Stereotypes when dealing with them.
faction are the Warlocks, those that magicians followed another path, that Angelicus/Infernus – The good wing Faerian – They command much power,
enforce the laws of the faction and the of the heathen magic. Heathen magic of the Sorceror faction views members though this power is based on the
orders of the council of the Magi. The was closely related to nature and was of the Angelicus faction as misguided faeries and does not come from them-
Warlocks come from the mentor class based upon the drawing of raw power practitioners of sorcery. They are not selves, making it somewhat beyond
and are awarded special privileges and from nature. It was the closest thing to considered equal to “true” sorcerers their absolute control. Nevertheless,
abilities to use them in carrying out the chaotic and wild faerie glamours because they base their powers on the faeries are a powerful ally, pos-
their tasks. They can’t however act and certainly not the scientific, fine art other beings instead of their self. sessing both raw power and hidden
without a direct order from the council Hermes had described. During that Members of the Infernus faction are knowledge. It is too bad that the Fae-
and that greatly limits their power. time, strife and inner conflict threat- considered dangerous enemies by evil rians feel closer to the Naturalis than
Each Warlock normally has some loyal ened to tear the faction apart. At last, Sorcerors. After the schism between to the Sorcerors.
Acolytes with him, serving as deputies. the Heathen magicians departed from the two factions such individuals are Gnosis – The Gnosis faction and the
The laws and structure of the the faction to form their own group exterminated at all costs when they’re Sorcerors are very mush alike. It can
Sorceror faction are based upon which became the Naturalis faction. It discovered. be said that the Sorceror faction
the writings and teachings of one of is widely believed that not all Heathen Brutalis – They take a brute violent represents a more specialised side of
the first truly great magicians, Hermes magicians have departed and some and ungraceful approach to their task the Gnosis. While the Gnosis value all
Trismegistus. Hermes may have been may have remained undercover to spy and in a world like this one they will knowledge, Sorcerors seek only ar-
a spirit or just an enlightened mortal in favor of their faction. The Warlocks eventually fail, as violence is not they cane knowledge. This mutual search
39
for knowledge makes the two factions one usually knows they’re there until Vigoris – The Vigoris faction is plain Sorcerors and become a faction of
cooperate in many occasions and cer- it’s too late. On the other hand, they indifferent for the Sorcerors. They their own. This gives them a unique
tainly each holds the other in high es- are sometimes employed by the Sor- are considered harmless samaritans status: they’re the only faction without
teem. cerors, being very good at exterminat- and as such deserve little to none at- an “evil” counterpart.
Naturalis – The heathen magicians ing troublesome individuals. This slight tention. The good and neutral wing of The Vigoris operate through a
are not to be trusted and no member connection between the two factions the Sorceror faction believe that such network of hospitals, clinics and herbal
of the Sorceror faction has casual serves only to increase the care a Sor- Awakened have their uses but are to shops spread across Europe. They
connections with them. They believe in ceror must show when dealing with be paid minimal attention. Evil Sor- mix their mystical talents with real-
primitive ideals about the human being them. After all, many factions (among cerors only pay attention to the Heal- world medicine in fear of persecution
and employ a degenerate, undisci- them the hateful Naturalis) are known ers when they’re an obstacle for their from the Church. They believe that
plined form of magic. If they are left to have connections with the Sha- plans, something that rarely happens. by helping the people, healing them of
unchecked they might spread these doris. their misery and disease, they’ll win
beliefs causing a devolution of our so- Societus – They are very much alike Vigoris their support for the upcoming Final
ciety and harming the development of in mind with the Sorceror faction, be- The Vigoris is a small faction of fringe Battle. The other “good” factions
the wondrous gift of sorcery men pos- lieving in attaining power through po- sorcerers and Awakened with healing consider them more or less naïve do-
sess. The Sorceror faction believes litical manipulation and machinations. It gifts operating throughout Europe. gooders, but they’re always eager to
that these dangerous fools must be is only unfortunate that they seem to Originally, they were members of the ask them to tend to their wounded af-
dealt with before they become much of distrust the Sorceror faction, perhaps “good” Sorceror faction, but soon ter a confrontation with the forces of
a threat. There have been quite a few believing that all occultists are a po- became disappointed with the fac- evil. The Vigoris haven’t ever rejected
incidents of violence and aggression tential threat and not to be trusted. tion’s secrecy and scheming. These such a call for help, something which
between the two factions. Though this is none of the Sorcerors’ gentle souls wanted to use their pow- has put them on good standing with
Shadoris – The Assassins are feared fault, they do whatever they can to ers to help those in need, so they de- the other factions. In fact, the Brutalis
by the Sorceror faction because no bring the two factions closer together. cided to separate themselves from the are sworn to protect the relatively de-
40
fenseless Vigoris against any outside cepted practice since the forming of from the rest of the faction. They answer as if the Vigoris were brothers
threat which hampers their work. the faction, but has been threatened seem to have little interest about the to them.
The faction has a strict hierar- as of lately by a group of Vigoris who Final Battle, seeking instead to elimi- Faerian—
Faerian —The faeries had perfected
chy, beginning with the lowly Sur- believe that the healer’s duty extends nate disease and death for the benefit the arts of healing long before humans
geons, proceeding to the Pathologists, to all people, pious or sinners, “good” of all. Given time, they might form an even touched the subject. Who knows
who form the main bulk of the faction, or “evil”. These are young, idealistic offshoot of the Vigoris, one more neu- to what heights they have pushed their
and ending with the Healers, which is Awakened for the most part, who call tral in its concept. art all these years? With the help of
the highest rank a member can attain. themselves the Asclepians. The As- the Faerians, the Vigoris may find out
The greatest honor for a Vigoris is to clepians have been repeatedly warned Stereotypes and exchange knowledge with the faer-
be accepted into the Hippocratic by the Conclave to cease their heretic Angelicus—
Angelicus— These magicians are very ies. The Vigoris are looking forward
Conclave, the inner circle of the fac- practices but have chosen to ignore different from those of the Sorceror to this association.
tion composed entirely of respected the warnings. Some of the healers faction. They call magnificent beings Gnosis—
Gnosis—The Gnosis are a strange
healers. This organ of authority in the have begun to talk about the possibil- into our world that can heal and inspire lot. They build siege engines and new
faction coordinates its movements and ity to call in the Brutalis and “purge” people with hope. The Vigoris believe crossbows, machines of death, but on
resources and is elected very three the heretics before they become too they can learn a lot from these sorcer- the other hand they delve deep in
years by voting among the Healers. dangerous, but most are reluctant to ers. modern pathology and anatomy. Not
The aim of the faction is to heal take any direct, violent measures. An Brutalis—
Brutalis—The Brutalis fight the bat- all of their knowledge is of worth to the
the sick, but this doesn’t include all outbreak of violence inside a faction tles, the Vigoris tend to their wounded. Vigoris, but they’ve done a lot towards
men. The Vigoris deny healing to dedicated to healing and tranquility Although most Vigoris are appalled eradicating disease.
“sinners”, essentially those who don’t could shake the Vigoris’ foundations by the Brutalis’ way of life, none can Shadoris—
Shadoris— Many Awakened kill, but
follow what is considered “good” by and destroy their work. deny their power or the profits they the Shadoris do it without honor. To
the faction, and of course to the min- With their practices and beliefs, reap from this association. They can the Vigoris, this makes no difference.
ions of “evil”. This has been an ac- the Asclepians have been estranged call to them for help and they’ll always Killing is killing, whether it’s done face
41
to face or with a crossbow bolt from a
hundred meters away. Still, the
Vigoris can’t help feeling nervous
around Shadoris and certainly don’t
trust them at all.
Societus—
Societus—The Societus are even
more manipulating than the Sorcerors.
They have a friendly face but who
knows what they’re thinking behind it.
They could use their influence and
resources to help the people, but they
prefer to spend them on themselves or
their “powerful” friends. They think
they’ll help them win the Final Battle
but that isn’t possible without the love
and support of the people.
Sorceror—
Sorceror— Greedy manipulators of
others, the Vigoris did well to part with
them. The Brutalis are killing ma-
chines, but at least they’re honest
about that.
42 Character creation

E
very player needs to con- aren’t created in blind. Before asking has a difficulty in understanding the Do you still remain the same man?
struct a character of his major decisions about your character new world. Are you still Faithful to your original
own to participate in the that will stick with him for the rest of cause? Or are you a heretic? Some
game. Character crea- the game, you ought to have some Why was he chosen? Awakened changed in mind during the
tion is done under the guidance of the things about him cleared up in your Champions for the Final Battle were- Sleep and abandoned the ideals they
GM and is one of the most important mind. An easy and helpful way of do- n’t picked randomly. Why was your held true until then. If you’re one of
and enjoyable parts of the game. The ing that is to answer some simple ques- character chosen to Transcend? them, which path do you tread now?
character is the vessel through which tions about your character. Maybe he possessed a skill the Pow- Have you switched sides, joining the
the player will influence the evolution ers find useful (eg he’s a sorcerer or a enemy? Do you walk on the idealistic
and outcome of the game. What’s your character’s style? military tactician). Maybe he was a road of balance, being neither “good”
As you may have guessed, Is he a fierce warrior? A brilliant scien- symbol of his era (a great politician or nor “evil”? Or are you now on your
players take the role of Awakened, tist? Maybe a social chameleon or po- a prophet). Perhaps he succeeded in own, determined to make a name and a
the champions of the “good” and “evil” litical schemer? Does he trust his doing something great which assisted future for yourself?
Powers who were put to sleep in the physical or mental capabilities more? the plans of the Powers. Or maybe it
far past to fight in future ages. These was his absolute and devout loyalty for How do you plan to participate in
future ages have come at last and the What did he do before the Tran-
Tran- which he was selected among other the Final Battle?
Battle?
champions awake to fight for their scendence? candidates. Finally, it may be that your Will you directly assault your oppo-
masters—or for themselves. Every Awakened had a life before the character can’t figure exactly why he nents? Rely on your sorcerous pow-
Transcendence and his past may have was selected. He may have a potential ers? Or amass mortal holdings and re-
great influence on his present actions unknown to him but recognisable by sources, gaining power and influence
Concept
The first thing you should do is think and on the way he views the world. Life the Powers. through them? The answer to this
over your character for a while. Good in the ancient era was more or less dif- question depends on the style you
characters that are fun to play usually ferent and maybe your character still want your character to have and will
43
heavily influence his choice of a fac- dice. chance to activate some of their rating
Basic steps tion. by rolling two Awakening checks
Character creation follows the (detailed in the Magik sourcebook).
Determine skills
basic steps outlined in the Nova What’s your Pretending? Even if they succeed in these checks
Skill generation also follows the mix of
core book, but also adds some new Every Awakened pretends to be a however, they have no formal training
luck and strategy presented in Nova.
ones. To summarise, the basic normal mortal. After all, everyone of magic and don’t gain any rating in
The player assigns skill dice then rolls
steps are: needs to earn a living, even if he’s fight- realms of magic.
them for the final skill rating.
1. Attributes (17 dice) ing the Final Battle. Most of the time, Fantasia is a new secondary
Each player gets 20 skill dice
2. Skills (20 dice) your role in mortal society will reflect characteristic, describing the strength
for his character.
3. Secondary characteristics: your character’s attitude. A warrior of the character’s connection to the
Stamina, Constitution, Awakened would be a mercenary or a dream world and the power of his
Secondary characteristics
Defense, Magick and Fan- constable, while one who meddles with imagination. Fantasia is extremely im-
Stamina, Constitution and Defense
tasia mortal society would be a banker or portant for manipulating and interact-
are the basic secondary characteris-
4. Choose faction courtier. However, there are excep- ing with the dream world and is further
tics presented in the Nova core book.
5. Manifestations (5 or 6 tions to this rule. detailed in the section for that world.
Magick is the secondary char-
points) Starting characters get a number of
acteristic governing the magical power
6. Socialities (4, 6 or 8 Fantasia points equal to their Insight
Generate attributes of the character and is detailed in the
points) Attribute generation follows the sys- dice, although some other factors—
Magik sourcebook. In Transcen-
7. Qualities (6 points) tem known from Nova: the player as- especially the Fantastick manifesta-
dence, only characters who have the
8. Gifts, drawbacks and uni- signs attribute dice to the ten attrib- tion—can affect its rating.
Magical knowledge or Magical talent
versal points utes, then rolls to determine their rat- gifts (also found in the Magik source-
9. Personality traits ing. book) have their full Magick rating ac- Choose faction and allegiance
Each player gets 17 attribute tive. All other characters get the It’s now time to show your allegiance.
44
Are you a champion of the “good” the Awakened above mortals. All terioration of the body.
Factions Powers, of the “evil” ones, or are you Awakened have access to some mani- Perceive: Detects illusions and invisi-
Angelicus (good only) and Infer-
Infer- neutral? festations, although starting charac- ble beings and objects.
nus (evil only): Cadres of magi- Along with this important deci- ters possess only mediocre power in Physique: Increases physical strength.
cians who seek to succeed by con- sion, you’ll also have to choose a fac- this field. Manifestations are fully dis- Revigorate: Heals injuries.
tacting spirits, demons and angels tion or remain an independent Awak- cussed in the Magic chapter but are Satiate: Removes the need for suste-
and using their potent powers. ened. Some factions exist only for briefly presented here for conven- nance.
Brutalis: made by warriors and specific allegiances. Faction are de- ience. Second sight: Enables the Awak-
veterans seeking to enforce their scribed in detail in “The Awakening” Charisma: Enhances the natural aura ened to gaze into the dream world and
ideals through battles and wars. chapter and it’s advised that you read of the Awakened. the ethereal plane.
They’re considered barbaric only carefully the specifics of a faction Discipline: Provides a shielding from Swiftness: Boosts quickness and re-
by fools, for they have a high level you’re interested in before making a mental attacks. flexes.
of organisation and planning. final choice. The sidebar on the next Enslave: Allows the Awakened to Wrath: Damages objects or creatures
Faerian: Those who believe that table summarises each faction’s main command others to do his bidding. by the use of natural elements.
faeries, as the eldest of beings, will beliefs and attitude. Fantastick: Increases the character’s Veil: Enables the Awakened to pass
play a major role in the Final Bat- Fantasia. unseen.
tle. Fortify: Boosts endurance and Manifestations are measured on a
Manifestations
Manifestations
Gnosis: a faction made of scholars shields the character from damage. scale of 1 to 6. Each faction special-
Manifestations are a special type of
who believe that knowledge is Fortune: Allows the character to re- ises in certain manifestations and pre-
magic wielded only by Awakened and
power. other creatures of the dream world. roll dice. fers these over others.
Naturalis: Protectors of the natu- They are based on the summoning of Kinesis: imbues the Awakened with Angelicus and Infernus: Discipline,
ral world who draw their power and the energy inherent to the dream world telekinetic powers. Second sight, Wrath
and are one of the things that place Longevity: Negates aging and the de- Brutalis: Fortify, Physique, Satiate
45
Second sight ciety, he soon finds use for mundane
magic form their connection to na- Shadoris: Physique, Swiftness, Veil qualities and possessions, like wealth, Generating Socialities
ture. During character creation, each
Societus: Charisma, Enslave, Lon- allies, political influence or just a place
Shadoris: This faction holds that player gets 6 points to purchase
gevity to stay. All these are included in the
strikes from the shadows are the Socialities. However, no charac-
Sorceror: Kinesis, Second sight, traits called Socialities, which measure
only way to success. ter may become the game with a
Wrath different aspects of social life and
Societus: Politicians who believe Sociality greater than 4. There's
Vigoris: Fortune, Revigorate, Satiate possessions.
that victory will come through the always room for improvement.
A starting character who belongs in a Each Sociality is measured on
domination of mortal society and Characters belonging to
faction gets 6 points to spend on a scale from zero to six. A rating of
politics. the Societus faction value mortal
manifestations. These points need to zero means that a character is ex-
Sorceror: This is the faction of possessions greatly and spend
be distributed among his faction’s pre- tremely poor or has no mortal allies,
sorcerers who seek to promote much of their time dealing with mor-
ferred manifestations or Fantastick, depending on his Sociality. A rating
their arcane arts and prevail tal society, so they get 8 Sociality
although the character doesn’t need of six usually is the maximum level of
through them. points instead of 6. on the other
to have a rating in every preferred power a player can attain in a Social-
Vigoris (good only): A faction hand, Faerian and Naturalis char-
manifestation. ity, although extraordinary characters
which believes that it will triumph acters usually disregard mundane
Independent Awakened get 5 may become even more powerful after
by aiding those who are in need items and social life, so they begin
points, but they can spend them on hard work.
and by improving living conditions. with 4 Sociality points.
any manifestation they like. Socialities are determined dur-
No player may put more than 3 ing character creation but they don't
Faerian: Charisma, Fortune, Perceive points in any manifestation. remain static during play. They may his Influence Sociality increased by
Gnosis: Discipline, Longevity, Per- rise and fall as a consequence of some one point or may be granted some land
ceive Socialities events in the campaign. A character (increasing Estates by one point). On
Naturalis: Longevity, Revigorate, As an Awakened is part of mortal so- that earns the Duke's favour may find the other hand, a merchant losing one
46
of his precious ships, might lose one or paign starts if it suits the GM. during character creation.  Like the average
two points of Wealth. Socialities are  You don't know any-  No special authority peasant, you have no land of your own
dynamic ratings, prone to change. one of notice  A guard, a priest  A small field, but at
 A person with minor  A constable, a tax col- least it's yours
Acquaintances authority lector, a minor bureaucrat  A moderate field
These are people in the same line of  A minor bureaucrat, a  A sergeant, a parish, a  A large field capable of
business or with the same interests as constable, a vassal knight minor judge feeding many families
the character. Acquaintances can be  A major bureaucrat, a  A sheriff, a bishop, a  Lots of acres divided in
allies or provide support and informa- sheriff, a military officer major bureaucrat many fields
tion, but don't expect them to work for  A guildmaster, an im-  An ambassador, an  You are lord of a small
free. The rating in this Sociality does- portant noble, a general archbishop, a captain of a major city's fief
n't denote a single acquaintance. As-  A ruling noble, an impor- guard, a high judge  A large fief is yours to
sume that a character has one ac- tant archbishop  A keeper of an entire exploit
quaintance of the highest level, then  The king of a nation, the nation's treasury, a general
begin to double the number of ac- Pope Haven
quaintances as the rating drops. So, a Estates Your haven is your home, a place you
character with 3 points of Acquaint- Authority Land is an important possession in can retreat to for resting or healing or
ances has one acquaintance of level 3, Authority takes a lot of forms in the Europe. It doesn't necessarily denote set up a base of operations. A haven
two of level 2 and four of level 1. The medieval society of Europe. A rating wealth (there are poor nobles who may range from a meagre cottage to a
exact people representing these ac- in this Sociality might denote a tax can't afford farmers to take care of powerful castle. The larger it is, the
quaintances are best to be determined collector, a judge, a constable or a their land and eventually lose it due to more money it requires for its mainte-
during character creation, although high-ranking member of the clergy. A taxes), but it's an important symbol of nance. Someone with a large castle
this can be delayed until after the cam- player should choose his specialisation power and nobility. but without any cash may soon find his
47
haven slowly crumbling.  An influential member tory, economy etc). For all other sub- armed thugs, if the character is a crime
 Homeless of the local court jects, the library functions as if it had lord, warrior priests, in the case of a
 A meagre cottage  A guildmaster one point less. bishop, or even a standard military unit
 A nice and comfortable  Everyone seeks your  You aren't exactly a of the kingdom. Regardless of its ori-
house advice on matters of politics bookworm gin and type, a military force requires
 A manor  An advisor to the king  A few books of dubi- money to equip and maintain. A char-
 A fortified tower ous quality and content acter with few resources may find diffi-
 A small keep Knowledge
Knowledge  A small collection of cult or impossible to maintain such a
 A moderate castle with Knowledge means of course books, little specialised interest force, which may disband in any time if
extensive fortifications scrolls, parchments or any other writ-  A moderate library with the men aren't sufficiently paid.
ten media. This Sociality provides the one or two rare books  No man follows you
Influence character with a wealth of stored  A large library contain- but yourself
This Sociality measures the degree knowledge about a broad range of ing a few very rare tomes  A band of 5-10 poorly
to which the character influences local subjects, which is easily accessible and  A giant collection with equipped thugs or peasants
politics or important members of the may be used to find important informa- some unique manuscripts and ancient  A dozen grunts with
community. It's a pre-requisite for any- tion. In this dark era, most people are tomes little experience
one interested in politics. illiterate and libraries are precious  A collection paling those  A squad of standard
 Nobody pays real at- things, open to few. They tend to be of some universities light infantry plus some trained archers
tention to you better in a subject than the rest, al-  Twenty fully armored
 A member of a guild or though most of them contain books of Militia knights along with forty grunts and
similar group general interest. The character needs This speciality represents a military archers
 An advisor to a minor to choose a specialisation for his li- force under the command of the char-  One hundred men-at-
noble brary (science, medicine, occult, his- acter. This force may be a gang of arms (infantry, cavalry and archers)
48
 A battalion of fully Wealth Qualities tial Awakened
trained heavy infantry, along with Wealth is measured in gold and silver. Qualities are very similar to Sociali-  You have some allies
heavy cavalry and archers support Although there are also other types ties, but apply to the true nature of the with good standing in their factions
of wealth, like land, these are covered Awakened and not to the Pretending.  Your allies number sev-
Nobility by other Socialities. This Sociality They are used to describe things and eral Awakened in different factions
In the feudal society established in may be heavily influenced by the Ex-  You can depend on the
terms important to the Awakened as a
most of Europe’s nations, nobles are ceptional Wealth gift and similar draw- support of an entire sub-group of a
supernatural being.
the highest social class. Often, nobil- backs. GMs may add or decrease faction
Like Socialities, Qualities are
ity has little to do with noble blood, points as they see fit.  An entire faction can
rated from zero to six and often rise
although a noble title is hereditary.  A street beggar help you
and fall during play, although some of
Kings commonly reward their most  Struggling to survive them are static and can not change.
loyal or successful subjects with a title.  The average peasant Age
 Of the peasant or or craftsman Alliances Age describes how long ago the char-
sub-urban class  Enough for living with Alliances refers to Awakened allies. acter awakened. It’s the time the char-
 A minor title remem- some comfort Allies are important in the life of any acter has been active before the game
bered by a few people  A rich landowner or Awakened, providing information and begins. Although it hasn’t a terrible
 A minor knight merchant support in difficult times. They expect impact on what a character will do in
 A vassal of an impor-  A major local economical the same things from you too, how- the game, older Awakened command
tant noble power ever. more respect from their kindred and
 A bachelor knight  Among the wealthy elite  You’re on your own are more wise and learnt in the ways of
 A baron of the land  You can rely on the both Awakened and mortals.
 A duke help of one Awakened ally  A young Awakened:
 Your ally is an influen- you awoke just a year ago
49
 You’ve been active for Rank Brutalis Sorceror Naturalis Angelicus Shadoris Faerian Vigoris Societus
five years
 A no-
 You have awakened
ten years ago
 Soldier Acolyte Initiated Acolyte Hunter Surgeon
 You awoke twenty
years ago 
 An elder: you’ve been  Hunter Mentor Witche Initiate Pathologist
active for more than thirty years
 Judge Predator Ambassador
 You have awakened fifty
years ago

 One of the oldest Awak-
ened around: you’ve been active for  Flaith Magus Hierophant Bishop Healer
more than 75 years
the Awakened’s true nature and want  A sorcerer or a minor Loyalty
Companion to help him achieve his goals out of faerie Loyalty measures something which
A companion is something more than genuine interest. The rating of this  A minor spirit, a mythical seems simple but is in fact very compli-
an acquaintance or an ally: he’s a Quality measures the companion’s beast cated: the loyalty of an Awakened to
friend ready to risk your life for you, relative power.  A major faerie or magi- the cause for which he was Ascended
who will always stand by you. Many  No companion cian centuries ago. A lot of time has
Awakened have companions that  A mundane  A powerful faerie or sor- passed since the Transcendence and
aren’t Awakened themselves. These  A mortal with some cerer, a greater spirit, a legendary some champions have lost some of
companions may be anything from mor- training in the magical arts, a magical beast their loyalty to their original ideas, or
tals to faeries to spirits, know about animal even all of it, switching sides or going
50
Quality points. Being a bastion of Sleeping. This isn’t always the case, with a positive Resonance rating.
Generating Qualities
faith demands sacrifices. however. Maybe the character’s body This Quality is unique because
A beginning character receives 6
 A Heretic didn’t make it through the Sleeping: every starting character automatically
points to spend on Qualities.
 One step away from the crypt might have collapsed or their gets 6 points in it. In other words, eve-
Unlike Socialities, an Awakened
heresy body burnt. Or, the character might ryone has the chance to begin the
can start the game with the maxi-
 Doubt plagues you have awakened with his original body, game with his original body. A player
mum rating (6) in a Quality. He
 Most of the days you but managed to get it killed before the can take points from Pawn to put in
may also spend universal points to
believe you’re right in your alle- game starts, making him seek to pos- other Qualities. Although this may
gain Quality points on a 1:1 basis.
giances... sess another body. seem beneficiary, it leaves a greedy
Manipulating the Pawn Quality
 Doubt is locked outside An Awakened with Pawn 6 be- player weak against Resonance.
can also gain a character more
your mind gins the game with his original body.  Pa t ho lo gi ca l r e-
Quality points. Look at that
 A living example of faith Any other rating in Pawn indicates jumper. Five Resonance points
Quality’s description for more de-
and devotion to the cause that the original body is now lost and  Frequent re-jumper.
tails.
 If there was a prize for the Awakened inhabits a possessed You have four Resonance points
Most Loyal Awakened of the Year, body, leaving him open to the danger  You’ve engaged in re-
“neutral”. Those that have retained you would earn it of Rejection and the taint of Reso- jumping sometimes. Begin with three
their loyalty are applauded as Faithful, nance. A rating of 5 indicates that the resonance points
the others being branded as Heretics. Pawn Awakened has used his Possession  Rejection is no stranger
This Quality is treated a little Most of the time characters will begin ability only once, out of necessity. to you. You begin with two Resonance
different from the others. A player can the game possessing their original Any rating below 5 means that the points
select his starting rating from 0 to 3 body, the one they had when they ex- Awakened has experiences a few slip-  You’ve suffered a Re-
without having to pay any Quality perienced the Transcendence and ups and Rejection and maybe engaged jection and begin with one Resonance
points. Extra loyalty however costs was conserved throughout their in a little Re-jumping, and so starts point
51
 Your original body has Reputation
Reputation  You are known nation- velop a skill by using your starting skill
been destroyed and you were forced Everybody has a reputation among wide among the Awakened generation dice or universal points.
to possess a new one. You haven’t his fellow Awakened, well except  Every Awakened in Faerie blood (4 points): You carry
been marked by Resonance yet maybe from those with zero ratings in Europe has heard of you within you the blood of a faerie ances-
 You possess your origi- this Quality. The Reputation Qual- tor. Other faeries can sense this and
nal body ity measures a character’s standing in are positively pre-determined against
Gifts, drawbacks and univer-
univer-
the world of the Awakened. The you. With some difficulty, you’re able
sal points
Rank player selects his character’s reputa- to learn glamours up to level two. Un-
The idea behind gifts and drawbacks
Although useless to Independent tion: maybe he’s known for his sense of fortunately, cold iron has the same ad-
was presented in detail in the Charac-
Chara c-
Awakened, this Quality is very impor- justice, his ferocity or just his eccentric verse effects on you as on faeries.
ter Options sourcebook for Nova.
tant for those belonging to a faction. It personality. The rating of the Quality Heroic (7 points): In desperate times
The rules presented there remain un-
describes their place and position in a measures the extension of his reputa- when hope is absent, you become a
changed, along with the list of basic
faction’s hierarchy, at least for fac- tion. figure who fights to the death against
Gifts and Drawbacks. This section
tions that have some kind of hierarchy.  What’s your name all possibilities. Your Influence rises by
contains new Gifts and Drawbacks
Beginning characters haven’t had the again? two dice (at +1 cumulative) as you be-
players can take for their Awakened
chance to prove themselves to their  Only a few of the local come a leader and inspire bravery to
characters. Some appropriate Gifts
faction, so they are judged by the time Awakened have heard of you your people. Most young men and
and Drawbacks can also be found in
they’ve been active, with older Awak-  You are well known in peasants will follow you instead of
the Magik sourcebook.
ened snatching the best positions. your city other authorities. In battle, all of your
Thus, a beginning character can’t have  All of the Awakened in men fight with a –1 bonus to any at-
Gifts
more points in Rank than in the Age the same area know your name tack roll. As for you, you fail to die
Dae Khan knowledge
knowled ge (2 points):
Quality.  You are a famous until three extra Stamina and Consti-
You’ve been taught the fighting style
Awakened in a large region of Dae Khan. You’re allowed to de- tution points have been lost; you just
52
requires your character to have a rat- successful Determination check, you dead.
Gaining universal points ing of at least 2 in the Dae Khan gain an additional Conditioning die (at Crippled imagination (5 points): The
Purchase a drawback: variable fighting style. You have been taught +1 cumulative) and you ignore half of power of your imagination is severely
Sacrifice an attribute die: 6 points one of the first, simple kaidos (any one any wound modifiers. These benefits limited. Your Fantasia rating is
Sacrifice a skill die: 2 points with a Competence of one), the mysti- are followed by the usual disadvan- stranded to one point and can’t be
Sacrifice
Sacrifice a manifestation point: 6 cal techniques of Dae Khan. tages of berserking: can’t use missile increased through any means.
points Raised by faeries (3 points): You were weapons, must fight till all of your ene-
Sacrifice a sociality point: one abandoned by your parents but found mies drop dead. Lapsing out of a ber- Faerie signs (2 points): You have
point by faeries who took pity on you and serking frenzy before the battle is over faerie blood, although it’s too minor to
Sacrifice a quality point: one
raised you. Your foster parents have requires a successful Determination substantially affect you. It has slightly
point taught you a lot, so you gain one point check at +2. altered your anatomy however, giving
in Faerie lore. You also understand you pointed ears, cat eyes etc. Other
Spending universal
universal points some basic principles of faerie magic Drawbacks people can see this and usually con-
Purchase a gift: variable
and have one point in one glamour of At swords with a faction (3 points): sider you a freak or changeling.
Gain an attribute die: 6 points
your choice. Since you’re hot a true Your relationship with a faction is very Heretic (3 points): Due to your ex-
Gain a skill die: 2 points
faerie, increasing this glamour is almost bad due to some incident. You can pressed beliefs, you are considered a
Gain a manifestation point: 6
impossible. expect its members to harass and op- heretic by the Church. If the Inquisi-
points
Riastarhae (“Warp-
(“Warp-frenzy”, 3 points): pose you as often as possible. tion ever gets to you, you would be in
Gain a sociality point: one point
You are a berserker who induces fear Blood feud (2 points): You’ve been serious trouble.
Gain a quality point: one point
to his opponents. After you shed involved in a blood feud with another Hunted by a faction (6 points):
blood in combat and if you’re pitted family for some years now. You can You’ve been targeted by a whole fac-
keep fighting despite your wounds. against three or more opponents, you expect surprise attacks by your ene- tion for extermination. Faction are pa-
Kaido knowledge (4 points): This gift can enter the Riastarhae. By making a mies that will do anything to see you tient opponents with great resources,
53
so you can be in danger at any time. Universal points points. Thus, a starting character New skills
Hunted by Awakened (3 to 6 points): Universal points were presented in the can’t have more than three dice in any As always, knowledges are marked
You’ve angered a group of Awakened Character Options sourcebook for attribute or three points in any mani- with a “+” sign.
and now they seek to destroy you. Nova. They enable you to tweak your festation. It is possible however for an Agriculture (INT)+:
(INT)+: This is the skill
Their relative strength is reflected in character. A player gains universal Awakened belonging to a faction to used by farmers, peasants and other
the drawback points. points either by purchasing drawbacks purchase points for manifestations people harvesting the goods provided
Revenge of the witch (1 to 7 points): (up to 10 points) or by sacrificing that don’t belong among their faction’s by mother earth. It gives complete
You have participate in a witch burn- some of the benefits of character crea- preferred ones. knowledge of the usual tools and meth-
ing, but unfortunately this witch was a tion (sacrificing means not using them), ods a farmer uses, as well as enabling
real one and has managed to somehow be it attribute dice, skill dice, manifes- Personality traits the character to determine the fertility
come back from the dead. Gifted with tation points etc. This is also limited to Personality traits are selected by the of the land.
new powers by her unlife, she seeks to 10 points, eg 10 points through sacri- player as described in the Nova core Alchemy (INS)+: Alchemy is the mys-
extract her revenge upon every partici- ficing attribute dice, another 10 points book. tical science dealing with the interac-
pant — including you. The cost of the through skill dice etc. tion between substances and materi-
drawback depends on the power of Universal points may be spent Skills als, especially transmutations of one
the witch. for gifts (up to 10 points) or to gain The basic set of skills presented in the material to another (this skill is not to
Sight of a dark world (1 point): What some other character creation bene- Nova core book needs a little refine- be confused with the sorcery realm of
you see around you is only a world of fits. Thus it is possible for a player to ment before it can be used in Tran- the same name, although they deal with
evil. There is so little good. You have trade attribute dice for skill dice or scendence. Some of the skills aren’t the same thing). Many people confuse
little hope and you easily misunder- manifestation points, for example. appropriate for this game, especially alchemy with magick and perhaps al-
stood other people for evil persons. The maximum limitations in technology-oriented ones, while new chemy has some kind of magick in it.
character creation also apply to the skills must be presented to invoke the Alchemical manuscripts are always
benefits gained through universal atmosphere of a medieval world. cryptic and can easily be mistaken for
54
equipped laboratory with custom- are much sought by armies for their riety of crafts known to man. Metals-
Inappropriate skills
made instruments. He can easily per- services. mithing, masonry, carpentry, leather-
These skills don’t exist in the
form simple chemical reactions, but can Astrology (INS)+: Astrology is the working, glassworking, gemworking,
Transcendence game:
also try to produce more difficult ef- science that studies the objects of goldsmithing are only examples of the
Flying vehicles
fects, like creating pyrotechnics or cosmic importance, like the sun, the crafts many people employ to earn
Forensics
gunpowder. moon and the stars. Knowledge of as- their living. The governing attribute is
Ground vehicles
Angelic/infernal lore (INT)+: This trology can be very useful in naviga- Intellect, if the craft is mostly based on
Gunnery
skill represents knowledge of beings tion. As is the case with alchemy, as- knowledge and careful planning, or
Heavy weapons
beyond the mortal world, like demons trology is also often connected with Litheness if it depends on manual dex-
Longarms
or angels. The character has studied the arcane arts due to the large num- terity.
Psychiatry
about such creatures from arcane ber of false astrologers claiming to be Culture lore (INT)+: Provides infor-
Servomotors
texts and knows details about their able to divine the future with the help mation about a specific culture. It cov-
Sidearms
strengths or weaknesses, their social of the stars. True scientists of course ers any cultural aspect, including relig-
System operations
structures, the way they can be sum- have nothing to with predictions and ion, arts, customs, laws, personality
moned on earth etc. their only interest lies in the stars and traits etc.
arcane texts. Also, alchemy depends Animal lore (INT)+: The character their movements. Faerie lore (INT)+: A character with
not only on skill and knowledge, but knows a lot about animals, from their Cartography (INT)+: This skill en- this skill knows everything there is to
also on the alchemist’s psyche and in- habits and needs to the best ways of ables the character to draw charts of know about the different kinds of faer-
ner wisdom. The transmutations training them. any territory, provided he has the ies, their realms, society, the Seelie
achieved by alchemy are said to de- Artillery (PRE)+: A character with proper instruments and time to study and Unseelie Court etc.
pend on the purity of the alchemist’s this knowledge is a skilled artillerist, the location. Forgery (INT)+: This skill is used to
thought and mind. To use the skill, a proficient in the use of siege engines Craft,
Craft, specific (INT or LIT)+: This forge official documents and papers.
character needs to have a properly like catapults or ballistae. Artillerists group of skills represents the wide va- The difficulty of the skill check, which
55
usually is an extended one, is deter- food with the use of this skill. Apart Sailing (INT)+: Knowledge of ships,
mined by the quality of instruments from active pursuit of the prey, the especially large ones, and the way to
used by the character and the kind of character also knows how to set traps. man them.
document he wishes to manufacture. Mythology (INT)+: Mythology is the Theology (INT)+: Knowledge of the
Gaiomantic lore (INT)+:
(INT)+: This arcane knowledge of myths and legends various religions (even ancient, extinct
skill can be used to determine the posi- across Europe. It is said that there is ones) and of the structure of religious
tion and direction of a ley line. Such a truth hidden in myths. If this is so, the organizations.
feat usually requires a couple of days character is able to discover that hid- Track (INT)+: A character with this
worth of mathematical and geometrical den truth. skill can attempt not only to follow
calculations. Protocol (INT): Every civilized do- someone’s tracks with reasonable suc-
Herbalism (INT)+: Herbalism is the main has its own administrative system, cess, but also to gather useful informa-
knowledge of herbs and their uses. It is often very complicated. A character tion from them (number of creatures,
an essential skill for any doctor, whom with this skill knows his way through weight etc).
needs to rely on the curative the bureaucratical maze of paperwork.
properties of herbs in absence of He can usually get a job done faster
synthetic drugs. and easier.
History (INS)+: Provides knowledge Research (INT)+: The few libraries in
of important historical events, as well Corahen are dusty places containing
as the ability to search deeper and un- vast amounts of tomes and manu-
cover the causes for these events. scripts without any kind of sorting.
Hunt (PRE): The character knows This skill is useful to anyone inter-
how to hunt or fish. With the proper ested in navigating this chaos of data
equipment and patience, he can gather to reach specific information.
56 witchcraft

M
agick is the essential spirits power to be uttered or the names of Magick point (to a minimum of
component of the en- There is also another tradition cre- dark gods to be invoked. It is merely a zero) until the sorcerer casts a
chanted world lying ated by the monks of far China, com- matter of will, although the level of will- spell having the maximum Effort
behind the mundane bining physical exercise with mystical power and concentration needed for he can handle with his realm rat-
one. It’s the stuff of legends and lies rites. It is the fighting style of Dae the summoning of a sorcery spell may ing. If the spell was a particularly
deep in the folk lore and traditions of Khan. be extremely difficult to attain. Ex- powerful one (Effort 4 or 5),
all the human cultures of the world. perience and studying makes a magi- the magical backlash forces the
Even if “modern” people dismiss Sorcery cian capable of harnessing the ener- sorcerer to make an immediate
magick as superstition and the Church Sorcery, the ancient art (or science), gies around him and forming them as he roll for Burning (see below).
condemns it as a tool of the Devil, is the most powerful kind of magick wishes. Powerful magic has its dangers.
most people who remember the old known on earth. It deals with drawing • Suffering damage during spell-
spell-
ways acknowledge it for what it truly is. upon the essence of the world, the in- Sorcery in general casting: The interruption rules
Magick is versatile and appears herent magic that lies within every inch The rules of sorcery have been pre- aren’t used in Transcendence.
in many forms, but there are three ma- of Creation. Sorcery in a way reforms sented in the Magik sourcebook for • Regaining Magick: The normal
jor types of it known to the creatures the chaotic and amorphous forces of Nova. This sourcebook contains a lot restoration rate for Magick is
of earth: creation and gives them form according of optional material, so this section is one point per six hours. This
• Sorcery, the most powerful and to the magician’s wishes. primarily aimed towards clarifying what can drop to one point per two
difficult to practice Unlike other forms of magic, is actually used in Transcendence and hours if the magician rests in a
• Glamours, the archaic magic Sorcery is based on self-discipline what isn’t. Of course, the final deci- place with powerful magical
used by faeries and spirits and studying, as well as experience. sion is always up to the GM. aura, such as a druidic stone
• Manifestations, the powers Unlike the witchcraft met in legends, • Scoring a critical failure on a circle, a faerie ring or a ley line.
calling upon the dream world, sorcery has no strange rituals and casting roll: This unfortunate • Autonomous and Powered
used by Awakened and other doesn’t need any ancient words of event causes the loss of one magic: Magic is, for most of its
57
part, Autonomous. The gods time consuming. sorcery is a whole lot different from fairly simple, not bringing great
of earth certainly don’t dish out Most mortals have a Magick actually knowing how to use it. The changes to the world, so they can be
spells to their followers. The rating of zero, although they can magical knowledge and magical talent used by someone regardless of his un-
GM could use some of the “awaken” it as a result of spiritual gifts include some kind of magical train- derstanding about the inner nature of
rules for Powered magic in the enlightment. The only mortals who ing in the form of ratings in sorcery sorcery without any danger.
case of pacts with demons and possess their full Magick rating are realms. On the other hand, an awak- Spells with higher Effort (four
angels in return for magical those with one of the two gifts men- ened Magick doesn’t provide any and five) are a different matter. This is
knowledge. tioned above. points for realms, so a character can’t powerful magic which requires tapping
• Spells: All of the spells con- Awakened are a slightly differ- actually do anything with it because he the mystical energies flowing around
tained in the Magik sourcebook ent case. Awakened possessing a doesn’t know any spells to cast. and into the earth. The alterations
are used in Transcendence. magical gift begin the game with their Knowledge of realm magic requires a brought by such spells can reweave
After all, they were originally full Magick rating active. Awakened formal training in sorcery under a the fabric of creation on an elementary
designed for Transcendence. without such a gift can’t be treated like skilled tutor. Depending on the intelli- level.
normal people however. After all, they gence, skill and will of the student, this Drawing upon such energies
Sorcerers have undergone the Transcendence, could take two to three years of rigor- can be risky and costly for the sor-
As explained in the Magik source- which is a great spiritual revelation. ous training for the student to attain a cerer. When casting such spells, his
book, people who can use sorcery are Thus, a starting Awakened character rating of one in a single realm. After body and mind becomes weary, but not
the ones with the magical knowledge or without a magical gift may roll two this point, when he has figured out the in the mundane term. After the spell
magical talent gift, indicating magical Awakening checks (as detailed in the basics, he can advance his knowledge expires, he suddenly feels drained and
training. Although nearly any intelli- Magik sourcebook): one for the Tran- using the standard experience rules. weak, although this isn’t a physical ex-
gent creature on earth can learn how scendence and one for the moment of haustion but one of the sorcerer’s psy-
to cast sorcery spells, most will find his Awakening. The Slumber che. To counter this exhaustion, sor-
such a task exceedingly difficult and Of course, being able to use Spells with Effort of one to three are cerers rest in a magical keep they call
58
the Slumber, where their powers are the magic of the land is greater, else control the magical energies surround- some part of the magician survives.
regenerated and the weight of the the resting period is tripled in duration. ing him from taking over his body, mind Unfortunately.
magical summoning lifted from their The whole duration of the Slumber and soul, to prevent them from con- The Burning is the rape of the
minds. must be slept in one part. If his sleep is suming his entity. Using energies mind, the rending of the soul and the
The duration of the Slumber is disturbed, he needs to resume it as which defy nature’s laws, bending real- infusion of the body with terrible, over-
one month for spells of Effort 4 if the quickly as possible after dealing with ity to your ends, has risks and costs. whelming magical energies. The sor-
sorcerer has a realm rating of 3, or one the disturbance. During the Slumber, Even the mist powerful mage is noth- cerers who undergo this procedure
week if his realm rating is 4. Spells with the sorcerer rests in both spirit and ing before the vast amounts of magick end up remnants of themselves and
Effort 5 always require three months body. Entering the dream world is existing. They are but small trees in a join the ranks of the Anathema,
Anathema the
of Slumber. thus impossible, even for Awakened. great storm. They need to be flexible Predators of the Arcane. Anathema
A sorcerer doesn’t have to rest to survive; rest and give way to the are the bane of sorcerers everywhere
in Slumber as soon as his spell’s dura- The Burning pressure growing inside them. If they and are further discussed in the
tion expires, but he can feel the weight What happens is a sorcerer doesn’t don’t, it might expand and destroy “Creatures of myth & lore” chapter.
of magic over him and he longs for rest- rest after casting a powerful, tiring them. When a sorcerer decides to
ing. The Slumber may, however, be spell? This question can’t be an- Sometimes daring, arrogant test his luck and not enter the Slum-
delayed for three days, if the sorcerer swered if one doesn’t realise that the magicians decide to test their limits and ber, a Burning check is made. The
has a rating of 3 in the realm, or one fatigue caused by so powerful ener- ignore the Slumber. Such fools usu- sorcerer makes a casting check as
week if his rating is 4. After this period gies is in no way physical or even men- ally have ugly ends, the taxing magical usual. The GM rolls a number of dice
of grace elapses, the magician must tal. A magician’s body functions as energies finally taking their toll on their equal to the spell’s Effort, all with t#
sleep or face the consequences. well as it did before and his intellect existence. Their psyche is ravaged by 3. If the sorcerer doesn’t score more
The Slumber must be held at a and wits show no signs of decrepitude. the chaotic fire of wild, raw magick, but successes than the GM, he suffers
safe, secluded haven. This place The fatigue reaches much deeper. It isn’t destroyed. They suffer the the Burning.
needs to be far from civilisation, where affects the ability of the magician to Burn
Burning. And the amazing is that
59

New realms of sorcery Call of the woods (Effort 1, Time 3) taches to its skin and causes irritation stone stair is opened in the ground,
Sends a telepathic message to a and severe sickness (+1 to all rolls). leading into darkness. The faeroman-
faerie residing no more than 5 km away The faerie must spend at least four cer can’t descend the stairs, but if he
Faeromancy from the faeromancer. The faeroman- actions until all the dust is cleared off. speaks the name of a faerie he knows,
Faeries were the first sentient crea-
cer can target a specific faerie being, a Alternatively, the dust can be used to the stair can reach to it, even if it’s in a
tures to walk on earth. They pos-
specific faerie race or just the faerie form a line 3 long and 4 cm thick. The faerie realm. The faerie can be obliged
sessed archaic magic from the mighty
closest to him. The message simply magical iron loses its enchantment af- to visit the faeromancer as in “hasty
spirits which composed the very es-
urges the faerie to find the faeroman- ter a day and reverts to normal iron summons”. The stairs remain open for
sence of the land. This makes them
cer. The success of the spell is based without any special properties. up to an hour and then close, dragging
literally swim in magical energies and
only on the curiosity of the faerie. back the faerie regardless of its cur-
thus interesting to all magicians. The
Hasty summons (Effort 2, Time 4) rent location.
spells of this realm have been devel-
Counter glamour (Effort 1, Time 2) As “Call of the woods”, but if the
oped during all these years by magi-
The faeromancer rolls two extra dice faerie loses a Determination contest, Open faerie gate (Effort 3, Time 10)
cians that came in contact, interacted
(at +1 cumulative) to determine if a it feels obliged to visit the sorcerer im- Opens a portal (which looks like a
with and studied the faeries.
glamour works on him. Lasts for one mediately. Once there, it will gibe him a metal gate) to any faerie realm the
hour per casting success. chance to explain himself and the pur- faeromancer knows to exist. If some-
Visualise portal (Effort 1, Time 1)
pose of the summons, but the spell one passes the gate, he finds himself in
The faeromancer is able to sense the
Sprinkling
Sprinkling of cold iron (Effort 2, can’t force it to remain or obey the the faerie realm in front of the same
existence of any gate to a faerie realm
Time 1) faeromancer. metal gate. He can then step back to
within 100 m. He understands not only
A small cloud of cold iron dust is earth. The faeromancer can lock the
the nature of the portal but also where
thrown from the hands of the faero- Uncloak the descending stair (Effort metal gate so as to be used only by
it leads and what he must do in general
mancer. If the dust falls upon a nearby 3, Time 6) those with knowledge of the keyword.
in order to use it.
faerie (no more than 5 m away), it at- The spell must be cast in a forest. A Powerful faeries however, can force
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the gate open by scoring more suc- potential targets of their wrath. faerie realm by causing all of its gates may be sleeping up to ten kilometers
cesses than the faeromancer in a De- to other worlds to cease functioning away and whom the oneiromancer must
termination contest. The gate remains Saved by the summoning (Effort 4, for its duration. The only way a gate personally know). The oneiromancer
open for a week. Time 2) can be used is if a faerie with knowl- may deliver a message to the dreamer
Summons a faerie that can be useful edge of sorcery (especially Nether- (which the dreamer thinks as part of
Blade of faerie slaying (Effort 4, to the faeromancer in facing a present mancy) holds a special ritual (takes the dream). An oneiromancer can learn
Time 10) situation (the GM chooses the type about four hours) and beats the faero- information hidden in the dreamer’s
Enchants a blade so that it becomes a of the faerie to appear). For example, mancer in a Determination contest. If subconscious by observing his dreams.
weapon of great potency when used if the faeromancer is in an under- the faerie is successful, the particular To enter his dreams, the oneiromancer
against faeries. The potency of the ground cave that has partially col- gate is freed from the effects of the needs to beat the dreamer in an Insight
blade is determined by the casting suc- lapsed, a Coblynau is called to dig him spell. To cast the spell and affect a contest. The spell lasts for a whole
cesses. The enchantment remains on out. A Cailleuch Bheur might be particular faerie realm, the sorcerer night, until the dreamer wakes up.
the weapon for a week. During this called to stop a ravaging storm. The must be in that realm or near a gate
time, the weapon is treated like being faerie called will generally be helpful leading there. The spell lasts for two Cryptic dreams (Effort 1, Time 3)
of cold iron. Moreover, when the blade towards the faeromancer but will re- months per casting success. When the oneiromancer falls asleep,
hits a faerie, the wielder can choose to quire a favor from him. It certainly isn’t he’ll receive cryptic hints and clues
sacrifice some of its potency to wound obliged to help the faeromancer and Oneiromancy about a problem he’s currently facing
the faerie automatically. Each point of the spell provides it with the means to The realm of dreams, magic that af- in the form of a dream.
potency sacrificed inflicts one Consti- vanish whenever it wishes to. fects earth’s twin, the dream world.
tution point of damage on the faerie, Lullaby (Effort 1, Time 2)
without a damage roll being necessary. Isolation of the realm (Effort 5, Time Dream intrusion (Effort 1, Time 1) Sends the target into sleep, if he
The users and creators of such blades 45) The oneiromancer enters and ob- loses in a Determination contest. The
are hated by all faeries and become This legendary spell isolates an entire serves the dreams of the target (who victim will sleep for one hour per cast-
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ing success unless interrupted. very tired and distressed, having a +1 the oneiromancer enters the target’s attack his closest friend because he’s
penalty to Conditioning and Determi- dream with the purpose of battling him. dreaming that he’s fighting an evil de-
Dream chirurgery (Effort 2, Time 4) nation checks until he gets a good, un- Both opponents can use fantasia, mon. The victim will do anything, even
As “Dream Intrusion” but the oneiro- disturbed sleep. while the oneiromancer has no control jump off a roof while he thinks he’s
mancer can bring alterations to the over the dream as in “Dream chirur- walking on stable ground. The oneiro-
dream, as if it was his and the dreamer Revigorating dream (Effort 3, Time gery”. After suffering a wound, some- mancer actually sees the world through
was just a visitor. The oneiromancer 6) one can back off and exit the dream by the senses of the victim and directs the
can direct the dream, but can’t create a The target (same range as for “Dream winning in a Determination contest. dream from a distance. The delusion
nightmare or induce negative emotions intrusion”) has a dream in which he re- Else, if someone dies in the dream lasts for one hour per casting success,
to the dreamer, because his subcon- turns wounded to a place of rest, battle, he also dies in the real world. during which the victim can’t be
scious reacts. A lot of people believe where he is tended by exceptional Items can’t be transported over to the awaken.
in dreams and this spell can be very healers and his beloved ones. The dream.
useful when properly used. next day, he wakes up with half of his Curse of insomnia ((Effort 4, Time 4)
wounds healed. Dreaming puppetry (Effort 4, Time Inflicts total insomnia on a person. No
Descent of the nightmare
nightmare (Effort 2, 20) matter how tired he is, he won’t be able
Time 6) Prophetic dream (Effort 3, Time 10) If the victim fails in a Determination to sleep. Every day that passes with-
Sends a horrific nightmare to plague As “Cryptic dreams”, but shows signs contest, he is afflicted by an insidious out sleeping, his Conditioning and Vi-
the dreams of the target (who can be about events that will happen in the form, of domination (use the same tality dice are reduced by one (the
up to ten kilometers away, as in future (if no action is taken to alter range as for “Dream intrusion”). The highest t#s disappear first). If either
“Dream intrusion”). If an Insight con- them), regarding a particular situation. victim sleepwalks and through his attribute drops to zero dice, the victim
test is won by the oneiromancer, the dreams experiences a distorted version enters a semi-comatose state. He is
nightmare invades the target’s dreams. Conflict (Effort 3, Time 10) of reality, suited to the needs of the aware of his surroundings but hasn’t
In the next morning, the victim wakes up Resembles “Dream chirurgery”, but oneiromancer. For example, he might got the strength to act. He dies after
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2-3 months when his neural system fi- Lord of dreams (Effort 5, Time 30) Selenomancy hanced. The Warlike/Peaceful trait
nally breaks down. A Determination The oneiromancer, along with his ma- The mysterious magic of the moon. becomes 1, Calm/Angry 6, Venge-
contest needs to be won by the onei- terial body and possessions, leaves ful/Forgiving 1 and Lawful/Chaotic
romancer for the spell to act. the physical world and enters the August moon (Effort 1, Time 1,) 6. The traits return to their normal val-
dreams of the victim (range as in A pale beam of silvery moonlight ues at the rate of one point per trait
Hellish nightmare (Effort 4, Time 10) “Dream intrusion”). There, he creates shoots out from the hands of the se- per day.
Terrible nightmares torture the victim his own dreams in which he’s the abso- lenomancer and illuminates the sur-
every night if he loses in an Insight con- lute master. When the target awakes, rounding area (up to 30 m diameter) as Blood Moon (Effort 2, Time 2)
test. If the spell works, every night the the oneiromancer returns to the physi- in a twilight. Induces a victim with Riastarhae, the
victim must succeed in an Insight con- cal world. By the time the target Warp-Frenzy, if he loses an Insight
test with the oneiromancer or he loses dreams again, the oneiromancer van- Moon eclipse (Effort 1, Time 2,) check. The victim has then a chance to
a Determination die (highest t#s go ishes again to the dream world. Killing Darkness falls into the surrounding go berserk every time he’s challenged
first). Furthermore, the oneiromancer the dreamer (if you can find who he is) area (up to 25 m diameter per casting (even if it’s only a minor cause) and
can appear in the victim’s dreams as is the only certain way to terminate the success) and extinguishes all lights. must roll an Insight check at +1 to
someone who helps him avoid the spell and expel the oneiromancer from For the duration of the spell (one hour avoid that. If he goes berserk, he’s
dream horrors. When the Determina- the dream world. Killing the oneiro- per casting success), no light pene- treated as having the Riastarhae gift,
tion drops to zero, the victim is con- mancer in his dream realm will destroy trates the darkness (treat as but he doesn’t need 3 opponents. He
vinced that the oneiromancer genu- him once and for all, but such a con- “Complete Darkness”) unless it is fights to kill, unless he’s immobilised
inely wants to help him and that he’s frontation is foolish, since he is master magical. (he then cools off after 10-15 min-
his only hope of salvation. The spell of his dreams and his Fantasia is in- utes). The spell lasts for half a day per
lasts for ten days per casting success. creased by ten points. Second quarter (Effort 1, Time 2,) casting success.
Lost dice are restored after the night- If the victim loses in an Insight contest,
mares end. his primitive instincts are greatly en-
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Third Quarter (Effort 2, Time 4) magical weapons. He acquires Claw wood. Summons wild spirits of the First Quarter (Effort 3, Time 10)
Causes dramatic changes to the and Bite attacks which he can use with trees that take the form of ethereal Summons a spirit of death resembling
physical and mental essence of the his Brawling skill. The werebeast is satyrs. They try to grab the victim and an ethereal skeleton cloaked in robes,
victim. If he loses in an Insight contest, normally under the control of the se- draw him in a wild dance. To do that, holding a scythe like Charon. This
some of his attributes swap ratings and lenomancer, but can try to break free. they try to grapple the victim with their spirit takes an item belonging to the
remain so for the duration of the spell Every order given by the selenoman- Litheness of 456 and skill 2 . If they victim from the selenomancer and imme-
(half a day per casting success). Con- cer must be obeyed unless the were- succeed, the victim is dragged and diately departs to search for him. It
ditioning swaps with Litheness, while beast wins in a Determination contest. forced to dance in such a wild rhythm finds him within one hour no matter
Vitality with Reaction. Intellect swaps If that happens, he can break free and that he loses one VIT die every round where on earth he is and attempts to
with Insight, while Determination with attack the selenomancer. The dura- (highest t#s go first), dropping uncon- slay him. The Charon has the follow-
Presentiment. tion of the spell is half a day per cast- scious when he drops to zero dice. ing statistics: CON 34, LIT 456,
ing success. During the dance, the victim can try to VIT 456, REA 55, INT 4456, In-
Full Moon (Effort 2, Time 4) break free every action by making a sight 4456, DET 33456, PRE
A special form of lycanthropy that New Moon (Effort 3, Time 4) contest again Conditioning 345. If he 4456 and takes only Stamina damage
immediately causes the victim to turn Induces the victim with some kind of breaks free, the satyrs try to grab him from any normal weapon. It uses its
into a man-beast hybrid, if he loses in severe madness (including paranoia, again. scythe with a skill of 3. If the combat
an Insight contest. The beast part can schizophrenia etc) if he fails in an In- These ethereal beings can be takes more than 10 rounds, the
be any natural predator the seleno- sight contest. Lasts for one week per attacked normally and they have 4 Charon departs without fulfilling his
mancer wishes, but is normally either a casting success. The madness is cur- Constitution and 8 Stamina points. mission.
wolf or a bear. The victim gains two able only through magical means. There are 4 satyrs, but they can only
extra Conditioning and Vitality dice attack as one. The satyrs never remain Dark of the Moon (Effort 4, Time 7)
(at +1 cumulative) and takes only Fourth Quarter (Effort 3, Time 6) more than 10 rounds. A strange transformation happens on
Stamina damage from non-silver, non- This spell must be cast near or in a the victim if he loses in an Insight con-
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test, enhancing some of his character- any armor) or act as a “Disrupt the he’ll be made angry if he’s summoned mechanics. The spiritualist gains three
istics while possibly decreasing others. Magical Fields” spell (Fortification by the selenomancer again and again. extra dice (at +1 cumulative) on any roll
Every physical and mental attribute realm). This spell must be cast during a mid- involving mathematics or physics. Ar-
rating changes to its mirror value as if 4 The selenomancer retains his summer night in a druidic circle or en- chimedes will gladly help to solve any
was an average. For example, a rating from for three hours per casting suc- chanted grove. kind of problem. His only motivation
of 2 is 2 points away from 4, so it be- cess. lies in the challenge presented by each
comes 6. 5 on the other hand, becomes Spiritualism problem.
3. 4 is unaffected, since it’s the aver- Midsummer Moon (Effort 5, Time Through the realm of Spiritualism, the
age. So, an attribute rating of 24456 20) sorcerer calls spirits of dead heroes or Baal
Baal (Effort 2, Time 10)
would become 64432. The alterations The spirit of the Dragon is called and famous personalities or even other oc- The prince of assassins, Baal has
last for half a day per casting success. appears in a hazy form in front of the cult forces to possess him. The spiri- never failed to take the life of his tar-
selenomancer. The selenomancer may tualist is possessed for three hours get. He is a professional who doesn’t
Winter Solstice
Solstice Moon (Effort 4, ask a favor from the Dragon. He will per casting success and during this care who the target is, only if the re-
Time 5) not attack or kill anyone, but he can period he gains astonishing abilities. ward is sufficient (although he does
The selenomancer is turned into a ra- raise an attribute by one die, give a However, the possessing spirit has a have a tendency towards violent and
diant featureless human from, emitting skill at rating 2 or add one point to a strong personality and it generally dic- fanciful deaths). The spiritualist gains
a silvery moonlight. In this form, he can currently known skill, restore someone tates the spiritualist’s actions accord- a Stalk and Hide skill of 4, the ability
fly as fast as an eagle, normal weapons to life if his body is intact and no more ing to its motives. Paying only little to use the dagger, blowgun and cross-
affect him as if he was a ghost than two weeks have passed from his heed at his wishes. bow at skill 4 and a deep understand-
(ethereal) and he can shoot silvery death, raise a realm of magic by one ing of poisons. He also knows a lot
rays from his hand (using a skill of 2 point, reveal a great secret or a loca- Archimedes (Effort 1, Time 10) about human anatomy, enabling him to
and his Litheness attribute) that either tion etc. The Dragon doesn’t like be- A brilliant scientist and inventor, Ar- achieve critical hits. Whenever striking
cause damage (44-energy, ignoring ing summoned for petty reasons and chimedes was an expert in physics and at surprised victims, he ignores one
65
point of their armor. the cause or purpose of the conflict. Hermes Trismegistus (Effort 4, Time knowledge of all kaidos. He rolls four
10) extra dice (at +1 cumulative) for any
Pericles (Effort 2, Time 10) Cassandra (Effort 3, Time 10) Hermes was the founder of the her- check to initiate a kaido. Lai te Kung
A great political figure of ancient An ancient prophetess of doom, Cas- metic order and perhaps the greatest is a pacifist, believing that combat
Athens, Pericles is well versed in the sandra is able to divine the immediate mortal sorcerer ever to walk on earth. should be the last resort and only used
fields of diplomacy and politics. He is future, up to the next day. However, When the manifestation takes place, for one’s defense.
ready to find a solution to a political she tends to focus on disasters or un- any realm of sorcery known by the
problem or offer advice on important fortunate events rather than good inci- spiritualist increases to 3, if it’s lower. Asclepius (Effort 4, Time 10)
negotiations, although he still remains dents. Hermes is always interested in matters Asclepius was a legendary healer from
a true supporter of democracy. The of magic and arcane lore. However, he ancient Greece, a demigod and the
spiritualist may re-roll any failed dice Cu Chulainn (Effort 3, Time 10) follows the path of neutrality and will founder of the medical science. The
of a roll that has to do with politics, The ancient Celt war hero, Cu Chu- not lend his help easily. An obvious spiritualist has the power to restore
negotiation, public speaking etc and all lainn, visits the body of the spiritualist. exception is in cases where the her- any being to full health, but can’t res-
such rolls are made with a –1 bonus. He is cunning, wild and he seeks con- metic order is concerned. As its foun- urrect a dead creature. Asclepius will
flict, possessing a great knowledge of der, Hermes will and shall do whatever always help all wounded individuals,
Caesar (Effort 2, Time 10) martial arts. The spiritualist can wield he can do to defend it, especially regardless of their attitude or person-
Caesar was the greatest general the all weapons with skill 4. Cu Chulainn is against Ecate or the heathen magi- ality, starting with the ones in immedi-
Roman armies had ever known. His also famous for the extraordinary feats cians. ate danger.
brilliant mind invented many of the he can perform in battle (grab an arrow
strategies applied until today in war- fired at him, throw a sword at someone Lai te Kung (Effort 4, Time 10) The Dragon (Effort 5, Time 10)
fare. The spiritualist gains the Military etc) and his berserking charges (he Lai te Kung is the inventor of the Dae The body of the spiritualist becomes
tactics skill at rating 4. Caesar will lead possesses the Riastarhae gift). Khan fighting style. The spiritualist a manifestation of The Dragon him-
any army to any battle, regardless of gains the Dae Khan skill at 4 and self! All of his skills and sorcery realms
66
increase to 4, while his attributes gain these things to support its followers. • Provide the entity with a power-
three extra dice (at +1 cumulative and The Nethermancy realm offers many In game terms, the payment the ful magical artifact (five points)
to a maximum of ten dice). The spiritu- spells to contact, summon and make mortal agrees to will give him points to • Found a major cult in honor of
alist is surrounded by a hazy aura of pacts with angels or demons, but neth- spend on services of the angel or de- the entity (six points)
power and seems detached from real- ermancers aren’t the only people who mon called Grants. Sample payments • Devote your life to the service
ity, above mere mortals and their petty can strike agreements with such other- include: of the entity (eight points)
concerns. The manifested Dragon will worldly entities. Many sorcerers run • Join the angel/demon’s cult [after this, you can’t take other
take no action, unless he deems the into these beings in the course of their (one point) pacts unless to sell your soul]
situation important. Even then, he’ll studies or quest for arcane or mun- • Recruit another person to the • Sell your soul to the angel/
take all the necessary actions to en- dane power. Angels and demons also entity’s service (one point) demon (10 points) [you can’t
sure that the balance of powers is pre- find interest in mortals they believe • Form a cult with several follow- take further pacts]
served and no major destruction is they can help in return for some ser- ers (two points) Each demon or angel can provide 12
caused. The Dragon remains mani- vices. Sometimes otherworldly entities • Donate great wealth or land to points of Grants at most to one of his
fested until he attends to the matter at take the initiative of contacting trou- a cult (three points) servitors, although selling your soul
hand and then departs. The power of bled mortals to offer their assistance. • Arrange for the entity to enter isn’t included in this limit (but you can
the manifestation is too much for any Demons and angels thus have Corahen for some time (three only sell your soul once). Demons and
mortal being to take, so the spiritualist the power to make pacts with mortals if points) angels frown on mortals who also deal
collapses dead upon The Dragon’s they feel it suits their needs. Such a • Provide the entity with excep- with other entities and may feel be-
departure. pact is of course two-sided. The en- tionally important information trayed, revoking their grants. Dealing
tity expects something in return for its (three points) with an angel and a demon at the same
services. The payment is seldom mate- • Assist supporters of the entity time is perilous: if either finds out, it’s
rial: the demon/angel has little use for or attack its enemies (four sure to strike at the mortal enraged.
Diabolic and angelic pacts land or money, although it may use points) Often, a netherworld entity will
67
give grants without requiring payment votes not only his life but the entire tually isn’t. Although angels have a This grant is given to mortals who
in advance. However, they do require eternity to his patron angel or demon. need for a large work force (being can’t use magic. It provides them with
to be paid in full in due time. A mortal When he dies, he becomes an eternal naturally vain and arrogant they refuse the magical knowledge gift.
who delays payment or backs down slave to the entity. Instead of his soul to demote themselves by doing lowly Grant of magickal might (3+ points):
from the agreement will encounter an migrating to whatever place the dead jobs), they treat their servants better Increases the mortal’s Magick rating
enraged demon or his followers and go to, the entity comes to take the soul than demons do. They expect them by one for every 3 grant points, to a
minions. The same goes for angels to the netherworld it inhabits for ever. however to live under their rules and maximum of +3 Magick.
too. The Church preaches that evil men ethics and be foremost concerned with Grant of arcane knowledge (2 points):
Selling one’s soul is a very spe- are tortured for eternity in Hell for the tasks given to them. In short, eter- Increases the rating of a realm by one
cial type of payment. It is the payment their sins but this isn’t true, since not nal hard work and mind-numbing bore- (to a maximum of 4).
most angels and demons ultimately all evil men go to Hell (only those that dom await those who sell their souls to Grant of superior talent (1 point): In-
strive for, gradually luring the mortal have sold their souls to demons) and angels. creases a skill’s rating by two points
with small grants and promises of no demon finds gain in torturing some- But let’s look at the bright side (to a maximum of 4).
power and wealth. It is very final, be- one without a reason. The situation is of angelicism or infernalism. A nether- Grant of prowess (2 points): Adds
cause it means transferring the domin- marginally better however. Souls world entity can grant many different one die to an attribute (at +1 cumula-
ion of your soul to the netherworld en- owned by demons become slaves in the gifts. This is a list of common grants. tive).
tity. Only the complete destruction of netherworlds, doing labor like erecting Not all demons and angels are able to Grant of fortitude (4 points): Adds
the entity (something very-very diffi- fortifications, working in mines and give powerful grants. Lesser entities one point to Stamina and Constitu-
cult) will release a mortal from this pact other hard work under fear of harsh may give many but small grants. In game tion.
or some very powerful and difficult punishment from their masters. Every terms, a demon or angel can’t give a Grant of protection (1+ points):
spells (that are certain to attract the day is a hard and painful one. grant costing more than its Determina- Every point increases the unarmored
attention and fury of the entity). Selling your soul to an angel tion dice. rating of the mortal by one.
By selling his soul, a mortal de- may seem a better alternative, but ac- Grant of magickal ability (5 points): Grant of wealth (3 points):
points): Typically
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consists of enough gold and silver to disciplined faeries well and are easier spells don’t have any Effort rating.
live comfortably for years. Demons Glamours are perhaps the most known to be learnt by them. Glamours aren’t Faeries roll only their Magick dice (all
and angels of course depend on the and potent ability of the faeries, as controlled by ay kind of law, as sorcery with t# 5) and generate their casting
greediness of mortals to ask for more… well as the one most dreaded by mor- is. They are conjured because the successes (at least one success is
Grant of revenge (3-
(3- 7 points): The tals. Glamours are magic without any faeries want them to. These acts of needed).
entity or its minions will arrange for the doubt, but they’re very dissimilar to the will depends on the drawing of raw Like all magic, glamours deplete
assassination of an enemy of the mor- sorcery known by humans. This is not magical power to be accomplished, that magical power of their wielder.
tal. The cost depends on the impor- to say that faeries can’t learn sorcery, that’s why glamours appear more ge- Treat glamours as if they’re worth half
tance of the target and the difficulty of but glamours are common knowledge neric than the strict spells of sorcery. their points in Effort (eg a glamour of
the task. It’s not always certain they’ll among them and every faerie knows at Glamours are based on the the 5th level is worth 3 Effort points).
succeed in their mission, especially if least one kind of glamour. strange patterns of thought followed
the target is powerful or very well pro- Glamours are very different by the faeries. That is why no human Afflict
tected, in which case the pact is con- from other kinds of magic. They are can ever hope to learn any glamour. All Afflict spells require a contest to
sidered void. This grant is commonly ancient, primitive forms of magic, an Their weird and chaotic structure be won: the faerie’s Determination
given in advance, with the payment fol- evolution of the magic spirits held in makes it impossible for humans to against the victim’s Vitality.
lowing if the assassination is success- the ancient years. Faeries evolved (or grasp the basic idea behind them.  Contaminates the
ful. some say devolved) from spirits into Faeries on the other hand, seem very victim with a common light disease, like
Grant of revelation (1-
(1-7 points): The beings of flesh, and their magic also competent with them. influenza. The disease troubles the
entity will reveal a secret to the mortal. evolved to glamours. Glamours can be Each kind of glamour has six victim for 3-6 days if resting or 9-12
The cost of this grant depends on the described as a prototype of magic. spells and a rating of 1-6. To be able days if active. The disease commonly
importance of the secret revealed. Their chaotic and wild nature limits to cast a spell, a faerie needs to have inflicts a +1 penalty to all Condition-
their potency when compared to sor- the appropriate rating. Because glam- ing and Litheness checks and reduces
cery for example, but they suit the un- ours are much simpler than sorcery, productivity by 25%.
Glamours
69
 Contaminates the penalty for straining actions, like run- rolls per casting success in a period of  Boosts the faerie’s
victim with a mild disease that could ning or lifting weights) as well as re- half a day. reflexes and agility, giving it the chance
prove dangerous. The disease causes duces the effectiveness of his immune  A green aura covers to dodge every blow headed its way
high fever for 5-12 days, inflicts a +1 system (+1 penalty against diseases). the entire faeries. Although immaterial, without having to expend an action.
penalty to all physical actions and re-  As level 3, but afflicts this aura protects the faerie as armor Lasts for two minutes per casting suc-
duces productivity by 25%. If he’s not the limb with a rotting disease that 1/1/1 for one hour per casting suc- cess.
resting for most of the days he’s ill, leaves the limb completely useless in cess.  Increases the armor of
complications may arise: at the end of two weeks. If by then the limb isn’t am-  Conjures a s mall the faerie (natural or otherwise) by +3
the period a failed Vitality check putated, the disease expands to the shield made of wood and leaves which for a short period of one minute per
means that an acute form of the dis- rest of the body, killing the victim in straps itself around the faerie’s arm casting success.
ease develops swiftly and causes less than a month. like a buckler. The shield may be made
death within a day.  Contaminates the victim by peculiar materials, but it’s very ef- Chaos
 Afflicts a limb of the with one of the deadly epidemic dis- fective, inflicting a +2 penalty to any  Drastically alters the
victim with acute rheumatics. The vic- eases (cholera, bubonic plague etc). melee or ranged attack against the personality of the victim by swapping
tim is troubled by sharp pains and diffi- The disease is highly contagious and faerie. The shield remains in existence his personality traits. The glamour
culty of movement. All actions per- can spread easily to those near the for half an hour per casting success, lasts for a day and the victim must lose
formed with that limb suffer a +2 pen- victim, as a usual plague does. then fades into nothingness. a Determination contest for it to work.
alty. This affliction lasts for one week  Raises the faerie’s suc-  Sends visions of
per casting success. Armor cesses by one in a Determination con- phantasms to plague the victim. On
 Afflicts a vital organ of  Enables the faerie to test to determine if a spell affects it. every round, he must make a Determi-
the victim, such as the heart, lungs or force an opponent to re-roll his dam- This glamour can affect two contests nation contest with the faerie. If he
liver. Causes a permanent disorder age check, keeping the worst of the per casting success in a period of half loses, he spends the entire round
which weakens the victim physically (+1 two results. The glamour can affect 5 a day. fighting some fantastic foes. The spell
70
lasts for three rounds per casting suc- and even then lasts only for one minute on a 5-6 he doesn’t do anything ex- the outline of its form becomes visible
cess. per casting success. cept looking around with a puzzled to everyone. Observant people can
 Chaotically affects  Causes extremely vio- look. The glamour lasts for an hour, also see this outline with a successful
the vision of the victim. The point from lent tendencies in a small company (up but if the faerie scores more than three Sight check (+2 penalty).
which the victim views things changes to three persons per casting success) casting successes, the duration is ex-  As level 3, but the
every round: one moment the victim that are somehow connected with each tended to a full day. Sight check suffers a +4 penalty and
sees things behind him and on the other (eg friends, a company of guards if the faerie engages in violent activity
other he sees them as if his eyes were etc). The victims turn upon each other, Conceal people need to roll the same check at
on the side of his head. This causes fighting like mad berserkers. Each  The faerie’s shadow +2 to be able to see it.
disorientation and a +2 penalty to all person must lose in a Determination envelops it, making hiding easier and  The faerie can conceal
physical actions. The glamour works contest with the faerie to enter the snuffing any noise. Provides a –2 bo- an entire object up to the size of a
only if the victim loses in a Determina- frenzy. The spell lasts for two minutes nus to Stalk or Hide checks for half moderately large tree. Onlookers get
tion contest and lasts for 3 rounds per per casting success. an hour per casting success. a Sight check at +3 to spot it but only
casting success.  If the victim loses in a  The faerie’s feet if they’re looking for it. The duration
 This glamour is utilised Determination contest, he’s forced leave faint tracks behind, so that track- of the spell is one hour per casting
only in a combat, It confuses the victim, into a random thought pattern. This ing becomes very difficult. Inflicts a +2 success.
making him believe that the closes causes him to act in an unpredictable penalty on any tracking roll. Two suc-  The faerie enchants a
friend or ally is actually his opponent way, unable to discern his true goal. cesses are needed for any tracking clearing in the forest, so that everyone
and vice versa. The distortion of real- Before every action, the victim rolls a attempt to succeed. Lasts an hour per being present at the time of the cast-
ity is so great that even if the enemy D6. On a 1-2 he performs his in- casting success. ing turns invisible. Someone invisible
hurts him, he believes his friend did tended action (eg if he chooses to at-  The faerie becomes that leaves the clearing turns visible
that. This delusion works only if the tack, he defends) or just acts in a weird invisible for half an hour per casting again until he re-enters it. The glamour
victim loses in a Determination contest way (eg attacks his companions) and success. If it engages in violent activity, lasts for one day per casting success.
71
incapacitate him. become clean and expensive etc. Af- can’t react with matter (eg objects will
Curse  The victim is unable to ter hard examination, a Presentiment pass through them etc). The illusions
A Curse is successful only if the walk upon plain earth. If that happens, check at +3 reveals the illusion. normally last for half a day per casting
faerie wins an Insight contest. Curses violent spasms incapacitate him.  Creates an illusion of success.
can be very variable. Those that are  The victim cannot benefit nature’s elements (fire, earth etc) that  As 4, but also alters the
presented here are only given as exam- from experience. Knowledge and in- if believed (an Intellect check with a +3 body characteristics of the faerie,
ples of the variable levels of power. If formation seem to just pass through penalty if the illusion seems proper or making it look like any race with a +/-
the curse is not thrown for a good rea- his mind. In effect, the victim is unable +1 if it doesn’t), can be as damaging 50% difference in mass.
son, the faerie has a -2 penalty. to develop his character. as a real fire or a rock slide. Damage
 The victim develops a done can be as great as 3-5 damage Divine
fear for an object, person or situation Deceive dice but it never kills, only incapaci-  The faerie can view the
(an uncommon one) that resembles the  Develops an aura tates. dream and ethereal plane as if it pos-
phobia drawback (2 points worth). around the faerie, like the skin of a  Alters the facial charac- sessed the Second sight manifesta-
 When addressing im- chameleon, which can camouflage it teristics of the faerie, but can’t dupli- tion with a rating equal to the casting
portant people, the victim stutters un- pretty good (a Sight check at +1 is cate the face of another person with successes of this glamour. The faerie
controllably, thereby having a +2 pen- required to spot it) if the faerie stays nay detail. Lasts for half a day per can look into these worlds for a minute
alty to any Influence check. still. Lasts for an hour per casting suc- casting success.. per casting success.
 The sight of blood cess.  Complex illusions can be  The faerie can sense
causes severe nausea to the victim,  A simple illusion that woven. Illusions can be cast on an ob- when someone lies to him, if he beats
causing a -2 penalty on all rolls. alters the characteristics of an object ject or person to alter its perceived that person in an Insight contest. This
 The victim is unable to for up to half a day per casting suc- form, or they can create something supernatural sense ends after a period
come near sea or large bodies of wa- cess. Plain rocks become gold nuggets, that doesn’t really exist, even a person. equal to ten minutes per casting suc-
ter. If that happens, violent spasms a knife seems like a sword, dirty clothes Note that things that don’t really exist cess.
72
 The faerie is able to casting success. normal means. The faerie is instantly nation contest. The victim becomes
sense the presence of living beings,  The faerie can sense a healed of a Constitution point. immediately ten years older. Lost
even invisible ones, as well their type mortal’s doom in general details (ie  Drains a dice from a years are restored at a rate of one per
(animals, humans, faeries etc) within you’ll die by the sword of a noble). Of physical attribute if a Determination day, but if the character dies from age
100 meters, plus their general direc- course this is not an impending doom contest is lost by the victim. he remains dead.
tion and distance. This sense lasts for and can change if the mortal takes ap- Lost dice are restored after a  Forces the character to
a minute per casting success. propriate measures. It’s only a predic- day. roll a check with a +1 penalty for each
 The faerie can see tion based on current circumstances.  Drains a number of attribute. For every check he loses,
through illusions, as well as sense in- Constitution points equal to the suc- one dice of that attribute is drained.
visibility if he wins in a contest the Drain cesses in a Determination contest, if This procedure continues every round
caster of the spell (even if he’s not pre- In case where attribute dice are lost, the faerie is the winner. The Consti- the faerie concentrates upon retaining
sent). The faerie uses his Insight, while the victim always loses the die with the tution points can be healed through the spell (it can’t perform other actions
the caster uses his Determination. highest t# (eg if the attribute is 356, normal means. while doing that).
This vision lasts for a quarter of an he loses the 6). If the attribute only  Drains three dice total The lost dice are restored at
hour per casting success. has one die, it isn’t lost but gets a +2 from the attributes of the victim, if he the rate of one per attribute die per
 This glamour is cast on a modifier to its t#. loses in a Determination contest. No day.
person the faerie meets. The faerie is  Drains one Constitu- more than one dice may be drained
then able to “track” the person every- tion point from the victim. The faerie from one attribute (so three attributes Heal
where he goes, no matter the distance. needs to touch the victim (it can be are affected).  Heals the wounds of a
To elude the faerie, the person must combined with a physical attack) and Lost dice are restored after a person. The faerie makes an Insight
beat it in a Presentiment contest, but the victim must lose a Vitality check at day. roll while touching the wounded per-
the faerie can try again after a day. a +3 penalty. The Constitution point  Drains ten years of life son and heals one Constitution and
The spell lasts for one month per is lost, but it can be healed through from the victim if he loses in a Determi- one Stamina point per success. The
73
spell can only be cast once per day on faerie must win in a DET contest with negative side by a number of points personality to the extreme. The victim
a given person. the caster of the spell which caused equal to the casting successes (limits becomes greedy, bad-tempered, rude
 Heals a non-magical the disease (even if he’s not present). are 1 or 6). The change is applied im- and generally shows his worst side to
disease, if the faerie succeeds in an mediately and lasts for ten days per other people. Influence t#s suffer a +3
Insight check. The difficulty of the Pervert casting success. penalty. Lasts for one week per cast-
task is usually the Lethality of the dis- All Pervert glamours need the faerie  Makes someone aggres- ing success.
ease. to win in a Determination contest with sive and intolerable of other people.  Turns the victim into a
 Mends broken bones, the victim to function. Whenever he’s denied of something or caricature of a human. His limbs get
makes scars disappear and performs  Marks the face of he’s confronted by a person with a crooked and bent, he acquires a
similar tasks on the bones and the the victim with an ugly scar. It does no contrary opinion, he needs to make an hunchback, his facial characteristics
flesh. damage but reduces the victim’s Insight check or he bursts in rage and become deformed and his spine
 As 1, but heals wounds Comeliness by one die (or inflicts a +2 starts a fight. Lasts for half a day per curved. Comeliness becomes 8 and
much more efficiently (two Constitu- penalty to Comeliness t#s if it only casting success. Influence suffers a +2 penalty, as does
tion and Stamina points per success). has one die). The scar can’t be healed  Bends and perverts a Litheness. The affliction lasts for 15
 Heals disorders of the by normal means but can be treated by limb so that it seems crooked and hor- days per casting success.
mind, such as paranoia, schizophrenia, a faerie with a Heal rating higher than rible. The limb can still be used at +2
insanity, psychological illness etc. The the Pervert rating or a magician with penalty. The overall appearance de- Resemble
faerie must succeed in an Insight Rejuvenation magic. creases Comeliness by one die (or These glamours allow a faerie to take
check, with the difficulty being deter-  This glamours perverts inflicts +2 to the t# of the last die). the semblance of another being. The
mined by the GM. someone’s personality. It affects one The affliction lasts for one week per faerie must have seen the being at
 As 2, but can cure paraly- personality trait that can be consid- casting success and can only be least once and it’s better if they have
sis and magical diseases or even ered “negative”, such as proud, warlike, healed by magical means. spent some time around him (else it has
curses. For magical diseases, the selfish etc. This trait moves to its  Perverts a character’s a +1 penalty to the casting roll). When
74
taking the form of another person, the ing will notice that something is amiss in  Forces a mortal to its commands, unless they oppose his
faerie takes his Comeliness and the its behavior. All Resemble glamours follow the faerie. The faerie need not basic beliefs. Lasts for one week per
faerie’s physical attributes also last for one day per casting success. speak, just sign to the mortal. The casting success.
change. If the resembled person has  Can resemble a human- mortal won’t follow the faerie over  Imbues the victim with
higher physical attributes than the oid being with a +/- 25% difference in crevices, rivers or other endangering faerie madness. The victim must have
faerie, then the faerie gets to add a mass. obstacles but will generally go where spent at least one night near a faerie
number of extra dice (at +1 cumulative)  As level 1, but the dif- the faerie goes for 5 minutes per cast- residence or meeting place before this
up to the casting successes until they ference is +/- 50%. ing success. glamour can be used on him. It deprives
reach their target’s. For example, a  As level 1, but can re-  Arms the faerie with him of the ability to act or think con-
faerie has two Conditioning dice and semble any being except immaterial two extra Comeliness dice (at +1 cu- structively. All he does is sit and
wants to assume the form of a giant ones or with completely alien anatomy mulative) and a Charm skill rating of 4 dream of strange worlds without inter-
with five dice. It rolls two successes (like brochllans). for a duration of two hours per casting acting with the environment. He still
and there fore adds two dice to Con-  As level 1, but there’s no success. receives food and water, but only if
ditioning. If it rolled three or more suc- limit in the mass a faerie can resemble.  The victim obeys one given to him. The glamour lasts for one
cesses, it could get a Conditioning of  As level 3, but the differ- immediate command of the faerie. The month per casting success.
five dice. Note that the faerie can not ence of mass increases to +/- 100%. spell lasts for one hour per casting  Turns the victim into a
add more dice than the resembled per-  As level 3, but with a dif- success. If by then the victim hasn’t slave of the faerie. The poor soul is
son already has and that the casting ference of mass up to +/- 1000%. succeeded in executing the command, completely deprived of his will and ini-
successes indicate the total number of he’s free of the spell. tiative. He will only do what the faerie
extra dice: the faerie needs to split Seduce  The victim falls hope- orders him to and will attempt to carry
these up between its attributes. All Seduce glamours (except from the lessly in love with the faerie (if of the out its orders as best as he can. His
There is always the chance that second level) require a Determinartion opposite sex). It will protect it (even if Insight and Determination both be-
persons who know the resembled be- contest to be won. it means his life) and generally follows come 6, but no other spell can take his
75
control away from the faerie, except form into a small animal, like a dog or senses in this form, but can’t move or needs. Minor changes occur that give
spells that cancel magic or Rejuvena- cat. The animal form always has some use any abilities. Lasts for one hour a –2 bonus to a passive check (such as
tion spells which heal the soul. The faerie qualities, like being slender, hav- per casting success. resisting a poison etc). The changes
glamour is permanent. ing long pointed ears, eyes gleaming in  As level 1, but trans- take effect immediately and new altera-
the dark etc. forms into a plant of moderate size, tions take place when the conditions
Shapeshift  Like level 2, but the such as a bush, a small tree etc. change. Examples are: reptilian scales
The term “animal” includes fishes, rep- animal form is archetypal, having an  Incr eases or de- to defend against fire or heavy fur for
tiles an birds, but not insects or any extra die in all physical attributes (at creases the size of a faerie by 50%. cold. Each form functions against one
sentient beings. All changes brought +1 cumulative) and two extra dice in An increase gives an extra Constitu- hazard at a time only. Lasts for half a
by these glamours are permanent Reaction. tion and Stamina point but decreases day per casting success.
unless the faerie chooses to return to  The faerie can trans- Defense by one (to a minimum of one).  Transforms the faerie
its own form. form into large animals, though no more A decrease works in the opposite way, into pure elemental matter (air, earth,
 One or more limbs of than 4 m in height or length. increasing Defense by one point, but fire or water). This form cannot be
the faerie change into that of an ani-  Like level 4, but the ani- subtracting one from Constitution and damaged by the same element and it is
mal. Although the faerie can’t get mal form is archetypal, having an extra Stamina (to a minimum of one). Lasts coherent enough for the faerie to move
wings, it can gain a die of Conditioning die in every physical attribute (at +1 for one hour per casting success. and act normally. It has an armor rating
or Litheness (but not both) at +1 cu- cumulative).  Transforms the faerie of 2 against all physical weapons.
mulative depending on the animal cho- into any wooden or stone object with a Lasts for ten minutes per casting suc-
sen. Transform mass 50% more or less than its own. cess.
 The faerie can make  The faerie can trans- Lasts for one hour per casting suc-
some minor changes to its body, such form into a statue resembling it. Only cess.
as sprout wings, gain gills etc. damage severe enough destroy the  Transforms the body
Travel
 The faerie can trans- statue can kill it. The faerie retains its of the faerie so that it fits its current
76
 The faerie can walk a fast river) and the faerie retains its wishes. All powers that are not auto-
or run at double the normal rate for senses during it. The Awakened are a strange form of matically in use require an action for
one hour per casting success.  The faerie can open a spirits, spending much time in the the character to use them.
 Summons an excep- magical gate that appears as a gaping physical world using their bodies, but
tional steed, fitting for the size of the black hole in the ground and stays at the same time drawing upon the en- Charisma
faerie, which is 50% faster than the av- open for a single round. The gate ergies of the dream world to succeed in This manifestation enhances the natu-
erage horse. The magical horse can be leads above the ground to another lo- their quest. As all forms of spirits, the ral aura of the Awakened, making him
ridden for three hours per casting suc- cation within 100 m per casting suc- Awakened are imbued with the mysti- look imposing and charismatic. All mor-
cess before departing to the faerie cess and can be passed by anyone cal powers deriving from that plane and tals distinguish him from the crowd.
world from which it came. while open. can use them in various ways. The rating of Charisma is added as
 The faerie assumes  The faerie summons a The incarnation of these ener- extra dice to any Influence or Comeli-
the ability to fly with the same move- spirit with the form of a small violet gies are called manifestations and can ness check (at +1 cumulative), but only
ment rate as walking for half an hour dragon, slender and very faerie-like. be used by every Awakened, as well as against mortals. Awakened and other
per casting success. The spirit can take the faerie and an- other spirits. Of course these powers supernatural beings are unaffected by
 The faerie is trans- other moderate-sized being to a jour- vary from Awakened to Awakened, such petty demonstrations of power.
formed into a leaf and falls into the wa- ney through distant, strange worlds because no Awakened (at least not a
ter of a nearby river. The river’s cur- that defy logic. The trip through these young one) can learn all the different Discipline
rent then transfers it to any destina- parallel worlds is a fast way to journey incarnations of the dream energies. Discipline raises a mental shielding for
tion along the shores of the river. The across earth, moving at a speed equal The dream powers vary in their use. the character, protecting him from mind
small leaf isn’t troubled by fish or other to 500 miles per day, unencumbered Some of them that are defensive in magic or possession. Against such
natural creatures, but if it’s somehow by any obstacle or enemy in the physi- nature are in use all the time. Many magicks, the Awakened rolls one extra
destroyed the faerie dies. The jour- cal world. others are not automatically in use but die for each point of Discipline (at +1
ney is fast (up to 100 miles per day on can be used when the Awakened cumulative).
Manifestations
77
given in quick succession; the Awak- easily kill mortals.
Developing manifestations Enslave ened can’t delay a day before giving Fortify increases Stamina by
As the Awakened develop and This potent manifestation robs a vic- the second order. its rating. Constitution is also in-
become more powerful, so do their tim of his will, transforming him into a A failed attempt to enslave creased by half of the Fortify rating.
manifestations. At the end of pawn of the Awakened who exercises someone gives a +1 penalty to future Any endurance check gets a number
each adventure, the GM should it. This condition is short-termed at checks against him. of extra dice equal to Fortify (at +1
give each character the chance to best but still very useful. cumulative).
improve his manifestations. To enslave someone, an Awak- Fantastick
Improving the rating of a ened must beat him in a contest. The Whereas most manifestations affect Fortune
Fortune
manifestation requires the player Awakened rolls a number of dice equal the physical world, Fantastick applies This mysterious manifestation manipu-
to make a roll: he rolls dice equal to to his Enslave rating (starting at t# 4 to laws and principles of the dream lates the very forces of Luck in the
the manifestation’s rating and and climbing up at +1 cumulative), while world. It is a power which boosts the world, making the character look im-
gains a new point (to a maximum of the victim rolls his Determination. Awakened’s ability to affect the work- possibly lucky. The Awakened may
6) if all of the dice come up as 3 or The number of successes re- ings of dreams and manipulate the expend one point of Fortune to re-roll
greater. If he fails, the chance is sulting from the contest measure the “reality” of the dream world. In game any failed dice in a roll. He keeps any
wasted. Improving a manifestation duration of the power’s effects. Each terms, Fantastick’s rating is added to successes and re-rolls all other dice.
should only be allowed for powers success enables the Awakened to give the fantasia of the Awakened. This may be done only once for a par-
the character used during the ad- one order to the victim. This order ticular roll. Expended points return
venture. must be something that can be accom- Fortify after the end of the adventure.
Each player should get two plished in a few minutes at most This manifestation boosts the endur-
chances to increase his manifesta- (“attack the guard”, “fetch me the key ance and toughness of a character to Kinesis
tions for a moderately-sized ad- to the gate”). Suicidal orders cause supernatural levels. The Awakened is Kinesis imbues an Awakened with
the victim to freeze. Orders must be able to shrug off injuries which could telekinetic powers. He is able to move
78
ration of the physical body he’s inhab- needs to score more successes than points. Each Stamina point restored
venture. This can be modified for
iting. Each point of Longevity ne- Veil. costs one point from Revigorate’s rat-
each player. A player who did ex-
gates 10 years of old age. Thus, a ing. Each Constitution point healed
ceptionally good should get three
person 60 years old with two points of Physique costs two points. Expended points
chances, while a player who was This manifestation empowers the
Longevity would be in the physical return at the rate of one per six hours.
lousy should get only one. Awakened with colossal strength. For
condition of a 40-year old man.
Acquiring a new manifesta- purposes of lifting or carrying weights, Satiate
tion is more difficult. A player add its rating to the Conditioning dice
Perceive An Awakened can use dream ener-
needs to forfeit two chances to of the character. When making a Con-
This manifestation enhances some- gies to sustain his physical body, free-
improve one of his already known ditioning check, the character gets a
one’s vision so that he is able to pierce ing himself from mortal needs. He can
manifestations. If this is done, he number of extra dice (at +1 cumulative)
through illusion and see invisible items go around without food, water or even
automatically gains a new point in equal to half the rating of the manifes-
or beings. When faced with an illusion oxygen for an amount of time depend-
a new manifestation of his choice. tation. Inflicting damage with a hand
or invisibility, the character must make ing on Satiate’s rating.
objects he can see as if his Kinesis a roll using dice equal to his Perceive weapon is also made as if the character Without food: Rating x weeks
rating was Conditioning dice (starting rating (t#4, additional dice at +1 cumu- had extra Conditioning dice equal to Without water: Rating x days
at t# 4 and increasing at +1 cumula- lative). To see through the illusion, he half the rating. Without air: rating x minutes
tive). Controlling an object is quite needs to score more successes than After this period has elapsed, he be-
difficult and jerky, considered to be the casting successes of the sorcerer Revigorate gins to feel the usual effects resulting
made with Litheness 6. who weaved the illusion. The province of the Vigoris faction, from denial of sustenance.
Perceive also enables someone this manifestation channels dream en-
Longevity to see an Awakened concealed by the ergies with healing properties. The Second sight
The dream energies imbuing a charac- Veil manifestation. In this case, both character is able to heal by touch a This manifestation enables a charac-
ter with Longevity prevent the deterio- Awakened roll their powers; Perceive number of Stamina or Constitution ter to look into the dream world and
79
the ethereal plane while awake. The they’ve turned their backs on him. tive. Armor (using the energy rating)
sight of the dream world is revealed as Swiftness Seeing an Awakened hidden applies normally. Because Wrath de-
a translucent image placed above the Awakened with this manifestation ap- by Veil is difficult, if he takes care not pends on the manipulation of the
real world. This can reveal spirits, in- pear to be unnaturally quick, striking to provoke any situation. It requires physical elements, it’s useless in the
visible items or beings, possessed per- with their blade in the blink of an eye someone to beat the Awakened in a dream world.
sons or other Awakened. or dodging arrows and crossbow bolts. contest: he makes a Sight check, while Each application of Wrath is
Because the image of the Each point of Swiftness adds the Awakened rolls dice equal to Veil exhausting for the character, causing
dream world is blurry and hazy, the one die to the initiative roll (at +1 cu- (first die at t# 4, others at +1 cumula- him to lose one Stamina point. The
character needs to make a roll to dis- mulative). Moreover, any Reaction tive). effective range of the power is only
cover anything interesting. This is a check (like dodging attempts) gains limited by the character’s range of
Presentiment check with extra dice extra dice (at +1 cumulative) equal to Wrath sight: if he can see something, he can
equal to the power’s rating (at +1 cu- half the power’s rating. A character with this manifestation is hurt it.
mulative). What he can reveal depends skilled in venting his anger into objects
on the successes he scores: Veil of the physical world. Wrath is a purely
Heathen and hermetic magick
One success—invisible items and per- Veil conceals the Awakened from the offensive power, able to cause some- Two distinct approaches are followed
sons eyes of others. It differs from true in- one or something to burst in flames or by practitioners of magick: heathen
Two successes—Awakened and pos- visibility in that the character isn’t truly freeze by manipulating the four ele- and hermetic magick.
sessed people unseen. Someone will still see the ments (air, earth, fire and water). Heathen magick represents a
Three successes—Spirits in the Awakened if he stands right in front of The application of Wrath more archaic, wild and undisciplined
dream world him. Veil works by diverting attention causes damage with dice equal to the form of sorcery, based in the inherent
Second sight requires absolute con- away from the Awakened. In some character’s Determination dice. The magic which lies in nature and the ulti-
centration while it lasts: the character way, the Awakened will always move in first die has a t# of 8 minus the Wrath mate connection of man with it. Hea-
can’t take any action during that time. the periphery of others’ vision or when rating, the rest following at +1 cumula- then magic was the first kind of sorcery
80
to be used, a direct descendant of the and mechanisms of greater magick. “civilised” life. This has led indirectly pense of heathen magicians.
faeries’ glamours. Practitioners of hea- Their beliefs are based on the phi- to the rekindling of heathen magick. The Order’s relationships with
then magick were feared and revered losophical works of Hermes Tris- Heathen sorcerers once more begin to the heathen magicians were never
by normal people and many of them megistus, a legendary figure said to be rise and it may not be long before the good and declined in downright hostile
served as priests of the spirits of na- the founder of the first great coven of conflict between heathen and hermetic in many occasions. From their first en-
ture. With the advancement of civilisa- magicians. Naturally, their way of life magick is resumed. counters, each group recognised the
tion and the founding of large cities, and beliefs brought them in conflict other as a threat, having contrary be-
people began to turn away from the with the heathen magicians. In the be- The Order of Hermes liefs. Both were stubborn and arro-
heathen priests and their power dwin- ginning, heathens were numerous and The largest magical organisation in gant enough to hold that their beliefs
dled. It was during this time that magi- powerful (after all, the hermetics never medieval Europe, the Order of Her- were the only truth. The magickal wars
cians gained the image that would had the support of the people). How- mes appeared long before Jesus in fought between them spanned many
haunt them thereafter: mysterious men ever, civilisation and Christianity ancient Egypt and Greece, two na- centuries with great periods of truces
commanding evil powers, who are both caused people to turn away from hea- tions renowned for their advanced civi- and resting followed by intense fight-
feared and hated by most people. The then beliefs. The power of heathen lisation. The Order was allegedly ing. At first, the hermetics were at a
coming of Christianity marked the end magic was greatly reduced and the founded by Hermes Trismegistus, a disadvantage, since most of Europe
of heathen magicians. The small num- heretic order overran the magical so- nearly mythical figure, with the purpose was pagan. They were however clever
ber of them that remained was scat- cieties and achieved domination over of exploring sorcery to its limits. The enough to use the Roman Empire and
tered throughout Europe, being weak all matters magical for the next centu- beliefs of the Order were based on Christianity afterwards to their advan-
and isolated. ries. the Classic Greek ideals, mainly those tage, invading the lands of the hea-
Hermetic mages follow a differ- Recently, people have began to of reasoning and experimentation. thens and spiriting away their follow-
ent approach to sorcery. They are turn back to the old religion and the From these two ancient strongholds, ers. The invasion of Britain and the
based on extensive studying, self- heathen ways, tired of the tyranny of the Order flourished and expanded to hunting of druids by Julius Caesar
discipline and knowledge of the works the Church and the burdens of the rest of Europe, often at the ex- and then other Roman Emperors is an
81
example of the hermetics; aggressive Each cabal recognised by the bal was situated in the Great spend much of their time in the
tactics. But now these years are long Order selects one of its members to Library of Alexandria, until its dream world and also venture
behind and most hermetics are unsure represent it in the annual meeting of destruction. They managed to into the netherworlds and other,
of the proper action they have to take the Order. This is to keep large ca- save many important volumes stranger dimensions. Due to
against the resurgence of the hea- bals from dominating the voting. The and now they can be found their dealings with otherworldly
thens. meetings take place once per year in a scattered among the colleges beings, they have often been
The concept of the cabal forms different established cabal and decide and universities of France and accused for the crime of Neth-
the core of the Order of Hermes. A on the matters and strategy of the Or- England. They have the best ermancy, but have escaped any
cabal is a group of sorcerers with com- der as a whole. They also elect a sources on any obscure knowl- punishment so far.
mon interests located in a certain geo- council of thirty Grand Magi to rule edge. • Dracon: members of this cabal
graphical location. A cabal’s size may over the Order until the next year. • Camelot: The sorcerers of take great interest in all kinds of
range from three to over thirty mem- The most prominent power Camelot work towards the mythical creatures, from faeries
bers, although most have five to ten groups in the Hermetic Order are the creation of a magickal kingdom to the mighty dragons. They
members. Many cabals have a base of 13 elder cabals. These are large ca- on earth, a place where mun- seek to help them preserve their
operation, anything from a castle to an bals dating from the ancient times of danes, sorcerers and magickal havens against the expansion of
underground system of caves. Others the Order that have amassed much beasts can co-exist in harmony. mankind and have befriended
prefer to have their members living in influence and resources, both magickal This often pits them against many of them, drawing arcane
their own private residences, meeting and mundane. Most of the lesser ca- the Theocrsts. So far their knowledge from their experi-
only to discuss matters of the cabal. bals are allied to one of the elder ca- only success has been the ence.
These cabals are more flexible and bals in a relationship resembling that of founding of Camelot in Wales, • Hippocratians: A small but an-
don’t depend on mortal holdings, but liege and vassal. The elder cabals are: for as long as it lasted. cient cabal, dedicated to the
are also less resistant to external • Alexandrians: Keepers of ar- • Dhiva: The Dhiva cabal are healing arts and the study of
threats. cane and mundane lore, this ca- explorers of other worlds. They diseases. Although they may
82
seem benevolent, rumor has it of magickal artifacts. They also arcane power but are isolated hermetic ideals, many other her-
that the Hippocratians don’t seek and locat e anci ent from the rest of the world. metics believe they have slipped
hesitate to use their great magickal treasures, especially • Regia: The cabal of Regia al- into Heathenism and ought to
knowledge of pathology and Atlantian and Mu artifacts. ways considered itself as king- be shown the right path again.
diseases to harm their enemies. The more modern Lectrus are makers. They deal heavily with • Theocracy: The Theocrats
• Kavos: The Kavos seek mas- bent on combining rela-world mortal society and politics, ma- were the first to realise the im-
tery of elemental sorcery, con- sciences, like physics or chemis- nipulating them to their own portance of Christianity as a
sidering the four elemental try, with magick, creating ma- ends. Their headquearters tool against the heathens.
realms to be the most pure and gotechnological devices. have been in Rome, but they’ve Since then, they’ve been heav-
basic of all. Their attitude and • Mantis: Mantis is the cabal of recently moved to Paris. They ily involved with the Church
personality is often shaped by transformation and evolution. maintain contacts and allies in from their headquarters inside
the element they favor: a Kavos Practicing shapechanging and every major European city. the Vatican. Recently they’ve
pyromancer tends to be hot- mind-altering sorceries, mem- • Riendr: Riendr believe The lost some of their credit, since
tempered and impatient, while a bers of the Mantis never keep Dragon is the source of all it’s the tyranny and corruption
geomancer calm and enduring. the same form or persona for magick on earth. Although this of the Church that has led to
• Krecan: This is a cabal of war- long. They’re probably the is highly debatable, Riendr ma- the rise of a new breed of hea-
rior mages, specialising in offen- most modern, open-minded and gicians have great faith in their thens.
sive magics. They raise and eccentric of all cabals. beliefs and always search for
train private armies under their • Pythagoreans: The Pythago- manifestations and understand- Dogmas and crimes
command, ready to face any reans believe that sorcery is an ing of The Dragon. To some T he O r d er is b ou n d
external threat to the Order. exact science with specific laws of them, The Dragon is the together by its common beliefs. These
• Lectrus: The Lectrus are magi- and devote their lives on discov- only true god. Because of their beliefs can be divided in Dogmas and
cians specialised in the creation ering them. They have great declination from the standard Crimes. Dogmas form the core of
83
hermetic ideals and are followed by Dogmas Crimes
hermetics to prosper and advance • Sorcery is one of the forces of the universe, like • Mysticism: The crime of Mysticism is another point of
their magick. Crimes are taboos; they gravity is. The hermetic’s task is to understand the friction with the heathens. The heathens believe in the
are what the hermetics despise. A laws commanding it. divine origin of sorcery, that magick is a mysterious
mage of the Order must avoid these at • Sorcery is not for everyone. Only an elite minority force one should accept and not try to analyse or un-
all costs or face corruption of his has the gift of commanding it. A sorcerer must not derstand. This is totally heretic to the hermetics,
magick (end expulsion from the reveal himself or his power to unbelievers lest they whose main goal is to discover all laws of sorcery.
Order). Dogmas and crimes are rise against him and the rest of the Order. • Revealing: The crime of revealing one’s magickal
closely related. Often, the opposite of • Command of sorcery belongs to the magician. The power in front of Unbelievers. Unbelievers aren’t
a dogma consists a crime. magician must be autonomous from other sources of open-minded or enlightened enough to understand or
magick and his power must come only from his train- accept a power like sorcery. Leave them to their safe
The Druidic Order ing and achievements. little world.
Named after the Druids of pagan • Nethermancy: The crime of gaining power from enti-
Britain, the Druidic Order is a much ties summoned. Hermetics frown on magickal power
more ancient organization connecting not gained through one’s achievements.
Europe’s pagan faiths together. • Heathenism: The crime of believing in one source of
Members of the Order belong to magick and not the universal aspect of it. This crime
f ait hs t hat d evelop ed lar gely refers to the heathen magicians, who revere nature as
independent from one another but the source of all magick, whereas the hermetics hold
shared some common traits. One of that sorcery exists throughout the universe and inside
this was the belief in Animism, the faith
holding that the natural world is
inhabited by numerous spirits giving it life, from trees to rivers to rocks. The other was a common fight against the hermetic ideals, which didn’t agree with
84
their views of the world. that the Druidic Order was formed tent and well organised. They in- the hermetics’ takeover of Europe.
The Druidic Order is made of with members from all Europe. The creased their influence in the Roman But the Druidic Order wasn’t
the magicians called heathens. These catalyst for the Order’s forming was Empire, pushing the people away from dead. The hermetics believed they
sorcerers base their power on nature, the Classical Greek era. In that time, a the worship of the gods towards more had taken care of their problem for
which they revere as a deity or a group lot of heathens fled Greece, as the mortal interests. Some of them even eternity, but the heathens were only
of deities. They perform their magick hermetics triumphed and transmitted took advantage of the new Christian hiding, resting, healing their serious
by drawing raw energy from nature their ways of thinking to the vast religion to fight the heathens. With the wounds. They remained active in the
without caring for the details of their masses of the Unbelievers. With them, invasion of England and the persecu- countryside, trying to keep the old
magickal workings. In fact, they hold they brought a message of warning tion of the druids, the Druidic Order ways alive in the people’s memories,
that sorcery is an innately mysterious about the threat of the hermetic magi. felt that the end was nigh, with its mixing Christianity with pagan beliefs
power and someone tends to reduce The Druidic Order was formed to stronghold under siege. The real end in the form of fairy tales and supersti-
its wonder and power if he analyses it counter the spread of the hermetic came later, with the founding of Came- tions. They bid for the time that would
too much. These beliefs have brought ideals and preserve the pagan ways. lot under the hermetic sorcerer Merlin enable them to rise once more.
them in direct conflict with the Order Changing many names, it took the title and the christianising of the popula- The hermetics’ reliance on the
of Hermes. “Druidic Order” during the rise of tion. In one last desperate attempt, the Church to keep the people away from
Although the beginnings and Christianity, when Britain became the heathens united under the banner of practicing the pagan ways proved to
ancestors of the heathen magicians bastion of paganism in Europe and their leader, Morgan le Fay, and suc- be a grave mistake. The Church’s op-
are much older than those of the her- druids the leaders of the resistance ceeded in disbanding the kingdom of pression of the people backfired on
metics, members of the Order were for against the hermetics. Camelot. However, their victory came them. Many commoners turned to the
a long time ignorant of the other hea- At first it seemed that the hea- at a devastating cost. Most of their old ways, seeing the Church and the
thens, locked in their faiths and re- thens had the upper hand, being more members were lost and Morgan was nobility growing richer while they be-
gions. It was not until the threat of the numerous and controlling more lands. slain by Merlin himself. From that time came poorer. This marked the resur-
hermetics was realized to its full extent However, the hermetics were persis- on, the Order was too weak to resist gence of the heathens. Across the
85
land, people that aspired to the old though and the heathens need not that paradise on earth. outside threats like the Atlantians. Its
ways were contacted by the remaining only as many allies as they can have So, the great wave of immigra- leaders and agents even contained
heathens and incorporated into the but also the support of the people. tion towards Mu created a substantial many of the wild, unruly faeries. After
resurrected Druidic Order. The Or- minority of faeries who pretended to the defeat of the Atlantians, the
der of Hermes was able to detect this The Seelie Court go by the rules but in reality cared popularity of the Seelie Court rose
uprising but was unable to figure out a The history of the Seelie Court is nothing about them. These potential so much that it was decided to keep it
way to stop this phenomenon. the history of Mu itself, the ancient troublemakers were identified by a few permanently to defend the land. With
The Druidic Order is now alive land of the faeries that is lost in the of the lawkeepers of Mu, but the gen- increased power and influence, the
and active once more. Although lack- mists of the past. Mu was the first eral aura of prosperity inhibited them Court gained in importance and there
ing the internal organization of the her- attempt made by the faeries to form an from acting against them. as a time that it had even High Kings
metics, it has many rapidly growing organised nation to provide safety and With the rise of Kathadastro as its puppets.
groups all over Europe. These small prosperity to its citizens. This and its Atlantian minions, the faeries Some time after the defeat of
groups are called covens and are the required a great deal of effort, along of Mu came face to face with a dan- the Atlantians, important members of
cells forming the Druidic Order. Each with organization and laws. It mostly gerous enemy. The High Kings of the Court made contact with the
coven contains witches, that is heathen appealed to faeries with respect to Mu organised a body drawing mem- Eternal Powers of “good”. The Pow-
magicians, who hold the leadership pf et hi cs and la ws ; ot her , mor e bers from all levels of faerie society, to ers turned their attention to one of
the coven, along with mortal followers undisciplined, faeries found the idea unite the faeries against the common their old concerns, the wild trouble-
who possess no knowledge of magick too cumbersome and limited. However, threat and put up an effective defense. makers. Although they had fought
but are interested in preserving the as the fame of Mu and its wealth That’s how the Seelie Court was against the Atlantians, no one could
pagan faith. In the old days heathens reached every faerie in the world, even born. say for sure that they didn’t represent
loathed to share their secrets with the the most chaoti c ones wou ld In its beginning, the Seelie a threat that could tear Mu apart from
common folk, ruling them through their sometimes force themselves to accept Court was a very diverse group with a the inside. The Powers convinced the
ignorance. Times have changed set standards in order to be a part of noble goal: the protection of Mu from faeries to use the Court’s power and
86
resources to vanish those “evil” faeries. ticular is completely dominated by it, Unseelie’s operations. Lastly, the Emerald Circle are the Emerald Cir-
Thus, the Seelie Court began serving as its headquarters. From their Emerald Circle is the smallest but not cle, the Magisters and the Lord High
to take interest not only in the outside base in the Castle of a Hundred less important unit. The Emerald fae Magick.
threats, but also in inside ones. It used Spires, the Seelie faeries continue are knowledgeable in sorcery and pro- Above all three bodies and
its considerable resources to perse- their ancient rivalry with the Unseelie vide the Court with magickal backup. their levels stands the High Court, the
cute faeries it regarded as troublemak- Court, trying to bring all of the faerie Each of the three units is or- brain of the Seelie Court. The High
ers and used heavy propaganda to realms under their rule. ganised in the same hierarchical man- Court has absolute power over the
justify its actions. Some of the unruly The Seelie Court is com- ner. There are three levels in each entire Seelie Court and it’s what
faeries were actually members of the posed of three independent bodies, body. The first and lowest contains unites and keeps together its three
Court, but were helpless while the each with its own function: the Silver the bulk of the Court’s members. components. It’s made of 12 members,
Court harassed their friends and kin. Brigades, the Silent Circle and the Their activities are coordinated by the whose identities are always kept se-
They soon resigned from their posi- Emerald Circle. The Silver brigades members of the second level, who are cret. The three faeries of the third
tions and formed the Unseelie Court are the army of the Court. They ride of course less numerous (there are 20 level report to the High Court and in
as a countermeasure. Eventually, the out of the Seelie realm in times of war first-level members for every second- turn receive their orders from it. The
fight between the two Courts esca- with the Unseelie, but also contain level one). Finally, the second-level High Court also appoints members to
lated to the Faerian Wars and de- many elite units trained in undertaking members are watched and directed by their positions and decides over pro-
stroyed Mu. covert missions in times of peace. The a single third-level faerie. In the Silver motions and demotions.
The Seelie Court survived the Silent Circle is the Court’s ambassa- Brigades, the three levels of hierarchy
destruction of Mu, as did the Un- dors, agents and spies. These faeries are the Silver Brigades, the Briga- The Unseelie Court
seelie. It followed the faeries in their spend most of their time in other faerie diers and the Knight of the Lance. In The Unseelie Court is the primary
otherworldly realms. Today, the realms or even on earth, gathering any the Silent Circle, there are the Silent organisation of evil faeries that in-
Seelie Court has a strong presence in useful information, strengthening the Circle, the Guildmasters and the spires fear in the hearts of both mor-
many faerie realms. One realm in par- Court’s position and undermining the Overseer. The three levels of the tals and faeries alike only by the invo-
87
cation of its name. It was formed during are scattered around earth and the agents of the evil faeries, that is called cases of treason or death (of course
the Faerian Wars by the generals and faerie realms, but this means the arm of the Host of the Court or the Sluagh, incompetent members tend to vanish
princes of the evil faeries. These the Court can extend even to the far- and the sorcerers of the Court that quickly). It must be noted that these
power-hungry individuals wouldn’t form thest point of the world. The Court is form the Sidhe Qabal. The Sidhe Jarls and Poisoners have double votes
any kind of alliance, much less the still ruled in a despotic way by princes Qabal may be much smaller than the on the lesser councils and it is they
Court, but they realised that they and generals of the evil faeries, but its Host, but the magical powers it pos- who choose the other members of the
would have to be united in order to sorcerers possess great power also. sesses command the respect of all the lesser councils every now and then.
stand a chance against the armies of They are responsible for the foul Court. They are the most powerful faeries in
the enemy. After the disaster of the magicks and evil creations that have Each one of these parts is the Unseelie Court, electing one of
Faerian Wars, their thirst for power given the Court its terrible fame and largely independent and is ruled by a their own to be the Ard Ri, the High
hadn’t been quenched and their desire have caused much harm to both faeries different council. The Sluagh are King. The Ard Ri has double votes in
to destroy their good cousins and ex- and mortals. ruled by a council of 30 Jarls that are the Ri Damhna and can veto any deci-
tract their revenge grew only hotter. The base of the Unseelie the Council’s finest strategists. The sion made by it, except from decisions
The Unseelie Court remained, Court is said not to lie on this world, Qabal is ruled by a council of 10 Poi- about his replacement. He is truly the
though its power was greatly reduced but on a faerie realm of darkness and soners (Poisoner is a term for sorcerer king of the Unseelie Court.
along with its influential members. misery. There, in its dark, haunted used by the Church of the Savior). The structure of the Court
Today, the Unseelie Court woods lies the main body of the Host. Each council has no authority over seems very organised and stable, but
extends its sway over a great part of In the center of the realm, upon the the other, however both are under the in reality faeries of the Court stand
the evil faeries of the world. These Screaming Hill, rises a stone castle, authority of the high council of the ready to backstab, exploit or even as-
faeries compose the Host of the the fortress of the Court where its Unseelie Court, the Ri Damhna. The sassinate their superiors so they can
Court, its army and servitors. The lords plan their next movements. Ri Damhna is composed by 5 Jarls assume their position and status.
Host is not very The Unseelie Court is com- and 5 Poisoners, which are permanent There are the common means for as-
effective as an army, as its members posed of two parts: the army and members and are replaced only in cending the levels of authority and are
88
silently recognised by all the Court. another step towards the concluding builds his power. Indeed, the fighter
This practice creates a constant act. may seem to grow red after one or two Fighting with Dae Khan
chaos and inner turmoil inside the The basic philosophy of Dae dodges, as the power inside him To fight with the Dae khan style,
Court that has been described as an khan is simple and is derived from the screams for release. He must be pa- someone needs to have a rating of
unseen civil war. realization that when someone attacks, tient though and concentrate it in one at least one in the identically
he also leaves himself open to attack. If strike at the right moment. named skill. This skill is considered
the martial artist is able to dodge the Dae khan still remains a closely a knowledge and a subskill of the
Dae Khan
incoming strike, he can then attack his guarded secret of Chinese monks. Brawling main skill. It is not
opponent when he’s at his most vulner- Only a handful of westerners have available to starting characters
Dae khan is the name of a unique
able. managed to learn this art, usually by a unless they have the Dae khan
fighting style developed by eastern
The monks have taken this sim- traveling priest who came to know and knowledge gift.
monks as a means of defending
ple idea and evolved it into a science. respect them. The basic damage for a
themselves from bandits or other
A skilled martial artist is able to gather Dae khan strike is 6 if the martial
threats. Since they hate bloodshed,
energy from repeating dodges, accu- Kaidos artist has one or two Intellect dice,
the monks devised a fighting style
mulating it to unleash it in one devas- To all artists of Dae khan, kaido is a 5 if he has three or four or 4 if he
which developed into a form of art,
tating strike when the time is right. word for mastery. The term refers to has over five or more Intellect dice.
standing above kung fu and other
Thus, Dae khan becomes a series of the techniques developed by masters Intelligence is important because
martial arts. Dae khan combines the
intricate dodging maneuvers followed of Dae khan, which combine physical the whole philosophy is for the
quickness and grace of the cat with the
by a final strike of great power and ability with great mental concentration martial artist to quickly recognize
ferocity of the tiger. It requires quick
accuracy that cripples the enemy. The to produce extraordinary feats. For and strike the neuralgic, weak
thinking and a sharp eye, for the
martial artist resembles a dancer full of example, one kaido enables the martial spots of the enemy. This damage
martial artist must never do anything he
grace; his dance is swift, yet harmoni- artist to block his mind against pain is of the kinetic type and causes
has not planned ahead. Every
movement has its purpose and is ous. With every dodging maneuver, he and completely ignore it. Another
89
kaido, when exercised, renders the kaidos as his Insight dice. Even excep- his base unarmored rating but can’t
artist unmovable by force much greater tional martial artists however, don’t take any other action, offensive or de- Constitution loss, although the
than his own strength. Some kaidos learn more than 2-3 of them. fensive. martial artist can inflict only Stam-
have a mystical side, being almost ina damage if he chooses so. It is
supernatural. Indeed, some argue that “The rock standing against rain for “The skin and bones resembling a further increased by the Condi-
kaidos must be recognized as a new a thousand years ” stone wall” tioning dice of the martial artist
type of magic. Basic training: One year Basic training: 2 years and his strike successes.
It takes years of solitude, prac- Competence: 1 Competence: 1 Dae khan relies on gather-
tice, self-discipline and meditation to This is one of the simplest kaidos, but This kaido makes the fighter’s skin ing kinetic energy from dodges.
develop a kaido. Even the greatest useful nevertheless. It makes the mar- hard as rock. It is a defensive tech- For every action the martial artist
masters haven’t developed more than tial artist unmovable while concentrat- nique, as well as an offensive one, hurt- forfeits his attack against an op-
three of them during their lifetime. ing. The fighter adds his kaido suc- ing an unarmed opponent who smashes ponent and instead dodges his
Aside of time and experimentation, it cesses to his Conditioning dice (at +1 his fist against the rock-hard skin. The strike, he accumulates a –1 bonus
also requires great wisdom and iron cumulative) for all contests made to technique requires the fighter to make to his attack and an extra damage
will. Someone must have more than move him. Even sweeps and grapples himself vulnerable to attack by sacrific- die for his next strike. This strike
three dice in Insight as well as in De- fail to bring him down or knock him ing an action. When the attack takes must come at the end of a series of
termination to develop a kaido on his back. When attempting such a maneu- place, his opponent gains a –1 bonus dodges and can have a maximum
own. ver, the opponent still needs to beat because the fighter has left himself bonus of –3 and three additional
Learning a kaido from a tutor is the martial artist’s considerable vulnerable. If the kaido has been per- al damage dice.
much easier. Of course, finding a strength to succeed in moving him, formed successfully, a +1 penalty is These martial artists are
teacher who knows a kaido and per- even if the maneuver is successful. inflicted to the damage roll of the op- masters of dodging maneuvers.
suading him to teach you is another While in this state, the fighter gets a ponent. Furthermore, an opponent While dodging, their attacker gets
matter. A character can learn as many +1 bonus to any armor he wears or to striking with an unarmed attack takes
90
damage equal to the damage he origi- “Strike of the three fingers that “The hawk whose speed defies
no bonus from the Offense rating
nally inflicted, but this damage roll also pierce like steel” nature”
of his melee weapon, plus they
suffers a +1 penalty. Basic training: 12 years Basic training:
training: 2 years
don’t suffer any penalty when
Competence: 4 Competence: 2
dodging close combat attacks.
“The three-
three-headed dragon” This kaido is a well-guarded secret, This kaido enables the martial artist to
However, their maneuvers require
Basic training: 4 years passing from a master to a student move with supernatural speed. Every
great flexibility and grace of move-
Competence: 2 only once in a lifetime. People that kaido success gives him one automatic
ment. They can’t perform them if
This technique enables the martial have the potential to learn this excep- success for the initiative check of the
they have more than one encum-
artist to combine three strikes in one. tionally difficult technique can be following round.
brance point.
The martial artist performs only one counted in the fingers of one hand. This surge of speed is costly in
attack, but he strikes three times in The technique consists of a terms of physical exhaustion. Every are added to his base unarmored rat-
quick sequence. His attack is made at fairly simple strike: the martial artist time the kaido is used, the fighter must ing (this isn’t cumulative with worn ar-
a +1 penalty. If successful, he makes strikes with his hand and the 3 middle succeed in an Endurance check or mor). Because the martial artist needs
three damager rolls instead of one, al- fingers extended. The kaido trans- lose a Stamina point. to concentrate on dealing with the
though all of them suffer a +1 penalty. forms these 3 fingers into a deadly in- strikes, he suffers a +1 penalty to his
This technique is a lightning strument like a spear shaft, so the con- “The invisible plates of dragon attacks.
attack that can’t be used often or it centrated strike is one of the most skin”
confuses the fighter and disrupts his powerful attacks known. The damage Basic training: One year “Hug of the great bear”
sense of balance. Half a minute must roll for the strike is made with a –2 bo- Competence: 1 Basic training: 2 years
pass before it can be used again, else nus. It is rumored that a khan master This kaido makes the martial artist Competence: 2
the fighter suffers a +1 penalty due to once slew a small dragon using this able to absorb the impact of strikes This kaido allows the martial artist to
disorientation for 3 rounds. strike. into his body, thus lessening the dam- grapple his opponent in an unbreak-
age he suffers. The kaido successes able hug. When the martial artist grap-
91
ples his opponent, his Conditioning artists. By concentrating for an the kaido, he is able to jump double the
dice are increased by the kaido suc- action, the martial artist is able to distance and height of a normal human. Kaidos
cesses (at +1 cumulative). focus his mental strength and on his This enables him to leap over his Basic training: Each kaido re-
next action strike at the victim’s enemy (if he’s not very large) and land quires time to be learnt. During
“The realm of shadows, a mirror shadow. The shadow becomes a way behind him. During the same action, he the training period, the character
of our own” for the martial artist to harm the victim, can strike his opponent with a turning must spend at least 3 hours per
Basic training: 9 years who takes the normal damage of the kick using all the bonuses for striking day training and practicing. When
Competence: 3 strike without being able to parry or from behind. the period ends, the character
The martial artist is able to blend with dodge (although the damage of the makes an Insight check at +3. If he
shadows and use them to move. The strike is not increased by the fighter’s “The adder fangs dripping the subtle succeeds, he has learnt the kaido.
martial artist can step inside a shadow Conditioning). Any kind of physical poison” If he fails, he needs to spend an-
and disappear, only to appear armor is useless against the mystical, Basic training: 4 years other year training before he can
stepping out of another shadow within insubstantial nature of this attack. Competence: 2 try again. If the character tries to
range of sight. It is an evasion kaido, This kaido was developed by a Khan develop a kaido without having a
first developed by a secret order of “The dancing frog leaps ” master following a dark path: the way teacher, the basic training period
assassins, paid by eastern warlords to Basic Training: 2 years of the assassin. When the martial artist is quadrupled and the penalty of
take care of their enemies. Competence: 1 strikes he causes damage with a +1 the Insight check increased by +2.
“Piercing the shadow is slaying the This kaido consists of a great leap penalty to the damage roll, but the Competence: Kaidos are difficult
body ” and can be used by the martial artist as kaido enables him to cause serious things to master and learn. The
Basic training: 4 years an attack form or as just a way to jump internal damage to a an important Competence factor judges how
Competence:
Competence: 3 longer and higher. The kaido is organ, like the liver or the spleen. The hard it is for the martial artist to
Another kaido first used by the executed when the martial artist faces victim needs to make a Vitality check. If perform the kaido. When he tries
assassin branch of the Khan martial an opponent. If he successfully uses he acquires at least equal successes to
92
enables the martial artist to strike with martial artist can not be further than
to use the kaido, the fighter must
such force as to cause the rib cage to his Determination dice x10 meters
make a skill check for Dae khan,
collapse and the ribs to pierce the from the target and needs a normal
using Determination as the gov-
heart of the hapless victim (like steel attack roll to strike.
erning attribute. He needs to ac-
pikes). The strike must be very
cumulate a number of successes at
accurate (thus, is it has a +3 penalty)
least equal to Competence, or
and the victim must succeed in a
else the kaido will fail. These suc-
Vitality roll with a +3 penalty or drop
cesses will also measure the effec-
dead. Even if he survives, the strike
tiveness of his performance.
causes normal damage.
the damage caused, the strike has no
special effects on him. Otherwise, one
of his organs is seriously hurt and will
“The invisible
invisible owl striking from
develop malfunctions that will result in
afar”
death within half a year. Such serious
Basic training: 6 years
injuries can only be healed through
Competence: 3
magical means.
The martial artist is able to harm from
a distance, striking as if his target was
“The trap
trap made of steel spikes ” in front of him. The strike causes nor-
Basic training: 7 years
mal damage (although it can’t be aug-
Competence: 3
mented by dodging) and cannot be
If performed correctly this dreadful
parried or dodged by the target. The
kaido can cause immediate death. It
93 Out of this world

T
he cosmos is divided in called the physical or mortal world, the sembling the landscape of earth. Even nation, the ability to believe to the un-
three concentric rings: real world lies at the every center of buildings and structures correlate to believable, to exceed any limit imposed
the outer, the middle the cosmos. those of the real world. However, the by a set reasoning and reality. It is
and the inner one. dream world is also shaped by the something that children and artists
The dream world dreams and desires of the people. A tend to have in greater quantities than
The dream world is the home of spirits
The inner ring humble cottage may seem as a great “serious” grown-ups.
and many other mythical and magickal
The inner ring lies at the center of the manor here or a small dirk as a great Mortals typically have fantasia
creatures. It’s a world that lies directly
cosmos, although it was the last to steel sword. Any feature in the dream ratings equal to half their Insight dice
above the real world, as an extension
have been created after the victory of world is malleable; anyone with a little (round up). Notable exceptions
of the physical plane, closer to the
order over chaos. Within it lies the so- imagination can transform it to some- include sorcerers that have traveled a
other rings of the cosmos. Unlike the
called real or physical or mortal world thing closer to his desires. Of course, lot in the dream world, especially those
physical world, the dream world isn’t
but also many others, like the dream the dream world isn’t a chaotic plane with knowledge of the Oneiromancy
“real” in the strict term: it’s as
world, the ethereal and astral plane constantly shifting to take other forms. realm.
immaterial as any dream or fleeting
and the realms of the fae. Order is at It naturally puts up some resistance Awakened, spirits and faeries,
wish.
its strongest here, so magick exists at against any change, as it’s still a place as well as any other creatures that call
Chaos is stronger here than in
its weakest. in a cosmos primarily ruled by order. the dream world their second home,
the real world and this makes the
To bring about a change, someone have fantasia equal to their full Insight
The “real ” world dream world an enchanted place.
needs force of will and a powerful dice.
The “real” world is called real because Apart from spirits, mortals can access
imagination. The later is measured by
its primary inhabitants, the humans, the dream world when dreaming, be-
Fantasia. Shaping the dream world
believe it to be the only world in the cause dreams are a kind of magick.
Any feature in the dream world is
whole cosmos. The denizens of other The dream world is more or less
Fantasia open to alterations induced by
worlds know better, of course. Also a reflection of the physical world, re-
Fantasia is the power of one’s imagi- someone’s imagination. A wooden
94
cording to the size of the alteration. In their dreams, people don’t wish only
How big is the change? t# Expending Fantasia
All others are at a +1 cumulative. Big about they things they want to have or
Minute 3 Uses that expend Fantasia points
and huge changes require the expendi- the places they want to visit. Many
reduce Fantasia for the purpose
Small 4 ture of a fantasia point (if the roll is picture themselves strong, brave,
of making checks or determining
Moderate 5 successful). handsome or intelligent, things they
damage, but lost points return at
Big 6 Sometimes, a dreamer is con- believe they lack in real life. In the
the next dream.
nected to a feature of the dream world. dream world, these wishes can become
Huge 7 If the last fantasia point is
Somebody’s home also remains his in true, within certain limits of course.
used, the person is immediately
stick need not be so in the dream the dream world. Such dreamers gain Fantasia can be used to
expelled from the dream world and
world; it may become a fencing sword. a –1 bonus on any roll to affect “their” increase a dream-self’s attributes.
usually wakes up in his bed,
A small windmill may turn up to be a objects. In order for someone else to Every Fantasia point spent increases
drained and tired. He can’t dream
great tower. Or, if a wall is too high to alter them, he must first snatch control an attribute by one die (at +1
again until the next day.
climb, why not cut it down to size? from their “owners”. Whether this is cumulative). This increase lasts
Usually, a dreamer can’t con- successful or not, it is judged by a fan- throughout the dream and can push keep the new result and no more than
jure something out of nothing. A fea- tasia contest. The t# of the first die is attributes beyond human maximum. one fantasia point can affect a given
ture must already exist for him to alter equal to 2 plus the opponent’s Deter- check.
it. However, small things, up to the size mination dice. The rest of the dice are Bringing luck
of a small tree, may be dreamt into exis- at +1 cumulative. The dreamer that is Murphy’s law is for the real world only! Dream battles
battles
tence by expending a Fantasia point. connected to the object gains a –1 In out dreams, we usually never fail in Combat in the dream world is handled
To bring about any change in bonus to the roll. our tasks. Fantasia can help someone just like in the real world: it’s a matter
the dream world, a dreamer rolls dice at that, allowing him to re-roll any of hit and be hit. However, lethality in
equal to his Fantasia rating. The first check by expending one Fantasia the dream world is much lower, at least
die gets a t# shown in the sidebar, ac- Changing yourself point. However, the character must for mortals.
95
A true spirit always uses its full “real”. Mortals and faeries that “die” in Entering the dream world
world while his dream-self enters the dream
damage rating in the dream world. the dream world usually wake up in the There are some gates in the physical world. For mortals, this is entirely un-
On the other hand, creatures real world as if they saw a nightmare. world that lead directly to the dream willing. They don’t view their time in
that primarily live in other worlds, like Apart from having some sleeping world. These magickal pathways may the dream world as unnatural or as
mortals, faeries and even Awakened, problems for the next couple of days, be natural or artificial but rarely ap- anything more than a simple dream. In
are less dangerous in dreams. They they are not affected in any other way, pear as what they truly are. Someone fact, because of their weak connection
can not inflict more damage dice than nor are the dream wounds transferred might pass beneath an old archway to the dream world, most mortals can
their Fantasia points. For example, an to the real world. On their next dream, and suddenly find himself in the corre- not remember most of the time they
Awakened with fantasia 3 would roll 3 they appear healthy again. spondent area of the dream world. spend in the dream world, except as
damage dice, even if his sword could The situation is more serious Another person might fall asleep in an vague details of their dreams.
inflict 5 dice of damage. The dice used for spirits and Awakened, being the enchanted grove of a mystical wood Awakened are a different case,
are those with the lowest t#s. Spe- true denizens of the dream world. and “wake up” in the dream world. On being partly creatures of the dream
cially enchanted weapons may bypass Dream injuries can kill them, ending those occasions, the person is fully world. A mortal has to fall asleep and
this limitation. their existence. This is why Awakened transferred in spirit and body in the dream to enter that plane of existence.
Magick always inflicts full dam- are extremely careful when operating in dream world. If he dies there, he’s dead An Awakened can do the very same
age, regardless of the caster’s Fanta- the dream world. Specifically for the for good. thing with his power of will alone. He
sia rating. Awakened, although dream wounds Finding a gate to the dream just needs to concentrate and make a
Wounds inflicted in the dream aren’t carried over to their mortal world is the exception, not the rule. complex Determination check, rolling
world may be healed through wishing body, they aren’t restored upon their Most of the times, someone will enter once per action. As soon as he
them away. Each Fantasia point ex- next dream either. They remain until the dream world because he falls reaches three successes, his physical
pended restores one Stamina and one healed by Fantasia or the passage of asleep and dreams. In this case, the body falls asleep and his immortal spirit
Constitution point. time. individual enjoys a dual existence: his enters the place of dreams.
Injuries in the dream world aren’t body lies sleeping in the real world, Awakened in the dream world
96
appear in the form they had before the much like waking up in cold sweat after personal nature, such dreams isolate all dreamers. In a way, a secluded
Transcendence, regardless of the a nightmare. But this is hardly a con- mortals from the rest of the dream dream is a dream world inside the
physical body they possess. This is scious choice. world. Secluded mortals aren’t com- dream world.
called the Revealing, because it shows As is usual, Awakened are mon occurrences: a typical mortal Secluded dreams aren’t actu-
the Awakened as he truly is. As crea- much more in control of the time they might have one or two such dreams per ally controlled by the dreamer himself
tures of dream, Awakened are fully spend in the dream world. Returning to month. Because Awakened are true but by his subconscious, his deepest
attuned to the dream world. They re- the real world requires only one round creatures of the dream world, they desires and fears. The dreamer can
alise it for what it truly is and are able of complete concentration. This can can’t isolate themselves from the dream have beautiful dreams or horrible
to perfectly recollect every minute be cut down to one action in emergen- plane; secluded dreams are the prov- nightmares and because subconscious
they spend in it. However, this rela- cies, but the Awakened must succeed ince of mortals only. is generally a very powerful force of
tionship with the dream world also in a Determination check in this case. Secluded dreams take place imagination, his Fantasia is doubled.
makes them more vulnerable than mor- inside globes made of velvet-blue It’s possible but not easy to in-
tals: death in the dream world is final Secluded dreams strands forming a complex web. These vade into someone’s personal dream.
for the Awakened. Mortals in the dream world usually be- spheres are found scattered across An intruder must succeed in a Fanta-
Consciously exiting the dream have as in real life, but sense that this the dream landscape and may seem to sia contest (remember that the
world is almost impossible for a mortal. is a dream. Since their knowledge of have limited space, but in reality hold dreamer’s Fantasia is doubled) in or-
It’s like trying to exit a dream: it’s sim- the true cosmology of the very uni- as much space as the dreamer needs der to pass through the globe’s web
ply not possible. The mortal exits the verse is very limited, they presume that for his personal dreams. Inside the and enter the dream. In the dream , he
dream world only when he wakes up in they’re the ones that are dreaming and sphere, anything can happen. Think of can meet the dreamer and talk to him,
the real world. Occasionally however, everything else is the product of their secluded dreams as a mortal’s personal but the dreamer will think of the in-
an ugly experience in the dream world imagination. playground, where he can do whatever truder as a manifestation of his dreams
(like being hacked to pieces) can send Mortals also have dreams of a he likes, in contrast to the dream world and not as a real person. Also, it is
a mortal fleeing back to the real world, very personal nature. Because of this as a whole, which is common ground to difficult to harm someone inside his
97
own dream. Any damage to the to Awakened and mortal witnesses. Spirits are solitary entities for ful, many of them have been wor-
dreamer is decreased by one point. the greater part. They have no na- shipped as gods by mortals. Great
The dreamer’s subconscious will al- The land of spirits
spirits tions, no social structures. Yet it would spirits have carved kingdoms in the
ways seek to protect him from any The dreamland is the home of spirits, be wrong to assume they’re not com- dream world and control legions of
harm, using various means to accom- the ancient beings watching over earth. municating with one another, as they other spirits or magickal minions. Most
plish that. Given that nearly anything Spirits can also be found in the real always seem to know what’s happening of them haven’t been influenced by the
can happen in a secluded dream, it’s world, but in the dream world they’re at the other side of the dream world. Eternal Powers, but there are notable
not uncommon for the subconscious to everywhere: in the valleys, in the rivers, Against threats, they help each other, exceptions.
battle hostile intruders by altering the even in the trees and stones. The organising in packs to hunt down those
landscape or creating imaginary adver- dream world is truly their domain. that harm their brethren. Regardless The ethereal plane
saries to fight them. The spirits of the dream world of popular mortal beliefs, there’s no The ethereal plane is a place of mists
Faeries and other magickal be- vary in magnitude of power. Some of real enmity between opposite kinds of lying somewhere between the physical
ings seem to be more in control of their them are so weak as to have little ef- spirits. Fire spirits don’t hate water and the dream world. Beings in the
dreams than mortals. Due to their in- fect on the surrounding environment. spirits, nor do healing spirits despise ethereal plane are neither fully in the
herent connection to the dream world, These spirits tend to come and go, disease ones. They might not like each physical world nor in the dream one.
faeries remember their experiences in living for a short time before they dissi- other, but they realise they symbolise They appear in both worlds as hazy
the dream plane pretty clearly. Once pate into dream energies. Others are different but equally important as- and translucent images . Their
in a while however, faeries will have a so ancient and powerful that can make pects of the world. immateriality enables them to pass
secluded dream of their own, finding an mountains tremble. Spirits of that Among the world of spirits, the through any matter in both worlds.
outlet for their emotions through such power are effectively immortal, seeing great spirits hold unique positions. Passing through objects is performed
a personal experience. Secluded seasons as seconds, lasting through These are everlasting entities that with a little difficulty and requires one
dreams of faeries and other non- centuries without any apparent have transcended beyond the capabili- action per meter of thickness of the
human beings can be a very alien sight change. ties of other spirits. Immensely power- obstacle. This also provides effective
98
resistance against attacks coming from The astral plane is an even stranger The middle ring tion and reaction, light and darkness.
both the physical and the dream world. place than the ethereal plane. Only Beyond the dream world and the These laws, however, may be bent a
An ethereal creature uses a base very special people or sorcerers with astral plane lies the gigantic middle ring little, due to the high amounts of
unarmored rating of 3 against such access to potent spells will ever of the universe. Order is powerful magickal energy flowing through the
attacks. Furthermore, any armor they experience existence in this plane. here, but not more powerful than in middle ring. This magick also has a
happen to be wearing gets a +3 bonus Existence in the astral plane is any other place of the cosmos. Still, profound effect on living beings, shap-
in all ratings. On the downside, purely spiritual. Those that enter it there are enough remnants of chaos to ing their evolution. A human that
ethereal beings cannot interact with have left their bodies behind and can provide the middle ring with a potent would spend a lot of time in the worlds
the physical or the dream world: they move around unhindered by any of the magickal aura, giving birth to every kind of the middle ring would be mutated by
can’t move or manipulate objects and flesh’s limitations. They are com- of enchanted creatures. magick towards something else, more
they certainly can’t attack creatures pletely immaterial and no form of mat- The middle ring is a spinning bizarre and enchanted.
living there. ter can inhibit or damage them. They wheel of interconnected worlds. Chief
This hazy, disorienting dimen- are able to move at normal speed to- among those are the netherworlds, The outer ring
sion is the province of ghosts and wards any direction, even against grav- home of the angels and demons. The The distance separating the outer
wraiths and few other people visit it. ity. Among a few sorcerers it has been middle ring contains some gates that ring from the middle ring is ten times
Some mortals may find by accident a proposed that if a way to increase the lead to the dream world, since that’s that between the middle and the inner
gate in the dream world leading to it speed of movement and overcome the closest part of the inner ring. Very ring. The outer ring is the farthest
and never be seen again in their corpo- some other obstacles could be found, few gates lead directly to the physical reach of creation, a mysterious place
real form. Some sorcerers and spirits someone might be able to leave earth world. that is home to the great Eternal
have the ability to travel to the ethe- behind and travel to other celestial The worlds of the middle ring Powers. No one has ever traveled
real plane and return safe and sound. bodies, at least spiritually. function under different laws than the there and no gates are known to lead
inner ring. Fundamental principles there. It is speculated that the outer
The astral plane don’t change; there is still gravity, ac- ring is an endless void spanned only by
99
the Powers or that it changes so
swiftly and randomly that evades any
attempt to describe it. Order is
thought to be at its weakest there,
although still holding tight reins over
the remnants of chaos.
100 Creatures of myth and lore

T
here are a variety of the great majority only hears of them in in a special format showing their abili- rate of one per hour, if the creature
creatures living in the tales of debatable accuracy. Humans ties, strengths and weaknesses. All of doesn’t use any other power mean-
lands of Europe. The find themselves in a dilemma. Most of their statistics are presented in tables while.
forests, mountains and them believe in the old tales and super- in the next few days. This was done
wilds are full of animals and insects, stitions, however there is a part of their for the GM to have a quick reference Bestial abilities
while the lakes, rivers and seas are in- subconscious that will reject all that as and is particularly useful when the Any special abilities mythical crea-
habited by many different kinds of nonsense (this part is known as the GM has to play more than one crea- tures may possess are presented here
fishes. Different cultures of humans source from which all the logic of man- ture simultaneously. in a compilation. This was done be-
have lived in the land for many kind comes). When faced with the cause some creatures have common
centuries, marking Europe with the truth, most humans will forget all the Mystick abilities, but it can also help the GM
signs of civilisation. tales they have heard as children and Mythical creatures often have super- design his own creatures by selecting
However, these are not the will try to reject the idea or find a logi- natural, magical abilities. It’s what the appropriate abilities.
only creatures someone will encounter cal way to explain their findings. makes them legendary after all. The
in Europe. There are other entities There is however a small num- use of such abilities often drains these Animate shadow
that lived and acted openly during the ber of humans that had deals with such creatures of their magical power. Mys-
Mys- By staring at someone’s shadow, the
old days of the earth when men were supernatural beings and the occult tick is a measure of the power they creature can cause it to materialise and
still young. From these days, the leg- world in general. Such men are more have to fuel their supernatural abilities. attack him. The shadow attacks by
ends of dragons and faeries have open-minded and eager to believe in Every supernatural creature automatically grappling the victim and
spawned and reached our ears as a the supernatural and its denizens. It is has a number of Mystick points equal causing normal grappling damage each
distortion of the truth. These super- they who have discovered and studied to its Magick rating multiplied by 3. round (its Conditioning is equal to the
natural beings still live on earth, hidden most of the creatures of myth pre- The use of some abilities requires the victim’s), but if the grapple is broken
from the sight of man in isolated, dark sented here. expenditure of these points. Ex- the shadow is rendered inanimate once
regions. Few people ever meet them, Creatures are presented here pended Mystick points return at the more and can’t be re-animated for a
101

CON LIT VIT REA INT INS DET PRE COM INF Const. Stam. Def. Magick

Aeriko 46 56 45 66 456 345 445 456 44 44 3 6 1 4

Alp-
Alp- luachra 44 44 45 45 46 56 445 6 — 6 3 6 1 2

Bachlach 23455 56 3445 4 5 46 3456 345 5 456 7 12 1 2

Barguest 445 56 44 66 5 4 45 334 — 6 3 5 1 1

Basilisk 44 56 3445 46 4 4 2345 6 — 6 5 9 1 1

Beithir 23445 345 34456 5 556 44 4566 456 — 56 9 15 2 4

Ben varrey 45 445 44 56 556 44 334 66 556 66 3 6 2 4

Black annis 556 66 4556 5 334 44 2345 6 8 5 6 10 1 4

Boobrie 456 56 45 46 6 66 66 3456 — 5 4 6 1 2

Brag 4 5 5 5 456 44 46 44 4 556 2 4 1 4

Brochllan 45 456 45 456 6 6 5 5 — 8 3 5 1 0

Cailleuch bheur 345 6 4566 5 4566 3445 23445 556 6 3456 6 11 1 5

Cait sith 4 2344 66 456 6 4 66 56 — 4 3 5 2 2

Centaur 445 44 3456 45 44 56 45 44 45 4 6 8 1 2

Coblynau 56 5 46 6 5 5 4 66 5 5 2 3 1 2

Coraniaid 5 556 5 44 34556 456 23456 2345 8 445 1 6 2 5


102
complete day. The shadow can also Death glance (stopping only when it’s dead). one) plus 3, he catches fire and suffers
be “killed”, taking normal damage from A creature with this ability possesses 4 damage every round until the fire is
weapons (again, Constitution and a deadly glance which can kill every Draconic breath extinguished.
Stamina are equal to the victim’s). being meeting its gaze unless it suc- This terrifying weapon is a famous Cold damage starts at t# 5, but
Animating the shadow costs one Mys- ceeds in a Vitality check with a +1 pen- trait of every dragon. The breath of a someone suffering damage acts at a
tick point per round. alty. Each use of the gaze requires a dragon can decimate an entire battal- +1 penalty until he can warm himself by
Mystick point. ion or burn a village to the ground. But a fire.
Chill touch fire isn’t the only weapon the great liz- Both breath weapons spread
Some mythical creatures have the Disease ards possess. Dragons of the far forming a cone 10 m wide and with a
ability to drain the life energy of their The creature is a disease-carrier that North are said to breath a blizzard of length equal to the Vitality dice of the
victims. With only one touch, they sap can contaminate its victims with some snow and ice that can freeze a man to dragon multiplied by 10. Dragons at-
the strength, causing the victim to lose deadly infection. Usually, this requires the spot. tack by rolling their Litheness dice (roll
half of his remaining Stamina points. the creature to draw blood with a A dragon’s fiery breath can a separate attack roll for everyone in-
physical attack. deal a number of damage dice equal to side the area of effect) but extra suc-
Cloak of flames the creature’s Vitality dice divided by cesses don’t increase the damage
The creature can cloak itself in flames. Domain half. Each die costs one Mystick done. Mature dragons are certain to
Anyone within 5 m can be attacked by A creature with a domain depends on point. T#s start at 4 and extra dice have developed a skill with their breath
the wild flames which hit with the crea- drawing power from a portion of the are at +1 cumulative. Anyone suffer- weapons.
ture’s Litheness for damage 4-energy. land. When within its domain, the crea- ing damage from the fire blast has a
The physical attacks of the creature ture acquires a terrible strength (two chance to be set aflame. Make a D6 Elemental
Elemental armoring (air, earth, fire
scorch their targets, causing an addi- extra Conditioning dice at +1 cumula- roll. If the result is higher than the high- or water)
tional die of damage (at +1 cumulative). tive) and it regenerates one Constitu- est rating of the armor worn by the The creature is especially resistant
Costs one Mystick point per round. tion and Stamina point per round character (not necessarily the energy towards one or more of the four pure
Special abilities Glamours Sorcery Attacks Armor
Aeriko Whispering message (enchanting), 6 points to spend on any glamours Brawling 1, armed combat 1 -2/-2/-2
shadow form, transmit emotions, lesser they want
103 shapechange, stealth
Alp-
Alp -luachra Parasite, ethereality (natural) Drain 4 Brawling 0 -2/-2/-2
Bachlach Smell magick, size (3) Divine 4, Curse 3 Brawling 2, armed combat 3 0/0/-1

Barguest Chaos 2, Shapeshift 2 Bite with skill 2 -2/-2/-2


Basilisk Death glance, venom (contact) Bite with skill 2, spit poi- 2/2/1
son with 3
Beithir Lightning bolt, size (5) Deceive 2, Afflict 3, Armor 3 Claw/bite with skill 2, 1/1/0
lightning bolt with 1
Ben varrey Underwater breathing, human form Seduce 4, Transform 4, Shapeshift 4 Brawling 1, armed combat 1 -2/-2/-2

Black annis Size (1) Deceive 4, Pervert 5, Afflict 4 Claw with skill 2 -2/-2/-2
Boobrie Glamour affinity (curse), Size (1) Curse 4, Deceive 4 Bite with skill 2 -2/-2/-2
Brag Semblance Resemble 5 Brawling 1, armed combat 2 -2/-2/-2

Brochllan Morpheability Cold touch with skill 2, 0/0/0


damage 3 (energy)
Cailleuch bheur Realm affinity (aeromancy), size (1) Curse 6, Heal 5, Deceive 6, Travel 4, Aeromancy 3, Ether- Brawling 1, armed combat 1 0/0/-1
Afflict 5, Divine 6 mancy 3, Necromancy
2, Fortification 2, Hy-
dromancy 3
Cait sith Enlarge/shrink, super metabolism Curse 4, Divine 6 Claw with skill 2 -2/-2/-2
Centaur Size (1) Travel 4 Brawling 3, armed combat 2 -2/-2/-2

Coblynau Smell treasure (veins of ore), size (-1) Travel 5, Conceal 2 Geomancy 2 Brawling 0, armed combat -2/-2/-2
0
Coraniaid Invisibility (natural), size (-1) Deceive 6, Conceal 6, Divine 6, Ar- Opthalmomancy 4, Brawling 0, armed combat 1 -2/-2/-2
mor 6 Prescience 3, Fortifica-
tions 3, Geomancy 3
104
elements. Damage from such a pure cal world, in the ethereal plane. Such It costs one Mystick point per round Fetching
element affects it as if it had an armor creatures are misty and translucent, of ethereality. The only creatures that are known to
rating of 3. unable to interact with the physical Creatures naturally ethereal possess this power are the infamous
world, but this means they’re difficult always reside in the ethereal plane and and fearsome Fetch. A fetch can du-
Elemental immunity (air, earth, fire to harm with physical weapons and can’t become material. plicate exactly the appearance of a
or water) they can pass through matter with mortal, although it still remains ethe-
The creature is totally immune to dam- some ease. Ethereality is fully ex- Evade (one to four) real, taking his physical attributes and
age or harm coming from one or more plained in the Magik sourcebook for Elusive beasts have an almost super- Comeliness.
of the four pure elements. Nova. To sum up: natural talent to escape capture or If a mortal looks at a fetch that
• Ethereal creatures can’t use tailing. The Evade ability allows the has duplicated his appearance, he’ll
Enlarge/Shrink physical objects or attack creature to escape grapples, nets, have a +2 penalty on a roll that will
Enlarge enables a creature to in- physical creatures. ropes, chains, hunting dogs, even the judge his life within 5 minutes (like a
crease its size and body mass, while • They have an unarmored rating most experienced trackers. The crea- check for the final outcome of a dis-
Shrink to decrease it. Both abilities of 0 and get a +3 armor bonus ture rolls dice equal to the Evade rat- ease). Or the GM might allow a –2
may cause a modification of up to 3 against attacks from the physi- ing, all with t# 4. One success allows bonus on the roll of an opponent
points in the Size ability. Thus, a cal plane. escape from ropes or simple traps, against him (the roll needs to be a cru-
creature with Size 2 can enlarge itself • Another ethereal creature can hunting dogs etc. With two successes, cial one, like the damage roll of a crip-
to Size 5 or decrease its Size to –1. attack them normally. the creature can evade any trap or pling blow).
Each Size change requires one Mys- • They can pass through matter, tracker, even slip from heavy chains.
tick point. needing one round per meter of The Evade rating is also Frenzy
thickness. added to the creature’s Defense rat- A creature with Frenzy can go berserk
Ethereality (natural or attained) Attained ethereality enables the crea- ing. in battle, acquiring great strength and
Ethereal beings lie outside the physi- ture to turn ethereal or material at will. purpose. If such a creature is
105
CON LIT VIT REA INT INS DET PRE COM INF Const. Stam. Def. Magick

Cu sith 345 45 556 46 5 6 44 556 — 6 4 6 1 2

Cwn annwn 46 44 334 334 4 6 66 2344 — 4 4 6 1 2

Cyhyareth 4 556 46 56 56 4 334 44 456 5 3 6 2 3

Dragon 233456 345 344556 4 34456 34556 233445 456 5 23445 12 23 2 6

Dwarf 345 6 2345 4 56 4 46 46 44 46 4 6 1 1

Echidna 233445 44 34456 5 34556 456 234456 44 — 345 11 22 1 5

Fachan 334 5 56 44 5 6 46 6 6 6 3 5 1 1

Fear gorta 4 46 46 5 445 66 2345 4 8 45 3 7 1 4

Fendoree 4 2345 6 4566 334 456 44 345 46 5 1 1 2 4

Fetch 5 4 6 6 3445 456 34456 4 6 6 2 7 1 5

Fir bholg 2345 45 3445 66 44 45 445 44 5 456 7 12 1 3

Fir cleas 334 556 44 45 4 556 345 4 5 5 3 6 2 3

Fir darrig 334 6 556 4 6 6 46 4 7 6 3 5 1 1

Fomhoire 34556 45 34566 5 4566 66 4566 56 8 4 9 16 1 4

Fuath 445 45 445 4 2345 45 2344 66 8 4 5 9 1 4

Ganconer 66 456 345 56 334 5 44 6 23455 456 4 6 2 3


106
wounded, it needs to make a Determi- Howls in the night them. Someone needs to roll a Pre- command over another frightening
nation check (with any wound modifiers Wolf– or hound-like creatures often sentiment check at +5 to see the out- force of nature, lightning. They can
applying). Failing it, he enters a frenzy, have this ability. Their terrifying bark- line of their form. However, if the crea- direct bolts of lightning to fry or elec-
inflicting two extra damage dice (at +1 ing adds to their supernatural aura, ture engages in violent or hasty activ- trocute their enemies.
cumulative) with hand weapons or causing dread to all those that can ity, the penalty drops to +1. A lightning bolt can cause one
physical attacks and ignoring all wound hear it. Such people have a +1 pen- Attained invisibility means that die of damage up to a number of dice
modifiers. This is more of a disadvan- alty to their Determination t#s for as the creature can turn invisible when- equal to the creature’s Determination
tage, because when in a frenzy, the long as the howls endure. ever it wishes. Being invisible costs dice. Each die costs one Mystick
creature will fight an opponent until one Mystick point per 5 minutes. point. Damage t#s begin at 4 and
he’s dead or it’s killed and it will only Human form Natural invisibility means that climb up at +1 cumulative. Since metal
use close combat weapons, not spells A creature with this ability can the creature remains invisible at all is a terrific conductor for electricity,
or missile attacks. A frenzied creature shapechange into a human. Although times. Usually, such creatures can be- the damage ignores any metal armor.
gets a Determination check at +2 it can assume a human-like form, it can’t come visible when they want to, by ex- Damage is of the energy type.
every three rounds to lapse out of the duplicate specific facial or body char- pending a Mystick point.
frenzy. acteristics. Its physical attributes re- Life drain
main the same, but its body mass can Lesser shapechange This dreaded ability requires the crea-
Glamour affinity increase or decrease by 50%. The new The creature may assume the form of ture to touch the victim. It sucks the life
This faerie favors a specific glamour from needs one Mystick point per a small animal (cat, dog etc) by expend- and the soul of the target right out of
and has become somewhat of a master hour to be sustained. ing a Mystick point. his body. This causes the loss of one
with it. He always counts spells of that Determination die per round of com-
glamour as level one for the purpose of Invisibility (natural or attained) Lightning bolt bat (highest t#s are the first to go).
decreasing its Magick. Invisible creatures are nearly impossi- Dragons have their fire but some When all Determination dice are gone,
ble to spot if you’re not looking for other creatures are notorious for their the victim drops unconscious and the
Special abilities Glamours Sorcery Attacks Armor
Cu sith Enlarge/shrink, howls in the night Curse 2, Armor 3 Bite with skill 2 -2/-2/-2

107
Cwn annwn Chill touch (with tentacles) Claw with skill 2, tentacles -2/-2/-2
(chill touch) with 1
Cyhyareth Ethereality (natural) Curse 5, Divine 6 Brawling 0, armed combat 0 -2/-2/-2

Dragon Draconic breath, elemental armoring (all Any glamours the GM wants Pyromancy 4, Aero- Claw with skill 3, bite/tail 3/3/2
elements), size (10) mancy 3 but may know lash with 2, breath with 2
other realms too
Dwarf Size (-1) Brawling 2, armed combat 2 -2/-2/-2

Echidna Venom (contact), mystick shield (4), size Pervert 6 Geomancy 3, Hydro- Bite with skill 3, spit poison 3/3/2
(10) mancy 4, Selenomancy 4 with 3
Fachan Chaos 2, Armor 2 Brawling 3, armed combat 2 -2/-2/-2

Fear gorta Curse 5, Afflict 5, Travel 4 Brawling 1, armed combat 1 -2/-2/-2


Fendoree Size (-3) Deceive 4, conceal 5, Curse 4, Heal 4 Botanomancy 5, Therio- Brawling 0, armed combat 0 -2/-2/-2
mancy 4
Fetch Ethereality (natural), fetching Brawling 0, armed combat 0 0/0/0

Fir bholg Size (4) Divine 5, Conceal 3, Chaos 4, Armor Brawling 3, armed combat 3 -2/-2/-2
4
Fir cleas Armor 3, Heal 2 Brawling 3, armed combat 3 -2/-2/-2

Fir darrig Size (-1) Afflict 3, Drain 3 Grapple with skill 1 -2/-2/-2
Fomhoire Size (6) Drain 3, Chaos 5, Pervert 5, Curse 5, Necromancy 2, Nether- Ramming with skill 3 2/2/1
Armor 4 mancy 3, Geomancy 3
Fuath Stealth (bogs and moors), size (1) Drain 4, Curse 5, Pervert 2 Botanomancy, Therio- Brawling 3, armed combat 1 -2/-2/-2
mancy or geomancy at
rating 2
Ganconer Deceive 4, Seduce 5 Brawling 0, armed combat 0 -2/-2/-2
108
creature begins to drain Vitality dice. Morpheability armor. Every die it devotes on armor any Determination check made to re-
The victim dies if his Vitality is re- A creature possessing this ability is instead of attributes, increases its ar- sist a spell or magical effect.
duced to zero dice, but if he survives, one with an amorphous shape. It re- mor rating by one point (to a maximum
lost dice are restores at the rate of sembles a mass of jelly which can form of 3). Parasite
one per day. pseudopods to move and manipulate This ability is possessed by immaterial
The creature has to pay one objects, flow through cracks or small Musical mesmerism creatures. They can enter the body of
Mystick point for each die absorbed. holes or attain a more human-like, yet An artistically-inclined creature may a victim if he loses in a Determination
still malleable and alien form. beguile someone by playing an instru- contest. When inside the host, the
Memory drain The creature can manipulate its ment or singing. A listener ay shrug off creature begins to feed on the body,
Memory drain enables a malevolent physical attributes so that it may take the attempt by making a Determina- causing an insatiable hunger. The vic-
creature to extract all the knowledge a form that is strong and within mo- tion check, but the roll suffers a +1 tim slowly wastes away, losing one
and information contained in the head ments change to one emphasising on penalty for every success of the crea- Stamina point every other day. The
of another person. The creature can speed. In game terms, the total dice of ture in the relevant skill check (sing or points lost can’t be restored as long as
only do this on a deceased person, the creature’s physical attributes form play instrument). A beguiled victim will the creature remains inside the host.
someone who hadn’t been dead for a “pool”. Each physical attribute has stand mesmerised for as long as the The host gets a chance to expel the
more than 5 minutes. As the creature at least one die with t# 4. It can have as performance lasts and afterwards will creature from his body once per three
drains the contents of its victim’s brain, many as the total pool divided by two be friendly towards the creature. days. Another Determination contest
it acquires all of his memories. (extra dice are at +1 cumulative). The is the judge of that.
The creature doesn’t gain any creature may shift dice between its Mystick shield (one to six)
skills or special knowledge and abilities physical attributes, but a change re- A creature with this ability has an ex- Realm affinity
like magic, although it might get a bo- quires one action. traordinary resistance against magic. It The creature can use sorcery and is
nus in academic or lore skills the victim A morpheable creature can rolls a number of extra dice (typically especially talented with one particular
studied (at the GM’s discretion). also harden its mass, creating a form of from one to six, at +1 cumulative) for realm. Spells belonging to that realm
109
CON LIT VIT REA INT INS DET PRE COM INF Const. Stam. Def. Magick

Gaoth sidhe 46 5 66 445 6 6 45 5 — 4 3 5 1 2

Griffon 345 46 556 6 4 5 4 45 46 5 5 6 1 1

Grimen 44 334 46 6 66 44 556 5 6 556 3 6 2 3

Gruagach 2345 4 345 5 4 4 66 56 4 5 5 8 1 0

Gwragedd Annwn 5 46 46 46 4566 23456 2345 345 23455 456 3 7 1 6

Gwyllion 456 44 66 5 3445 56 2344 4 6 56 3 7 1 4

Kalikanjaros 5 46 4 345 4566 4 46 44 6 5 2 4 1 2

Leanan sidhe 6 66 6 44 345 46 334 4 34456 2344 2 5 1 4

Leprechaun 4 2345 4 445 4566 4 44 44 4 45 1 2 2 4

Llamhigyn y dwr 4 44 4 2344 6 5 6 44 — — 1 2 1 0

Manticorae 456 45 456 66 44 5 46 5 5 556 5 8 1 3

Minotaur 2345 66 34566 5 6 5 44 44 6 66 7 9 1 1

Nuckalevee 456 66 3456 44 4 5 56 56 5 44 6 8 2

Oakman 46 2344 2344 445 56 456 4556 556 5 4 5 9 2 4

Orc 44 4 456 56 6 6 5 445 6 4 4 5 1 1

Peist 4556 46 34556 5 5 5 345 44 6 4 9 15 1 2


110
count as Effort 1 towards decreasing dimensional, so that it can easily slide rating indicates a creature larger than Their small size inflicts a penalty to
its Magick. through doors and holes large enough a man. A negative rating describes a attack rolls for both ranged and close
for its two dimensions to fit through smaller creature. As a general rule, a combat attacks.
Semblance them. The creature is still able to fight creature with Size 3 is 300% larger
A creature possessing Semblance in this form. Being a shadow requires and heavier than the average human. Smell magick
can shapechange into the exact form one Mystick point per 10 minutes. A creature with Size –2 is 200% Some creatures have the ability to
of another creature with a +/- 100% smaller and lighter than a man. detect magical power, often with great
deviation in body mass. The new form Shadowy movement Positive ratings are added to a accuracy. They can detect magical
is a perfect match of the resembled The creature can teleport between creature’s Stamina and half the rating items and spells within hundreds of me-
person’s characteristics. The crea- shadows within a distance of 50 m per is added to Constitution points. ters equal to their Presentiment dice
ture’s physical attributes shift to those Mystick point expended. It simply However, half of the rating is also and beings with a Magick rating within
of the resembled person, but the walks into a shadow and vanishes, only used as a bonus for ranged attacks tens of meters.
shapechanger needs to pay one Mys- to appear at the other shadow. against the creature (big creatures
tick point for every extra die it gains. make better targets). So, Size 8 pro- Smell treasure
The new form is sustained by the ex- Size (-
(-3 to +10) vides a –4 bonus for any ranged attack This ability enables a creature to lo-
penditure of one Mystick point per Some creatures are just legendary for made against the creature. cate a treasure of some form, which lies
hour. their size. Ogres grow to 4 m tall. On the other hand, negative within 200 meters, with a successful
Dragons are huge by the standards of ratings are subtracted from a crea- Presentiment check. Usually, a crea-
Shadow form a human. On the other hand. Dwarves ture’s Stamina and half of them from ture is attuned to a specific kind of
The creature can dissolve into its and leprechauns are much smaller than Constitution points (to a minimum of “treasure”. Some creatures may sense
shadow. A shadow can easily hide (-1 the average human. one). Such creatures are weak and rich veins of ore or gold for example.
bonus for stalk and hide) and gets a The Size trait describes the frail, easy to cripple with just one blow. However, treasures can take a lot of
+2 armor bonus. A shadow is 2- proportions of a creature. A positive What is really difficult is to hit them. forms, often unexpected. In the deep
Special abilities Glamours Sorcery Attacks Armor
Gaoth sidhe Wind blast, wall of wind, whisk away Curse 3 Brawling 1 3/3/0

111
Griffon Size (1) Claw/bite with skill 2 -2/-2/-2

Grimen Musical mesmerism Conceal 5, Curse 4 Hydromancy 1 Brawling 0, armed combat 0 -2/-2/-2

Gruagach Size (2) Brawling 2, armed combat 2 -1/-1/-1

Gwragedd Realm affinity (hydromancy) Conceal 6, Deceive 6, transform 4, Hydromancy 3, Opthal- Brawling 1, armed combat 1 -2/-2/-2
annwn Seduce 5, Divine 4 momancy 3, Alchemy 2,
Ambience 3
Gwyllion Transform 4, Curse 5, Pervert 4, 9 points to divide among Brawling 1, armed combat 1 -2/-2/-2
Chaos 4, Deceive 5 various realms
Kalikanjaros Deceive 2, Conceal 2 Brawling 1, armed combat 1, -2/-2/-2
sidearms or longarms 3
Leanan sidhe Seduce 5, Drain 5 Ambience 2 Brawling 0, armed combat 0 -2/-2/-2
Leprechaun Superb reflexes, size (-2) Deceive 5, Conceal 6, Curse 6 Brawling 0, armed combat 0 -2/-2/-2

Llamhigyn y Size (-1) Bite with skill 3 -2/-2/-2


dwr
Manticorae Realm affinity (obedience), size (2) Obedience 2 Claw/bite with skill 2 0/0/-1

Minotaur Frenzy, size (1) Ramming with skill 3 -2/-2/-2

Nuckalevee Disease, size (1) Afflict 3, Armor 4 Bite with skill 2 -2/-2/-2
Oakman Realm affinity (theriomancy), stealth Shapeshift 4, Deceive 5, Conceal 5, Theriomancy 3, Botano- Brawling 2, armed combat 0 0/-1/-1
(forests), domain Armor 3 mancy 3
Orc Brawling 2, armed combat 2 -2/-2/-2

Peist Size (6) Deceive 2, Conceal 3 Bite with skill 3 0/0/0


112
desert, an underground water reserve costs one Mystick point per round Venom (contact, inhaled or injected) a surface of one square meter per
might be considered the greatest and the creature loses one Stamina A creature with venom is a poisonous Mystick point expended and prohibits
treasure of all. point as fatigue kicks in for each round one. Its poison typically has a Potency movement through it if the person can’t
of increased metabolism. equal to its Vitality dice and causes beat the creature’s Determination with
Stealth one Constitution point of damage per his Conditioning. Ranged attacks
The creature moves with stealth and Superb reflexes Toxicity point (dealt at the rate of one passing through the barrier suffer a
grace. Someone must make a success- Superb reflexes enable a creature to point per minute). penalty equal to the creature’s Deter-
ful Sight check with a +1 penalty to dodge every attack directed at it with- An injected venom means the mination dice. Costs one Mystick
spot it. However, it can be easily seen out having to expend an action. Usu- creature typically has a stinger or hol- point per round to be maintained.
when directly confronted. ally, such reflexes are possessed only low teeth.
this talent may be limited in by very small and agile creatures. Inhaled poisons require a poi- Whisk away
where it can be used. Some creatures sonous breath. The creature can This ability enables the creature to
are only good at passing unnoticed in Transmit emotions breath its poison on someone standing send a victim to a world beyond Cora-
specific environments (like forests). The creature can transmit its emotions no more than 3 m away. hen (a faerie realm, a netherworld etc).
to a person it stares at. If the person Contact poison means the This requires the creature to touch
Super metabolism loses in a Determination contest, he’s creature excretes the venom, coating the victim and beat it in a Determina-
A creature can increase its metabolism overwhelmed with the creature’s emo- its skin with it or it is able to spit it at tion contest. It also requires one Mys-
rates to possess incredible reflexes tions for half a day per Mystick point someone. tick point per Determination die of the
and quickness. This turns initiative expended. So, if the creature hates victim.
dice into automatic successes and en- humans, the target feels like a misan- Wall of wind
ables the creature to dodge or parry thrope. If it’s just playful, he too feels This is a barrier made of strong wind Whispering message (plain or en-
e n-
one attack per initiative success with- happy. that can be erected anywhere within chanting)
out having to expend an action. This 10 m of the creature. The barrier has The creature can send a whisper via
113
CON LIT VIT REA INT INS DET PRE COM INF Const. Stam. Def. Magick

Phoenix 46 66 456 6 5 4 23445 2344 445 3445 5 10 1 2


6

Phouka 5 345 5 56 556 6 66 45 — 4 1 3 2 3

Plant annwn 44 2345 45 66 3456 66 2345 456 556 45 3 7 2 4

Roane 5 56 45 44 46 56 44 4 56 5 3 5 1 3

Stoorworm 46 45 66 4 6 5 46 4 7 4 3 5 1 3

Swanmay 4 556 5 66 56 4566 345 556 334 66 2 5 2 4

Trow 3445 4 456 6 5 5 44 6 8 56 6 9 1 2

Tuatha De Dannan 456 3456 45 44 456 345 2344 556 3456 66 3 7 2 4

Uath 6 456 46 345 5 5 66 6 — 4 3 5 2 2

Unicorn 334 44 2344 334 45 46 4556 445 44 66 6 10 1 3

White hart 334 56 3445 46 3456 4566 4566 4566 3445 2345 6 10 1 5

Will ‘o wisp 6 66 46 44 44 5 56 66 — 5 3 5 1 3

Fae abilities
• They can freely communicate with any animal they encounter. The animal can give them useful information, although it understands only basic concepts, like
“hunger”, “danger” etc.
• They can sense enchanted places, like druidic stone circles or ley lines.
• Faeries are very good at not being seen in their natural environment. Each possesses at least two points in Stalk and Hide.
114
the wind to be heard by a person up to Underwater breath (mandatory
(mandatory or that the faerie realms became de- during a boring, depressing day, it just
one hundred meters per Mystick point voluntary) tached and finally separated from might be that an aeriko is somewhere
expended away. The creature is perfectly able to earth. Now they are just shadows of close.
The enchanting option allows breath underwater. Mandatory means their former selves, living hidden in the
the message to contain a magical com- that the creature can’t breath air, much cities and villages of humans. Alp-
Alp-luachra
mand that the person must follow like a fish. Voluntary enables the crea- Aerika have widely different Alp-luachra are dreadful spirits of
(unless it puts him in grave danger) if ture to survive in both environments. forms and abilities, but all of them when hunger and famine that feed on the
he loses in a Determination contest. perceived appear partially insubstan- living, causing them irresistible hunger
The command must be a simple one The creatures described tial and removed from the mortal world. that can’t be satiated with any amount
not requiring more than an hour to A careful watcher may observe that of food. They come from another di-
carry out. It costs two additional Mys- Aeriko (ksotiko, fey) the aerika somehow seem connected mension which is said to be a world in
tick points. Aerika are the sad remnants of the with the buildings and the city environ- which food hasn’t grown for centuries.
faeries’ period of domination on earth. ment, as if they have become parts of Alp-luachras are the spirits of the
Wind blast When the time came for humans to they city. Their behavior varies as cursed citizens of that world, who now
A sudden, powerful gust of wind that dominate earth and the faeries to much as their form. Some of the aerika roam other worlds in search of food
mauls targets up to 30 m away. The move on, some of them couldn’t aban- hate humans, considering them respon- and satisfaction of their hunger. The
wind attacks as a ramming attack as if don their homeland and stayed behind, sible for the downfall of the faeries. only way to satisfy their ravening hun-
the creature had Conditioning dice living among the men hidden by their They seek to cause trouble and harm ger is to enter the bodies of mortals
equal to its Determination dice. It glamours. humans in any way they can. On the and coil around their stomachs, steal-
costs one Mystick point. But a life among mortals isn’t other hand, aerika can be quite ing any nourishment they get and even-
natural for any faerie, so with time friendly playful, playing pranks and tually leading to their death from star-
these faeries begun to become de- practical jokes on humans. If you hear vation. They care for nothing more
tached from the world, in the same way the distant sound of lutes and bells than new victims but nasty sorcerers
Special abilities Glamours Sorcery Attacks Armor

Phoenix Cloak of flames, size (1) Pyromancy 4 Bite with skill 1


115
Phouka Glamour affinity (shapeshift), size (-1) Shapeshift 6, Transform 6 Brawling 0, armed combat 0

Plant annwn They can learn any glamour Some know sorcery Brawling 1, armed combat 2

Roane Human form, lesser shapechange (only Shapeshift 3, Transform 4, Conceal Hydromancy 1 Brawling 1, armed combat 0
to seal) 3
Stoorworm Enlarge/shrink, venom (injected) Conceal 4, Transform 3 Bite with skill 1

Swanmay Human form, lesser shapechange (swan Shapeshift 4, Conceal 2 Theriomancy 3, Hydro- Brawling 1, armed combat 1
only) mancy 3 (only in swan
form)
Trow Disease (leprosy), size (3) Armor 3 Brawling 3, armed combat 2

Tuatha de dan-
da n- They can learn any glamour Many Tuatha practice Brawling 2, armed combat 2
nan sorcery
Uath Ethereality (natural), shadowy move- Grapple (life drain) with
ment, animate shadow, life drain skill 2
Unicorn Glamour affinity (curse), size (1) Curse 6, Shapeshift 4 Horn with skill 3

White hart Evade (4), size (1) Divine 6, Conceal 6 Ramming with skill 1

Will ‘o wisp Lightning bolt Conceal 4, Deceive 5 Lightning bolt with skill 2

Fae weaknesses
Cold iron has adverse effects on faeries. It is said that there isn’t a better weapon to protect oneself from faeries. Cold iron weapons inflict one extra damage die (at
+1 cumulative) on faeries. If the weapon draws blood, the faerie feels nausea and has a +1 penalty to all actions for one hour (this penalty isn’t cumulative over multiple
hits).
Cold iron can also be used in another way. As a powder, it can be used to form a line on the ground. A faerie can’t pass this line easily; it forms something like a
solid wall against it. If it wants to pass it really bad, it must make a Determination check. The roll suffers a +1 penalty for every centimeter of thickness, up to +5.
116
have been known to bind them and use bursts of uncontrollable hunger. them, being dead and barren. regards as an enemy any creature un-
them as assassins that can effectively These serpents that look like fortunate enough to happen by it.
slay their targets without any suspi- Barguest man-sized black lizards with a reddish Beithirs don’t meddle with faerie poli-
cions of murder or poisoning. Massive black-red hounds that seem crown on their head (being called tics; they’re usually too stupid to
to come from the pits of hell. These “kings of serpents” for that), hate all choose sides in the conflict between
Bachlach infernal creatures have an aura of life they encounter on such a healthy Seelie and Unseelie.
Bachlachs are faeries that resemble flames, bright red eyes and a glowing world as earth is. They seek to slay
black-skinned ogres. They are not so mouth that is said to contain burning every living creature that happen upon Ben Varrey
tall, as they reach only 2.5 m height, quicklime. They are not creatures of and can led waste to great areas of the Ben Varreys are a race of mermen and
but they’re very wide and flabby with a this world, but are summoned by de- land. Fortunately, the ecology and mermaids dwelling in the waters near
muscular body. Tusks emerge from the mons or evil magicians to serve as famil- season cycles of earth are very differ- the coasts of Europe. They are ca-
lower part of their mouth, which bend iars or protectors. ent from those of their world, so they pricious creatures that consider all
and reach towards their nose. spend most of their time hibernating in land creatures and especially mortals
These physically intimidating Basilisk dark, lifeless places. to be insignificant forms of life, existing
faeries are used by the Unseelie It is said that these accursed serpents only to amuse them. They enjoy using
Court to guard enchanted places like are born by the flames of hell. Clearly, Beithir their seducing glamours to lure mortal
faerie groves, gates and other places they are not of this world. Their devil- This monstrous faerie takes the form men and women to a watery death.
of interest. They’re not very quick or ish powers have slain many brave warri- of a long and terrible serpent and fre- They also make frequent but short
intelligent but possess the strength ors. Scholars presume that these leg- quent deep lochs and rivers across journeys to land to wreak their mischief
required to deal with intruders. They endary beasts come from some infernal Europe. Foul-tempered and malig- and havoc. Ben Varreys are support-
are savage and sinister beings, always world, servants of a dark power. The nant, the Beithir is feared for its con- ers of the Unseelie Court, but not
striking to kill and are said to consume truth of the matter is that basilisks trol over lightning. It can spit lightning fierce ones. They aid the Court’s
the bodies of their opponents in come from a distant world that fits bolts to fry his enemies and he usually plans when they feel like it and espe-
117

Attribute dice Roll —> 1 2 3 4 5 6

1 6 6 5 5 4 4

2 66 56 46 45 44 44

3 556 456 456 445 345 334

4 4566 4556 3456 3445 2345 2344

5 34566 34556 34456 23456 23455 23445

6 345566 344556 234556 234456 233456 233445

7 3445566 3344566 2344566 2334456 2234456 223344

8 33445566 33344456 23344456 23334456 22334456 22333445

9 334445566 234445566 233445566 223344556 223334455 222333445

10 3334445566 2334445566 2233445566 2233344455 2223334445 2223334444

This chart presents randomised at- ties. While the attribute dice may re- ing. It’s also a good idea to “tweak” you want them to have.
tribute ratings. It’s commonly used to main the same, the ratings can differ. some creatures even further. Deter- Additionally, the chart can be used to
create variations for the creatures and Simply decide on the attribute dice of mine what’s their strongest points and determine the exact ratings for any
NPCs the GM uses. Not all dragons the creature or NPC and make a D6 add a die to those attributes. Then new creature created by the GM.
or Tuatha will have the same capabili- roll to determine its exact attribute rat- subtract a die from any weaknesses
118
cially when they have a chance to put wanted. After a failed attempt to seize don’t like other faeries much and regarding the lives of their victims.
their special skills in use without leav- power, they were forced into exile by they’re not especially happy about They are also careful observers of
ing water. the other Tuatha and cursed to as- humans strolling around in their terri- human behavior so that they can imi-
Roanes are their sworn enemies sume repulsive visages of legendary tory. They are excellent trackers and tate their victims exactly. Brags have
in the seas. Ben Varrey clans often ugliness. They now roam the world can provide a lot of information about been known to take the position of
clash with the Selkie tribes. Ben Var- without any purpose, envying every- woodlands if they can be persuaded to men with authority or wealth, working
reys think of Roanes as abominations thing that is beautiful. They only de- help. either for themselves or for some other
that are an obstacle to their domi- rive pleasure from destroying beauty, employer. Their uses and potential
nance and need to be purged. Indeed, either with their glamours or black- Brag are unlimited and brags are only happy
legends describe the common ancestry steel talons. Brags are masters of imitation. They to test the limits of their power and
of the Ben Varrey and the Selkies appear as bald human-sized humanoids acting skill.
and how the Ben Varreys broke many Boobrie with gray skin. This gray skin is unlike
of the laws of their people and turned Boobries are huge black water birds anything else for it can turn to fluid Brochllan
into something else: not completely that stand over 2 m in height. They and be manipulated, thus changing the The brochllan is one of the most
human but neither sea life. have faerie origins of course and are appearance of the brag. The brag can strange creatures that walk the earth.
much feared because of their ability to imitate the appearance of a person it Its origins are uncertain. Folk lore con-
Black Annis
Annis curse those that stand between them has touched with terrible accuracy. siders it as one of the evil faeries, but
These Unseelie faeries are said to and what they want. Though not evil, They prefer to violently murder the faeries swear that this creature has
once have been a part of the Tuatha they have a nasty disposition and are persons they want to imitate however, nothing to do with their kind. Some of
De Dannan tribes. Beautiful beyond extremely bad-tempered. They feed for they can sense the strong emotions those who know better whisper se-
any description, they were arrogant upon the cows and sheep of farmers, the victim emanates during his struggle cretly about cruel experience of the
and prideful, often using their charms who better not oppose them. and improve the imitation. After all, Unseelie Court to isolate the essence
to seduce others and get what they Being arrogant and rude, they brags are above any moral objections of evil present in the faeries in one be-
119
ing. meters in height. They live in the high- piercing red eyes with yellow slits. It is important part of the centaur society
Brochllans are certainly the est mountains of Europe but some- said that they can communicate with for they are religious persons similar to
essence of evil. They appear as amor- times they come down from their ref- their faerie masters and sometimes talk the priests of human society. They
phous masses that resemble living uges for their own purposes. These to mortals they encounter. Much like invoke the power of the nature spirits
darkness. Red eyes appear in the journeys are almost always associated normal cats, a cait sith is wild and un- and take care of their people’s spiri-
formless blackness and the brochllan with changes in the weather, for these predictable and caution must be shown tual and physical needs.
forms “feet” to move. It is a stupid be- hags are the masters of it. It is said that upon meeting one. They like to play
ing, capable of reproducing sounds when the world was young, the caillech with their pray before devouring it. Coblynau
and some words but incapable of any bheur were spirits of the weather. Coblynaus are faerie miners that dig
communication. When the brochllan These hags are a reclusive race Centaur long tunnels surpassing even the
attacks, it does so by enveloping its that do not usually interfere with the Centaurs are faeries of the woods dwarves in their art. They are about
victim and constricting it. A deadly chill business of mortals. Some of them are that resemble powerful horses from the half a meter tall and grotesquely ugly.
coming from its blackness freezes the benign, some malicious and some nei- waist and below and men from above. They are interested only in their mines
victim to the bone before death finally ther, but all have the same ancient wis- Most centaurs are kind and just and and underground cities, which are
claims it. Brochllans are very evil but dom and age that inspires mortals with are ranked among the most active sup- some of the best fortresses in Cora-
idiotic, so they just seek to kill and awe and fear. porters of the Seelie Court, but there hen. They dislike other faeries and
consume whatever they encounter. are rumors of evil tribes living deep in- mortal races except from the dwarves,
Cait Sith side dark forests. who they consider to be somewhat like
Caillech Bheur Cait sith are enchanted, intelligent They have a tribal society kindred to them. They are very pro-
The caillech bheur are among the most cats that accompany many faeries and which is ruled by the oldest and most tective of their underground realms
ancient and powerful of the faerie folk. are rarely seen by mortal eyes. They wise centaur, who is being advised by and always seek to expand their hold-
A race of gigantic hags, they appear have an extraordinary blue fur those centaurs that have learnt the ings. They can turn to violence in the
as enormous crones that easily reach 3 (sometimes with black stripes) and way of the druids. These druids are an rare instances that their tunnels con-
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nect with human ones. one of them works independently from gusting hybrid of human and faerie them with those very powers.
Coblynaus haven’t always lived the others and is in control of an ex- created by the greatest sorcerers of
under the earth. Before the faerian tensive spy network which allows it to the Unseelie Court, In this way, they Cu Sith
wars they lived in secluded valleys. gather most of the information avail- would have the natural cunning and Cu siths are faerie hounds the size of
When the war finally reached them, able on its targets. subtlety, as well as the enchanted na- a small bull with a brilliant green colour
they retreated in the deep caverns to They use this information, ture of faeries, combined with the mind and white eyes having no pupils.
avoid extermination, just as other faer- along with their minions and formidable of a human that could understand the These dogs don’t bark often, but
ies retreated in faerie realms beyond powers of illusion and sorcery, to infil- human psychology and society struc- when they do, they can be heard miles
Corahen. There, they discovered a trate human society and organisations ture, using this knowledge to its advan- away. They possess a near man-like
world that they consider equal in and then destroy them from the inside. tage. The Coraniaiads were very suc- intellect but are quite aggressive
beauty to the surface world. They no They are master manipulators and of- cessful, probably being responsible against mortals, while being very loyal
longer desire to live on the surface, ten use the weaknesses and passions for many destructions that plagued towards their faerie masters. It is said
being happy in the underground. of humans against them, causing dis- human realms, such as wars, revolts etc. that these magical creatures can speak
trust and greed to consume and de- What the Unseelie Court hasn’t real- the language of mortals if they want to,
Coraniaid stroy their enemies without revealing ised yet is that Coraniaids hate it as but usually they remain silent.
When the faeries retreated from the their presence. much as they hate humans. After all, it
lands of the mortal world, the Unseelie Coraniaids are naturally invisi- was the Unseelie Court that con- Cwn Annwn
Court left behind some faerie agents ble, unless they want to be seen by demned them in such a warped exis- Cwn Annwn are dreaded monsters of
to cause trouble and mayhem to the someone. If their form is perceived, tence, neither a human nor a faerie myths. In legends they are described
hateful human society. These power- they appear as horrible caricatures of completely. Thus, the Coraniads have as huge savage hounds. This descrip-
ful servants are called the Coraniaids humans and faeries, combining dis- begun to work against their masters, tion comes close to the truth. They
and it is said that there are only 25 of torted, perverted features of both using their subtlety and power to bring appear as wolf-hounds with two slith-
them, spread across the world. Each races. In reality, Coraniaids are a dis- the destruction of those who equipped ery black tentacles emerging from their
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backs. These tentacles are the most their stunt determination to prey on ble; it seems that banshees just warn prophesies and perhaps that’s their
frightening part of the Cwn Annwn’s mortals as something that benefits the about the coming of death. Some- curse. Nevertheless, they take all
anatomy because they use them to sap destructive purposes of his Hunts. times, banshees “adopt” and stay measures that their predictions will
the life force and consume the souls of Cwn Annwn can be ap- close to families and divine the doom succeed, not wanting someone or
their victims. proached and reasoned with, espe- of their members. something ruining their divination.
These monster hounds come cially when not hungry. They show a Banshees are said to be a
from a nether realm of death to feed remarkable intelligence and are certain cursed race of faerie prophetesses Dragon
upon the souls of mortals. They’re not to know a lot of things about other that liked to made prophesies of death Dragons are a legendary race of om-
exactly evil, but are totally alien to this planes of existence, if only one can and gloom. The other faeries cursed nipotent serpentine beings, possess-
world, including mortal life and ways. find the way to protect himself from them for this and thus they became ing wings to fly and a breath of fire or
They have the mind of predators and them. undead creatures filled with loneliness frost (in the case of northern dragons).
view mortals as their pray, being there and sorrow. They still continue to do They can reach 30 m in length and
only to satisfy their needs. They are Cyhyareth (Banshee) what they knew best during their lives, their scales are harder than steel. The
sometimes used as magical guardians Cyhyraeth or banshees, as they are that is to divine the death of other physical might of a dragon is unparal-
by nethermancers, but are difficult to also called, are spirits of the dead that people. This only gives them joy in leled.
control and require mortal souls as are greatly feared by mortal men. This their lonely world. When the moment An aura of mystery surrounds
payment for their services (else they spirits resemble beautiful but ghostly of death divined comes, they are over- the draconic race. They seem to have
do everything in their power to break women with characteristics similar to whelmed by contrary feelings: they cer- been living on earth for ever if we judge
free of their summoner’s control and those of the area inhabitants. They tainly get a feeling of success for their from some truly ancient faerie writings
claim him as their reward). They are do not speak or communicate with any- successful divination, but also feel that and tales that comment on the drag-
also used by the great spirit Cernun- one, only emit a pitiful, terrible wail. this ends their prophesy and they must ons. The faeries swear that they were
nos (also known as Hernes the This wail is a warning that someone is move to another person. Thus, they the first sentient beings to be born on
Hunter) in his Wild Hunts. He views about to die. This death is not inevita- never gain any satisfaction from their earth, but the truth may never be
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known. Maybe the faeries are right. directly and indirectly most of the ma- rounds draconic history also covers some cases the reason behind the at-
Maybe dragons were not born jor historical events and the memories their aims and motives. Dragons are tack was clear, but in others no reason
on earth but rather came here from of lost civilisations are still fresh in his known to have a great interest for all was apparent. Perhaps they were part
somewhere else. The dragons them- mind, more valuable than the details of kinds of knowledge, especially arcane of whatever grand plan the dragons
selves seem reluctant to shed any ad- any historical book. lore, but it is unknown exactly what have.
ditional light on the subject. Mortal legends picture dragons they plan to do with the lore they accu-
Whatever the truth is, dragons as monsters that revel in evil and de- mulate. Surely they must have some Dwarf
seem to be a static race, somehow liv- struction. This is entirely wrong. aims, but maybe our attempt to under- Dwarves are a race of short, stocky
ing outside the cycles of earth’s his- Dragons are mostly indifferent to- stand the thoughts that motivate humanoids that has been living isolated
tory. They are in the same condition wards mortals and most mundane something so old and wise are just fu- from humans for the largest part of
as they were described centuries ago. things on earth. But they are also tile. Maybe mortals and even faeries their history. Living in underground
They rarely reproduce and don’t seem frighteningly old. They are so old, wise can not catch even a glimpse from the fortresses in far mountains or deep
to die of old age, so their number re- and powerful that all things seem so mind of a creature that owns eternity. valleys, dwarves have very few connec-
mains the same. small in comparison to them. The life It may be something so complicated tions with humans and they’re not in-
In fact, a dragon seems to be- of a mortal or even a village of mor- and huge as to drive insane anyone terested in acquiring more. That is
come more powerful with age instead tals – these are petty things for a trying to decipher it. Or it may be how they have become a myth for most
of declining as most other beings do. dragon. They are accustomed to view something as simple as “all eternity is of mankind, something like faeries.
They spend their long lives in their things and other beings from a position our playground”. They are generally interested only in
mountain lairs or searching for lost, which is very high above. This mental- There have been a few inci- their mining and crafting abilities, but
hidden knowledge. Because of the ity may seem selfish or evil but in reality dents of draconic hostility against mor- they can be deadly warriors when nec-
years a dragon has lived, he is essen- it is just… draconic, that of a very an- tals and faeries. All of the attacks had essary.
tially a living library of mundane and cient and powerful being. a devastating effect; after all a dragon
arcane knowledge. He has witnessed The same mystery that sur- can level an entire city in his fury. In
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Echidna few echidnas and they most of them Fachans long such a task takes. Sometimes the
Coming straight from ancient Greek sleep for long hibernation periods. The fachan is one of the strangest fachans ally themselves with emissaries
legends, the echidnas are said to be The power of echidnas is faeries. Most of its characteristics are of the Unseelie Court. Such alli-
the progenitors of many of the mon- feared even by dragons. They have a singular. It has one eye that lies in the ances are very short-lived and made in
strosities that plague the world. The flat torso, supported by four short, middle of its head, one arm emerging order to overcome a more powerful
origins of these horrific entities are as flabby legs that ends in a long tail. from the center of its chest and one leg foe.
obscure as these of the dragons. Seven worm-like tubular parts starts grown from its hop. In contrast to
They have no apparent connection from the torso and end to large open- these obvious disadvantages, a fachan Fear gorta
with the faeries. Some of the most an- ings full of thin and sharp cutting in- is very strong and equally quick but its Fear Gorta are the heralds of famine.
cient written faerie records speak of struments that resemble needles rather movements are somewhat jerky. They resemble humanoid faeries, such
these ravaging terrors along with re- than teeth. No sensory organs are This unmistakable creature as the Plant Annwn or the Tuatha,
ports of dragons, so we must assume visible. When awake, echidnas have a lives in mountains and highlands, form- with their bodies weak and shriveled,
that echidnas are truly ancient beings. voracious appetite that requires a ing warlike clans that revel in their bar- their skin pressed tightly on their
Echidnas must be the spawn of large amount of meat to be satisfied. barity. Fachans are bound by a bones, their facial characteristics dis-
hell’s pits, for during their lives on earth In the past, the Unseelie Court strange code of honor that urges them torted from hunger.
they have spawned many mythical mon- tried to contact these powerful entities to die in combat for the good of their During the Faerian Wars, some
sters, such as basilisks or manticores. and make them its allies. None of the clan. These attitude had led them to villages were besieged or cut off for a
They represent the true essence of agents sent has returned and they are numerous conflicts not only with other long time with limited resources. Their
evil, for they hate and seek to destroy considered dead, eaten or worse. Any beings, which they consider as pray, faerie inhabitants didn’t die, but suf-
all living creatures but their own prog- further attempt to secure the support but also with other fachans. War be- fered greatly from hunger, so greatly
eny. Their creations have brought of echidnas has ceased. tween fachan clans is frequent, violent that they haven’t ever recovered from
much harm and misery to earth and its and usually end with the total destruc- it. They became skeletal figures, shad-
people. Fortunately, there are very tion of the opponent, no matter how ows of their former selves that are
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thirsty for revenge upon those who trees in the woods and some of them tainly doomed. It seems that Fetches Bholg, as the legend says, were the
they deem responsible for their suffer- live in farmhouses near woodlands, se- needs to feed from the frustration and first sentient beings to inhabit Ireland,
ing. Fear Gorta consider all humans or cretly from its owners of course. negative emotions of the dying victim. which they claimed as their own. Their
faeries that were enemies of their old Though they seem small and weak, Fetch belonged to an ancient unruly kingdom did not last for long.
tribes as guilty who must suffer in the they can cast powerful magic and usu- and powerful order of angels with the The numerous Tuatha De Dannan
same way. That is why they work to ally mortals don’t see them if they don’t duty to guide the souls after death to were pressing the Fir Bholg for more
bring hunger and famine to a commu- want to be seen. They are good- their resting place. Some of these an- and more space. Eventually, they took
nity, village or city. Their plans involve natured but can’t understand the emo- gels enjoyed their duty and became control of Ireland, while the Fir
sabotage of trade and food transpor- tions and objectives of mortals. They fascinated with death. With time, their Bholg –helpless to act against the
tation, sabotage or fouling of the are quick to curse or otherwise harm a addiction became so great that they might of the Tuatha civilisation- found
crops etc. They do not want to kill mortal who insults or crosses them. On found they couldn’t live without the themselves controlling a small portion
anyone, but they want to see them suf- the other hand, they are one of the strong emotions generated at the mo- of the land. They still hold great en-
fering from hunger as they did. This is best sources of information cause they ment of death. These fallen angels mity against the Tuatha for this rea-
their only purpose and the only thing seem to know everything happening became the Fetch, destined to feed son and seek to harm them in any way
that gives them pleasure. Towards this around. from the dying moments of mortals. A they can.
aim, they like to use minions and ma- mortal can meet a Fetch when severely This gigantic faeries reach 3 m
nipulate other figures of importance, Fetch wounded, very sick etc., but such oc- in height and possess massive bodies
crushing any obstacle in their way. Fetches are powerful spirits that ap- currences are very rare. with great strength. They are some-
pear when a mortal is near death, re- what ugly when compared to humans.
Fendoree (Brownie) gardless of the final outcome of the Fir Bholg Fir Bholg are an unruly and in a way
Fendorees look like tiny humanoids; situation. Their appearance matches A race of faerie giants being the an- primitive people. They don’t express
they aren’t over one quarter of the me- that of the dying mortal. If at that time cient rulers of Ireland before the any interest in arts or culture and have
ter tall. These faeries frequent old the mortal looks at his double, he’s cer- Tuatha overthrew them. The Fir only advanced in blacksmithing, making
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steel weapons and armors for the day other supernatural creatures. No Fir deserted castles and ruins. They re- Fomhoire
they’ll march against their sworn ene- Cleas has ever approached a mortal. semble stunted, twisted parodies of A demonic titan that lives with its kind
mies. They can be described as bar- Due to their battle skill and their loy- men dressed in brown and grays. Their in huge underground complexes, wor-
baric, but they know the value of alty as long as there is enough money twisted ribs protrude outwards, form- shipping evil powers. A Fomorian
friendship and loyalty. Indeed, it is said they are frequently employed by the ing bony spikes they use as lethal stands 5 m tall with his powerful body
that you can be the friend of a Fir Seelie and the Unseelie Court to weapons when they grapple their ene- encased in darkness, so that his char-
Bholg just as easily as its enemy and fight their battles or lead their faeries. mies. They get their names from the acteristics are difficult to discern.
they remain true to both. Some say that Fir Cleas are not ac- capes they wear, which are coloured Only his flaming red eyes pierce this
tually interested in wealth but in the by the blood of their enemies. These darkness, but a pair of huge horns on
Fir Cleas battle itself, so that they can prove vicious faeries are a product of dark his head, that are bent like these of a
Fir Cleas are faeries that belonged to themselves and develop their skills. magic practiced by the sorcerers of ram, can also be seen at the edge of
a warlike tribe. They always tried to Fir Cleas resemble tall (they the Unseelie Court on imprisoned the shadows.
perfect their combat skills and excel at can reach 2.5 m) and thin, slender faer- faeries. The terrible spells twisted the These “Underdemons” have an
battle. Their tribe was divided during ies, bald and with pointy ears. When good faeries into caricatures of them- unknown origin. They seem to have
the Faerian Wars, when they battled marching to battle, they prefer light selves, exceptionally strong but brutal been living underground since the faer-
for both sides. From that time, Fir armors that allow them some flexibility and stupid. The Redcaps are used as ies ruled the world. They sometimes
Cleas ceased to exist as a tribe and and the use of martial arts. They also soldiers and guardians by the Un- climb to the upper world to spread
sought a mercenary life, selling their like to decorate themselves with tro- seelie Court. their evil and disaster for their own
considerable combat skills to everyone phies, even with the skulls of dead op- When Fir Darrig battle, they dark purposes.
interested in them. As mercenaries, ponents. first use their clubs and then grapple
they keep a distinct neutrality and wel- their opponents on their spikes to Fuath
Fuath
come all potential employers. They Fir Darrig (Redcap) quench their thirst for blood. Fuaths are faerie hags, legendary for
always sell their skills to faeries and Redcaps are evil faeries that inhabit their ugliness, that dwell in bogs and
126
moors. They are large and strong, The Unseelie Court has taken the pleasure of toying with them was has an extra characteristic: the victim is
easily reaching 2 m in height, having an interest in the Fuaths and seeks to so strong that was preserved even af- so broken that he will try to kill himself
misshapen limbs and a horrible face convert them to its purpose. Some ter their death, leading to a strange shortly after the end of the spell. If he
with horns and bent tusks. They dwell Fuaths already enforce the Court’s unlife. is inhibited from doing so, he will fully
in filthy caves where they perform their will in their bogs and moors. The con- These evil ghostly faeries be- recover within a year and will continue
foul magic, but can be found lurking version is still slow though, despite all long to any faerie race that resembles his life, although some weak-willed indi-
below the mud of a bog, waiting to am- efforts, because Fuaths are solitary humans (such as the Tuatha). They viduals may wait for the return of their
bush a passerby, so they can drag him and selfish. As long as they manage to appear as exceptionally beautiful beloved until their deaths.
below the surface and drown him. capture mortals and use them to make specimens which are normally ethereal
These vicious faeries live soli- their elixirs, it’ll be hard to convince a but can assume a material form for up Gaoth Sidhe
tary lives. They sometimes form cov- Fuath that it needs an alliance or has to six hours per day in order to make The Gaoth Sidhe are incorporeal
ens of 3 or 4 hags that work together. something to gain from it. It is widely contact with the living. Ganconer en- faeries living in the winds and clouds of
These hags search for rare herbs and believed that the existence of the joy nothing more than seducing a mor- the world. They sometimes can be
living victims to use in the creation of Fuaths is closely linked to their elixirs, tal and manipulating him, imbuing him seen as purple and violet mists that
their elixirs. They use these elixirs to which must be consumed in order by with strong emotions of love and pas- travel with the wind. In other cases,
poison mortals or the land, to create them to prevent their passage from this sion. This “game” continues until the they take the form of a miniature cy-
delusions, even to dominate the mind world. mortal expresses his under devotion to clone, journeying through the land in a
of their victims. Organs from living be- the Ganconer (something that takes chaotic pattern.
ings are a vital part of the elixir crea- Ganconer from a week to a month normally). These mischievous faeries are
tion and it is said that the organs must The Ganconer is the spirit of a faerie When this happens, the Ganconer masters of the winds, which they use to
still be living when they’re used (ie they (male or female) that lived a life of se- abandons the mortal by turning ethe- interact with the physical world. They
must be used immediately after their duction while it was living. This pas- real and imbuing him with faerie mad- are magical creatures in a constant
removal). sion for the seduction of mortals and ness (Seduce 5). This faerie madness journey, traveling where the wind takes
127
them. They are chaotic and like to Grimen men are also renowned for the violins serve all of their nasty reputation as
cause trouble. But they’re also a po- Grimen are enigmatic faeries living in they construct. Their violins surpass in human-eating monstrosities, but they
tential source of information and secret lairs near waterfalls and small quality any similar musical instrument are vicious and tend to abuse weaker
knowledge, as they have visited a lot of pools. These mysterious beings are made by mortal or faerie and the sound creatures. They fancy themselves
places and seen things unknown to only devoted to music and are consid- they produce is simply exquisite. lords of all things, with which they can
most humans. ered masters of the violin. The music Needless to say, such instruments are do as they please. They have no fear
they produce is capable of moving to sought out by all musicians and ap- attacking groups of humans - and eat-
Griffin tears even the most indifferent person. preciators of art. Grimen are very tall ing them. But they can be reasoned
These half-lion, half-eagle proud They are solitary beings, shun- and human-like, with sharp facial char- with if one knows what to say and of-
beasts are intelligent enough to com- ning even the company of other faer- acteristics that never seem to calm fer. Trolls usually live near mountains
municate with men, but usually don’t ies. They can be sometimes found down, not even when they play music. and moors or sometimes in dense for-
care about humans except if they in- near the edge of a waterfall or the They are certainly not beautiful, but ests.
terfere with their hunting. They are shore of a pool, playing some haunt- they have an imposing appearance
ferocious predators that make their ingly beautiful melody on their violin, that commands respect. Gwragedd Annwn
lairs only on the highest mountains, so but a mortal can only catch glimpses of Gwragedd Annwn are noble lake
they’re rarely seen by men and have the Grimen before it senses his ap- Gruagach (Troll) maidens that belong among the most
become creatures of legend. They proach and disappears. In a rare oc- A Gruagach (also called Troll by the powerful of the faerie folk. They are
usually do not hunt sentient creatures currence a Grimen will befriend a mor- Scandinavians) is a disfigured, meat- faeries of the rivers, lakes and islands.
but they won’t hesitate to slay them if tal of great artistic potential and teach eating humanoid that can reach 3 m in They have some connection with the
they regard them as obstacles. Only him how to use his talent in music. With height. They are hideously strong and Seelie Court and some of them are
faeries have any chance at enlisting such a teacher, the mortal can be ex- have tough skin that protects them like active supporters of it. Most of them
their aid. pected to become one of the best vio- leather armor. They are aggressive though, prefer to live in their island ha-
lin players or composer of his age. Gri- and stupid. Like Orcs, they don’t de- ven peacefully, interacting with the rest
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of the world only when necessary. for many of the sorcerous experiments chines. Clearly they are the most tech- Leanan Sidhe
They sometimes help mortals indi- of the Court. They like to snare un- nologically advanced of all races on Leanan Sidhe are malevolent faerie
rectly, if the suits their ends too. suspecting travelers (often using their earth. They have discovered the mistresses that feed upon the souls of
When rising from the waters, a Deceive glamours) and use them in power of steam, which is used to power mortal men. They are nicknamed
Gwragedd Annwn can be seen as an experiments to produce weird hybrids most of their machines. Gunpowder is “faerie vampires” and resemble ex-
exceptionally beautiful maiden, with of men, animals and faeries. Many of also one of their greatest inventions. tremely beautiful women with some
flowing green hair and piercing red the abominations that walk on earth These faeries live in under- faerie characteristics, like pointed ears
eyes, having noble features that com- are their creations. ground settlements, isolated from the or petite noses. They seduce mortal
mand respect. surface. They are very sensitive about men by using their beauty and magic
Kalikanjaros their territory and dislike strangers. and slowly drain away their life. The
Gwyllion Kalikanjari are faeries living in under- They can be described as hostile and Unseelie Court sometimes use them
The Gwyllions are evil and horrible ground caverns or abandoned mines. unfriendly, but not evil with the true as seductresses to take control of an
hags dwelling in the highest mountains. They look like wretched little crea- meaning of the word. They offer their important mortal. Leanan Sidhe are
They descend form evil Gwragedd tures with dirty clothes and hideously services to the one that pays the most. believed to have descended by a tribe
Annwn that spied on their kind for the deformed bodies they try to hide un- They are most commonly employed by of Tuatha that played with mortals as
Unseelie Court and caused a lot of der their rags. It is said that Kalikanjari the Unseelie rather by the Seelie though they were their toys. These
harm to them. They were cursed and consider themselves freaks of faerie Court, but that doesn’t mean they sinister beings became the torturers of
expelled from the lakes they dwelt in society and that is the reason they live trust any of them. Kalikanjari are dis- men known as the Leanan Sidhe.
and now make their residence in high in the darkness of the deepest cav- trustful to the point of paranoia. They
mountains. They still have close ties erns. take great pains to ensure that their Leprechauns
with the Unseelie Court and are con- Cut off from the rest of the achievements will remain theirs.. Leprechauns are tiny faeries that
sidered among its most high-ranking world, kalikanjari brood in their caves, don’t reach over 30 cm in height. In leg-
members. Gwyllions are responsible inventing their strange and terrible ma- ends they’re described as kind, gener-
129
ous faeries but in reality they’re enchanted by their stays near faerie bles that of a lion, but it is covered by Court and its prime allies in the under-
greedy, ruthless merchants. They love residences or in enchanted rivers or serpentine scales like those of a poi- water world (along with Ben Varreys
gold like nothing else and seek to ob- lakes. The pikes have developed small sonous snake. Two great wings fold that care to follow its orders). Unlike
tain as much as they can to satisfy “wings” that protrude from their backs on its back when they’re not needed. Ben Varreys, Nuckalevee can exit
their greediness. Leprechauns will deal and a large appetite. They use their The head is that of a lion (without any water and do so in order to spread
in everything (especially objects of wings to jump efficiently out of the wa- scales) but with distinctive human facial havoc and disaster in the land.
small size) and can provide someone ter, hence their name “Water Leap- characteristics. The appearance of the Nuck-
with almost everything - for the right ers”. They have also developed some Manticori like to dominate alevee is extremely horrifying. It resem-
price. They’re not above taking ad- intelligence that makes them efficient other creatures and the area they live bles a centaur with long arms that
vantage of the weaknesses or needs of hunters, though they’ll never attack a in, eating any opponents that don’t reach the ground and a horse body
any person they’re dealing with in or- faerie. They will however attack any- succumb to their plans. Manticori have that appears as if it has its skin flayed
der to increase their profit. Magic is thing else, as they are fearless preda- often taken over entire villages and off and the flesh under left to decom-
the favorite merchandise of the lepre- tors that have been known to attack turned their inhabitants into obedient pose. The horse body therefore is
chauns in any form: books of lore, even men. Nothing is safe from their puppets. They like to work alone how- covered by disgusting hues of black
magical items etc. The house of a lep- hunger. ever and shun other members of their and yellow dead tissue and produces a
rechaun is said to be full of magic and species, so that diminishes the threat horrible stench. Due to its decompos-
treasures, but one should be careful Manticorae they represent. ing tissues, the Nuckalevee are
not to steal any leprechaun, for they The manticorae is a mythical beast thought to carry infectious diseases
are dangerous enemies with the ability that loves to manipulate and enslave Nuckalevee which they seek to spread when
to call lethal curses on someone. human beings with its magic, forcing These evil faeries inhabit seas and they’re on land.
them to complete its works. It is a large oceans and can be considered water
Llamhigyn Y Dwr (Water Leaper) creature with the powerful torso of a cousins of the centaurs. They are Oakman
Water Leapers are huge river pikes mountain lion. Its torso clearly resem- fierce supporters of the Unseelie The oakman is an ancient guardian of
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the wild that watches over the animals Orc lem with Orcs is that they’re compet- this and fishing villages provide a Peist
of the forest and field. He is a small, A twisted humanoid, thought to de- ing with humans for the same land and with regular “offerings” in order to calm
wild-haired man, with glowing red eyes, scend from degenerate humans or resources. This untold war has been it down and keep it away from the fish-
dressed in barks and leaves, that some tribe cursed by the gods. Orcs going on for centuries and has alien- ermen.
dwells in the center of the wood in a are vicious, sadistic and warlike and ated the two races that think each Peists resemble great serpents
cottage near some ancient oak that is their society is based on these ideals. other as evil. with green and gray scales, a long neck
the source of his power. Oakmen are They tend to live in mountain caves or that ends to an enlarged head housing
solitary and hostile towards mortals, dark woods, or gather in large tribes Peist a mouth full of sharp teeth. Its flat
especially those that seek to harm the hungry for raiding and conquering. The Peist is a large serpent that in- body is equipped with powerful flip-
animals of the forest. Often the oak- Their presence is a continuous threat habits lakes of moderate or large size. pers that allow it to move with speed in
man vents his anger on some hapless for human settlements in border lands It is sometimes referred to as a “loch the water.
hunter or woodcutter. They hate mor- and in the wilderness, as Orcs are ex- dragon”, although it has no connection
tals for their blind expansion that has tremely rare inside civilised nations, so whatsoever with dragons. Peists have Phoenix
harmed nature and express their hostil- rare as to become a legend. some faerie origins and appear to com- A personification of the cycles of life
ity with various ways. While they are Actually, Orcs aren’t as evil as municate with faeries of the lakes and and the regeneration of nature, the
kind towards animal life, they can be they say. It’s true that they have raided rivers they inhabit. They are extremely phoenix is a fabulous creature able to
very cruel towards humans. If they many villages and slaughtered children territorial and aggressive, but they reborn from its ashes. The origins of
meet someone that harms animals, they and women, but the humans have won’t harm any faerie being. On the this mythical creature are a mystery,
use glamours to extract their revenge. raided their homes too, to purge the other hand, mortals are often de- though it is said to come from some
They are especially fond of deceiving “evil” they represent. Orcs may be voured by such beasts. The only way world where fire is the prevailing ele-
their victim, making him loose the ability primitive, brutal and violent but they one can be saved is only if he tosses ment. They resemble great birds of
to focus on reality until they are driven can be reasoned with and don’t always food to the Peist and then makes a prey, often with a wingspan over 8 m,
insane. prefer violence over peace. The prob- hasty escape. Fishermen have realised covered by lush, beautifully colored
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feathers. The color of the feathers is intelligent birds, able to communicate don’t mean any harm, but their chaotic neyed across the world and finally ar-
very much like that of a flame, so that through many languages. They pos- behavior can make them dangerous rived at Ireland. There, they encoun-
when the phoenix spreads its wings it sess a rigid code of honor, which they when confronted. tered the demonic Fomhoires and the
resembles a raging fire. Phoenix dwell follow to the death. Phoukas live deep in woods or unfriendly Fir Bholg, rulers of the
only on the top of the highest moun- If a phoenix is ever slain, the marshes. They are excellent spies and land. The faeries that became the
tains. From there, they roam the skies, spirits of fire will be extremely angered observe and collect much information Tuatha accepted the leadership and
viewing the land from high above. because of the disrespect to such about other faeries. They are said to aid of the goddess Danu and man-
They feed on the animals of the open beauty. Within moments, a rank 6 spirit have extensive information on both the aged to displace the previous rulers of
grass plains, like rabbits, sheep and of fire will briefly manifest to destroy Seelie and the Unseelie Court. It Avainne. The Plant instead, rejected
the occasional cattle. They never the murderers. seems that Phouka have been be- Danu’s offer, not wanting to be led by
seem to hunt any sentient being. trayed by both Courts and plan their anyone but to be free and on their
Strange it may be seen, but the cold Phouka revenge by spying and providing infor- own. Most of them left Ireland and
of the mountains doesn’t seem to Phoukas are mischievous faeries that mation collected to anyone who can spread to Corahen. They can be en-
bother them, even though they’re are rarely seen in their natural forms. use it to harm these organisations. countered virtually everywhere.
clearly creatures of fire. The resemble slender humanoids with The Plant are much more vari-
Their behavior is as mysterious bald skin the colour of a tree trunk and Plant Annwn able than the Tuatha, as a race, and in
and elusive as they are. Phoenix are a height of half to one meter. Their The Plant Annwn are human-like faer- that way they resemble humans. They
reborn from their ashes as new beings. heads are hairless with piercing brown ies, very similar to the Tuatha De don’t have one and only realm or in-
Their beliefs and behavior follow eyes that never seem to blink. Phoukas Dannan. In fact, the two races have a habitancy.: there are several areas and
these strange reproduction habits. are usually seen in some other form, common origin, which is now lost in realms ruled by the Plant Annwn and
Phoenix believe in rebirth and purifica- using their shapeshifting skills. They time. In times so old that even the gods they can be found at most faerie
tion, but through the cleansing of fire are reclusive and stay away from mor- forget of them, the two races belonged realms and inhabitancies on earth.
and destruction. They are noble and tals and other faeries. They usually to the same tribe of faeries that jour- Als o, t hey d on ’t ex hibit t he
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“neutrality” shown their cousins, the Roane
Roane deep; far from this. Roanes are in con- water. The poison is diluted so that it
Tuatha. Indeed, they once more re- The Roane are faeries of the sea that stant aggression with evil sea faeries, doesn’t cause any damage, but it still
semble humans in that there are good can take the form of a human (when such as Nuckalevee and Ben Varrey. causes paranoia and violent hallucina-
and evil Plant and there are also those they come forth to the land) or that of This old war is one of the reasons of tions. Whole communities have been
that care about their welfare without a seal. They live in underwater caves why the Roanes have joined the wiped out from the violence caused by
being actively good nor evil. Plant and cities located deep in the oceans, Seelie Court. Despite their good the subtle action of the poison.
Annwn don’t have nay kind of stable but can be found near the shores, for nature, the Selkies were too peaceful The stoorworm appears as a
values to be followed by all members of they like to travel and spend much time to join such an organisation with the red snake with a head made of solid
their race. Instead, every Plant has its away from their homes. Roanes are purpose of battling evil faeries, but red bone. It reaches 3 m in length but
own values that may differ astonish- gentle and peaceful beings, sometimes they were forced to do that to protect can enlarge itself to reach 6 m. Its
ingly from those of another. Plant even to the seal-hunters that can injure themselves from their natural enemies. tongue splits in three ends instead at
Annwn are widely spread faeries that or kill their kind. However, some of the the normal two seen in other snakes.
can be found in nearly every place in- Selkies have stopped to tolerate the Stoorworm
habited by faeries. Some of them be- mortal fishers and seal-hunters and The stoorworm is an evil, enchanted Swanmay
long to faerie organisations such as have made some attacks against them serpent bred by malicious forces to The Swa n ma y s are f a eri e
the Seelie and the Unsellie Court. as an act of vengeance. Until now, this poison the water sources of their ene- shapechangers. Their true form is said
They have good relationships with the “movement” was not organised, but it mies. These serpents can locate water to be that of a magnificent snow-white
Tuatha, although they envy them a begins to gain more followers, espe- deposits, such as underground lakes swan, one of the most beautiful sights
little because they haven’t ever cially among the younger Selkies. that feed wells, with unerring accuracy. any mortal can witness. A swanmay
achieved the level of civilisation built Roanes live in a dangerous envi- When they locate an important well, can also appear in the form of a comely
by the Tuatha (nor their wisdom). ronment. This doesn’t mean that they they dig through the earth until they young woman. Her snow-white hair is
are threatened by sharks or other reach it and then reside at its bottom. the most extraordinary feature of her
natural dangers or creatures of the There, they secrete their venom in the in that form and is certain to attract
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the attention of any mortal male. Their origin and magical heritage? Trow Court members.
hair is only one swan attribute they The answer to such a dilemma Trows are giant faeries that reach 3 m
maintain in human form. Among others is not simple and most swanmays try to in height. They carry the worst traits Tuatha De Dannan
are the excellent swimming ability and live both lives. It is a dangerous path of all faeries, making them truly horrible The Tuatha De Dannan (“Tribe of
the grace of their movements. they tread for they must look after in appearance. Their skin suffers from the goddess Danu”) are a noble race
The dual form of the swanmays their loved ones and in the meantime a disease similar to leprosy. Crooked of faeries that once ruled Ireland.
has been their greatest gift, but also avoid being discovered by them. A horns and deformed lumps of flesh They are among the most ancient of
the greatest curse. Swanmays were swanmay can be encountered in any protrude from various parts of their the folk. When their race was young
some of the very few faeries that be- human settlement, living along with bodies. Their personality is similar to they participated in the establishment
came enamored with the human race. their mortal mate. A child can be born their appearance: malign, sadistic, dev- of fable Mu and there met a great
They loved their appearance, their from that union, but it will always be a ilish are only few of the characteristics spirit, Danu. The spirit took an inter-
mind, their potential, their dynamic ap- female one. As it grows older, the child attributed to them. Trows could only est in them and helped them in many
proach to matters, their determination. will feel it is different in a way than fit in the kind of social structure the occasions, offering her wisdom and
Their shapechanging ability was a way other children. At her 16 th birthdays, Unseelie Court provides. There, advice.
they could spend time with their be- her full swanmay powers shall be re- they are used as lieutenants that lead The Tuatha were wise enough
loved ones. It had but one, critical flaw: vealed and become accessible to her. the Sluagh troops to battle. Their to sense the upcoming Faerian Wars
they could only work magic in their true Her mother usually informs her of the exceptional physical prowess suits and the onslaught they would bring.
form. Their whole life became a di- special heritage she carries and se- such a task well and also serves to in- Following Danu, their goddess, they
lemma: should they become isolated cretly instructs her to the life of a timidate and put in order the unruly chose not to be a part of these wars
from their beloved humans and be able swanmay, so that their façade will re- troops. Not being terribly intelligent, and abandoned Mu, journeyed across
to live like faeries with access to the main intact. they are easily manipulated and con- the world and settled Ireland. There
gift of magic, or should they live in the trolled by their superiors. Trows are they encountered the warlike Fir
world of mortals and deny their faerie also used as bodyguards by important Bholg, the rulers of Ireland and the
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demonic Fomhoires. With the help of befriend mortals with the same inter- ciently. These alien beings need at chaotic tendencies. They are sadistic
Danu they managed to defeat both ests. least 3 dice of Determination and Vi- and violent and are known to feast
and claim Ireland as their own. There They leave their immortal realm tality per week to survive. They care upon humans, but sometimes they as-
they created a lasting kingdom of frequently to travel to earth, but they little about power or gold, since their sist those who dare to confront them.
peace and knowledge. However, when don’t meddle with the affairs of mor- only motivation appears to be the Unicorns are a wild race that doesn’t
they sensed that it was the human’s tals, or even faeries. The Tuatha are draining of life to satisfy their hunger. owe anyone anything. Long ago, the
turn to rule earth, they abandoned not members of the Seelie Court, nor It seems that in their world such things unicorns were a benevolent, happy
their domain and retreated in hidden do they plan to become in the future. are of no value or at least food is not race that lived peacefully. The unicorn
places. With time, they found that their They hold a neutral position towards abundant. elders were convinced by the Unseelie
retreating caused them to wane from both evil and good faeries and have no This peculiar trait of the Uath Court to marsh against the humans.
the face of the earth, now living in an desire to participate in their disastrous is exploited by such organisations as After their fall from grace has been
otherworldly place. Thus, they were conflicts. Only if they feel that the the Unseelie Court and the Shadoris completed, the Unseelie Court be-
the first to inhabit a faerie realm, which balance and future of earth is threat- faction that use the Uath as assassins lieved it has added the unicorns in their
they named Tir Nan Og, “Land of ened will they act. in exchange for a number of victims ranks of servants, but it hadn’t taken in
the Young”, a name that fits its immor- ready for draining. Uath make excel- concern the chaotic tendencies of the
tal inhabitants. Uath lent assassins when using their unicorns. The race acknowledged no
The Tuatha still inhabit their Uaths are amorphous masses of dark- shadow-manipulating powers. They master and has betrayed the Unseelie
distant realm. They are a proud and ness that come from a warped dimen- are cold and efficient, thinking only Court quite a lot of times.
beautiful people, said to be the faeries sion of eternal shadows to feed upon how to complete their part of the bar-
most close to man, though their slender the living. When they arrive on this gain. White Hart
characteristics and ancient wisdom world via gates they an take a form The White Hart is a magnificent, no-
place them far from mortals. They love closer to human-like in order to infil- Unicorn ble animal that has become a symbol of
arts, poetry and songs and sometimes trate society and stalk their prey effi- Unicorns are faeries of darkness with goodness and hope. It appears as a
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deer, a fine, pure white specimen. noble quest desperately seeks for use their glamours to deceive their vic- ated with the four elements of nature,
Even its horns are white, a testimony some guidance. The appearance of tims or conceal the dangers they’re with plants, animals or even such com-
to its purity. No one can determine this magnificent animal is often enough about to encounter. plicated terms like death, life, disease,
when or where such a creature will ap- to boost the courage and morale or It is not known if will ‘o wisps are healing, light, darkness, famine, fertility
pear. No single hunter, trapper or disperse any doubts and uncertainties, truly faeries. Some say that they’re etc. A spirit’s personality and even its
tracker in human history, no matter how but sometimes the hart actually leads just moving lights created by an invisi- form depends on its exact association.
determined or experienced he was, has the seeker towards his aim. Why they ble faerie. Others say that they’re ma- The personality of spirits is
managed to catch a white hart dead of do that is a mystery beyond anyone. licious nature spirits coming from the somewhat difficult to describe. Spirits
alive, or so the legend claims. It’s cer- ancient ages of earth to wreak havoc are certainly not mortals and can’t un-
tain that the creatures are very eva- Will o wisp and mischief on those encountering derstand, much less be affected by,
sive, for even the faeries can not locate Will ‘o wisps are strange creatures with them. the passions leading mortals to their
them. It seems that they only appear the form of a glowing light. They ap- fall. They can surely be described as
when they want to. pear only during the night, spending Spirits “good”, “evil” or “neutral”, but again
A White Hart has no known the day in whatever lair they have. Spirits are insubstantial entities living this terms differ from those used by
means of communication. It never talks When seen form afar, they appear as in the dream world that were always an men. Because spirits do not tire them-
or tries to interact. Their motives or lantern lights and use that delusion to important part of earth. Where mortals selves with the affairs of everyday life,
aims are a well-kept secret. Their abil- lure travelers away from their path and and other creatures are composed of like men do, the “evil” or “goodness” of
ity to evade and outsmart their hunters into their doom, usually in a bog or soul and body, spirits have no ultimate spirits (or even their neutrality for that
surely shows a well-developed sen- moor. When their victims are ensnared connection with matter in the physical purpose) is of a more grand scale.
tience and natural cunning. The in- by the traps of the wilderness and world, using instead matter when it A spirit will never possess the petty
stances of a white hart’s appearance helpless, they descend upon their bod- suits them. Each spirit is associated evil of a mortal; it would have a cosmic
are very rare. It seems that they ap- ies to burn their flesh and consume with a characteristic of earth or of its evil. The immortality and timelessness
pear when someone embarked on a their essence. Will ‘o wisps frequently creatures. There are spirits associ- of spirits also makes them very patient.
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Spirit CON LIT VIT REA INT INS DET PRE INF Common abilities
• Spirits can only be permanently
Air A P A P P A P A A destroyed if slain in the dream
world. If their form is destroyed in
Animal P P P P P A P P A any other world, their essence re-
turns at the dream world and
Death A A P A P P P A P
spends D6 x20 years reforming.
During this time, they’re confined
Disease W A P A P A P A W
to the dream world.
Earth P M P W P P P A A • They can travel to any world within
the inner ring of the cosmos without
Fire M P P A P W P A W the need of gates. This type of
movement requires one round and
Healing W A P A P A P A P three Mystick points to be per-
formed.
Plant W P P W P P P P A • When on other worlds, they take an
ethereal form that vaguely resem-
Water A P P P P A P A A
bles their true form in the dream
world. They can assume a material
They tend to forget the limited life plans might take tens or hundreds of no use to spirits. Money makes no form only near a powerful manifes-
span of mortals and just can’t years until they come to fruition. This sense to them, nor being a lord in a tation of their nature. For example,
understand why they live such hasty suits them just fine. Also, some of the mortal realm since they normally outlive a fire spirit can materialise when
lives. When a spirit plans something, its rewards a human might achieve are of many realms of men. near a conflagration, or a disease
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spirit at the outbreak of a terrible one die (to a minimum of one). though there are some exceptions
Conventional magickal knowledge
plague. Adequate attributes aren’t modified (animal spirits have claws and teeth to Air: Aeromancy
(they have dice equal to the spirit’s utilise). In all cases, the damage dealt Animal: Theriomancy
Ranks rank). by spirits is lethal, causing Constitu- Death: Necromancy
The power of a spirit is measure in Powerful attributes are increased by tion loss. Fire and Earth spirits cause Disease: Afflict (glamour)
ranks, ranging from 1 to 6. Ranks af- one die. an additional die of damage (at +1 cu- Earth: Geomancy
fect most of the spirit’s abilities and mulative) because they scorch the en- Fire: Pyromancy
characteristics. Armor emy or pummel him with a rock-hard Healing: Rejuvenation
Rank One spirits have a base unar- surface. Plant: Botanomancy
Attributes mored rating of –2, just like humans. Spirits that haven’t material- Water: Hydromancy
A spirit’s attributes are primarily de- More powerful spirits however can ised and remain ethereal can still at-
termined by its rank. Each attribute fend off strikes more easily, so extra tack, but they focus on the target’s world, where every dream or wild imagi-
has a base number of dice equal to the ranks increase their unarmored rating, mind rather than the body. This type nation can come true—what magick can
rank of the spirit. Use the Random- reaching an amazing 3 for rank 6 spir- of attack still requires a successful at- be greater than that? Every spirit
ised Attribute Ratings chart to calcu- its. tack roll, but only causes Stamina loss commands some magick, which is often
late the exact ratings. with the resulting confusion and disori- beyond the power of most mortal sor-
Many spirits are better at some Attacks entation. This attack has the distinct cerers. Spirits tend to concentrate on
things than in others. Spirits have When spirits are forced into combat, advantage of ignoring any physical their element, being naturally more tal-
each attribute classified as Weak, they mainly use their magick and physi- armor worn by the target. ented and gifted in that area of
Mediocre, Adequate or Powerful. cal attacks. If fully metrialised, a spirit magickal knowledge. This allows them
Weak attributes are reduced by two can attack with whatever natural at- Spirit magick to delve deep into the secrets of their
dice (to a minimum of one die). tacks it possesses. Most of the time, Spirits are magickal entities by their particular field and become masters of
Mediocre attributes are decreased by these attacks are Ramming ones, al- very nature. Their home is the dream it, but inhibits them from attaining more
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varied knowledge, as mortals often do. ours do and has a rating equal to its the message can’t be longer than 20 and can carry up to 100 kg of weight
Spirits most often dabble in sorcery, rank in it. words. per casting success. If the target does-
possessing a rating in some realm (see Lastly, all spirits, being inhabi-  Robs the air out of a n’t want to be carried off, he can try to
the sidebar) equal to half their rank. A tants of the dream world, possess most victim’s lungs. Every round the victim match his Conditioning with the whirl-
few spirits specialise in glamours rather of the Awakened’s manifestations. must make a Vitality check with a +1 wind’s (45).
than sorcery. These have a rating Each spirit typically gets a number of penalty. If he fails, he doesn’t breath  If the target of the spell
equal to their rank in the particular points equal to double its rank to di- any air for that round (apply asphyxia- fails in a Determination contest with
glamour. vide among manifestations, but no tion rules). The spell lasts for three the spirit, he’ll soon discover that he
In a d d i t i on to such manifestation, but no manifestation rounds per casting success. has become pretty much like a fish: air
“conventional” magickal knowledge, may have a rating greater than the  By casting this spell, can no longer sustain him and he can
spirits also possess a much more an- spirit’s rank. the spirit is able to break the bonds of only deliver oxygen from water. This
cient form of magick, coming straight its material form and disperse, as well condition lasts for one hour per cast-
from the time where the magickal en- Air as re-assemble. Each of these re- ing success.
ergy of earth was still wild and un-  Sends a message via quires an action and while the spirit is  The spirit is able to
tamed. The spirits were the first to a light breeze. The breeze can travel dispersed in the winds, it’s immune to control the wind currents in the local
harvest that energy with their spiritual up to one hundred kilometers per cast- physical attacks (but can not take area. The casting of this spell affects
witchcraft. These practices are the ing success to deliver the message. physical actions as well). Lasts for 5 an area of one square kilometer per
base from which the glamours of the Once it reaches the target (who must minutes per casting success. casting success. Within this area, the
faeries evolved and are still used by be someone the spirit knows), it whis-  Creates a small whirl- spirit can increase or decrease the
spirits, as no one can deny their combi- pers the message to him and only to wind which carries off a human-sized strength and speed of the wind. Con-
nation of simplicity and effectiveness. him. The target must be in an open target to a location within 25 kilome- sult the following table; the spirit can
Each spirit has its own kind of spirit space or a room with open windows, ters per casting success. The whirl- increase or decrease current wind con-
magick, which functions much like glam- else the breeze can’t reach him, and wind flies about 30 m over the ground ditions by one level per casting suc-
139
cess. spell however, the spirit can change its wolf for a wolf spirit), although there is possessed by the spirit. Most other
No wind form to that of another animal of the no real restriction on the animal cho- animals usually don’t have enough will
Light breeze same broad group. A wolf spirit may sen. While in the animal’s body, the to escape the spirit’s magick.
Moderate wind transform into a bear, but not into an spirit can not control its actions, but
Strong wind eagle. The new form lasts for one hour can utilize its senses. The spirit can Death
Storm per casting success; afterwards the leave the animal and re-create its form  The spirit can judge
Gale spirit reverts to its original form. at any time, but if the animal is killed with just one look the overall health
Hurricane  The spirit can grow while it carries the spirit, the spirit dies condition of a mortal and how close he
The wind endures for one hour per frighteningly sharp and long claws and too. The spell has a maximum duration is to death.
casting success. teeth, inflicting an additional die of of six hours per casting success.  The victim of the spell
damage (at +1 cumulative) with any  The ultimate spell of suddenly feels some of his life force
Animal bite or claw attack. The spell lasts for this group works much like the 5th level, abandoning his body and loses a
 The spirit can alter one hour per casting success. but the spirit takes complete control of Constitution point.
the color of its material form to match  As level 2, but the the animal, possessing its body. The  The spirit can force
that of the background, providing ef- spirit can transform into any type of possession has a profound effect on someone unconscious to “pass to the
fective concealment. It gains one extra animal. the animal, strengthening its body while other side”, over to the realm of the
die (at +1 cumulative) per casting suc-  At this level, the spirit the spirit inhabits it. Its physical attrib- dead. The victim, although uncon-
cess for hide checks, for one hour per can share its essence with an animal. utes are increased by one die per two scious, has a chance to resist the spell
casting success. The spirit’s form dissolves and enters ranks of the spirit (at +1 cumulative), with a Determination contest. If the
 Usually, each animal the body of the animal, which serves as although no attribute can have more spirit wins the contest however, it
spirit has a more or less set form. For a vessel housing it. The animal chosen dice than the spirit’s rank. Intelligent or claims the victim’s life.
example, there are wolf spirits, eagle for this purpose is commonly of the magickal animals may be entitled to a  The essence of the
spirits and snake spirits. By using this same type as the spirit’s form (eg a determination contest to avoid being dying in the nearby area revigorates
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the spirit. Everyone who dies within chance of him catching some conta- for everyone passing within 5m from at +3, he’s little better than dead, as
100 m per casting success restores gious disease. To avoid this possibil- him. Lasts for three days per casting his body can not defend against the
two Constitution and Stamina points ity the character needs to spend a success. multiplying bacteria. His life expec-
to the spirit. The spell lasts for 15 week resting in rather isolated places  Transfers a disease tancy is below three weeks with good
minutes per casting success. and having good food. If he neglects from one person to another, both of medical care. Only healing magic can
 Resembles level 2, but this, he has a +1 penalty on any con- which must be within sight of the spirit. save him (Heal 6 or Rejuvenation 3-4).
is considerably more powerful, with the tamination roll for the duration of this If the target fails a Vitality roll at +2
victim losing one Constitution point week and a 40% chance of catching penalty, he “gains” the disease of the Earth
per casting success. the flu if there’s no other dangerous donor, with the same symptoms and  By touching the
 The spell turns the disease brooding in the area. effects. The donor is freed of the dis- ground, the spirit can sense an area
death spirit into the Grim Reaper. Its  Speeds up the course ease. (using its full array of sense like vision,
touch means death to most living crea- of a disease present in a person. If the  Makes a certain dis- hearing etc) up to 100m away as if it
tures, whisking their lives away. Any effects haven’t appeared yet, they ease present in a person contagious, was there.
physical contact with the spirit means show up almost immediately after the even if the disease doesn’t normally  The spirit’s form dis-
that the victim must roll a Vitality check casting of the spell. The time needed present such properties. The spell solves and melds with the earth at that
with a +1 penalty. If he fails it, he in- for the disease to run its full course is can, for example, make someone point. The spirit’s body can be found
stantly dies. The spell lasts for one cut to half, though this rapid progress spread cancer, arthritis etc. The dis- lying 5 to 20 m below the ground. It
minute per casting success. does not actually affect the final result ease is considered to have a contami- can lie there indefinitely but it can’t
of the disease. nation score of 2 and the spell lasts for move nor use any abilities until it exits.
 Makes a person in- a week per casting success.  Reduces any earthly
Disease fected with a contagious disease a  Cripples a person’s im- material, be it mud, rock, granite etc to
 Weakens a person’s menace for anyone approaching him. mune system so as to render it ineffec- plain dust. The volume affected is one
immune system, thus increasing the A contamination roll needs to be made tive. If the victim fails a Vitality check cubic meter per casting success.
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 The spirit can draw The victim can’t move or use any abili- everyone for 45-energy damage.  Sends erupting flames
regenerative power from the earth. As ties if he’s trapped underground but  The spirit sends out a straight forward in a path 5 m wide and
long as it’s touching plain ground (not the spell sustains him. It lasts for a day hand composed of flames that flies to up to 50 m long. The flames travel with
any constructed floor), it can regener- per casting success. its target and tries to grasp him (a nor- astonishing force and speed. The
ate one Constitution and Stamina mal grapple roll). If it doesn’t succeeds, spirit doesn’t make an attack roll, but
point per round, unless its form is de- Fire it vanishes. If it succeeds however, it everyone in the path of the flames can
stroyed. Lasts for 5 minutes per cast-  Ignites a flammable grasps the victim and does 34-energy dodge them by scoring 2 or more suc-
ing success. object within the sight of the spirit. damage. On the next round it dissi- cesses.
 As level 2, but the Treat the fire as “Small”. pates, but the victim catches fire auto- The flames cause 45-energy
spirit’s form can move through the  A small tendril of matically (treat as a “Small fire”). damage and everyone hit must make a
earth at normal speed. It also has a lim- flame emerges from the spirit’s body  Transforms one of the Litheness check with a +3 penalty.
ited duration: only three hours per and reaches a length up to 10 m away. spirit’s limbs into a flame thrower capa- Those failing it are pushed by the
casting success. Unlike the spirit’s body, the tendril ble of sending flames up to 15 m away flames along their path, suffering one
    R es e mb l es t he can grapple an opponent (normal at- in a cone 5 m wide at its end. The extra attack for every 10 m (eg some-
spirit’s earth melding power, but the tack roll). The opponent then suffers spirit must make an attack roll (using its one that is hit by the flames at the first
spirit can use it on another being. fire damage every round (the tendril throwing skill) for everyone within the 20 m of the path will be pushed till the
A Determination contest is can’t cause any constriction damage). area of the flamer. Dodge attempts 50 m end of the path, suffering 3 extra
made. For every success the spirit The tendril remains for half a minute suffer a +1 penalty due to the area attacks of 45 damage each).
scores above those of the victim, one per casting success. Damage caused affected by the attack. Those af-
meter of the victim’s height melds into is as for a “Small fire”. fected suffer 45 damage and roll to Healing
the earth. If the victim is completely  The flames compos- catch fire with +2 (as a “Small fire”).  The spirit can heal
forced below the ground, extra suc- ing the spirit’s body erupt and extend The ability to throw flames remains for someone it touches, restoring one
cesses indicate the depth he reaches. to 5 m for a very short time, burning half a minute per casting success. Constitution and one Stamina point
142
per casting success. against attacks. This condition lasts Constitution by one point. If this tough and inflexible but would con-
 The spirit can heal for 5 minutes per casting success. brings him back to zero points, he’ll live tinue to bloom. The spirit can also
someone it touches from any non-  At this level of ability, again after a short journey to the land cast this spell on it. Wood offers
magickal disease if the casting suc- the spirit can turn physical violence of the dead. Even if he’s brought back toughness. Any plant (or the spirit)
cesses equal or exceed the lethality into a force of healing and vice versa. to –1 Constitution, he may be helped that has the spell cast on it (and is not
rating of the disease. This spell may be cast on the spirit with healing spells or more mundane composed of wood already) gains one
 By sacrificing some of itself or any other being within sight. means. Multiple castings of the spell Constitution and Stamina point per
its potent life force, the spirit can con- For its duration (one minute per cast- may be attempted. casting success (even beyond its maxi-
duct a mass healing of everyone close ing success), every damage point dealt This spell can’t help anyone mum Constitution and Stamina).
to it. Everyone within 10 m per casting on the spell’s recipient doesn’t do any who’s been dead for more than five These benefits last for half a day per
success is healed of one Constitution damage but actually heals him of one minutes or who died as a result of casting success. Multiple castings of
and one Stamina point per casting Stamina and Constitution point. On natural causes or disease. the spell aren’t cumulative, of course
success, but the spirit itself loses a the other hand, anything that would (but may be used to affect a larger tar-
Constitution point. heal him instead causes an equal Plant get)
 Emits waves of seren- amount of damage.  Instantly causes a  In desperate times, the
ity, calming down all people in the  Having achieved mas- non-magickal plant up to the size of a spirit is able to restore the integrity of
nearby area. Everyone within 20 m per tery over the healing arts, the spirit can large tree to grow and bloom as if a its material form by draining life force
casting success needs to make a De- now attempt to defy death itself by year has passed. from surrounding plants. Each casting
termination check with a penalty equal bringing back to life someone who has  The spirit is able to success restores one Constitution
to the casting successes. Someone sustained mortal injuries. The spell turn any kind of plant life into hard and one Stamina point but ages the
who fails this check becomes totally may be cast on someone who hasn’t wood without harming any of its vital- drained plant by ten years. Plant spir-
indifferent to his surroundings, aban- been dead for more than five minutes. ity. A flower turned into wood would its rarely use this spell, as they’re
doning anything he does, only reacting Every casting success increases his lose much of its color and appear greatly grieved by the loss of any plant
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life. can also use any magick it has freely. +1 cumulative). Each of these three  The spirit can travel
 This subtle but unusu-  This spell turns the applications uses up one thorn. The through liquids using a very fast and
ally powerful spell enables the spirit to plant spirit into a battle machine that spell lasts until all thorns have been efficient way. Its body dissolves into
gain the knowledge of centuries. In es- can decimate entire armed companies. used. Multiple castings aren’t cumula- the liquid and its essence travels at a
sence, the spirit contacts a plant’s The spell causes massive thorns to tive; new castings aren’t possible until fantastic speed (at least 100 miles/
mind and learns all that it has experi- grow on the spirit’s material body. the last thorn is used. minute). When it reaches its destina-
enced in its life. The knowledge of an Each casting success causes 5 thorns tion the body reforms from the liquid
ancient oak may prove extensive, al- to appear. The thorns can be used by Water present at the area. The only disad-
though limited in the local area, for the spirit for various purposes. They  Can cause any liquid vantage is that the starting point and
even plants can sense their surround- can be fired to an enemy up to 30 me- the spirit comes in contact with to the destination must be connected by
ings and experience the world, albeit in ters away (range 10/30/+2, damage merge with its body. The maximum some sort of liquid (eg shores of the
a different sense than men. 45-kinetic) with a throwing skill check. mass of liquid absorbed is one kg per same sea). The essence of the spirit
 Trees stand still but They are connected to internal tenta- casting success. This absorbed liquid can’t travel over solid material.
can endure the harshest conditions. cles, enabling them to lash out to 3 m can actually heal damage done to the  Some of the spirit’s
This spell enables the spirit to mimic away, striking opponents for damage spirit. The spirit replenishes one liquid is fired at a target no more than
that ability. For the duration of the 456-kinetic (this damage isn’t in- Constitution and Stamina point per 30 m away. If the spirit succeeds in an
spell (one minute per casting success), creased by the spirit’s Conditioning). kg of liquid absorbed. attack roll, the liquid enters the victim’s
the spirit can’t move or attack physi- The spirit can perform two of these  Forms tentacles of mouth and nostrils and seeks his lungs.
cally and can’t dodge, parry or use its lashing attacks each round without liquid with ends composed of hard ice. The liquid chokes the victim, who suf-
Defense rating against attacks. How- having to waste an action. Lastly, the The tentacles can be used to strike fers a +1 penalty to all actions and has
ever, its gains 3 extra Constitution thorns can be used for brawling at- someone up to 5 m away, causing to roll one Vitality check at +2 penalty
and Stamina points against attacks tacks, doing damage as if they were CON+2 damage. They remain for 3 every round. If he fails, he suffers a
and all of its armor ratings rise to 3. It claws with an additional damage die (at minutes per casting success. Constitution level of damage and gets
144
no air (consider asphyxiation rules). If broke free and became independent, tal is drained completely by a Sith, he but paths are restored at a much
he succeeds, he manages to cough out spreading across earth to feed on the too rises as a vampire after three slower rate: one point per year.
some water and after 3 successful rolls living. nights. As most superstitions, this isn’t Weakness is something the
he isn’t affected any more by it. The Sith may be seen as a correct but nevertheless manages to Sith hate, so the rituals of reproduc-
 Transforms some of better breed of man. They stand at hint at the truth. In reality, the draining tion are only attempted rarely. Newly
the spirit’s water into a potent acid the top of the food chain, preying on of the victim’s blood is only the first created vampires are in no way slaves
that corrodes anything contacting it (it humans. They’re not limited by step in a difficult and long procedure. to their makers. They are free crea-
can be combined with a physical at- physical weaknesses and possess The Sith is required to engage in tures with their own will. Most Sith are
tack). The acid is enough for five ap- great strength of body and a broad dark rituals which include the finding of careful to give their “gift” of undeath
plications and is of strong potency. range of supernatural powers, placing a suitable place where the power of only to loyal friends.
 Some of the liquid of them above mortal capabilities. Their death is strong (like a necropolis or a Sith understand that their exis-
the spirit’s body evaporates and sec- illusion of power is, however, flawed by bloody battlefield) and the choice of tence is a menace to mankind, which
onds later falls as rain droplets. In ef- their many weaknesses. They need the right time (when the spirits of the would surely eliminate them if it was
fect, the spirit can use a 4th or 5th human blood to sur vi ve, they dead are closer to the world of the liv- aware of their existence. Although
level spell of this list on all targets reproduce with great difficulty, ing). The victim must be drained of the Sith are powerful creatures, they
within 10 m during the same action. something which greatly limits their blood, but the Sith needs to offer wouldn’t stand a chance against such a
numbers, and the sun, the source of all some of its undead power back to the vastly superior in numbers opponent
Baobhan Sith (Vampires) life, is their bane. They are victim. This leaves the Sith greatly like humanity. They try to pass for hu-
These undead bloodsuckers have condemned to walk on Corahen only weakened. In fact, a Sith loses all of mans and operate in the shadows, al-
been feeding on humanity for centu- under the light of the moon. its abilities and paths after the ritual. though this is difficult for creatures
ries. First created by the Order of the Vampire reproduction is a The lost points in common vampiric that can’t walk in daylight. Almost all
Red Fang, a dreaded coven of necro- popular folk lore subject. The most abilities like Prowess or Metamorpho- Sith converge in major urban centers,
mancers, as a superminion, they soon popular legends claim that when a mor- sis return at the rate of one per month, where it’s easier to hide and there’s
145
plenty of food. There, they prey on Most Sith are members of one of caused by the sudden loss of blood. whole body consumed by fire or acid.
drunks, beggars, whores and other un- these Houses, although some prefer A Sith needs two Stamina The real weakness of Sith is
fortunates that won’t speak or be to live freely and independently or points of blood each night to survive, the sun, which is the bane of these
missed. have formed their own smaller groups. although many Sith go further than creatures of night. A sunray hitting
Being proud creatures, Sith Sith Houses are a force to be reck- satisfying their basic needs, often in- them causes the automatic loss of one
aren’t content in living hidden. They oned with, possessing a great deal of capacitating or killing their prey. For Constitution point. Eventually, the
believe themselves to be superior to influence over the mortal and the ar- every night that the vampire doesn’t sun can reduce a Sith to cinders. Ac-
humans and most of them seek to cane world. feed adequately, it loses one Condi- tive throughout the night, Sith sleep
dominate human society, under the tioning and one Vitality dice (highest during the day. For each die of Vital-
guise of wealthy merchants or noble Sith retain the attributes they had in t#s are lost first). If either drops to ity, a Sith can delay sleeping by one
landowners. They deal heavily with life. Being undead, Sith don’t need zero dice, the Sith bursts in flames hour after sunrise, but it will eventually
mortal society and because they’re air, food or water and are immune to and is reduced to ashes, dead forever. lay down and sleep till next sunset.
effectively immortal they have all the poison and disease. They do need Sith ignore unconsciousness.
time it takes to succeed in their aims. blood however. Blood is what sustains Dropping to zero Stamina or Consti- Sith powers
powers
This quest for power naturally them and it needs to come from a living tution points doesn’t affect them in the Every vampire possesses abilities that
places them against other powers, mor- sentient creature. The Sith draws way humans are affected. They don’t seem to some extent supernatural.
tals or otherwise, and against other blood by grappling the victim and feel any pain, halving penalties result- They are hideously strong, difficult to
Sith. This, as well as the need for piercing one of his major arteries with ing from woun ds. When kill and exceptionally quick. They also
companionship, has forced Sith to its long, pointed fangs. The Sith can “killed” (reduced to negative Constitu- are legendary shapechangers.
work together in groups. It is said that drain one Stamina point worth of tion), they are incapacitated but con- Each Sith has a rating of 1-6
there are twelve great Houses of blood per round in this way. During tinue to heal normally. The only way to to the abilities of Prowess, Quickness,
Sith, founded by the first twelve Sith the draining, the victim is at +2 penalty kill a Sith is drive a stake through his Body, Regenerate and Metamorpho-
created by the Order of the Red fang. to act because of the weakness heart, decapitate its head or have its sis. Newly created vampires have a
146
rating of one in each of these abilities. form into a wolf, along with its posses- resting place during the course of the Path of Fitness
Older vampires may have increased sions. next few hours. There, the Sith is Allows the vampire to perform
ratings, making them formidable foes.  The Sith turns into a composed from the tiny drops and superhuman feats of physical ability.
Prowess adds one die per point to the red mist (along with its possessions) must immediately rest for two whole  The Sith can double
Sith’s Conditioning (at +1cumulative). which can move 20 meters per round days before it can be active again. his running rate for any amount of time.
Body adds its rating to Stamina and and pass through any hole. The mist  The Sith can jump
half of it to Constitution. form suffers little damage from physi- Paths double the normal distance, both in
Quickness adds its rating as extra cal attacks (armor rating 4). While Some Sith are notorious mages, length and height.
dice for initiative checks (at +1 cumula- misty, the Sith can’t use any other especially necromancers. However,  The Sith can lift
tive) ability or power, but retains its senses. being the products of dark magick, weights as if it had two extra Condi-
Regenerate enables the vampire to  The Sith becomes a Sith naturally possess supernatural tioning dice.
heal extremely quick, recovering from statue of solid rock. The statue offers powers of their own. Old and powerful  The Sith can perform
mortal wounds in no time. The Sith considerable protection (armor rating Sith have discovered certain “paths”. extremely difficult acrobatic maneu-
rolls a number of dice equal to the rat- 4), but in this state all the Sith can do Paths represent a way of life for the vers, gaining a –2 bonus to any such
ing each round. Every die coming up is sit and watch (and listen for that vampire, not just groupings of powers. roll (including dodge rolls).
as 6 heals one Constitution and one matter). A secretive vampire striking from the  The vampire ignores
Stamina point.  While in any form of dark will be advanced in the Path of any wound modifiers.
level 1-4, the Sith can use any Unpresence, while a cunning and  The Sith’s natural un-
Metamorphosis magickal abilities or powers. manipulating Sith will follow the Path armored rating rises to 1.
 The Sith can trans-  The Sith breaks into of Manipulation.
form into a bat, along with its posses- snow drops which spread over a large Path of Manipulation
sions. area. It can’t be harmed in this form. This path allows the vampire to
 The Sith can trans- Each drop travels towards the Sith’s manipulate and enslave other beings.
147
A failed attempt to manipulate taking no more than 5-10 minutes. ease and become a feared predator. Path of Unpresence
someone can be repeated, but each  A more insidious form  The vampire sees Allows the Sith to remain hidden and
previous failed attempt inflicts a +1 of domination, the Sith corrupts the almost perfectly at night and its hear- unseen.
penalty to the roll of the Sith. victim, making him like itself. That’s ing is increased by 300%.  The Sith has a –1
 The vampire can how the Sith brings evil into people  The movement and bonus to any stalk or hide skill checks.
erase from the memory of someone and creates allies. It requires several running rate of the Sith is doubled.  The Sith is able to
one event that happened during the sessions of long discussions. During  The Sith can scare a hide effectively in a crowd, getting a –2
last 5 minutes. This requires a Deter- each session, a Determination contest victim by snarling at him with its fangs bonus to any disappear skill check.
mination contest to be won. is made. The vampire succeeds when it bared. A failed Determination contest  The Sith can remain
 Forces a person to accumulates 5 successes, although means that the victim flees in terror and unnoticed unless someone beats its
be peaceful towards the Sith if he every time the victim wins, he decreases is unable to confront the Sith for the Determination with his Presentiment.
loses in a Determination contest. He the vampire’s successes. rest of the night. Remaining unnoticed means that the
won’t attack the vampire except to de-  The vampire secretes a  The Sith adheres to Sith can’t engage in violent or hasty
fend himself. This effect lasts for up special saliva into the blood of his bit- walls and ceilings like a spider. activity.
to half an hour. ten victims. It is a mind drug that stays  The Sith can cause  A cloak of shadows
 Makes the Sith look in the body for a lifetime (unless someone to fall asleep by staring at covers the Sith. This provides a num-
like someone really caring towards the magickally countered). This makes him and winning in a Determination ber of automatic successes equal to its
victim, if he loses in a Determination domination easier, enabling the Sith contest. Presentiment dice for any stalk or hide
contest. to use any manipulation power with a –  The Sith can become skill check (in addition to normal suc-
 Forces a person (if he 1 bonus to all rolls. immaterial for a very short time, enough cesses).
loses in a Determination contest) to to pass through a door, wall or other  As level 3, but the Sith
perform an action suggested by the Path of the Stalker obstacle no more than half a meter remains unnoticed even when in trou-
Sith (except from obvious suicide) Allows the Sith to stalk mortals with thick. blesome activities.
148
 The Sith becomes ideals of “good” and Demons those of ferent from the rest in some way. One
Demons Angels
truly invisible, being extremely hard to “evil”. From that moment, the two Angel could be a brilliant sphere of
notice. Under normal circumstances, races have been dragged into a lasting Imp Angeling light, while another a magnificent hu-
someone needs to beat the vampire in war, turning the netherworlds into a Slave Servant man-like being. A Demon could re-
a contest, using his Presentiment huge battlefield. The war has been Inferior Mediocre semble a great human warrior
against the vampire’s Determination, in carried to other worlds as well, Superior Major equipped with blood-dripping horns
order to notice its form’s outline. How- including earth, but on a much smaller and a pair of bat-like wings or he could
Lord Archangel
ever, each success the vampire scores scale. be a disgusting insectoid or lump of
Prince Supreme
in its Determination check counts as Often, demons and angels, can flesh, or even a beautiful temptress.
two. If the vampire engages in violent be found as servants of strange and main on earth for only one hour per The only way for a scholar to catego-
or hasty activity, the contest is made divine powers. Their duties require Determination die (returning after- rise demons and angels is according to
on even terms. them to travel a lot, leaving the nether- wards to their native plane) and they their relative power.
worlds for other realms of existence. suffer a +2 penalty to the t#s of all
Demons and Angels Earth has its share of these mysteri- their attributes. When summoned by Attributes
Demons and angels are supernatural, ous beings, summoned here by spells magicians, their spells give them the Demons and angels rarely have
almost divine beings living in worlds far and rituals to serve their summoner or ability to sustain their forms and the average attributes like most mortals.
from earth, deep into the middle ring of offer him power and immortality. This sorcerers offer them a part of their life Each of them usually has some strong
the cosmos, collectively known as the is the way angels and demons can force that renders them partly human- and some weak points. Of course,
Netherworlds. It is hypothesised that freely walk and act in the lands of like and therefore able to endure the powerful individuals may not have
in the dawn of time, these beings were earth. If they travel through their own laws of the physical world that seem so apparent weaknesses, but they do
kin, descending from the same race, power or magickal gates, they face a strange to them. tend to emphasise on some attributes.
but they were separated soon after, strange environment with alien laws. Demons and angels aren’t a To determine the attributes of
when Angels chose to follow the This leaves them weak: they can re- race like humans, for every one is dif- a demon, see the sidebar for their at-
149

Attribute generation Skills Although demons and angels are Manifestations


Being immortal, a demon or angel has not creatures of the dream world, Imps/angelings: 3 points, max rating 2
Imps/angelings: 17 dice, max 3
all the time in the world to learn a great they possess some supernatural Slaves/servants: 5 points, max rating 3
Slaves/servants: 22 dice, max 4
variety of skills. He may have any skills powers that resemble the mani- Inferior/mediocre: 7 points, max rating 4
Inferior/Mediocre: 25 dice, max 5
judged appropriate by the GM. festations of the Awakened and Superior/major: 10 points, max rating 5
Superior/major: 28 dice, max 6
Lord/Archangels: 35 dice, max 7 spirits. A demon or angel can Lords/archangels: 15 points, max rating 6
Sorcery have any manifestation except Princes/supremes: 20 points, max rating 6
Princes/Supremes: 40 dice, max 8 Magick flows in the veins of demons
from Longevity, Satiate and
and angels. Most of them know
Sorcery knowledge Fantastick. hearts of mortals. A mortal encounter-
realms of sorcery that suit their
Imps/angelings: 4 points. Max rating 1 Their bodies are easy to repair ing the demon or angel has to make a
personality or needs.
Slaves/servants: 6 points, max rating 2 and heal. They have a special power Determination check with a penalty
Lesser demons and angels
Inferior/mediocre: 8 points, max rating 2 named Regenerate. Every minute that appropriate to the demon’s or angel’s
have a ceiling in the level of sor-
Superior/major: 12 points, max rating 3 passes allows them to roll dice equal to category (Imps and angelings inflict a
cery they can wield. Greater de-
Lords/archangels: 15 points. Max rating 4 mons on the other hand, may per- their Regenerate rating. Each die +1 penalty, princes and supremes a +6

Princes/supreme: 20 points, max rating 4 form powerful magick with an ease coming up as 5+ restores one lost penalty). A mortal that has faced such
Stamina and Constitution point. This beings before rolls with a –2 bonus.
that seems astonishing to most
tribute dice and the max dice they’re regeneration stops when their bodies Demons inspire dread, causing
mortal magicians.
allowed to have in any attribute, then are destroyed. a +2 penalty to all Determination t#s.
Demons and angels, being an
distribute the dice among the attrib- Angels inspire awe. Awed mor-
inherently magickal race, get one extra
utes and use the Randomised Attrib- tals regard the angel as a powerful be-
point of Magick. Dread and Awe
ute Ratings chart to generate the ex- ing to be obeyed.
act rating. The supernatural presence of these Note that the Determination
Manifestations beings inspires dread an awe in the check need not be made if the demon
150
or angel chooses not to reveal himself magickal beasts to be under the com- each from a different corpse of a torso’s previous owner.
in his full might. mand of magicians. All however have person dominated by the sorcerer. Reaction: Equal to the Reaction of
common traits, the most common being The construction of the body requires the leg’s previous owner.
Minions and creations of their utter loyalty to their creator. at least one week of work from Intellect: Equal to that of the head,

sorcery someone skilled in surgery. The body minus one die (to a minimum of one).
This special category includes all Automaton is afterwards immersed in enchanted Insight: Insight is always 6.
beings that have been created or used Automatons are perhaps the most fluids used to re-animate it and remains Determination: Always 6, although no
by practitioners of sorcery as their horrible creation of sorcery. They there for at least three months until it’s magick can take the control of the
minions and servants. They are the resemble humanoid constructions ripe. The final spells are then cast on automaton away from the sorcerer.
products of powerful magick woven made from parts of humans that, while it. Presentiment: The head’s Presenti-
inside their lifeless, rigid bodies. The living, were under the magickal control An automaton’s attributes de- ment minus one die (to a minimum of
Church holds that only God can of the sorcerer (through the use of pend on the body parts chosen by the one).
create true life and everything else is a Obedience magick). The dominating sorcerer. Thus, the sorcerer can craft Comeliness: The automaton’s horri-
mockery of life created by the magick remains even after death and a servant who combines the best fea- ble form decreases its Conditioning to
Adversary. The sorcerers know the sorcerer can build a body made of tures from a variety of other bodies. It 8.
better however. They don’t know enchanted dead parts under his retains some intelligence, because it Influence: Automatons aren’t very so-
about true life, but everything else is complete control. uses brain tissues. cial creatures, so they have an Influ-
their creation. The enchantment process Conditioning: Equal to the Condi- ence of 6.
Sorcerers use a variety of min- requires the sorcerer to possess tioning of the person from whom the The automaton retains some of the
ions to further their ends and seek to certain ratings in various realms of arms come. talents and knowledge of its head’s
keep the details of their creations hid- sorcery: Alchemy 2, Necromancy 2 Litheness: Equal to the Litheness of previous owner. All of its skill ratings
den from rivals at any cost, so someone and Obedience 3 at least. A head, the person from whom the arms come. are decreased by one. If that reduces
can expect a great variety of strange, four limbs and a torso are required, Vitality:
Vitality: Equal to the Vitality of the a rating to zero, that skill is lost to the
151
automaton. No magickal ability can be materials, according to its type. The the sorcerer’s rating in the ele- Base Attributes
used by automatons. size of the golem (its largest dimension) mental realm) and if it fails a De-
CON LIT VIT REA
Automatons don’t feel any pain can’t exceed 1.5 meters per point in termination contest with the sor-
and have no need for food, water or the rating of the appropriate elemental cerer, is bound to the creation. If Air 0 2 1 2
air, being dead. They halve any wound realm (aeromancy, geomancy, hydro- it succeeds in resisting the bind- Earth 2 0 2 0
modifiers and their Stamina is in- mancy or pyromancy). A fire golem is ing however, the whole project is
Fire 1 2 1 1
creased by two points. made from sulfur, while an earth one ruined and the sorcerer must Water 1 1 2 2
from granite. Water and air golems re- start anew with creating a new
Golem quire molds for their creation, into body. like “Contract of enforcement”. Com-
Golems are elemental creatures which quicksilver (for water) or steam The spirit inhabiting the golem mands can be given to the golem only
animated by spells woven during their (for air) is poured. When the enchant- doesn’t provide its animation; this is by its creator and the golem immedi-
construction. They aren’t terribly ment finishes, the mold is opened and done exclusively by the spells that en- ately proceeds in carrying them out
intelligent, but can be physically the non-solid materials miraculously chanted it. Rather, the spirit powers its until given a new order.
powerful servants with doggish loyalty hold together like rock. intelligence. When the golem is given a Because the golem isn’t con-
to their creator. The enchantment of the golem command, it uses some of the spirit’s trolled by a mind, it can’t be dominated
A golem is composed by physi- can be performed by a sorcerer having essence and intellect to understand through magick or be possessed. De-
cal matter and magickal energy. Four a rating of 3 in Alchemy and of 2 in the and execute the order. This slowly stroying the spirit inside causes the
types of golems exist, like nature’s ele- appropriate elemental realm. The en- deprives the spirit of its power. After golem to halt. Intellect or Insight is ir-
ments: earth, fire, air and water. The chantment and animation procedure ten commands, the spirit’s rank goes relevant to the golem. Whenever it
physical form of the golem needs to be require something between a few down by one. When it reaches one, it needs to make a Determination check,
made before the enchantment process months and a year. At the end of the is expelled from the golem. Such an it uses that of the sorcerer. Its Presen-
can begin. Each golem is shaped in the process, a spirit of the appropriate empty golem can be inhabited again by timent is always 3.
form of a statue that requires different element is called (of a rank up to 2 plus a spirit, by using Nethermancy magicks The physical attributes of the
152
golem depend on the power of the sor- 3 meters. Whenever a weapon hits it, stop them. immaterial substance, they’re unable to
cerer in the appropriate elemental roll a D6. On a roll of 5-6, the weapon Water golems are made from assume a physical form on earth. To
realm and the type of the golem. Each has been ruined by the intense heat. liquid quicksilver held together by the overcome this difficulty, magicians have
type of golem has a base number of Their fire enables them to inflict an magick contained in the golem. Physi- learnt to craft special physical bodies
dice, usually in the range of 0-2, for additional damage die of damage (at cal attacks do only half damage to for these spirits to inhabit.
each attribute. The sorcerer’s realm +1 cumulative) with any physical at- them because of their liquid bodies. A sorcerer doesn’t actually cre-
rating is added to these dice. The first tack. They attack by surrounding their vic- ate a body for the spirit to inhabit, but
die of all physical attributes has a t# of Earth golems are made of gran- tim and entering his mouth or nostrils rather uses the body of a living mortal
3. All others are at +1 cumulative. ite that increases their base unarmored with a successful attack roll. This and shapes it to a vessel capable of
Golems have a brawling skill rating to 3 and gives two extra Consti- causes the victim to suffocate. Like air housing the essence of the spirit. To
equal to the sorcerer’s realm rating. tution points. They’re the physically golems, water golems can also manipu- complete the process, a sorcerer
They’re not smart enough to dodge most powerful golems, although they late their body to pass through cracks needs a rating of 3 at Nethermancy.
any blow, nor do they know any other are slow and awkward. and small spaces. Having acquired a living body,
skills. All golems ignore Stamina dam- Air golems are composed of the sorcerer must expose it to magickal
age, only Constitution loss affects steam held together only by magick. Homonculous power. This is most commonly done by
them. Physical weapons are largely ineffec- There are some spirits different from placing the body in an area crossed by
Fire golems are made of sulfur tive against them, affecting them as if the traditional ones that became in- a ley line. Next, a special mixture of
that provides a base unarmored rating they were ethereal. The scalding stem volved with the magickal energies flow- substances must be used on the body.
of 0. They burn with everlasting fire. inflicts damage 4-energy (not modified ing around and throughout earth. This mixture can be produced by
Everyone touching the golem suffers by the golem’s Conditioning). Fur- These magick spirits are of special someone with Botanomancy 1. During
damage 45-energy. The golem can thermore, they can manipulate their interest to sorcerers, who envy their the course of a few months, the mixture
extend its flames to the point of inflict- bodies so as to pass through any tiny control over magick. However, be- brings about terrible changes to the
ing damage 4-energy to anyone within hole or crack. Only airtight obstacles cause of their association with such an body. It shrinks to almost a third of its
153
initial size and its appearance is dra- ence at a Powerful rank. Comeliness, has just been cast by the sorcerer. cerer. During the Slumber, its services
matically altered. The final transforma- because of their strange forms, is al- The spell’s Effort is decreased by are unavailable to the sorcerer.
tion takes place when the spirit enters ways 8. the homonculous’ casting successes  As level 4, but the spell
the body and takes control of it, caus- Homonculi command sorcery of (to a minimum of zero) for the purpose can come from any realm, even if the
ing the death of the mortal. The spirit various power. They get a number of of decreasing the sorcerer’s Magick homonculous doesn’t know it.
must be under a Pact of blood (a points equal to double their rank to due to exhaustion.
Nethermancy spell) to enter the body. spend on realms. However, no realm  Provides a –1 bonus Gargoyle
The final form depends on the realms can have a rating greater than their to the casting roll of one spell the sor- Gargoyles aren’t true creatures.
of sorcery commanded by the spirit. rank minus two (with a minimum of 2 of cerer is about to cast. They can be described as animated
For example, the body of a spirit com- course). Since they are so adept at  Doubles the duration creations controlled by a sorcerer’s
manding Aeromancy might sprout casting magick, their Magick rating is of a spell with Effort 1-3 cast by the projected thought. They’re used as
wings. In almost every case, the final two points higher than usual. sorcerer. guardians, spies, watchers or even
form is something totally weird. Like other spirits, homonculi  If the casting of the assassins by the practitioners of
This vessel of the spirit is have their own spirit magick, which re- spell is successful, the sorcerer can magick able to construct them.
known as a homonculous. Its physical sembles glamours in the way it func- add the casting successes of the Gargoyles first appeared when
attributes are those of the mortal, al- tions. Sorcerers call this magick En- homonculous to his. However, the the construction of such statues on
though Conditioning suffers a +2 hancement, because it can actually en- spell must come from a realm the buildings became common to “ward off
penalty to its t#s because of the hance their own powers. Each homon- homonculous knows. evil spirits”. It was only natural for a
shrinking. A Homonculous’ mental culous has a rating in Enhancement  The homonculous is cunning sorcerer to select this particu-
attributes and Influence are those of equal to its rank. able to take on the burden of a sor- lar shape so that his enchanted ser-
the spirit’s. As with all spirits, they de- cerer casting a spell of Effort 4 or 5. vants would go unnoticed under an
pend on the entity’s rank. Magick spir- Enhancement This means that the Homonculous excellent cover.
its have all mental attributes and Influ-  Affects a spell that falls in Slumber instead of the sor- A gargoyle is primarily a stone
154
construction. The statue needs to be among the gargoyle’s physical attrib- dives from the sky to attack, it gets an
Mastering the servant of stone flawless and made of high quality utes. Determine the attributes’ ratings additional damage die (at +1 cumula-
(Obedience, Effort 1, Time 1) granite or the enchantment will fail. as per the rules for character genera- tive).
This spell enables a sorcerer to assume The heart of an animal or a human tion. No attribute can have more than Made of granite, the body of a
control of a gargoyle of his creation. must be placed inside the statue, to 5 dice. gargoyle is very resistant against natu-
The sorcerer’s psyche travels to the provide the life power that will animate A gargoyle sits motionless for ral attacks. It has a base unarmored
gargoyle (which can be very far away) it. The actual enchantment of the gar- most of its “life”, waiting for its creator rating equal to 3.
and melds with it, animating it. The goyle is done by a sorcerer with to assume control of it. Taking control Perhaps the most astonishing
sorcerer can then use the gargoyle’s knowledge of Alchemy 2, Geomancy of the gargoyle requires the sorcerer power of a gargoyle, is the ability of
body as if it was his own, using its 2 and Obedience 3. The sign of suc- to cast a special Obedience spell (see the sorcerer to cast spells through it,
physical attributes. His senses cess is when the sorcerer places his the sidebar). as if he was in the location of the gar-
function normally, being able to see and hands on the statue’s chest and feels A gargoyle possesses an array goyle. Only spells of the geomancy or
hear though the gargoyle’s eyes and the heart inside vibrating. of special abilities. The most obvious Obedience realms may be cast in this
ears. During the time he spends A gargoyle’s attributes are one is the power of flight. The wings way however, and they can’t have an
controlling the gargoyle, his body determined during the process of its of a gargoyle aren’t able to sustain the Effort greater than 3.
remains motionless in a trance. If the construction. Since it’s only a mind- heavy weight of the stone statue, so
gargoyle is destroyed, the sorcerer’s less servitor of the sorcerer, a gar- the gargoyle’s flight has a magickal ba- Anathema
essence flees back to his body, but he goyle has only physical attributes of sis. The maximum speed a gargoyle The Anathema are the accursed, piti-
loses one Stamina point from the its own. At the time of its creation, a can attain in air is ten times its Reac- ful creatures resulting from the Burn-
shock. The spell ends when the sorcerer should make a casting roll as tion dice in meters per round. ing. They are sorcerers with warped,
sorcerer wishes to return to his body or if he was casting a geomancy spell The primary weapons of a gar- broken minds and souls. Their trans-
when one hour per casting success with Effort 1. Each casting success goyle are its stone claws (attacking formation left them paranoid psycho-
passes. gives him 4 attribute dice to distribute with the sorcerer’s Brawling skill). If it paths with an intense hatred for living
155
creatures and especially other sorcer- any knowledge or ability to fected by poison, lack of oxy- Combustion (Pyromancy):
(Pyromancy): May cause
ers. They are semi-mad, semi-logical perform other magick. How- gen and the other physiologi- someone’s body to burn from the in-
beings that should be dead, yet their ever, the energies that have cal needs of mortal beings. side out. This attack usually burns
bodies are sustained by the magic they imbued their bodies serve to someone to cinders without harming
defied and destroyed them. strengthen their spellcasting Special abilities his clothes or surrounding objects.
The Burning has “blessed” ability. They gain one point in Anathemas may present a variety of Every application of this power
the Anathema with many strange pow- that realm’s rating (to a maxi- special abilities, being the remnants of causes energy damage with dice equal
ers and abilities that surpass even mum of 4). magickal ability not destroyed by the to the Combustion rating to a target
these of faerie creatures. However, in • Since they’ve already suf- Burning. Each ability depends on the within 10 meters. All dice have t# 4 but
the same time it has taken from them fered the Burning, it doesn’t rating the sorcerer had in the relevant no armor worn protects, as the victim
most of their magical knowledge, their affect them as severely as realm before he became an Anathema. burns from the inside out.
humanity and their life. It has con- other sorcerers. They only The Anathema retains the rating, Concealing (Opthalmomancy): Con-
demned them in an everlasting semi- have to go in slumber for half although he can’t cast any spells, to ceals the Anathema from normal vi-
existence where they’re bodies that the usual period after casting use the special ability. sion, divination and detection magick.
can’t feel anymore, but can still move powerful spells. However, if Banishing (Nethermancy): Can ban- If the Anathema wishes to remain un-
and act, often transformed and disfig- they ever suffer a second ish a being of the dream world or an- seen, someone must make a successful
ured in various ways. Burning, they’re totally anni- other plane from the face of the earth, Presentiment check with a penalty
hilated. sending it back from where it came. equal to the Concealing rating to see
Common abilities • Their bodies have lost any The Anathema must face the entity it (the onlooker has a –2 bonus if the
• Anathemas can only use one sense of pain or touch. They and win in a Determination contest. Anathema engages in violent activity).
realm of sorcery, the one re- only suffer half wound modifi- However, the Anathema rolls extra For divination and detection magick to
sponsible for their Burning. ers. Since they’re not living dice (at +1 cumulative) equal to the work, the caster of the spell must at
The Burning has banished creatures, they’re not af- Banishing rating. least equal the Concealing rating with
156
his realm rating. from a mortal being or even an inani- must lose in a Determination contest. rendered mad by this power has an
Dispelling (Alchemy): Cancels a mate object. It needs to succeed in a The Anathema rolls a number of extra effective Intellect of 8 (in other words
magickal effect within 10 m of the Determination contest with the spirit, dice (at +1 cumulative) equal to the his intelligence is that of a chimpanzee)
Anathema. The Anathema needs to rolling extra dice (at +1 cumulative) Hatred rating. If successful, the mortal and can’t use any skills or other abili-
beat the spell’s caster (even if he’s not equal to the Exorcise rating. If suc- contracts a deep, burning hatred for ties. The madness lasts for one day
present) in a Determination contest, cessful, the spirit is exorcised and can- sorcerers and all things magickal for per Madness rating.
rolling a number of extra dice (at +1 not attempt to re-possess the mortal one week per success of the contest. Mageslayer (Magery): An effective
cumulative) equal to the Dispelling rat- or object for at least a day. Note that Healing (Rejuvenation): The Anath- weapon against sorcerers, this power
ing. this power is also effective against ema is able to quickly repair its undead disrupts a mage’s connection with the
Dreaming (Oneiromancy): Anathema Awakened. body. On every round, it rolls a num- magickal energy flowing throughout
usually can’t dream, so their only Flow (Hydromancy): Allows the ber of dice equal to the healing rating. earth. The Anathema needs to beat
chance to enter the dream world is Anathema to dissolve, along with its Any die coming up as 5 or 6 restores the sorcerer in a Determination con-
through magickal gates. The ones with possessions, to a gel-like liquid. The one Stamina and one Constitution test, rolling extra dice (at +1 cumula-
this power are an exception, having liquid form suffers only half damage point. This regeneration ceases when tive) equal to the Mageslayer rating.
retained a portion of their dreaming from all physical attacks (except fire the Anathema dies. For every success of the contest, the
ability. To enter the dream world, the attacks) and may pass through cracks Levitate (Aeromancy): enables the mage receives a +1 penalty to all of his
Anathema needs to score 3 successes and holes. Conditioning has only one Anathema to defy gravity. It may move casting rolls. This lasts for one hour
on a Determination check, using the die (the one with the lowest t#). Move- through the air at a rate of 10 m per per Mageslayer point.
Dreaming rating as extra dice at +1 ment is 3 m per rating point per round. point of rating every round. Passage (Druidism): The Anathema
cumulative (one roll per hour is al- Hatred (Ambience): Allows the Madness (Selenoman cy): The is able to pass through living matter
lowed). Anathema to transmit its hatred for Anathema can reduce a victim to a (like a tree) or matter that was once
Exorcise (Spiritualism): The Anath- sorcerers to a mortal. Naturally, the babbling, raving lunatic, if it beats him living (a wooden door) as if it wasn’t
ema can banish a possessing spirit mortal can’t be a sorcerer himself and in a Determination contest. Anyone there. It is able to walk through matter
157
with thickness up to the Passage rat- vicinity, with a Presentiment check us- with a penalty equal to the Shapeshift beat the sorcerer in a Determination
ing in meters, but no further. ing extra dice (at +1 cumulative) equal rating to notice the small flaws that contest and if successful, it selects one
Portal (Faeromancy): Opens a to the Sensing rating. It is of interest may betray the Anathema. of his known spells to be cast by him,
magickal gate to any faerie realm. The to note that Anathema can only sense Sight (Ethermancy): The Anathema as well as its target. However, the se-
Anathema needs to score at least workings of sorcery. Glamours and can see ethereal and invisible objects lected spell can’t have an Effort
three successes on a Determination manifestations are beyond this power. and creatures, as well as reveal illu- greater than the Spell Slave rating.
check to open the portal, but rolls a Shielding (Fortification): Protects the sions. To successfully use this power, Strength (Geomancy): The Anath-
number of extra dice (at +1 cumulative) Anathema from direct magickal ef- it must score more successes than the ema draws power from the earth to en-
equal to the Portal rating. The Portal fects. If the Anathema is directly af- caster of the invisibility spell or the illu- hance its physical strength. Condi-
remains open for one round only. fected by a spell, it may roll one die per sion on a Determination check. The tioning is increased by a number of
Re-
Re - animate (Necr omancy): The Shielding point (all dice with t# 5). If it Anathema rolls a number of extra dice dice equal to the Strength rating (at
Anathema is able to re-animate its scores equal or more successes than (at +1 cumulative) equal to the Sight +1 cumulative). This increase is valid
body even after it has suffered deadly the casting successes, the spell is ne- rating. only if the Anathema comes in physical
injuries. It can only be killed if its Con- gated. Slay (Theriomancy):
(Theriomancy): The Anathema contact with the ground.
stitution drops to negative points be- Shapeshift (Morphing): The Anath- can instantly kill any mundane animal Toxic (Haemomancy): The blood of
low its Vitality dice plus its Re-animate ema is able to change its form and ap- with equal or less Vitality dice than the the Anathema is a potent corrosive
rating. Although an Anathema with pearance to that of another creature. Slay rating. Magickal animals can also acid. By slashing open a vein (costs a
zero or less Constitution is still ren- Although its physical attributes re- be slain, but they must first be beaten Stamina point), the Anathema can
dered unconscious, it will regenerate main the same, it can alter its size and in a Determination contest. hurl some of its blood to a target up to
one Constitution point per day until it body mass by +/- 50% per point of Spell sla ve (Obedience): This 5 meters away with a successful
reaches positive numbers. rating. The new form may duplicate strange power compels a sorcerer Throwing roll. The blood does dam-
Sensing (Prescience): The Anath- that of another creature. It takes close within sight of the Anathema to cast age as a weak acid at Toxic rating 1,
ema can sense sources of magick in the inspection and a Presentiment check one of his spells. The Anathema must finally becoming a very strong acid at
158
Toxic 4.
Wither (Botanomancy): The Anath-
ema is able to cause plant life around it
to wither and die. This power affects
all plants within a range equal to the
Wither rating multiplied by 5 in meters.
Magickal plants aren’t affected by the
power.
159 Gods and powers

I
f one thinks god as the amount of power needed to be re- him by spending one Mystick point. shaft is very disturbing and causes
force or entity that created garded as gods. Supreme angels and One servant can be summoned per anyone looking at it not to seek to ac-
earth and the universe, then princes of demons certainly belong to action. Arawn’s servants resemble the tively harm the wielder. In the hands of
no one has the slightest this category. spirits of death conjured by the “First Arawn, the scythe reveals its terrible
idea who he may be. That’s the prov- quarter” Selenomancy spell. ability to harvest lives. Anyone hit
ince of religions. There are however Arawn (Charon) Arawn can give life to mortally must make a Determination check. If
“gods” on earth. Try to imagine them Attacks: Scythe (armed combat 4) wounded persons or take their life. If a he doesn’t score at least as many suc-
as beings so powerful as to seem di- Skills: Etiquette 3, philosophy 4, his- person is at –1 or –2 Constitution, cesses as the damage successes of the
vine, in the way humans seem like gods tory 3, mythology 3, culture lore 3 Arawn can bring him to zero Constitu- scythe, he’s instantly slain.
to ants. Glamours: Afflict 4, Curse 5, Divine tion with but a thought. However, he
Chief among these entities are 6, Drain 3 can also end the life of the wounded Arawn, also called Charon by ancient
the great spirits, the old gods of earth. Manifestations: Enslave 6, Fortify 6, just as easily. Greek, is a great spirit that deals with
They are the most ancient and power- Swiftness 4 Arawn is an exceptional death and the passage of mortal souls
ful of spirits, possessing kingdoms of Sorcery: Necromancy 4, Nether- prophet, though he seems to predict from earth. He is the lord of the do-
their own in the dream world. Whereas mancy 4, Selenomancy 4, Prescience only harmful events. When he employs main in the dream world called the
a fire spirit may symbolise a conflagra- 4, Ethermancy 3, geomancy 2, divination magick, his preditctions are Otherworld, where the souls of the
tion or even a volcano, a great spirit of Haemomancy 2 very accurate, especially when they dead concentrate shortly after their
fire is lord over the primeval flames of Mythical abilities: Realm affinity concern someone’s death. death. If anyone knows where they go
earth’s deep bellows. (Necromancy and Prescience) afterwards, it’s got to be Arawn.
The great spirits are the old Scythe of deathcoming Arawn is connected with death, yet
Godly powers: He can cause the
This potent weapon resembles a plain
gods of earth, at times worshipped by death of any animal or plant within he’s not considered an evil deity and
scythe with a wooden handle and a
mortals under many different names. sight, except from magickal ones. certainly isn’t so. Arawn is connected
great metal shaft. The sight of the
Other beings may also qualify for the He can summon servants of with death as a natural function. Eve-
160

Spirit CON LIT VIT REA INT INS DET PRE COM INF
Arawn 44 44 445 4 23455 34566 3344566 34456 4 233456
Balor 2334456 3445 345566 45 34556 3456 345566 456 8 34566
Cernunnos 23456 4566 34566 2344 2345 233456 3445566 234456 4566 456
Crom 2344566 46 22333445 6 456 334 345566 4566 8 3445
Cruach
Danu 4566 234556 23456 234556 22334456 2234456 2334456 2345 234456 34556
Dian Cecht 44 2334456 23456 334 233456 4566 233456 44 2344 456
Ecate 5 456 46 45 345566 2344 2233445 556 344556 23456
Kathadastro 23344456 4566 23334456 456 234556 3456 233445 66 8 3445
Leviathan 23344456 56 33445566 4 5 6 2334456 556 8 23334456
Lugh 4566 4566 3445 334 23334456 2344566 234556 44 233456 234456
Manannan 23445 34456 234556 345 233445 34556 2334456 445 4556 34556
Mac Lir
Nuadu 4566 23445 2344 3456 34556 23445 34566 456 23445 34556
Oghma 456 2344566 4556 4556 34456 44 344556 556 44 2233445
Sheela-na- 44 5 2345 4 2345 4556 345566 44 8 456
gig
The Dragon 2222222222 2222222222 2222222222 2222222222 2222222222 2222222222 2222222222 2222222222 2222222222 2222222222
The Enlight- 44 445 44 6 2344566 3445566 33445566 456 2233445 33344456
ener
161
Spirit Armor Constitution Stamina Defense Magick does exhibit a “dark” personality. He must roll a D6. If the result is lower
Arawn 0/0/0 7 17 1 7 has seen much death and suffering as than the damage suffered, most of his
Balor 3/2/2 11 21 2 7 to become indifferent towards them. bones have been shattered by the

Cernunnos 0/0/0 9 19 2 7 force of the impact. The victim is crip-


Balor pled and in great pain. If he survives
Crom Cruach 2/2/1 15 26 1 5
Attacks: Ram (brawling 4), war maul the battle, he can heal to the point of
Danu 3/2/2 6 13 3 11
(armed combat 4) being a paraplegic. He can’t walk
Dian Cecht 0/0/0 6 12 3 7 Skills: Dodge 3, Awareness 2, faerie again without the aid of healing magick.
Ecate 0/0/0 3 10 2 7 lore 4, infernal lore 4
Kathadastro 0/0/0 14 25 2 7 Sorcery: Necromancy 4, Geomancy Balor is a great demonic power from
Leviathan 3/3/3 14 26 1 3 4, Obedience 3, Pyromancy 3, Fortifi- the netherworlds. He was first con-
cation 2 tacted by the fomhoires, the semi-
Lugh 0/0/0 8 17 2 10
Mythical abilities: Size (8) demonic race that inhabited the Brit-
Manannan Mac Lir 0/0/0 7 14 2 8
ish Isles and other places before hu-
Nuadu 3/2/2 5 10 2 7 mans became the dominant race. In
Kravun, Maul of the deep
Oghma 0/1/0 8 16 3 6 A massive war maul made from a those ancient times, the fomorians
Sheela-na-gig 0/0/0 5 11 1 6 strange black meteoric ore that seems reigned supreme from their under-
The Dragon 4/4/4 18 37 4 12 to absorb and relish the pain of its vic- ground cities, collecting tribute from
tims. This blood-thirsty weapon has faerie like the Fir Bholg living on the
The Enlightener 0/0/0 3 11 2 9
no decorations but is well-remembered surface. Things changed when the
rything dies with time and Arawn self-disciplined and cold personality, by its victims for the terrible magick it Tuatha came to the islands, fleeing
watches over this fact of nature. As never expressing emotions. His objec- holds. Whenever it hits and after dam- Mu. Forcing the Fir Bholg to retreat
one might expect, he has a very strict, tivity and reason is legendary. He age has been calculated, the victim to a small portion of the Isles, they re-
162
fused to recognise any of the fom- Cernunnos by expending a Mystick point, which through his servants on earth that
hoires’ rights over the land and its in- Attacks: Horn (brawling 4), spear can transfer him to any forest on earth. include many druidic circles, especially
habitants. Balor was summoned from (armed combat 4) He is able to see through the those fond of direct and violent action.
the netherworlds by the fomorian Skills: Dodge 4, stalk 4, hide 3, am- eyes of any animal in a forest and hear Other things and especially the affairs
priests to lead their armies and crush bush 3, awareness 4, sight 3, animal what the animal hears. of mortals are outside the sphere of
the newcomers. It is said that his only lore 4, faerie lore 4 Cernunnos’ interests.
eye, when opened, could kill all he Glamours: Deceive 6, Divine 6, Aegelos
gazed upon. Shapeshift 6, Transform 4 This magnificent spear ignores any Crom Cruach
This god of darkness was bat- Manifestations:
Manifestations: Fortify 6, Physique 6, armor, physical or magickal. Attacks: Claw or bite (brawling 3),
tled by Lugh, the great spirit of light. Enslave 6 grapple 2
Causing heavy losses to the Tuatha Sorcery: Theriomancy 4, Morphing Cernunnos is a spirit that protects the Skills: faerie lore 3, infernal lore 3,
because of his deadly gaze, Balor was 4, Botanomancy 4, Faeromancy 4, forests and animals of earth. He is druidic lore 3, hunting 2, dodge 2
faced by Lugh alone, who managed to Geomancy 3, Necromancy 3, Fortifi- revered as the god of hunting, for Glamours: Afflict 3, Armor 6, Chaos
pluck his eye out with his spear. On cation 2, Haemomancy 2 Cernunnos likes nothing more than to 5, Drain 5, Pervert 3
the verge of the defeat, Balor re- Mythical abilities: Stealth (forests), hunt in the great forests of earth. He Manifestations: Fortify 6, Physique 6
treated with his life but the fomhoires night vision is also named Hernes the Hunter, Sorcery: Fortification 2, Haemo-
were defeated once and for all. Today Godly powers: Hernes can summon all leader of the Wild Hunt that mancy 4, Necromancy 4
Balor still remains blind in the nether- animals within 5 miles and they obey his sometimes runs across the country Mythical abilities: Size (5)
worlds, ruling over the remnants of the orders, even fighting to the death. seeking to eradicate those that would Godly powers: Crom may absorb a
fomhoires and brooding over his plans He can converse with all animals harm the forests and animals. This is grappled victim in his mass. To be ab-
for revenge. and control any animal, even one the only concern of Hernes: the sorbed, the victim must lose both a
magickally controlled. preservation of the virginity of earth’s Conditioning and a Vitality check
He can summon a strange mist nature. He seeks to achieve that (with a +3 penalty each). If he’s ab-
163
sorbed, the victim dies horribly as he’s managed to attract the attention of Manifestations: Fortune 6, Discipline as plants are seriously hurt or de-
added to Crom’s mass. Absorbing a some mortals that have formed cults 6, Charisma 6 stroyed in this way.
victim takes one action per Vitality die worshipping him in secret. He is Sorcery: Geomancy 4, Fortification Danu is able to heal herself for
of the victim and once it’s over, Crom shunned by the other “gods”, but 4, Selenomancy 4, Ambience 3, Bo- one Stamina and Constitution point
is healed of one Constitution and none can deny his power or the aspect tanomancy 3 by expending one Mystick point and
Stamina point per Vitality die of the of nature he represents. He even has Godly powers: She can increase the touching any kind of animal or plant
victim. twisted, misled druids serving him. fertility of the land as she chooses, life.
Crom is extremely jealous of Arawn, although she rarely does so, afraid of
Crom is a great spirit of death and as he would like to take Arawn’s place exhausting the land’s resources. Danu’s armor
pestilence. His natural place of power as keeper of the Otherworld. While he Danu is able to control the Danu wears a magickal armor, which
are graveyards and necropolis, where believes this position is rightfully his, it weather, temperature and other as- can appear as any kind of garment with
the dead rot, and that’s why he’s is certain that his vision of the pects of the four seasons to a great protective qualities, form a shining
called lord of the mound. He takes the Otherworld is that of a rotting place, extent. Again, she rarely exercises this plate mail to a beautiful white gown
form of an incredible and horribly full of dirt, pestilence and disease. ability in fear of disrupting the nature’s adorned with small metal plates. It al-
bloated monster, with long fangs and balance. ways absorbs one damage point from
arms that end in slithering tentacles. Danu She can repair damage to na- any strike and adds two dice (at +1
He uses these tentacles to grab the Attacks: Spear (armed combat 3) ture done by fire, pollution etc, but this cumulative) to any Determination
decomposed flesh he feeds on or Skills: dodge 4, history 4, faerie lore 4, is a slow and tiresome process. check made to resist a spell.
terrified victims that will serve to occult lore 3, animal lore 3, herbalism 3, When Danu is under attack (in
increase his mass. An ancient, awareness 3, etiquette 4 the dream world or on earth), she might Danu’s spear
degenerate entity, Crom is only Glamours: Divine 6, Travel 6, Armor opt to channel some or all of the dam- This deadly weapon strikes as a spear
interested in the ritual sacrifices 6, Conceal 5, Heal 4, Seduce 3, De- age she suffers to nearby plants. She that can harm ethereal beings and
performed by his followers. He has ceive 3 does this only in times of great need, other spirits. Furthermore, if it causes
164
more than one damage point, it sends Bholg. These elves were afterwards and a height of 3 m. She usually car- Dian Cecht is also a great
wooden splinters into the wound, which named the Tuatha De Dannann, ries with her a wooden spear and is healer of the soul. He can cast out any
travel up the bloodstream and reach “Tribe of the Goddess Danu” in her dressed in pure white robes. spirit, demon or other entity possess-
the heart in one minute. The victim is honor. The Fir Bholg still hate her ing a person. All he must do is touch
incapacitated during this minute by the and the Tuatha for their grand defeat. Dian Cecht the body of the person and succeed in
pain and needs to succeed in a Vitality Danu continued to support and lead Attacks: Brawling 3, armed combat 3 a Determination contest (he rolls with
check at +3 to survive. the Tuatha, eventually helping them to Skills: Herbalism 4, Pathology 4, a –1 bonus). If he fails, he can try again
create the first Faerie Realm to es- Surgery 4, First aid 4, History 2, after a day passes. Exorcism costs a
Danu is a spirit of earth and forests cape the horrors of the Faerian Wars. Academics 2 Mystick point.
watching over the lands of the British Thereafter, Ireland became a scarcely Glamours: Heal 6, Travel 6, Trans-
Isles before men appeared. Danu lived inhabited land until the rise of men. form 6 Dian Cecht is a legendary spirit
in the land before the Fir Bholg in- With the coming of men, Danu saw Manifestations: Revigorate 6, Fortify worshipped as a god of healing by the
habited it. These first inhabitants of Ireland’s forests and valleys polluted 6, Fortune 5, Discipline 4, Perceive 4 faeries that first learnt from him healing
Ireland displeased her with their arro- and systematically destroyed in the Sorcery: Rejuvenation 4, Botano- magic and the science of medicine. He
gance and careless ways towards na- name of civilisation. In this worst night- mancy 4, Ambience 4, Morphing 3, was the one that taught them, along
ture, but she brought herself to toler- mare of her, she chose not to take any Fortification 3 with his fellow spirits, everything they
ate them. When a tribe of kind and no- direct action but to support humans Mythical abilities: Realm affinity know about herbs and medicine. He
ble faeries moved to the Isles however, that seek to protect nature, like druids, (Rejuvenation), Glamour affinity was always a kind spirit, ready to help
she though this was a first class oppor- and the return of people to heathen (Heal) everyone he asked him to, regardless
tunity to limit and isolate the Fir ways and old traditions. In this strug- Godly powers: In his presence, all dis- of his beliefs. Dian Cecht saw his
Bholg. She actively supported the gle, the Tuatha are her prime allies. ease ceases to progress. Spread of work destroyed during the Faerian
newcomers and with her aid, they man- Danu materialised appears as a disease is impossible within one mile of Wars. The unbelievable onslaught
aged to take most of the land from the woman with slender but harsh features him. was against everything he has taught
165
to the faeries. Dian Cecht became of disease and misery. When someone casts a sorcery spell
disappointed, believing that no words on her (glamours and manifestations Ecate is a spirit of moon and magic
or advice could help the faeries after Ecate aren’t affected), he must beat her on described in Greek legends. The
that war. He retreated from his healing Attacks: Usually with her wand when an Insight contest or else his spell is picture derived from these legends is
arts and the world of mortals. He still she feels like it (armed combat 2) transformed into another spell with the hardly that of a benevolent deity.
remains in the Dream World, bitter Skills: Occult lore 4, angelic/infernal same Effort of a realm chosen by That is entirely true: while Ecate isn’t
and depressed. He doesn’t lend his lore 4, faerie lore 4, history 4, per- Ecate, though the new spell must still evil, she is selfish and tends to think of
help anymore and trying to persuade suade 3 affect her. This costs a Mystick point. mortals as her toys and pawns. She
him to do otherwise would be a sure Glamours: Seduce 6, Divine 6, Con- always takes actions that will benefit
way to invite his wrath, except in the ceal 6, Afflict 5, Deceive 5, Armor 4, The wand of Ecate her the most, no matter the harm she
most exceptional of cases. It is said Heal 3 Made by black wood, its tip is deco- causes. Ecate was one of the spirits
that he has begun to go insane from all Manifestations: Perceive 6, Veil 6. rated with a gem that burns with a red that found great interest in more
these years of solitude and isolation. Discipline 6, Kinesis 4 light. If the wand touches someone, disciplined forms of magic, like sorcery.
He now conducts strange experiments Sorcery: Pyromancy 4, Aeromancy 4, Ecate can cause death or insanity After so many years, she has
and studies diseases with an Ambience 4, Oneiromancy 4, Se- (reducing the victim to a babbling id- mastered this art and her skill at it is
un para lle led f a s cina ti on . The lenomancy 4, Obedience 3, Ether- iot). All she has to do is win a Deter- consider ed unparalleled. E ven
mechanisms and the simplicity of the mancy 3, all other realms at 2 mination contest. She can also point Manannan considers her superior in
diseases that plague the mortal world Mythical abilities: Realm affinity (all at someone and cause a sinister form sorcery. She is believed to have
thrill him and he studies them more from realms) of amnesia to overwhelm him, perma- taught Hermes Trismegistus and led
fascination than to find a way to cure Godly powers: She has no need to nently wiping out all skills and sorcery him to the formation of the first truly
them. His fall from grace has only rest after casting a powerful spell. known by the victim (he can still use great magical societies. This was done
begun. If it continues, he could turn Ecate warps and twists magick glamours or manifestations), if she of in order to take control of earth’s
from the most gifted healer to a lover cast on her to suit her purposes. course wins a Determination contest. sorcerers and secure her influence on
166
the physical world. Unfortunately for cautious against Ecate but sometimes dreadful echidnas, dragged him During this era Kathadastro
her, Hermes did not follow her orders ally themselves with her and her through the black void of space and was in the peak of his power, using the
e x a c t ly a nd d e ve l o p e d hi s minions to strike against their common deposited him in the Atlantic ocean expansionistic Atlantians to gain more
philosophical beliefs about magic and enemies, the Hermetic mages. for purposes unknown. He still drags power on earth. It was then that he
the world that are recorded in the his hundred-meter long tubular body in first ran into Theratoss, for the
books known as the “Hermetic Kathadastro the abyssal depths of the ocean, creature succeeded in forming its own
Manuscripts”. As Ecate’s plan Attacks: Bite (brawling 2) surfacing from time to time to drag cult, stealing some of Kathadastro’s
collapsed, the teachings of Hermes Skills: Atlantian lore 4, history 4, vari- some unfortunate vessel with its long followers. The two “gods” became
spawned an entire genre of magicians ous technological and scientific skills tentacles back to the depths. These mortal enemies for the rest of eternity.
that followed the so-called “Hermetic Glamours: Chaos 4, Divine 5, Se- tentacles protrude from certain points, Kathadastro’s downfall came with his
Magic” that was meant to dominate duce 6 forming dreadful slithering crown-like greed for power. Pushing his followers
the matters of sorcery for many Sorcery: Aeromancy 4, Hydromancy shapes along the body and are as thick to expand even more, they utilised the
centuries to come. Ecate never 4, Obedience 4 as a mast. This god of old is the island’s resources to their limit, thus
forgave Hermes for his treachery and Mythical abilities: Size (10) unquestionable lord of the enigmatic disturbing the delicate balance that
her minions on earth are still bent on Godly powers: Kathadastro is huge, creatures known as echidnas. He was was keeping it intact and marched
his death, as well as the destruction of with a diameter over 10 meters. He also intimately linked to the legendary against the faeries in a disastrous war.
his creation, the Hermetic Order of can fully open his maw and swallow any people of Atlantis. Although their When Atlantis was lost in the
magicians. All sorcerers casting creature or vessel smaller than that. origin remains a myst ery, t he ocean’s waves, so were the dreams of
hermetic magic fear and hate Ecate, A t la n t i a n s ha d w o r s h i p p ed Kathadastro. With his followers gone,
except from these greedy individuals Kathadastro, the worm of the deep, is Kathadastro with cruel, bloody rituals the tools to complete his plans could
that don’t mind making a pact with her one of the most ancients entities of since their appearance, erecting not be found. Since then, he remains
in order to gain more power. Heathen earth. Originally the inhabitant of magnificent temples on the shores of in the ocean, brooding and dreaming of
magicians on the other hand are still another world, his subjects, the the ocean for his glory. his glorious old days. He has
167
numerous small cults spread along the some cryptic passages contained in the water. It has an evil, savage look interested in art. Often, people be-
shores of the ocean, some of them the Bible. These texts mention that and a beak that can easily crush a ship. come so obsessed with these objects
quite old (having been created by Leviathan is a monster of destruction, The overall length of the creature as to go to great lengths to obtain
survivors from Atlantis) and in some symbolising the evil of the world. reaches 100 m. It is truly a monster them.
isolated fishing villages one can still Whatever the truth, this entity seems coming from the deepest nightmares of Lugh can easily command the
hear tales and prayers to the worm- to have been roaming the oceans of land-dwellers. various manifestations of light. He can
god of the sea. These are however earth since its creation. Very few have cloak an area in complete darkness
only remnants of his other-time power. actually met Leviathan and survived to Lugh (extinguishing all light sources) or illu-
tell the tale or sighted it near a coast, Attacks: Armed combat 3, but he minate it with the brilliance of the sun-
Leviathan but whenever there is a great sea rarely uses any weapons niest day. He is able to emit a ray with
Attacks: Ram or bite (Brawling 3) disaster in abnormal conditions (eg Skills: Art 4, Crafts 4, Persuade 4, the brilliance of the sun, which can hit a
Skills: Awareness 3, atlantian lore 3 ships sinking in calm seas), the great Orate 4, Charm 4 target up to 100 m away and causes
Sorcery:
Sorcery: Hydromancy 4 monster comes into the though of all. It Glamours: Deceive 6, Conceal 6, terrible burns (damage 3445-energy,
Mythical abilities: Size (10) is believed that there is only one Seduce 5 decreases by one die per 30 m of dis-
Godly powers: Leviathan can easily Leviathan, but no one can be sure. Manifestations: Charisma 6, Enslave tance). He can also cloak himself in
create huge whirlpools or raise great There might be a whole race of these 6, Fortify 6 light; this brilliant light requires all
waves. creatures sta lking t he be t he Sorcery: Alchemy 4, Ambience 4, onlookers to roll a Presentiment check
incarnation of the Devil on earth, a Opthalmomancy 4, Aeromancy 4, at +2 or be blinded for a day by its in-
This terrible sea monster was named monster that will destroy all in the end Hydromancy 2 tensity. Moreover, the light super-
Theratoss by the mysterious culture of time or just a remnant from the Godly powers: The works of art cre- heats any material coming in contact
of the Atlantians who first came in world’s ancient eras. Leviathan takes ated by Lugh are unsurpassed by any with it (like weapons striking Lugh).
contact with it. Its current name was the form of an enormous turtle, with mortal artist. They can be considered Materials superheated roll a D6 (t# 6
given to it by the Jewish people in four powerful flippers propelling it in classical and astonish even those not for flammable materials, 5 for metals, 4
168
for stone, 3 for magickal metals or used his powers of light to banish the Magery 4 and no rating at Pyromancy has no connection (at least an official
stone) to avoid destruction. Anyone darkness of the Fomhoire and inspired Mythical abilities: Realm affinity one) to the Unseelie Court.
attacking unarmed suffers 45-energy f ear in t heir heart s , wi eldin g (Hydromancy) As a god of the sea, Manannan
damage if he strikes successfully. Manannan’s enchanted sword. He Godly powers: Manannan has great may know many secrets lying deep be-
even wounded Balor close to death, control over any sea on earth. He can low the waves. Nearly half of the
Lugh is a spirit of light and every ray but he was able to escape alive. This cause sea storms of frightening power world’s history is submerged beneath
of the sun that reaches the surface of has earned him the Fomhoire’s enmity or calm the mist unruly and treacherous the surface of earth’s oceans, like the
earth carries some part of his essence. forever but also their fear of his light. waters as he wishes. forgotten lands of Mu and Atlantis.
As a spirit, Lugh learnt to listen to the Fomorians often plot against him and Manannan is a great spirit of sea and Manannan may or may not know a
sounds of the birds and waterfalls, his followers and faithful, but he’s magick. Although he commonly ap- great deal of secret lore; he hasn’t re-
observe the colours of the flowers, the always willing to protect them in pears as a long-bearded, white-haired vealed any such information to anyone,
shape of the clouds and he came to anyway he can. old man, he favours illusory magick, so regardless of how close they are to
love these works of art found in nature. that he can appear in a multitude of him.
He begun to create his own works of Manannan Mac Lir forms. Manannan is a mysterious, re-
art: songs, paintings, sculptures. Attacks: Sword (armed combat 3), clusive figure. Little is known of him Oghma
Indeed, he is considered to be the brawling 1 but one thing that’s certain is that he Attacks: Sword (armed combat 4)
inventor of arts and he is said to Skills: Occult lore 4, faerie lore 4, sea changes as fast as the sea. One mo- Skills: Music 4, poetry 4, history 4,
patron great mortal artists secretly. lore 4 ment he might be calm and benign, warcraft 4, dodge 4
Lugh is a kind, benevolent deity and Glamours: Divine 6, Deceive 5, Ar- while on the next harsh and unforgiv- Glamours: Chaos 6, Seduce 6,
the mortal enemy of the Fomhoire and mor 6 ing. This peculiar trait has estranged Travel 6
their leader, Balor. Lugh aided Danu Manifestations: Perceive 6, Veil 6 him from most other spirits but seems Manifestations: Charisma 6, Perceive
and the Tuatha to defeat the Sorcery: All realms at 2, except Hy- to have gain him sympathy among many 6, Fortune 4, Discipline 5, Fortify 5
Fomhoire menace. In that battle, he dromancy 4, Opthalmomancy 4, Unseelie faeries, although Manannan Sorcery: Aeromancy 4, Fortification
169
4, Ambience 4, Faeromancy 4, Hy- causes doubt, uncertainty and disap- through his music. Although he didn’t Skills: Occult lore 3, faerie lore 2,
dromancy 4, Theriomancy 3, Morph- pointment. After each strike that mean any harm, he couldn’t see the evil herbalism 4
ing 3 draws blood, the opponent’s weapon and disaster resulting from wars and Glamours: Afflict 6, Divine 4, Drain 6
Mythical abilities: Musical mesmerism skills are lowered by one (to a minimum always advised towards action. He M a n i f e s t a t i on s : Per c ei ve 4,
Godly powers: Oghma is extremely of zero) for the rest of the battle. was one of the strongest supporters Shapeshift 6, Veil 6
skilled in the art of warfare, being able of the disastrous Faerian Wars, Sorcery: Botanomancy 4, Druidism
to perform attacks very difficult to Oghma is an ancient and powerful believing that the evil faeries should be 4, Geomancy 4, Morphing 3, Necro-
counter. If his opponent’s dodge or spirit that lived in the water and air eradicated. Even now, after so many mancy 4, Opthalmoancy 4, Seleno-
parry skill is less than 4, his strikes long before the faeries appeared. years, he remains shortsighted and mancy 4
can’t be dodged or parried. Listening to the sounds of the wind suggests that war is the only way for Godly powers: She can cause any
When the war hymns of Oghma and the flowing of the water, he good to triumph over evil. Oghma plant to wither or any animal (except
(usually played on bagpipes) are heard developed a great love for music. He appears as an old bearded man magickal ones) to get sick and die
at a battlefield, those supported by was the one that taught the art of the holding a harp or flute, dressed in merely by pointing at them.
him gain great morale and newfound harp and the flute to the faeries. In white robes like those worn during the
strength. They ignore one point of return, the faeries taught him poetry time of the Roman Empire. It is A terrible spirit of death and
any wound modifier due to Stamina or and singing. Oghma was fascinated by believed that he was the tutor of some starvation, Sheela-na-gig is named the
Constitution loss. poetry, because he could give his of the best epic poets of that time. Devouring Mother, representing a
music meaning. He perfected the epic different aspect of mother nature.
Oghma’s sword poems of war first written by the Sheela-
Sheela-na-
na-gig Bleak and evil, she finds joy only in the
A bastard sword with a golden hilt re- faeries. He also became skilled in “the Attacks: Grapple 3. If he successfully demonstration of her power and the
sembling an eagle. It inflicts two addi- fine art of war” as he named it. He grapples someone, he finds out that worship of her by mortals. People used
tional damage dice (at +1 cumulative) believed that war was a time for heroic her strength has suddenly increased to fear her anger and revered her to be
and has a strange spell on it that deeds that could be immortalised (two extra dice at +1 cumulative). protected by the terrible events she
170
represented. After the coming of the caster must first beat him in a Determi- the magical forces earth is imbued with. physical means, preferring to talk his
Jesus and the fall of the pagan nation contest. It symbolises the pagan and wild way out of trouble or use his magick to
religion, Sheela-na-gig was forgotten Would-be slayers of The heathen side of earth and its incapacitate his opponents.
along with the other old gods of earth. Dragon would find his destruction an creatures. This mysterious creature Skills: Persuade 4, Orate 4, Philoso-
She became bitter and vengeful, almost impossible task. His body re- can appear with any form, but usually phy 4
working so that the people would generates all damage made to it by the assumes the form of the creatures he’s Glamours: Armor 6, Divine 6, Heal 6
forgot her name but not the barbaric beginning of the next round. So, The named after. So long, his most Sorcery: Ambience 4, Fortification 4,
aspect of nature she represents. Dragon can only be killed if all of his impressive appearance has been 40 m Prescience 4, Rejuvenation 4
Constitution points are lost in a single long, but that happened only once. No Godly powers: Those who seek to

The Dragon round. one knows his origins, but it is said that harm him must first succeed in a Deter-
Attacks: Claw or bite or tail (brawling But even in the extremely he’s connected in some way to the mination check with a +6 penalty,
4) unlikely event of having his physical Creator of earth and that he acts as a unless he chooses to let them harm him.
Skills: All skills at rating 4 form destroyed, The Dragon can as- protector of the world that will He can also calm down any hostile
Glamours: All glamours at rating 4 sume another one in just one day. The interfere when earth is in grave danger creature merely by talking to it. If he
Manifestations: All manifestations at only way to destroy him once and for or on the edge of an apocalypse. If wins a Determination check, the crea-
rating 4 all is to infiltrate his castle, which lies such is the case, then it is almost ture becomes serene and calm, aban-
Sorcery: All realms at rating 4 somewhere between the real and the certain that the Dragon will play an doning hostility.
Mythical abilities: Size (from –3 to dream world, and battle him in spirit important role in the years to come,
+10), draconic breath form. Such a thing is suicidal, even for where the true meaning of the Barrier This mysterious “god” is considered
Godly powers: The Dragon pos- great spirits or demon princes and an- of Foresight will at last be revealed. responsible for one of the greatest
sesses great resistance against all gel lords. events in the history of earth: the
forms of magick. For a spell or other The Enlightener coming of Jesus. It was he who took
The Dragon is the personification of Attacks: He never attacks through the form of Christ, uniting the people
magickal effect to affect him, the
171
against oppression and social decline.
His legacy, Christianity, continues to
our days as one of earth’s major
r e li gi on s . His s u c c es s wa s
unparalleled, surprising even the
Eternal Powers with its degree. No
one knows much about this mysterious
entity. It is as if he suddenly came to
earth, brought about a cataclysmic
event, and then dropped out of sight
again. His current whereabouts are
unknown.
172 Supporting cast

S
upporting characters dice in any attribute Veteran Awakened pose of the Awakened, their power
should be fully fleshed Skills: 20 dice Being in the front line for more than should be respected by all champions.
out by the GM, with a Manifestations: 6 points, no more than 50 years, most of the veterans have
detail level equal to that 3 points in any of them been tired enough to retreat behind Hermetic apprentice
of a player character. However, there Socialities: 6 points, no more than 4 the scenes. A veteran usually fights A young man with a potentially bright
might be a need for quick characters to points in any Sociality the Final Battle through his servants future, this mage is for now only an ap-
fill the space between the major sup- Qualities: 6 points and allies, although he can be a fright- prentice to a sorcerer of the Order of
porting characters of your story. The ening force if he decides to get physi- Hermes but may tomorrow be the best
following templates cover this need. Seasoned Awakened cal. thing that has ever happened to the
You can also use them as a guide to This Awakened has been around for Attributes: 30 dice, some of them with Order… or so he likes to think during
create your own detailed supporting a while and he knows the tricks of the 5 or even 6 dice his daydreaming sessions.
characters. job. Patience is among his virtues and Skills: 40 dice, the most important Attributes: 15 dice, no more than 3
he’s the next step in the evolution of a ones at rating 4 dice in any attribute

Awakened young Awakened, although not every Manifestations:


Manifestations: 15 points, with ratings Skills: 15 dice, focusing on occult and
Awakened survives long enough to of 6 in one or two of them scientific skills
Young Awakened become a seasoned one. Socialities: 12 points Sorcery: 3 points, although they don’t
No more than ten years active, this Attributes: 25 dice, a couple of them Qualities: 10 points have more than one point in any realm
Awakened is filled with enthusiasm may have 4 dice Socialities: 6 points, no more than 4
and eagerness. These are his greatest Skills: 30 dice Sorcerers points in any of them
advantages but also his disadvantages, Manifestations: 10 points, with ratings Mortals with command of magick often
for he isn’t known for his patience and of 4 or 5 in few of them encounter the Awakened among other Hermetic wizard
he often gets himself in trouble. Socialities: 10 points mystical beings. Although few of them A seasoned sorcerer, member of the
Attributes:
Attributes: 17 dice, no more than 3 Qualities:
Qualities: 10 points are aware of the true nature and pur- famous Order of Hermes, this mage
173
spends his time trying to increase his Sorcery: At least 15 points, maybe other planes. Still, he has an impres- begin a life (or unlife) of his own.
powers or delve deeper in the arcane with one or more realms at 4 sive command over the natural world Attributes: 17 dice, no more than 3
arts and occasionally clashes with the Socialities: 12 points and orders other heathens with ease. dice in any attribute
heathen magicians. Attributes: 22-25 dice, with 5 dice in a Skills: 20 dice
Attributes: 17 dice, no more than 3-4 Neo-
Neo-druid
druid couple of attributes Sith powers: Prowess 1, Quickness 1,
dice in any attribute A descendant of the original druids, Skills: 35 dice Body 1, Regenerate 1, Metamorpho-
Skills: 20 dice, with occult lore 3 at this heathen magician is bent on reviv- Sorcery: 14 points, perhaps with a sis 1
least ing the druidic order and keeping the rating of 4 in one realm Socialities: 5 points
Sorcery: 8-10 points, they haven’t old ways alive in the memory and heart Socialities: 6 points
any realm at more than 3 points of the people. To succeed in this, he Elder
Socialities: 8 points seeks others of his kind to build witch Sith Having lived for more than a century,
covens. The undead bloodsuckers are always the elder vampire has learnt to effec-
Grand magus of the Hermetic Order Attributes: 17 dice, no more than 3 a force to be reckoned with. Although tively hide himself from the prying eyes
This sorcerer may have lived for cen- dice in any of them active only through the night, they of mortals and still be able to manipu-
turies and is among the elite of the Skills: 15-20 dice, focusing on nature seem to have infiltrated all layers of late social life.
Hermetics. Arrogant and eccentric, he skills like survival mortal society and have minions that Attributes: 22 dice, some of them at 4
intends to live for twice that long and Sorcery: 8 points, usually with no can reach their enemies during the day. or 5 dice
unveil the final arcane mysteries. realm greater than 2 Skills: 35 dice
Attributes: 22-25 dice, Intellect and Socialities: 5 points Child Sith powers: prowess 4, Quickness 2,
Determination are usually at 5 dice The child is a new vampire, always Body 3, Regenerate 4, Metamorpho-
each Grand witche found near its mentor, from whom he sis 5, one Path at 3
Skills: 30 dice, with occult and other The grand witche seems detached learns the secrets of Sith life. He is Socialities: 10 points
supernatural lore at 4 from the world, his mind traveling to eager to make a name for himself and
174
Ancient
The ancient dates back to the time of
the first vampires. He is a powerful
being who has given birth to many
younger Sith now serving his wishes.
Attributes: 30 dice, a few reaching
even 6 dice
Skills: 50 dice
Sith powers: prowess 6, Quickness 5,
Body 4, Regenerate 6, Metamorpho-
sis 6, one Path at 6
Socialities: 14 points
175 Famous last words

A
t last, Transcendence is
completed. After four
ences. If you also have any ideas about
how to further develop the game,
Many thanks to
years of development, the please contact me at neon@earthdome.
Spiros Sotirakos, for always criticising my work
main game is finished. com. Andreas Maleas, for his bloody Vampire sessions
Many things have changed during
John Kyriazis, for his always inspired lines
these years. From the first edition with Take care,
the D12 system and the imaginary G eorge Chatzipetros, dark dreams Eric Huckabay, for his advice and support
world of Corahen, we have passed to
Have I mentioned anyone that has taken a look at the
the second edition with the Nova game
system and the European Dark Ages. game?
However, this is not the end of
the Awakened. I will continue to de-
velop and expand the game world, hav-
ing planned for several sourcebooks
that will appear in the Net. There is no
sense of closure while writing these last
lines; there is only a feeling that further
fuels my creativity and eagerness to
write more. See you on the next
sourcebook then!
If you sincerely like this game
and have even tried to play it, I would
love to hear your comments and experi-
Transcendence
176
Name
Player
Faction
Campaign
Allegiance
The Awakened
Attributes Other Characteristics
Conditioning __ __ Awakened Intellect __ __ __ __ __ Constitution  Awakened
__ __ Pawn Insight __ __ __ __ __  Pawn
Litheness __ __ Awakened Determination __ __ __ __ __ Stamina  Awakened
__ __ Pawn Presentiment __ __ __ __ __  Pawn
Vitality __ __ Awakened Comeliness __ __ __ __ __ Awakened Defense  Awakened
__ __ Pawn __ __ __ __ __ Pawn  Pawn
Reaction __ __ Awakened Influence __ __ __ __ __ Magick 
__ __ Pawn Fantasia 

Skills
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Manifestations Sorcery Gifts Drawbacks Personality
Personality traits
Charisma____  _____________  ____________________ ____________________ ____Calm/Angry____
Discipline___  _____________  ____________________ ____________________ ____Cautious/Reckless____
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Enslave_____  _____________  ____________________ ____________________ ____Curious/Stagnant____
Fantastick__  _____________  ____________________ ____________________ ____Deceitful/Honorable____
Fortify_____  _____________  ____________________ ____________________ ____Energetic/Passive____
Fortune____  _____________  ____________________ ____________________ ____Lawful/Chaotic____
Kinesis_____  _____________  ____________________ ____________________ ____Modest/Proud____
Longevity___  _____________  ____________________ ____________________ ____Pragmatic/Stubborn____
Perceive____  _____________  ____Selfish/Altruistic____
Physique____  _____________  ____Social/Private____
Revigorate__  _____________  ____Suspicious/Trusting____
Satiate______  _____________  ____Vengeful/Forgiving____
Swiftness___  _____________  ____Warlike/Peaceful____
Second sight_  _____________ 
Wrath_____  _____________ 
Veil________ 

Socialities Qualities Weapons


Acquaintances____  Age_____________  Damage Offense/Defense Range Type Skill
Authority________  Alliances________  _______________________________________________________________________________
Estates__________  Loyalty_________  _______________________________________________________________________________
Haven__________  Pawn___________  _______________________________________________________________________________
Influence________  Rank____________  _______________________________________________________________________________
Knowledge______  Reputation ______ 
Militia___________  Armor
Nobility_________  Kinetic Ballistic Energy Encumbrance
Wealth__________  _______________________________________________________________________________
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Rejection +1+2+3Expelled Shield ____________Against close combat attacks______Against ranged attacks_____
Resonance 

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