Player Guide
Player Guide
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.
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.
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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.
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-
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.
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...
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
- 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.
- 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.
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.
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:
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.
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.
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
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.
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.
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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.
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.
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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.
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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.
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