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Player Guide

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417 views30 pages

Player Guide

Uploaded by

s600 HHO
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1

Shadows of Esteren is a role-playing game imagined


and conceived by the ForgeSonges collective.

Coordination of the Cover Art


“Shadows of Esteren” series Bruno Laurent
Nelyhann
Interior Artists
Yvan "Gawain" Villeneuve,
Editorial Coordination Bruno Laurent,
of Book 0 - Prologue Christophe Bouvet,
Nelyhann
Fred Pinson,
Rémi "Remton" Le Capon,
Conception, Development, Nicolas Jamme and
and Redaction Olivier "Akae" Sanfilippo.
Nelyhann & Aldo "Pénombre" Pappacoda
Logo
Original Copy Editing Nelyhann
Pascal B., Krêsterion, Valentin, Nelyhann,
Aldo "Pénombre" Pappacoda, Clovis, Cartography
Merryneils and Guillaume "Ikaar" Vasseur. Christophe Bouvet

Art Director
Nelyhann

Layout
Asami

Editorial Coordination
of Book 0 - Prologue
Nelyhann and Clovis

Translation
Odliz

Copy Editing
Joäo Bento, Franck Bouvot, Nicolas
Bowyer, Clovis, Franck Florentin, Chris
Fournier, Natalie Gallecier, Véronique
Lejeune, Stuart MacDonald, and Ian Stone.

ForgeSonges is a collective of Copyright © 2012 Agate RPG


authors and illustrators gathe- Agate RPG is a brand of Agate
red under the form of an asso- Editions
ciation, whose goal is to Agate Editions, 84 rue du président
create quality game mate- Wilson 92300 Levallois-Perret, France
rial.Check for news and the latest publications of the collec- Contact, questions, distribution:
tive on http://www.forgesonges.org [email protected]

Illustrations, texts and logo are Copyright © Agate Editions. November 2012 - ISBN: 978-2-919256-05-1- All rights of reproduction, adaptation and translation strictly reserved.
“The Code of intellectual and artistic property allows, indent 2 and 3 of article L.122-5, that firstly, the « copies or reproductions are strictly reserved to the private use of the copyist
and are not meant for a collective use”, and, secondly, that analysis and short quotations used as examples or illustrations, “all integral or partial representation as well as repro-
duction, made without the agreement of the author or of his legal claimants, are considered illicit (indent 1 of article L.122-4).” This representation or reproduction, whatever the
means, would constitute a pirated copy, punished by the articles 425 and the next ones of the Penal Code. »
6
7

Dearg's Tumulus
The Guiding Concepts of the Game
T his chapter aims to give the reader the keys to comprehend the world of Shadows of Esteren. Though not exhaustive,
it gives a rundown on the main concepts of the game and lays the foundations of the setting.

Multiple Antagonisms

T
he main culture described in Shadows of Esteren is that of the Tri-Kazel peninsula. Of an essentially medieval nature
with Celtic inspirations, it borrows some elements from more modern times. This culture has to face several threats
that weigh on its survival and identity. Indeed, foreign, religious, and scientific ideologies endeavor to supplant the
local traditions and transform the relationship between man and nature. Humans must also be wary of the Feondas, a threat
as ancient as it is dreadful, which remains beyond understanding. Finally, economic and political rivalries are far from non-
existent.

A Dark Atmosphere

L
ife in Tri-Kazel is laden with various perils, related to the shadows of the woods while they stand guard over the
men, to their environment, and to far more sinister fortified walls of their village. The Players will embody
things. The aim of Shadows of Esteren's universe is Characters who will have more opportunities than the ave-
to describe a world in which words such as “starvation”, rage human to directly face this threat, but it is not intended
“plague”, “war”, and “fear” are a concrete reality. In spite of to fill each eventful moment of your game sessions. Just
this, Esteren is not about picturing a hopelessly desperate consider every aspect of simply surviving, as well as the
game universe, but rather an atmosphere in which fear, hor- political and philosophical problems of the peninsula, and
ror, and death are never far away and can crop up at any you will see that it is not necessary. The horrific deeds com-
moment. Thus, the Feondas are a real threat, but one which mitted by men to further noble and not-so-noble causes, the
is not supposed to show itself at each game session. Many disgust when facing squalor and its daily abominations, the
Tri-Kazelians are already frightened enough by the idea of true risks and after-effects of each combat... they all draw
catching a glimpse of some misshapen creature lurking in the outline of the game’s dark atmosphere. The Characters
are not doomed to suffer some hideous fate, or a grim and ineluctable destiny. Simply, if they achieve great things, it will not
be because of the intervention of a higher power, or because they’re “the chosen ones”. They will be the only architects of their
success.

Rules Centered Around Psychology

T
he system has been designed so that each Character is defined by his psychological orientations–the Ways–rather
than by characteristics that determine the level of his physical or mental aptitudes. Each psychological aspect–each
Way–whether strong or weak, is at the same time potentially an asset and a flaw for the Character. No one is perfect;
no one is superhuman. Everyone does his best with who he is, and who he’ll never cease to be. So as to better reflect the
impact of the prosaic or more supernatural horrors that await the Characters, a complete sanity system will be detailed in the
game's core book, entitled Universe. A simplified version is presented here in order to manage the scenarios included in this
Prologue. In a nutshell, each Character has tendencies that predispose him to certain forms of mental illnesses. Here again,
there’s no trick, secret formula, or hidden asset. Everyone has his personal weaknesses and must strive to survive and pull
through with them. There is no race of exotic nature or possessing amazing abilities... apart from the Feondas, which are
rightly perceived by humans as a threat.
beautiful, but most often frightening. Secondly, it most often
A Shocking, Sometimes manifests unexpectedly, or makes its presence felt without
Horrifying Supernatural patently showing itself. The simple possibility that some-
thing supernatural could occur is often in itself alarming,
Aspect even frightening. The Tri-Kazelians are not timorous peo-
ple; most of them lead a rough and often dangerous exis-

M agic, in various forms, can be found everyw-


here in the world of Esteren. It is accessible
to the Players, assuming they create
Characters who are related to one of the traditions and phi-
tence. But they never consider the supernatural, or the pos-
sibility of wandering alone in unknown places, without
apprehension. The Characters embodied by the Players
might be less worried, since they will be rather more fami-
losophies that make it possible to go beyond purely human liar with such things. But they will be in just as much dan-
abilities. Nevertheless, such magic is neither trivial nor ger as the others. No one can claim that he knows every-
omnipresent. It remains mysterious, often unfathomable, thing there is to know about the occult, and no one suspects
and those who use it can arouse respect and admiration, but what is really hiding behind all that. Because, in the end, the
also fear and aversion. We also wanted supernatural pheno- title “Shadows of Esteren” does not only represent the 9
mena–and in particular the Feondas–to retain a fabulous threats lurking in the dark corners of the town or beyond for-
dimension; fabulous in the original meaning of the term. In tified walls, but also secrets with an impact beyond suspi-
that way, Shadows of Esteren is founded on two essential cion, which affect Esteren and its inhabitants in a way they
notions. First, the supernatural is disturbing; sometimes are far from having any idea of.

Horror in Shadows of Esteren


E ven if it’s not the only genre which is explored, horror has a predominant place in Esteren’s universe.
On a cinematographic level, Stanley Kubrick's The Shining is a major inspiration: a progressive slip
toward horror, where madness and the occult progressively gain ground.
Here are a few other elements to show how this genre has been explored:

The Horror of a Revelation


For Esteren, the literary definition of horror must be kept in mind: a feeling of dread mixed with admiration in front of
a vertiginous reality. A particular importance has been given to the precise moment of this confrontation. However, for the
shock of such a revelation to occur, it will be useful to depict an environment which will first appear as down-to-earth. Thus,
Esteren's universe may at first appear sober; this is on purpose. This principle tones down supernatural elements and every-
thing else which could be related to the gore genre–at least to begin with. However, little by little, uneasiness will creep in
this daily life, shifting it into the unspeakable. This basic principle has prompted the structure of the different books of the
series.The first book, Universe, aims to depict the Esteren universe the way it is perceived by its inhabitants. The Book of
Secrets, exclusively intended for the Leader, will shed light on the backstage of the universe and give him tools to prepare
the revelations the Characters will be led to face.

A System of Modular Scenarios


In the official scenarios, the Leader will be free to decide on the degree of horrific and supernatural elements he wants
to include, according to his own tastes and sensitivity in this matter. This system of modular scenarios, used in this
Prologue, gives the Leader several game options depending on his wish to heighten this or that aspect of the hor-
rific genre (suspense, psychology, supernatural, gore, etc). Such options are presented in the form of asides sug-
gesting optional scenes and setting advice.
The Universe of the Game

E steren is a world little known by its inhabitants, who cannot estimate its dimensions. To begin with, Shadows of
Esteren is essentially focused on a small part of this vast world; namely on the Tri-Kazel peninsula, which is loca-
ted west of a territory simply called The Continent. More will be revealed about the Continent in the future, and it
is for now only alluded to, mainly in relation to the impact it has on the peninsula’s inhabitants.

The Tri-Kazel Peninsula:


Rough and Beautiful
Landscapes

T
ri-Kazel’s landscape is mainly mountainous.
The great range of the Mòr Roimh crosses the
peninsula from one side to another, ending in
the east with the gigantic Asgeamar Mountains, which
form an almost insurmountable natural wall. On the other
side, the occidental territories of the Continent spread.
Immemorial forests of multiple shades cover most of the
peninsula’s plains and plateaus. They are rich in vegetal
specimens of all kinds, and also shelter many animal spe-
cies. Tri-Kazel is bordered on its occidental side by the
Furious Ocean, a wind-beaten sea on which navigating is
practically suicide. The weather of the peninsula is there-
fore quite chilly, windy, and fickle. If some regions are
fertile and reasonably sheltered, others must endure the
snow, frost, and oceanic winds. The humans who live on
Tri-Kazel often have to face great difficulties in order to survive. Many isolated communities only have the Varigals as
10 ties with the outside world; these are men or women who are simultaneously guides, messengers, and news bearers.
Nevertheless, tales and archaeological vestiges bear witness to the presence of humanity throughout the millennia. It
seems that some tribes had already spread through the mountains when the Aergewin came: an ancient time during which
humans were forced to battle hordes of misshapen beings, some of them of truly monstrous size. In that regard, such a
threat has not been entirely eradicated...

The Three Kingdoms:


Between Tradition and Modernity

T he ancient tribes of Tri-Kazel were federated nine centuries ago by three brothers, exceptional men
who left their names as their legacy. Thus, three kingdoms sharing strong ties, named Gwidre,
Reizh, and Taol-Kaer, perpetuate the memory of these ancient heroes. The very name of the penin-
sula, Tri-Kazel, precisely refers–in the ancient tongue–to this division and collective identification, on both a
geographical and political level.The old clans have gradually disappeared in favor of a feudal system, and
the Osag tribes, in southern Taol-Kaer, are the only ones to actually perpetuate the old customs.
Nevertheless, these traditions have not disappeared and are still passed on by groups and individuals who
still have an active role in the society of the three kingdoms. Hence, the bards are still welcomed and retain
significant political influence on the ruling class. In many villages, the Dàmàthairs still raise the children
of the community. Lastly, the Demorthèn, who, since time immemorial, have been the intermediaries bet-
ween humans and the spirits of nature, continue to guide the people, although their power has dimini-
shed over the last few generations.

The Demorthèn Cult

T he Demorthèn are both the spiritual guides of the Tri-Kazelians and the holders of
secrets that are able to influence natural spirits. Scattered throughout the peninsula,
they devote themselves to maintaining the balance between the needs of the human
community and the preservation of the surrounding nature. Their powers are extraordinary, but
they endeavor to use them with moderation in order to respect their rigorous ethics.

- Introduction to the Universe -


Tri-Kazel and the Rest of the World

B ook 1 – Universe mainly focuses on the kingdom of Taol-Kaer, but its neighbors are not ignored, and a lot
of information about them can be found, making it possible to easily use them as settings for adventures.
The following releases of the Shadows of Esteren series will reveal more on some notions already men-
tioned and will focus on territories beyond the Tri-Kazel peninsula and on some aspects of Esteren that not a sin-
gle inhabitant suspects the existence of.

The Influence of the Continent:


Science and Religion
U ntil recently, Tri-Kazel hardly kept ties with the Continent and knew nothing–or close to
nothing–about its vast territories. Over the last two hundred centuries, things have somewhat
evolved, without true relationships being established. Two Continental nations, the
Confederation and the Great Theocracy, have indeed made contact with the inhabitants of the three
kingdoms. Quickly, the Continentals offered the Tri-Kazelians wholly new perspectives, as well
as new sources of preoccupations.

The Temple and the Religion


of the One God

T he missionaries of the Great Theocracy strove to convert the peninsular people to their
faith that claims the existence of a One God, creator of Esteren and master of its destiny.
Ever since one of Gwidre's kings converted to the Temple, the institution has established itself
strongly in the kingdom. It is little appreciated in Reizh or in Taol-Kaer, especially since the War of the Temple which took
place half a century ago. Though the situation has noticeably calmed down since the war, a deep chasm has obviously been
created among the formerly brotherly kingdoms.
11
Magience: A Culture in Peril
a New Science

I n Reizh, the envoys of the Confederation quickly arou-


sed enthusiasm thanks to their miraculous tools. The
F or a long time, these traditions have been kept by
the mystic and wise Demorthèn, who were in the
past years present in almost all the communities of
Tri-Kazel. Today, this is no longer the case. In
Magientists, a scientific order initiated into remarkable Gwidre, the adepts of the One are determined to supplant
knowledge, proved that their machines could greatly the old beliefs and they oppose those who try to lead people
improve the lot of the people. Thanks to Magience, running astray from true faith. The situation is more contrasted in
water, public lighting, and other wonders are gradually Reizh and in Taol-Kaer, where the Demorthèn have maintai-
becoming more and more common, at least in the towns of ned a strong influence. The kingdom of Taol-Kaer is where
Reizh and in the great cities of the other kingdoms. they are still the most respected. Still, the Talkérides do not
However, Magience is entirely based on the use of the Flux, forbid the missionaries of the Temple from entering their
an energy which comes from matter itself, whether rock, territory, and rely more and more on the Magientists, who
plant, or even dead or living flesh. The process leading to consider that man can and must take the upper hand over the
the creation of this miraculous fluid, which fuels the forces of nature.
Magientist machines, requires large quantities of raw mate-
rial, and also produces pollution. Above all, it goes against
the peninsular people’s traditions of respecting nature.

Factions and Antagonisms

A t first sight, each of the three kingdoms appears strongly tied to one of the main ideologies: the Temple’s monotheism, the
Demorthèn ancient traditions, and the Magientist science. To a certain extent, reality matches this appearance, but each
philosophy has official and unofficial proponents throughout the whole peninsula. Although the Temple is clearly domi-
nant in Gwidre, the situations in Reizh and Taol-Kaer are far more complex. The arguments which divide the peninsula’s inhabi-
tants are as much linked to old rivalries as to problems of political centralism, resource access, social inequalities, or ideological
divergence. Finally, it would be inadequate to say that Tri-Kazel is under a Continental invasion. In truth, people who were born in
the Great Theocracy or the Confederation are very rare in Tri-Kazel; it is mainly their beliefs and knowledge assimilated by the Tri-
Kazelians which change the peninsula’s society. Magience may make technological wonders possible, but the faith of the Temple
can invoke absolutely genuine miracles. As for the Demorthèn, they have their own kind of powers, being able to call upon the
C'maoghs, the spirits of nature.
Living in Tri-Kazel
A t first sight, Tri-Kazel is a feudal society, with three nations sharing the same origins, the same monetary system, and
a common language. Yet, the reality is noticeably more complex.

Clan System and Feudalism


M ost aristocratic families linked to the three kings by vassalage come from the old clan chiefs. Adding to that
the geographic isolation of many communities, most Tri-Kazelians feel far stronger ties with their local lord
or native village than with the kingdom they are subjects of. Moreover, they share an identity formed around
a common language, in a bounded geographical and historical area. The villages still perpetuate the ancient system of the
Dàmàthairs, who are charged with ensuring the protection and education of the children gathered under their guardianship,
giving their parents the necessary time to contribute to the works and tasks that ensure the survival of the community.

Emergence of a Clergy

T he Demorthèn used to have a special status in society and formed an elite, both because of their gifts and their relati-
vely small number. Recently, they have had to face not only the ideas, but also the changes brought by the Temple’s
missionaries. A new social class has emerged in Gwidre besides the nobility and the commoners: the clergy. This
concept spread to the other kingdoms, although much less successfully. Above all, it concerns a continuously increasing number
of people who aren't appointed by a master and secretly initiated, as it is the case with the Demorthèn, but who willingly enter reli-
gious schools which are always ready to welcome adepts. The training there is far more formal and homogeneous than the initia-
tion to the old beliefs which the Ionnthén, the Demorthèn apprentices, must follow.

Magience and Scientific Culture

12
S imilarly, the Magientists have been allowed to create training schools. They teach the basics of their knowledge to those
who have to maintain and use their Artifacts, those devices powered by Flux. In these schools, they also train their future
members, and more generally, they encourage the access to a scientific culture without any of the “superstitions” linked
to the Temple and to the ancient faith of the peninsular people. A certain number of young people see in these ideas the means to
ascend in their society through scientific or technological accomplishments, very different from the traditional ennoblement
which finds its roots in a history filled with oaths and armed struggles.
Thus, various forms of ambition or social tension have been building for some generations
and have stuck, sometimes visibly, but generally in an underlying way, on political,
ideological, and military issues. This occurs locally as well as at the kingdoms' scale.

Isolated and Fragile Communities

T
he geography and the weather of the peninsula somewhat isolate the human
communities which have settled in the mountains, and which must strive each
year to survive through winter. The tensions among the kingdoms are related
with the quarrels and rivalries opposing the lords of each region. Long-stan-
ding hostilities have been fueled by political or ideological complications.

The Cities: Uncertain Shelters


I n great cities, safety is ensured to some degree, but prosperity is not guaranteed for
all, far from it. Epidemics and famines hit unexpectedly, and the biggest cities are
even weaker than the mountain communities, which are used to surviving through
reliance on their own resources solely. Despite a long history, since we are in the 907th
year after their foundation, the Three Kingdoms have few important cities. The people of
Tri-Kazel remain on the whole a rather mixed ensemble of communities used to some
autonomy and wary in their hospitality. Indeed, not all of them are necessarily pleased
to house strangers.
Globally, the situation is not truly desperate, but happiness and safety are still far-fet-
ched notions for the majority of Tri-Kazel’s inhabitants. Moreover, the rise of cities
offers some possibilities, though with very real restraints and risks.

- Introduction to the Universe -


A Harsh Weather

E
steren’s world also has to face threats of a more general extent: it has to undergo icy seasons, occurring every four
centuries. The current generation is living through one of these periods, which should still last several decades. It
impacts directly on the life of the poorest, as well as on the wealthier, though not as much. It is especially noticeable
in the mountains, where snow and frost lead to isolation during long freezing months. Lastly, the humans, whatever their
beliefs or allegiances, must keep their eyes open for the monstrous Feondas that lurk in the dark.

The Feondas: a Threat A Mysterious Enemy


Lurking in the Shadow
N
o one knows the exact intentions of these creatures,

T he contacts with the Continentals have allowed the


Tri-Kazelians to find out that they share a problem
as unsolvable as ancient with the people from
beyond the Asgeamar. Indeed, in living memory, humans
which neither build cities nor exert power over a
territory, as the old clan chiefs used to do. The
Demorthèn consider them to be the expression of death and
destruction unleashed by chaotic natural spirits. The adepts of
have always had to deal with the Feond threat. In the ancient the One see in them demons which only deserve sword and
tongue of Tri-Kazel, the word "Feond" simply means "the torch. As for the Magientists, these rational thinkers from the
enemy", and no other sort of relationship with these entities Continent, although most of them see in them natural preda-
has ever been established. Still today, they fundamentally tors that must be neutralized by humanity, they are divided
remain an enigma. The Feondas are beings whose origin and between more or less far-fetched theories. Still, the Feondas
nature are still much discussed. Some seem to be animals or are there, and have always been.
plants that have undergone abnormal transformations. The ancient and mythical time of the Aergewin speaks of the
Others take on much more shadowy, even disturbing, titanic fights the humans of the peninsula led against them.
shapes. Some of them parody humanity in atrocious ways, Guided by the Demorthèn of old, the tribes of Tri-Kazel
going as far as to wear funeral masks stolen from the bodies fought against the monsters and succeeded in surviving until
of desecrated graves. Some particularly horrifying crimes the end of that terrible wave. Some tales and cave paintings
bring people to believe that the Feondas could even possess show creatures of a sometimes huge size, greater than any
the minds of the weak, or take a human form and infiltrate known animal; colossal beings which wandered throughout
the heart of towns. More dreadful still, some Feondas are the world and slaughtered men, or destroyed one another in
said to animate the corpses of men or beasts in order to terrible battles. That time is over and the Feond threat has 13
strike at living men. never been as strong as it was in the ancient times. However,
it hasn't completely subsided either.

A Continuous Threat
A lthough they sometimes attack a well-defended town, the Feondas don't seem to have an understanda-
ble plan or strategy. In the highland villages, years can go by before the shadow of a Feond is seen;
and then, suddenly, a horde can appear and overwhelm the protectors of the community. The
Feondas don’t take prisoners, spare no one, and their behavior is truly alien. Thus, to
varying degrees, all Tri-Kazelians live in fear. By merely walking away
from a village's walls or leaving the road, one can feel the
presence of frightening beings lurking in caves,
dark groves, and swamps.

Some Sources of Inspiration

T
he particular atmosphere of Shadows
of Esteren is drawn from different
sources of inspiration, including nota-
bly: Mel Gibson's Braveheart, Tim Burton’s
universes, especially that of Sleepy Hollow,
Hayao Miyazaki's Nausicaä of the Valley of
the Wind and Princess Mononoke, as well as
Berserk, Kentaro Miura's manga.
his summary of Shadows of Esteren’s game system includes everything required to play the sce-
narios found in the chapter “Omens”. Although some very important aspects, such as sanity, are
only briefly mentioned, they will still have an implicit importance in each scenario.

The Ways and the PCs' Interpretation


In Shadows of Esteren, the PCs don’t have characteristics that assess the level of their
physical or mental skills (Strength, Intelligence, etc). These attributes are deter-
mined by Advantages and Disadvantages assigned during the creation of the
Character.
However, each PC has five Ways, which are characteristics that determine
the major traits of the Character’s personality:

Way of Combativeness: This Way reflects a PC’s pugnacity


and obstinacy.

Way of Creativity: The ability to imagine, to be inven-


tive; resourcefulness.

14 Way of Empathy: The bond linking a PC with his envi-


ronment, and the ability to feel the emotions of another person.

Way of Reason: Deals with the fields of rationalization and


intellect.

Way of Conviction: Determines the power of the ideals guiding


a PC’s life, whether they are religious, related to a personal code
of honor, or something else entirely.

Interpreting the Rating in a Way The Ways: a Tool for Interpretation


Each Character will have a rating ranging from 1 to 5 in There are no strict rules defining precisely what a given
each of these Ways. Having a high rating in any particular rating in a Way entails. Of course, examples will be given to
Way is not necessarily better than having a low rating; each help Players and Leaders figure out what they mean. Going
alternative brings its share of advantages and drawbacks. back to the Combativeness example, having a high rating
For example, a Character with a high rating in can be a quality as much as a flaw.
Combativeness will be more energetic, strong-willed, and
effective in a fight, as his Combativeness will improve his
Qualities: assertive, optimistic, dynamic, instinctive, etc.
Attack rating while fighting. However he will also have a Flaws: impulsive, brash, proud, stubborn, etc.
tendency to be impulsive and nervous; he may have diffi-
culty in handling situations where calmness is required. To In the same way, a low rating can be considered as a virtue
have a minor rating in this Way leads to a Character who is as well as a handicap.
calm and thoughtful, but who may sometimes lack spine, or Qualities: calm, phlegmatic, levelheaded, etc.
even be apathetic. For another example, having a high rating
in Reason has nothing to do with one's intelligence level. Flaws: pessimistic, listless, sad, etc.
This rating is about reflection and rationalization. One can
be very thoughtful while being dumb, which is much more During the game, the Player can define what each rating
common than commonly believed. In contrast, someone means to him, which can help him to draw the main features
with a low rating in Reason can be bright if the PC takes a of his PC’s personality. Thus, the Ways can become a real tool
corresponding Advantage. to ease the Players’ interpretation of their Characters. Book 1
- Universe gives a full list of such qualities and flaws linked
to the five Ways (cf. Book 1 - Universe, page 210).
The knowledge and individual abi-
lities of each PC are simulated by
the skill system. In Esteren, skills
are divided into sixteen main
Domains, each one branching into
several Disciplines; specializations
within each Domain.

A rating in a Domain can reach a


maximum level of 5. When it has
been reached, the Character can
keep improving but will have to
acquire one or more particular
Disciplines, representing a spe-
cialization in the concerned
Domain. The rating of a
Discipline ranges from 6 to 15.

The 16 Domains The Disciplines


These form the trunk of a Character’s Skills. The These are the extensions of a Domain and represent specia-
maximum level in a Domain is 5. To advance fur- lizations in a particular technique or knowledge related to
ther, specialization is required. this Domain. They are rated from 6 to 15.

A rating in a Domain applies for each action related to such a skill


field. For example, a PC with a rating of 4 in Natural Environment 15
will use this rating when he is in a situation requiring this Domain
(hunting, tracking, orientation, etc). A PC with a rating of 2 in
Shooting and Throwing will use this rating with a throwing weapon, a bow, a
crossbow, etc. However, if he has the appropriate Discipline for the action at Interpreting a Skill's Rating
hand, he will of course use the rating in this Discipline–which is higher–ins-
tead of the Domain’s. Here is an interpretation of the various
levels of a Domain:
The 16 Domains - 0: no knowledge in this Domain
- 1 to 2: novice, the Character has some
It must be noted that several Domains can overlap; for example, one can treat superficial understanding
an injury by using any one of the following Domains: Natural Environment, - 3 to 5: creditable knowledge, but not
Science, Magience, or Demorthèn Mysteries. In gaming terms, the effects will highly specialized
be similar, but the method changes: treating someone applying scientific prin-
ciples won’t be the same as treating him by relying on the ancestral know- Afterward, the Character may train in a
ledge of the Demorthèn. In Shadows of Esteren’s Book 1 – Universe, an Discipline, which corresponds to a spe-
exhaustive list of specializations (and therefore, of Disciplines) is given for cialty in this Domain. Here is an interpre-
each Domain (Book 1 - Universe, p.196 to 199). tation of the Disciplines’ levels:
- 6 to 9: professional level
Each Domain is related to a Way by default. For instance, Craft is - 10 to 12: expert
linked to Creativity, while Close Combat is linked to - 13 to 14: master
Combativeness. More details are given in the “Resolution of an - 15: true legend
Action” section.

Here is a quick description of each Domain’s application:

- Craft (Creativity): Gathers the techniques and know-how of manual work, as well as the various plastic arts. It
includes Jewelry, Clothing (sewing, weaving, etc.), Cooking, Distillation, Mining (exploiting ore deposits), Ironworks,
Sculpting, etc.

- Close Combat (Combativeness): This Domain includes all melee-fighting techniques.


-Summary of the Game System-
- Demorthèn Mysteries (Empathy): Apart from the Demorthèn, only the Ionnthén (their apprentices) or long-
standing allies can have access to this Domain. It gives access to the techniques and knowledge making it possible to call upon
the Sigil Rann (the art of Ogham). It also includes skills in Medicine, Herbalism, etc.

- Erudition (Reason): Erudition encompasses gene- - Perception (Reason): This Domain gathers skills
ral knowledge, particularly reading and writing. It covers linked to observing, noticing details, and staying alert.
many fields of knowledge: Astronomy, Doctrine of the
Temple (ideology of the Temple, the six Ordinances and the - Performance (Creativity): This is the practice
six orders), Geography (knowledge in orientation and abi- and knowledge of stage arts. A bard's Domain of predilec-
lity to read a map), Heraldry, etc. tion, it also relates to all kinds of games and entertainment.

- Feats (Combativeness): Related to all physical - Prayer (Conviction): This Domain covers the
actions, including going beyond one’s limits (Acrobatics, knowledge and rites of the religion of the Temple. It pro-
Running, Climbing, Swimming, etc.) vides the skills to study the enigmas of theology and, for the
most devoted of adepts, to access the Miracles granted by
- Magience (Reason): This Domain gathers the the Creator.
knowledge and know-how linked to this Continental
science: Flux Knowledge (knowing where to find Flux, the - Relation (Empathy): This Domain includes rhe-
different types of Flux and their properties), Flux torical techniques and knowledge (Sweet Talk, Charm,
Extraction, Flux Refining, Artifact Repair, Medicine, etc. Intimidation, etc.) It also deals with manners related to life
in society and education.
- Natural Environnement
(Empathy): This Domain measures the - Science (Reason): This Domain gathers specialized
Character’s ability to survive in the wil- knowledge and processes such as Architecture, Botany,
derness as well as his knowledge of the Knowledge of Mental Troubles, Geology, Engineering,
rural environment. A Character com- Medicine, etc. Magience is not included in this Domain.
petent in this Domain will have an
understanding of Agriculture, Animal - Shooting and Throwing (Combativeness):
Knowledge, Camping, Survival, This skill is used for ranged combat but also for throwing a
Orientation, etc. grappling hook, for example.

16 - Occultism (Reason): - Stealth (Empathy): Domain of furtiveness and


Occultism is a Continental discipline obfuscation, used to avoid being spotted and remain hidden.
little known in Tri-Kazel; it gathers
esoteric beliefs and theories - Travel (Empathy): A Domain gathering all kinds
about magic and phantasmago- of appropriate knowledge and techniques for traveling and
rical creatures. It also deals living in the open: Carriages, Cartography, Riding,
with the study of sanity as Orientation, etc. Some Disciplines are exclusive to the
well as the treatment of Varigals or to those who have had the privilege to learn
associated disorders via about their trade.
hypnosis.

When an action with an uncertain outcome is attempted, or when the knowledge of the PC is tested, the Leader can ask a
Player to make a Resolution Roll to determine whether the intended action is a success or not. In such cases, the Player then
rolls a ten-sided die (1D10) and adds the result to the rating of the Domain (or the Discipline) appropriate to the action, as
well as to the associated Way. To succeed, the Player must reach a number above or equal to a Difficulty Threshold set by the
GL. Thus, the resolution system can be summed up this way:

1D10 + Domain (or Discipline) + Way must be equal to or greater than the Difficulty
Threshold
As part of this prologue, the skill rating of each premade Character already takes into account the addition of the
Domain and of the Way; the Players can use them directly, adding them to the result of the die.

-Summary of the Game System-


The Difficulty Threshold Automatic Success
If the addition of a PC’s Way and Domain (or
This threshold is chosen by the GL before a Resolution roll, Discipline) exceeds the Difficulty Threshold without him
and takes into account the difficulty of the intended action: having to roll a 1D10, his success is considered to be auto-
matic. It is then unnecessary to roll a die.

Contested Actions
When two Characters make contested actions, both
make an ordinary Resolution roll. The one with the highest
total gets the upper hand.

Survival Points
Each PC is given three Survival Points. In a critical
moment, he can use them to obtain one of these effects:

- Re-make a failed die roll. Note that the new


result will be applied, even if it is worse than the first.
- Ignore pain. For one Round, the PC ignores any
penalty due to a damaged Health Condition (see the follo-
wing section about Health).
- Get back on one’s feet. Using two Survival Points,
he can empty the “Agony” box and get back on his feet.

Survival Points do not replenish automatically, but a PC can


buy them back with Experience Points.

About the Use of the Game System


Shadows of Esteren’s game system has been conceived to support the atmosphere and not to hinder the action
because of an overbearing technical aspect. Keep a simple principle in mind: if a die roll would break the rhythm of 17
a sequence, decrease the dramatic intensity, or reduce the emotional charge of a scene, don’t do it. The Leader should
encourage the Players to play their PCs and limit the use of the game system to a minimum.

Each time the PC gets a damage point, the Player ticks a box in the Health Condition chart. The paragraph “Calculating
Damage”, in the section dedicated to Combat, shows how to determine how severe the injuries suffered during a fight are.
When a line is filled, move to the next one, and so on, until the last box is ticked. Each Health Condition inflicts particular
penalties that apply to every roll (-1 for the Okay Condition, -2 for the Bad Condition, etc).

For NPCs and creatures controlled by the Leader, a simple scale is used. For instance, for a brigand, the Health
level will be indicated as follows: 19(G)/14(O)/9(B)/5(C). That way, if the brigand loses Health Points and goes
down to 14, he will be in an Okay Condition (-1 penalty), then from 9, in a Bad Condition (-2 penalty), etc.

Agony Healing and Resting


When the “Agony” box is ticked, the Character collapses A successful roll in Science, Demorthèn Mysteries, or
and dies if nobody intervenes within 1D10 minutes. A Natural Environment, with a Complicated (14) Difficulty
Difficult (17) First Aid or Medicine roll is necessary to save Threshold, made just after an injury, gives back one health
the Character, who regains consciousness 1D10 hours later Point.
(the Player then unticks the “Agony” box).

A Character who rests can recover up to three Damage points for each twenty-four hours: one point for a night's
sleep, a second one if he is provided adequate care, and a third one if he rests during the day.

-Summary of the Game System-


A fight is divided into Rounds. In this introductory book, a
simplified combat system will be used, deliberately leaving
aside several elements that could unnecessarily complicate a
first session. Each Round is divided into three phases and is
regulated with the resolution system formerly described (see
the “Resolution of an Action” part):
1. Determining the order of action
2. Resolving the action
3. Calculating Damage

1. Determining the Order of Action


For this, compare the protagonists’ Speed ratings. The one
with the highest rating acts first.
2. Resolving the Action
Each fighter then makes his Resolution roll according to the
predetermined order of action. The Attack rating is used, to
which the result of 1D10 is added. The Difficulty Threshold
to beat here is the Defense rating of the opponent. If the result
of this roll overcomes the opponent’s Defense rating, he is hit.

Fighting Attitudes
Here is a word about one aspect of the combat system that is not mentioned here. Each Character has five
different Fighting Attitudes representing how he can behave during a fight: standard, offensive, defensive,
fast attack, and movement.
According to the chosen Attitude during a Round (and following the Potential rating defined in Book 1 -
18 Universe), the Attack, Defense, and Speed ratings can be modified. For example, in an offensive Attitude, the
Potential is added to Attack but subtracted from Defense, showing the risks taken by the PC. The Attitude
system aims to encourage the Players to describe how their PCs behave during a fight.

3. Calculating Damage
A successful Attack roll means that at least one blow hit For each Damage point, the Player ticks a box in the Health
during the Round. If this is the case, the Player adds the Condition chart of his Character Sheet. The wounds suffered
Damage of his weapon to his Attack roll. The Defense of the are cumulative and the Player ticks boxes each time he suffers
opponent is subtracted from this total score, which gives the Damage.
margin of success of the attack. Finally, the Protection rating Book 1 offers a full list of weapons and armors, along with
of the opponent is subtracted from this margin of success their technical characteristics (Damage of each weapon,
(these subtracted points represent the Damage absorbed by Protection rating of each armor, etc.) As part of this Prologue,
the defender’s armor). The final result equals to the inflicted the Players will refer to the premade Characters’ technical
Damage points. characteristics for the inflicted Damage and the amount of
points their armor can soak.
Margin of success - Protection rating
= Damage points

End of the Round


Once everything is resolved, the Round ends, and a new one begins.

-Summary of the Game System-


In Shadows of Esteren, the handling of sanity plays a large part in the
game system. This Prologue will give a brief outline of it.
During the game, the PCs will be led to experience exceptional events
that may leave a mark on their personalities, which are defined by the
rating of the Characters’ Ways. As a result, there are Aspects
(Consciousness, Instinct, and Trauma), an Orientation (rational or ins-
tinctive), and Character Traits. All these elements are determined at the
creation of each PC.

Mental Disorders
One last element is determined during the creation of a PC: the latent
mental disorder, which will take hold if madness gains ground.
Therefore, each PC has a specific latent pathology, related to his per-
sonality and history. Book 1 - Universe details twelve disorders and
their progression. For this, a gauge is used, ranging from 1 to 20, with
every 5-point segment leading to a degradation of sanity. The states are
balance, symptom, syndrome, and finally, madness.

Mental Resistance Rolls Use of Sanity in the Scenarios


When a PC faces very harsh scenes on an emotional level, the The Leader can make use of the Sanity rules during the scena-
Leader may ask the Player to make a Mental Resistance roll. rios included in the “Omens” chapter. In this case, and with the
The Difficulty Threshold is secretly set by the Leader, accor- Loch Varn scenario in particular, Players and Leaders are encou-
ding to the intensity of the situation. Therefore, its level will raged to improvise a Character’s descent into madness, if he
not be known by the Player: the Leader simply asks him to takes enough Trauma points.
make a roll and to tell the result. This way, the Player will not
know whether this roll has been a success or a failure, or the
amount of Trauma points he may have taken.
What Next?
Shadows of Esteren’s Book 1 - Universe includes all 19
the necessary details by describing the Demorthèn’s
magic and the Temple’s miracles, the use of
Magience, a complete sanity system, illnesses, expe-
rience and advancement, etc. The resolution system
includes critical successes and failures, Luck rolls,
and a system directly involving the Ways: the Tests.
To summarize them, going through a Test means to
confront the Character with his own tendencies,
In the case of a success, the PC endures the experience, unless represented by the Ways. The higher a particular Way
the mental shock is important, in which case he still suffers is, the harder it is to act against it.
the Trauma points indicated between brackets.

Premade Characters
The included templates in the following pages use the leading principles of Shadows of Esteren’s game system. Here is a
reminder regarding the meanings of the words used:
-Ways: There are five Ways, which are the main features of a Character’s personality.
-Skills: The indicated rating is the Domain’s rating - Combat: Gathers Attack, Defense, and Speed ratings.
added to the Way’s; in case of a Resolution roll, this rating Also indicates the PC’s Protection level.
will directly be added to a 1D10 result and compared to the
Difficulty Threshold determined by the Leader. - Survival Points: Indicates the number of Survival
points.
- Advantages and Disadvantages: If a PC has
a particular quality (strong, bright, lucky, etc.), or a fault, it - Stamina: The PC’s general constitution, his resis-
will be indicated here. These specifics are translated into tance to illness, poisons, etc. Barring exceptional cases, this
bonuses and penalties. These are already included in the value is usually 10.
rating indicated for Skills, Attacks, etc.
- Health: This chart keeps track of the PC’s potential
- Sanity: Indicates the level of a Character’s Mental wounds.
Resistance as well as his amount of Trauma points (from the
balance between his Ways) at the start of the game.
Ways: Combativeness: 4. Creativity: 3. Empathy: 5. Reason: 2. Conviction: 1.
Skills: Close Combat: 7. Erudition: 4. Feats: 6. Natural Environment: 9. Perception: 7 (Discipline: Alertness: 8).
Relation: 6. Shooting and Throwing: 5. Stealth: 7. Travel: 10.
Advantages: Mentor (Jarn).
Sanity: Mental Resistance: 6. Orientation: Instinctive. Trauma: 4.
Combat: Attack: 7 (Carath Damage: 2. Short Sword Damage: 2). Defense: 12 (Protection: 2). Speed: 9. Potential: 2.
Stamina: 10.
Survival Points: 3.

Yldiane was born in Melwan and is the granddaughter of the Demorthèn Wailen. As a child, she was already curious and
smart, and she used to ask countless questions to her Dàmàthair. Her parents’ death by illness, followed by her older sister
Adeliane’s sudden departure for Dearg’s Vale at the age of seven, saddened her and left her dismayed. She had much trouble
getting through these two events, which happened on the same year. Her grandmother took care of her and thought about ini-
tiating her in the Demorthèn arts, but Yldiane didn’t have much affinity with this mystical vocation and Wailen soon gave up
on the idea. Yldiane was too absent-minded, thinking about other places, about her sister, or her parents she would never see
again, questioning herself about anything and everything. Slowly, she convinced herself that another life was waiting for her,
somewhere. Elsewhere. Thus, at about fifteen, she was nicely surprised when she met Jarn, a Varigal nicknamed “the slashed”.
The young girl was captivated by the fantastic tales of the traveler who soon invited her to join the ranks of the Varigals.
Yldiane jumped at the chance and, after two years of rigorous training under Jarn’s guidance, she began a solo career in the
kingdom of Reizh, where she delivered several packages to
various addressees. The everyday wandering was very far from the
romantic image she had formerly had: bad weather, fear, violence,
and sometimes even strange things lurking in the dark...
Nevertheless, she stuck to this feeling, this certainty that somew-
here, her life was waiting for her, just over the next crest, just on
the other side of the next valley. After difficult months in the north
20 of Tri-Kazel, during which she made enemies, Yldiane headed
back toward Taol-Kaer with a new delivery package for Tulg
Naomh. This mission gave her the opportunity to go through her
native village, Melwan…

Personality
Character Traits: Intuitive / Impulsive
Latent Disorder: Elation
Yldiane is an intuitive and curious young girl, very aware of her
surroundings. She is particularly fond of independence and is fine
with being alone... at first glance, at least, for the disappearance of
her relatives as a child deeply marked her. In Melwan, she has only one friend, Arven, whom she has known since her chil-
dhood. Yldiane’s spontaneous temper can sometimes make her impulsive, although she knows of her fault and tries to chan-
nel it. As a Varigal, she has already risked her life on various occasions, and she knows a lot of stories regarding fellow mem-
bers who died from excessive curiosity or bravery. And yet, despite her efforts, she struggles in vain against her nature, and
when she doesn’t feel in danger or under any real risk, she becomes careless. Sometimes, she wonders what she is really doing
on the road, but she is not the introspective type.
Upon returning to Melwan, Yldiane found herself in an uncomfortable position. Her grandmother is now rather cold toward
her, and her friend Arven is more than ever obsessed by her military career. And above all, Melwan is very close to Dearg,
and even though Yldiane hardly remembers her sister, she finds herself thinking of her more and more.

Equipment
Yldiane owns a complete set of Varigal gear: tent, rope, grappling hooks and pitons, several maps, a hurricane lamp of
Magientist conception giving a bluish light (called “portable Nebular” and powered with mineral Flux), five mineral Flux car-
tridges (each one can fuel the Nebular for 12 hours), writing utensils, as well as first aid gear. She is equipped with studded
leather armor, a short sword, and a Carath (a Varigal traveling stick).

-Characters-
21
Ways: Combativeness: 5. Creativity: 2. Empathy: 3. Reason: 1. Conviction: 4.
Skills: Close Combat: 10 (Discipline: Swords: 11). Erudition: 3. Feats: 9 (-1 for extended actions).
Natural Environment: 5. Performance: 3 (+1 bonus). Perception: 5. Relation: 6 (+1 bonus).
Shooting and Throwing: 8. Stealth: 5.
Advantages: Ally, Beautiful.
Disadvantages: Fragile.
Sanity: Mental Resistance: 9. Orientation: Instinctive. Trauma: 2.
Combat: Attack: 10 (Sword: 11. Long Sword Damage: 3. Crossbow: 8. Crossbow Damage: 2).
Defense: 9 (Protection: 4). Speed: 8. Potential: 2.
Stamina: 9.
Survival Points: 3.

Arven was born in Melwan. Very soon, she became Yldiane’s friend, as the two little girls were raised by the same Dàmàthair
and shared a certain adventurous spirit, which led them to do some foolish things and to endure the consequences. However,
contrary to her friend, Arven quickly developed a taste for military training, which she diligently followed. The savage attack
on Melwan by Feondas seven years ago sealed her vocation of fighter. Shattered by her parents’ brutal death during the attack,
she swore to kill those who would dare to strike out at Melwan, whether humans or Feondas. After several years of apprenti-
ceship, she was noticed for her courage and her boldness, and got to work for the Mac Lyr family. The knight Aessan became
her mentor, and she found a solid ally in him. The young woman
developed conflicting feelings for the warrior, and does her best to
get his respect and recognition. Although she is a commoner, Arven
knows that with a noble patronage she could become a knight, an
ambition for which she obsessively strives. She doesn’t care about
titles or lands, but she is attached to military values that elevate the
art of fighting; values without which a warrior is not that different
22 from a wild animal, according to the young woman. Arven doesn’t
know yet if, at this moment, she should apply for the prestigious
order of the Hilderins, or if she should stay at the Mac Lyrs’ dispo-
sal. Aessan clearly made her understand that a good career in the
Hilderins requires serious support, but that it can bring glory and cer-
tain recognition. On the contrary, staying with the Mac Lyrs could be
considered as a lack of ambition, but protecting the vale from its
threats is a very honorable prospect as well.

Personality
Character Traits: Upright / Bold
Latent Disorder: Frenzy
Arven is a courageous and committed young woman who believes in the values of chivalry. She dreams of joining a presti-
gious order like the Hilderin knights, but even a simple rank of knight attached to the Mac Lyr family would fulfill her expec-
tations. She suffers from a fragile health, a weakness for which she can’t forgive herself: she tends to double her efforts and
her boldness to compensate for her weak breath, which can drive her to some reckless acts. Despite her beauty, Arven thinks
neither about wedding nor about romance, and would have easily been viewed as a tomboy a couple of years ago. However,
the knight Aessan has done his best to somehow soften the manners of his often uncompromising protégée. Notably, he taught
her some old bitter-sweet soldier ballads, which made Arven aware of other facets of a warrior’s life she didn’t have a clue
of: the death of a comrade-in-arms, short-lived love stories, incapacitating injuries, fear, age... Her resolution remains intact,
but she begins to understand that her ideals will be often and strongly put to the test. Her friend Yldiane’s recent return wor-
ries her: she would like to hear about her journeys as a Varigal, but she fears that Yldiane has become roguish, making a living
out of schemes and petty thefts, which would end their friendship.

Equipment
Arven is equipped with chainmail armor, a long sword, a crossbow, and a large round shield with the Mac Lyrs’ symbol,
a Caernide head on a green and gold background. She also has a large leather bag with traveling gear, a rope, torches, and a
blanket.

-Characters-
23
Ways: Combativeness: 5. Creativity: 3. Empathy: 2. Reason: 4. Conviction: 1.
Skills: Close Combat: 6. Craft: 5. Erudition: 6. Feats: 7 (+1 bonus to rolls related to agility). Natural Environment: 5.
Perception: 8. Relation: 5. Shooting and Throwing: 10. Stealth: 6 (+1 bonus). Travel: 3.
Advantages: Nimble.
Disadvantages: Enemy (corrupt knight).
Sanity: Mental Resistance: 6. Orientation: Instinctive. Trauma: 3.
Combat: Attack: 6 (Bow: 10. Bow Damage: 2. Short Sword Damage: 2). Defense: 12 (Protection: 2). Speed: 7. Potential: 2.
Stamina: 10.
Survival Points: 3.

Ean was born in Tulg Naomh, the capital city of Tulg’s dukedom, where his parents run a very reputable tannery. As a young
boy, he quickly showed skill in archery, and he soon accompanied his father in his expeditions into the open country, so as to
provide the family trade with quality hides. Yet, Ean aspired to something else, and the city life soon showed him a different
way to use his natural skills. In the beginning, he mainly acted out of idleness, playing tricks or spying on conversations that
didn’t concern him. Although he began to enjoy the thrill of risk, he became twice as careful and wary as he discovered some
unsavory truths about apparently respectable people. He developed a kind of cynicism and, one thing leading to another, began
to spy on some people’s doings on behalf of anonymous employers. The information he had to collect from his target had as
little chance to escape him as the animals he hunted. Profit came along with some enticing rivalry, as he soon came to com-
pete with a young girl commonly dubbed “Azurine” for her gray
bluish eyes, the only recognizable feature through her helmet’s
visor. More than once, the two spies had to look for the same pieces
of information. Ean wanted to know more about the mysterious
young woman, but never succeeded in discovering her identity.
Apparently, she had no public life and seemed to live in Tulg
Naomh’s shadows. However, sudden events forced the young man
24 to leave his native town, before light was shed on this mystery.

One night, as he was searching for some clue about suspicious deli-
veries, Ean overheard a conversation between an influential knight
and an official of the Currency House, the royal institution dealing
with the making and transportation of funds. Their discussion was
obviously about the misappropriation of a hefty amount of Daols.
Unfortunately, Ean was spotted and had to leave the town in order
to flee the corrupt knight’s wrath. He withdrew into the mountains,
leaving only an evasive note to his parents behind him, and even-
tually reached Melwan’s village. From his hideout, he contemplated
on a way to strike down the corrupt knight. With that aim in mind,
he is trying to get accepted by the locals, the Mac Lyrs in particular,
whom he sees as formidable potential allies.

Personality
Character Traits: Persevering / Unreliable
Latent Disorder: Paranoia

Ean is a young man who is determined in his deeds. Once his decision is made, nothing can stop him. This said, he tends to
turn to the highest bidder and doesn’t really care about his promises. He can appear immoral to many people. Patient and
observant, Ean is crafty, but his greatest qualities remain his perseverance and his tenacity. His morality is flexible and even
thin, and he sometimes has a hard time getting used to the mountaineers’ behavior, who are far more considerate of their col-
lective interest than city dwellers, and far less respectful of their neighbors' private life. He keeps most of his assessments to
himself, and, although he is often fed up with Arven’s aggressive and idealistic naivety, Ean can’t deny he’s attracted to the
young girl and sometimes regrets his own lack of conviction.

Equipment
Ean is armed with a short sword and a bow, and he wears studded leather armor. He owns some consumables and travel
gear in a bag, tools to pick locks, a spy-glass, and several knives.

-Characters-
25
Ways: Combativeness: 1. Creativity: 4. Empathy: 3. Reason: 5. Conviction: 2.
Skills: Close Combat: 3. Craft: 6. Demorthèn Mysteries: 7. Erudition: 9 (Herbalism: 10) (+1 bonus). Magience: 7. Natural
Environment: 4. Occultism: 7. Perception: 7. Relation: 3. Sciences: 9. Travel: 4.
Advantages: Well-read.
Sanity: Mental Resistance: 7. Orientation: Rational. Trauma: 2.
Combat: Attack: 3 (Short Sword Damage: 2. Knife Damage: 1). Defense: 13 (Protection: 0). Speed: 4. Potential: 2.
Stamina: 10.
Survival Points: 3.

Originally, Liam was set on being Wailen’s disciple, replacing the young Ionnthén Adeliane, who had suddenly left the city.
However, the young man had trouble embracing the cult of the spirits of nature, as he couldn’t help but question everything,
even the most basic of things. He would spend his time in reflection, never blindly trusting what he was being taught, and
always asking questions which no one could really answer. After several years, Wailen told him that he should give up the
idea of finishing his apprenticeship, and she sent the Ionnthén back home. It was a difficult moment for Liam, as he sincerely
wished to become a Demorthèn. Fortunately for him, he found a way to express his intellectual curiosity and freedom of mind
with Venec, Melwan’s apothecary. Indeed, the old man was neither a follower of the traditional cult, nor an adept of Magience,
let alone a follower of the Temple’s religion. He was curious about all of these subjects, and was even highly interested in the
theological enigmas of the Temple’s church. But, contrary to most people who are looking for answers and for absolutes,
Venec strove to judge everything fully, without prejudices, but with wisdom and restraint. Liam benefited from his master’s
vast erudition, using his workshop to access different books and documents about various subjects.

Now, this cornucopia of knowledge is starting to run dry, and other


preoccupations put aside for a while are resurfacing. For a couple
of years, Liam's main cause of concern has been his older brother,
Terent, who never succeeded in finding his place in the community.
Terent left Melwan two years ago, only coming back unexpectedly
26 and sporadically, and remaining vague about his activities.
According to some people, he has become a Varigal, but a persis-
ting rumor has him being part of the Dark Feathers, a band of bri-
gands running wild mainly in the nearby vale of Dearg. Others state
that he has been seen prowling in Loch Varn’s vale. Liam has trou-
ble picturing Terent as a bandit, but he could not help but notice,
during their last encounter, his brother’s stance, betraying a man
who is used to carrying a sword at his belt.

Personality
Character Traits: Resourceful / Irresolute
Latent Disorder: Elation
Liam’s freedom of mind is what characterizes him the most: like his
mentor Venec, he finds interest in everything, without his curiosity being bound by some dogma. All sources of knowledge
are valuable in his eyes. But from his open mind also comes his biggest weakness: a persisting doubt on the direction he’s
going to take in his life. Taking over Venec’s shop? Traveling toward big cities in order to develop his knowledge? What would
he do then: scribe, herbalist… or even doctor in a big city? Once, he even thought about becoming a Magientist. Those who
do not know him often and wrongly judge him as an absent-minded dreamer. On the contrary, Liam has his feet on the ground
despite his curious and perpetually active brain, and this is indeed his problem. He is often indecisive, because he has trouble
weighing the alternatives, and he then hides behind complex discourses which aim to present the possible choices as well as
to help himself make a decision.

Equipment
Liam owns a satchel with various parchments, writing devices, a magnifying glass, a torch, medicinal herbs, and first aid
gear. He carries a short sword and a knife.

-Characters-
27
Ways: Combativeness: 1. Creativity: 5. Empathy: 4. Reason: 2. Conviction: 3.
Skills: Close Combat: 6 (+2 bonus). Craft: 8. Demorthèn Mysteries: 8. Erudition: 3. Feats: 6 (+2 bonus to rolls related to
strength). Natural Environment: 9. Performance: 9. Travel: 6.
Advantages: Colossus.
Sanity: Mental Resistance: 8. Orientation: Instinctive. Trauma: 1.
Combat: Attack: 8 (Claymore Damage: 4). Defense: 11 (Protection: 2). Speed: 5. Potential: 3.
Stamina: 10.
Survival Points: 3.

Mòr was named that way because of his impressive physique; his name means “colossus” in the ancient Tri-Kazelian tongue.
He comes from Melwan, where he spends his time between Nar’s forge and Neala’s stables. As he was an orphan, he was
taken in by the blacksmith Nar, who taught him ironworking. Despite some promising tries, this apprenticeship did not come
to much, as Mòr was too much of a dreamer to work with the care and the consistency expected by Nar. Therefore, the for-
mer knight tried to train Mòr in the use of weapons, without much more success.
This situation exasperates Nar, who cannot stand to see his adopted son daydreaming instead of training in a useful trade for
the community: nature gave him remarkable strength, and Mòr has to make good use of it. The young man doesn’t lack good
will, and he readily agrees to help when asked, but his withdrawn and melancholic nature always gains the upper hand.
Fortunately, old Demorthèn Wailen has taken Mòr under her wing and the young giant seems to have good aptitude to become,
at last, the trainee that the Demorthèn has been looking for so long. He is much more hardworking and enthusiastic than when
Nar showed him the art of iron or of fight, even if Wailen is often
annoyed by his dreamy nature.
Actually, Mòr feels much more comfortable and serene by the side
of Neala, a Caernide breeder from Melwan. His calm nature allows
him to have a privileged relationship with animals; he loves spen-
ding hours with the cattle, whether caring for it at the stable or taking
it out in the open. Furthermore, Mòr has become fond of music ever
28 since he heard Neala singing and playing the lute. As thanks for his
valuable help in the stable, the young woman, who had noticed his
interest in music and singing, offered him a lute of his own. Mòr
spends more and more of his time far from the village, playing his
lute, when he is out with the animals.

Personality
Character Traits: Calm / Absent-minded
Latent Disorder: Melancholia

Mòr’s build strongly contrasts with his temper. The young man likes
the tranquility and loneliness of the open nature with the Caernides. He is secretly in love with Neala but keeps his feelings
for himself because he fears to lose the young woman’s affection. As shy as he is musically gifted, he doesn’t sing but plays
the lute wonderfully. No one in the village knows of his skills, since he only plays alone, far from the village. Even Neala
would be astonished if she heard him play. Mòr takes his Ionnthén vocation very seriously and always pays close attention to
Wailen’s teachings. He tries to be exemplary, in order to obtain the recognition and pride of Wailen and of his adoptive father
Nar, two people who mean a lot to him.
Mòr is otherwise a soft-hearted and tolerant man, able to accept everyone’s nature, be it Arven’s determined personality, Ean’s
silent irony, or Liam’s convoluted explanations. Yldiane someway fascinates the Ionnthén, because she left Melwan to live
her dreams and travels all around the vast world. Mòr is filled with all kinds of dreams and has a pretty naive idea of the penin-
sula, but the young woman’s tales made him want to see more of Tri-Kazel.

Equipment
Mòr wears thick studded leather armor. He has a large two-handed blade, a Claymore that his adoptive father gave him,
which he only uses as a last resort. When he leaves somewhere, he brings along a bag with torches, some camping equipment,
a sizable gourd, and first aid gear. He also hides his most precious object, his lute, in the bag.

-Characters-
29
Ways: Combativeness: 2. Creativity: 5. Empathy: 4. Reason: 1. Conviction: 3.
Skills: Close Combat: 5. Craft: 7. Erudition: 2. Natural Environment: 7. Perception: 4 (+1 bonus to rolls related to
hearing). Performance: 10. Prayer: 8. Relation: 9. Shooting and Throwing: 4. Stealth: 6. Travel: 6.
Advantages: Keen Hearing.
Sanity: Mental Resistance: 8. Orientation: Instinctive. Trauma: 3.
Combat: Attack: 5 (Long Sword Damage: 3. Crossbow 4. Crossbow Damage: 2). Defense: 10 (Protection: 4).
Speed: 6. Potential: 3.
Stamina: 10.
Survival Points: 3.

Urvan wanted to be a bard, but his devout parents left him to the good care of the clergy, so that he might become a soldier
of the One. Urvan’s father has nothing but contempt for those who refuse the One’s truth, and he does not forget that his own
father died during the War of the Temple against Reizh’s heathen soldiers. Raised from his early childhood in the Temple’s
faith, Urvan is a sincere believer, but too sensitive and dreamy according to his family. Unfortunately, once in the Blade
knights’ order, the armed side of the church in Gwidre, he did not make a good reputation and did not try to please his super-
iors. From reprimands to punishments, Urvan eventually got a disciplinary sanction. He has to go for a “pilgrimage” to ins-
pect several sites abandoned during the War of the Temple in Taol-Kaer. The idea is to force him to pull himself together by
exposing him to the dangers of the road and to the hostility of the Talkéride pagans. He escorts Jaber, a Temple’s Vector, an
austere man he gets along with, as the Vector quickly understood that Urvan has a good heart, but simply lacks the firmness
and discipline the Temple’s Blades are required to have. The two men have been on the road for two months already, and they
have visited a few isolated clerics in the mountains, as well as seve-
ral abandoned churches and chapels. Since they passed Taol-Kaer’s
border, both of them have been noticeably tenser. Jaber explained to
Urvan that a chapel dedicated to a local saint is to be found in Loch
Varn’s vale and that in Dearg’s vale, there is a monastery held by two
30 representatives of the Temple. For the first time in his life, Urvan is
in a country where the religion of the One is not considered as the
official truth, and where the Temple’s clergy has no authority.

Dressed in the light gray tunic of trainee adepts, lined with the
Blades’ red, Urvan knows that he will not be welcome. Lots of
Talkérides were killed by the Blade knights during the war, half a
century ago. He fears the hostility of Taol-Kaer’s pagan highlanders
toward him and Jaber, and he seriously doubts he will be able to
protect the Vector. The possibility of such a situation makes his fer-
tile imagination run wild.

Personality
Character Traits: Poetic / Absent-minded
Latent Disorder: Mental Confusion

Urvan is sensitive and not very self-confident. He has not completed his initiation yet, and fosters doubts about his commit-
ment. He does believe in the One, but must he fight and kill to serve him? He hopes that the Creator understands and forgives
him, especially now. When he goes back to Gwidre, if he is to survive the perils of the Talkeride valleys, he knows he will
have to be determined about his future life. The Temple only deserves a sincere devotion, without ambiguous feelings. Often,
the young man glances at Jaber, wondering if the vocation of Vector wouldn’t be more suitable for him than that of Blade. But
he also fears that his shyness would prevent him from preaching with the due conviction and assurance. In the end, Urvan fears
the future, first because of the dangers of his current journey, but also, and especially, because he is afraid of making a choice
that will engage him for the rest of his life, when he is not at all convinced he has the required qualities and willpower.

Equipment
Urvan has a long sword, a crossbow, chainmail armor, and a shield engraved with the Temple’s symbol. He owns a prayer
book, maps, traveling gear, a gourd, a hurricane lamp, and two doses of oil.

-Characters-
31

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