Sword World 2.0 - Fortuna Code

Download as pdf or txt
Download as pdf or txt
You are on page 1of 185

1

2
3
6
4
5
6
7
8
9
Sword World 2.0 Supplement

Fortuna Code
Content
Introduction ................................................................. 11 Episode 3 (Idea) “The Book of Red”, Quargnail .... 102
Part 1 Characters .............................................. 12 Introduction............................................................... 102
Characters Coming Closer to Gods ............................ 13 Epilogue “The Consolidation of the Four Colors” .. 104
Sword Hero .................................................................. 14 Sample Campaign 3: “The Epitome of Havoc”
Punching Titan ............................................................. 15 ...................................................................................... 105
Invisible Assassin ......................................................... 16 Introduction............................................................... 105
Legendary Wizard ....................................................... 17 Campaign Setting and Overview ............................... 105
Lunar Piercer ............................................................... 18 About PCs ................................................................. 105
Prophecy Bringer ......................................................... 19 Episode 1 "The Chaotic World of Fairies" ............... 107
Determining Reasons to Transcend ............................ 20 Introduction............................................................... 107
Growth and Benefits at the 16th level ......................... 21 Episode 2 "The Fury of Sand and Storm" ................ 110
16th level Racial Ability Enhancements ...................... 23 Introduction............................................................... 110
Additional Rules: Transcendent checks and Super Scenario Introduction ............................................... 110
Success ............................................................................ 25 Future Developments and Ultimate Goal ................ 116
Trancendental Combat Feats ...................................... 27 Campaign Development ........................................... 116
Transcenendental Spells .............................................. 29 Ultimate Goal and Conclusion ................................. 117
Transcendental Non-Magical Skills............................. 33 Sample Campaign 4: “Ressurection of the Evil
Transcendental Mounts ............................................... 38 Goddess” ...................................................................... 118
Mount Item List ........................................................... 40 Introduction............................................................... 118
Recommended Items List ........................................... 41 Campaign Setting and Overview ............................... 118
Optional Rule: Reputation Business ........................... 44 Symbiotic Goddess Luifa .......................................... 120
Part 2 World .................................................... 56 About PCs ................................................................. 121
Fortuna Code, a Code Changing Fate ......................... 57 Major NPCs............................................................... 122
Path to Godhood ......................................................... 59 Episode 1 (Idea) "The Guidance of Lyphos" ........... 122
Those who Transcend ................................................. 60 Introduction............................................................... 122
Campaign Development (Idea) ................................ 124
Part 3 Campaigns ............................................. 64
Final Scenario "The Innermost Depths of the Well Of
Sample Campaign 1: “Fallen Dragons Threat”
Wisdom" ...................................................................... 126
......................................................................................... 65
Future Developments and Ultimate Goal ................ 130
Introduction ................................................................. 65
Subsequent development of the campaign .............. 130
What is Dragon Raid? ................................................. 65
Ultimate Goal and Conclusion ................................. 130
Overview of the Campaign Setting .............................. 66
Ultra-High-Level Scenario Creation and GMing, Player
About PCs .................................................................... 67
Guidelines .................................................................... 131
Major NPCs ................................................................. 68
Unstoppable PCs....................................................... 131
Episode 1 “Power to Awaken” .................................... 69
The Other Way Around. “Just run” ........................ 132
Overview....................................................................... 69
Combat Readiness .................................................... 134
Introduction ................................................................. 70
Players Should Keep in Mind ................................... 136
Future Developments and Ultimate Goal ................... 74
Campaign Development .............................................. 74
Part 4 Monsters ............................................... 138
Ultimate Goal ............................................................... 76 How to Read Monster Data ...................................... 139
Abilities of Fallen Dragons and Damned .................. 78 Barbarous .................................................................. 140
About Fallen Dragons .................................................. 78 Animals ...................................................................... 148
Fallen Dragons Features .............................................. 78 Plants.......................................................................... 151
Damned ........................................................................ 80 Undead ...................................................................... 153
How to Create Fallen Species Data............................. 82 Constructs .................................................................. 157
Sample Campaign 2: “The Barbarous King and Four- Mythical Beasts .......................................................... 160
Colored Books”.............................................................. 87 Fairies ......................................................................... 162
Introduction ................................................................. 87 Daemons ................................................................... 166
Campaign Setting and Overview ................................. 87 Daemon Summoning Table For This Book ........... 171
About PCs .................................................................... 88 Humanoids ................................................................ 172
Episode 1 “The Book of White”, Ag.......................... 89 Divine Beings ............................................................ 174
Introduction ................................................................. 89 Appendix ........................................................ 176
Episode 2 “The Book of Blue”, Sicinus and “The Book How to use the Sheets in the Appendix ................... 177
of Red” N’Dal................................................................. 94 Sword World 2.5 Homebrew ................................... 180
Introduction ................................................................. 94 Designer's Notebook ................................................. 184

10
Welcome to the new world of Sword World 2.0! This book is divided into four parts, plus an appendix.
This book is a rule and data book to expand the world of Part 1, "Characters," describes the rules and data that are
"Sword World 2.0" and to provide new experiences and enhanced when a character reaches level 16. It also includes
adventures. sample characters of higher levels that can be played
In this book, it is possible to grow to the 16th level or immediately, as well as a "Recommended Items List" that is
more, which is beyond the limit of the 15 level. 16th level or useful for creating higher-level characters.
more characters are called "Transcendent" and are enhanced Part 2, "World," explains how adventurers can become
by new racial abilities, Combat Feats, spells, and other Transcendent and how Transcendents are recognized in
powerful data that go beyond the limits of previous levels. Raxia.
Then, these characters confront the "Fortuna Code" and Part 3, "Campaigns," introduces the enemies and forces
see the world in a new light. It may be a sign of the that Transcendents will face. The book presents the four
resurrection of the Barbarous King or a sign of a visitor from world crises (Fallen Dragon, Barbarous King, Natural
another world, or caused by abnormal weather, and so on. Disaster, and Evil God) as separate campaigns in the form of
In this book, we describe how the characters who became Scenario Ideas. By starting these campaigns with 15th-level
Transcendent are involved in the world crises from their characters and clearing the scenarios of each of them,
inception to their resolution. characters can become Transcendent.
The book also includes "Reputation Business Rules" that Part 4, "Monsters," lists the monster data that 16th level
can be implemented in a long campaign. This is a way for or higher characters will face as obstacles. It also lists
adventurers who are trying to gain Reputation and become Constructs, Fairies, and Daemons that can be used by
famous to invest their money in a store or a business and get characters above 16 levels at the same time.
a portion of the profits back. This is a fun element in the
campaign that can be introduced in between sessions.

R ELATIONSHIP TO CORE R ULEBOOKS AND DATA B OOKS


Due to its nature, the rules and data in this book are in Supplements and databooks are pieces that extend the
addition to those in the "Sword World 2.0 Core Rulebook I game, overriding some rules and data and inviting you to play
Revised Edition", "Core Rulebook II Revised Edition", and with newer ones. Please refer to the Group SNE web page
"Core Rulebook III Revised Edition", as well as those in the (http://www.groupsne.co.jp/) for articles on how the rules and
previous supplements and data books “Alchemist Works”, data of the individual pieces correlate and which should take
"Barbarous Tales", "Wizards Tome", "Cardia Grace", "Ignis precedence in the event of discrepancies or inconsistencies.
Blaze", and "Lumiere Legacy". If you have "Core Rulebook
EX" at hand, you can refer to the additional rules and some
item data.

ABOUT R EFERENCES
In this book, references to some terms are given in the form (see XX, p. YY): where XX might be an abbreviation for:
of (see XX, p. YY). These should be handled as follows. “EX”: “Core Rulebook EX”
(see p. YY): If there is no abbreviation and only the page is “AW”: “Alchemist Works”
indicated, it is a reference within this book. “BT”: “Barbarous Tales”
(see CR I/II/III, p. YY): See the book “Core Rulebook “WT”: “Wizards Tome”
I/II/III Revised” “CG”: “Cardia Grace”
“IB”: “Ignis Blaze”
“LL”: “Lumiere Legacy”
“T1”: “Tour Luferia”
“T2”: “Tour Lios”
“PH”: “Natural History of Feidan”
“PZ”: “Natural History of Zalts”
“PY”: “Natural History of Yulleria”

11
Part 1 Characters

Part 1 Characters

12
Here, we present six sample characters who can be P LAYING T RANSCENDENT CHARACTER WITH ONLY CORE
played with this book, all of whom have reached the R ULEBOOKS
adventurer level 15 and are recognized as leading experts in Transcendent data for 16 levels and above are included
their field. with references to all supplements.
When actually operating these sample characters, please If you want to play this book with a character who has
refer to the following notes before operating them. grown up by playing a campaign using only Core Rulebooks
I-III, it may be difficult to refer to the rules and data of this
15,000 E XPERIENCE P OINTS L EFT book. Some of this can be solved by using Core Rulebook
The sample characters in this book were created with an EX, but data and rules that still cannot be referred to are
additional 180,000 experience points, 120 growths, 360,000 recommended not to be used.
gamels, and 3,000 Reputation using the "IB" High-Level If some items of sample characters cannot be referred to,
Character Creation Table (see IB, p. 47). etc., you should give them up in exchange for the base price
When class levels were increased with experience points, and use the additional money to purchase other items listed
any unused points were left at around 15,000 to allow for in the available books.
both starting a campaign at the 15th level and starting a
campaign at the 16th level. For a 15th-level character, the DATA CHANGE (R EBUILD) OF SAMPLE CHARACTER
unused points should be left to start the campaign. If the These sample characters are created with 15 levels, but
sample character is played at the 16th level and you have we have chosen 3 or 4 classes so that you can easily
completed the scenario to reach that level, spend the understand their abilities even if you use them immediately.
remaining experience points on one of the classes currently Therefore, depending on the combination of selected
at the 15th level and set the adventurer level and class level sample characters, you may find that the required class for
to the 16th level. games is missing, or you may feel some abilities are lacking.
For information on growing to 16th level, please refer to In such a case, you may change (rebuild) the character
"Growth and Benefits at 16 level" (see p. 21) below. data, including the class structure, if you have the GM's
permission. However, please note that it will take more time
VALUES to prepare for the rebuild if you acquire many different
The values of "Base Accuracy", "Base Evasion", "Base classes at a higher level.
Extra Damage", "Magic Power", etc., in the sample character
are the values calculated with passive Combat Feats and racial I NSTANT CLASS GROWTH AND T RANSCENDENT CHECK
abilities. Some magic and unique skills, such as [Jihad],
temporarily increase the class level of the target. However, if
P URCHASING ITEMS F ROM A L IST OF R ECOMMENDED a high-level character is affected by these effects, even if its
I TEMS adventurer level is 16 or more, it is not treated as a
Items other than the equipment of the sample characters Transcendent check (see p. 21), and Super Success (see p.
were selected and purchased from the items in the 21) will not occur. Generally, if the adventurer level or class
"Recommended Items Lists" (see p. 41). For details of the level is 16 or more after spending experience points, the
effects of the items, please refer to the descriptions on this check with that as the Standard Value will be considered a
page. Transcendent check.
If you wish to purchase additional items, you must spend In addition, the racial abilities will not be enhanced, or
them from the money you have at the time of creation. new racial abilities such as [Sword's Revelation/ Transcend
Fate] will not be available just because the adventurer level is
R EPUTATION WAS N OT Used temporarily increased to 16 or more.
The sample characters are all characters with a Current
and Total Reputation of 3000 points. Players can use them
for renowned items, titles, and other elements at their own
discretion.

13
Part 1 Characters

Character Description and Use


This character is a pure, balanced warrior without any
Wizard-Type Classes. They have a minimal amount of active
combat feats, instead focusing on attack power and durability.
They have also mastered classes specialized in healing,
strengthening, and weakening the enemy. Although they have
few weapons, their fighting style is stable and effective against
any enemy. If they want to use their full power, they can
declare [Power Strike III] and [Cleave II] at the same time
with [Battle Master], after using all of their Techniques. This
allows them to destroy enemies even with multiple sections.

16 Level Growth After Transcendence


Naturally you should raise only the Fighter class to level
16. Advancing to level 16 or higher will provide an additional
learning slot, which can be used to select one of the new
Combat Feats from the Fighter class at level 16 or higher,
namely [Cut in Half] and [Severe Blow]. Along with the race
feature [Sword's Grace/Change Fate], the new racial ability
[Sword's Revelation/Transcend Fate] will also be available,
enabling you to continue displaying your power beyond the
realm of humans.

14
Character Description and Use
This is a Soleil boxer who mainly fights in the Grappler
class. They have mastered Divine Magic at a high level, so
they can play a sub role as a healer or backup in a party.
When attacking, they excel at multiple attacks with [Dual
Technique], taking advantage of their high ability score. By
activating [Mana Strike] and [Armor Piercer], they can
become the main attacker of the party. However, they should
pay attention to their own HP and be prepared for
counterattacks.
By strengthening themselves further with Technique and
supporting allies with their Stratagem according to the
situation, there is almost no situation in which they cannot
play an active role.

16 Level Growth After Transcendence


By raising the Grappler class to level 16, you can unlock
powerful combat feats. If you perceive an enemy as a threat,
you can choose [Jump Attack] or [Sealing Strike].
Alternatively, if you want to eliminate low-level enemies, you
can choose [Phantom Counter].
By utilizing the enhanced [Radiant Physique] at the front
line, you can play an active role in overturning any battle.

15
Part 1 Characters

Character Description and Use


This Leprechaun has honed their Fencer and Scout
talents to the utmost limit, and their Rider skills are also
highly developed. When attacking, it is recommended to use
[Lethal Strike III] as the main attack, and [Aimed Attack III]
for tough opponents. They have also mastered [Throwing
II], allowing them to provide support from a distance with
their thrown weapon, unique mount skills, and spells.
Additionally, they can use their unique skills and spells to
support the mount from afar.

16 Level Growth After Transcendence


The Fencer class should be raised to 16th level. Their
Combat Feats have many features that other classes do not,
so you can choose the one that you like.
When a Leprechaun's racial ability, [Invisible Hand], is
strengthened to 16th level, they will have four additional slots
in the accessory column. Consider buying a large amount of
Rings of the Fleet-Footed or similar items to keep as
breakable amulets. This will give you peace of mind in case
of emergencies.

16
Character Description and Use
This is a Tabbit wizard with the world's highest Magic
Power, capable of using three different systems of magic. It is
important to select and use the most appropriate spell for the
situation.
However, due to their specialization in casting spells, their
survivability and durability are at a low level for a 15th-level
character. Therefore, be careful not to leave them alone on
the battlefield or accidentally place them in front of the
enemy.

16 Level Growth After Transcendence


When Wizard-Type Classes reach 16th level, they can
learn a new magic spell above 16th level in addition to their
Combat Feat. When creating this character, you can choose
either the Sorcerer or the Conjurer class as the 15th level,
which will then grow to the 16th level at the time of growth.
You can select the class based on the new 16-level spell that
you want to use.
Furthermore, Tabbit's enhanced racial ability allows
automatic success in a Danger Sense check once per day.
With this ability and the new racial ability [Sword's
Revelation/Transcend Fate], you may be able to avoid a fatal
situation.

17
Part 1 Characters

Character Description and Use


This is a runefolk gunner that emphasizes accuracy
checks. They carry two guns for two-handed use, and excel
at making multiple ranged attacks such as [Shotgun Bullet],
which can destroy enemies without giving them a chance to
counterattack.
Since the range of a one-handed gun is short, they will
have to be on the front line most of the time. In this case,
they must rely on their evasive ability with [Archer's Grace].
They also have [Twin Strike], so they can use two guns against
different enemies.
Although their Scout is not as advanced as that of the
main classes, it can still be useful.

16 Level Growth After Transcendence


At level 16, Marksman class can learn Combat Feat,
which is also useful for guns. If you plan to play an active role
in the Artificer class, you may choose to learn a combat feat
such as [Metamagic/Targets] instead of a new combat feat
from this book at this point.
Runefolk's racial ability, [HP Conversion], allows you to
transfer MP to others more efficiently in converting HP to
MP. This makes them more compatible with the Artificer
class, and reduces your own MP consumption, especially at
level 16.

18
Character Description and Use
This is Newman's go-to priest for durability and fighting.
When their comrades are injured or facing Barbarous
enemies, they are guaranteed to play a major role in the
battle. With their amazing MP efficiency and Magic Power,
they can quickly heal the wounds of their companions. If they
have enough support, the character can use Spiritualism
Magic's various support spells.
When not in combat, they can make an Insight check in
the Sage class, which will reveal everything within their
knowledge.

16 Level Growth After Transcendence


When the Priest class is leveled up to 16 levels, Divine
Magic becomes more powerful than ever before. Similarly,
when the Sage class is leveled up to 16 levels, checks using
the Sage class become Transcendent checks, providing a high
Success Value. Either of these classes can be used.
Newman's racial ability, [Child of Magic], is especially
helpful for Priests who are in charge of healing. At the 16th
level, this powerful ability allows them to activate magic even
if they roll double 1s on a Spellcasting check without it being
considered an automatic failure.

19
Part 1 Characters

When creating a 16th-level character, you should First Die Is 3) Chosen by God
determine the reason to Transcend. The character can be Whether or not the character is a fervent believer in god,
"guided by Swords of Genesis" or "promoted with the help of God has chosen them to open the gate to Transcendence.
a god," etc., all of which are special reasons to become This is often the case with Priests and those associated
Transcendent. Without these reasons, characters will not be with the Temple, who, as agents of god or embodiments of
able to be Transcendent and cannot increase their god's will, fight against the world's dangers and god's enemies.
adventurer level beyond 16. A person who has not acquired a Priest class will not
The "Reason Table for Transcend" (see the next page) is acquire a new Priest class for free, even if they were chosen
treated in the same way as the History Table (see CR I, p. by God.
57): the first roll determines the general reason for becoming
a Transcendent. First Die Is 4) By One's Own Will
Behold, there are moments when even the gods marvel
B ECOME T RANSCENDENT FOR T HEIR OWN R EASONS at the boundless potential of a single soul. It is true that a
If possible, the GM may provide a scenario based on person of unwavering fortitude and moral fiber can ascend to
these reasons to give the characters a reason or impetus to the realm of the Transcendent, although such an occurrence
become Transcendent. The GM should prepare a scenario is exceedingly rare.
based on those reasons and provide a reason or trigger for The unforgiving perils of the world and the indomitable
the characters to become Transcendent. To create such a spirit that rises to meet them against all odds shatters the
scenario, please refer to the "1st Campaign Scenario Sample, shackles of our mortal existence, freeing us to transcend
Episode 1: Power to Awaken" on page 69 in “Part 3 beyond the limitations of their form.
Campaign.”
First Die Is 5) Through Superior Technology
First Die Is 1) Fate Amidst the mundane existence, there are rare individuals
This character was destined to become a Transcendent who Transcend the limits of what is humanly possible. They
from the moment they were born. dedicate their lives to honing their skills, and in doing so, they
At birth, they experienced natural cataclysms, strange surpass mortal boundaries.
prophecies, and memories they could not have possibly They become Transcendents, ascending to a realm
experienced. In their early days, they did not understand the unknown to most and often without even realizing it. And
significance of these events, but as time passed, they came to when the world calls upon them, their skills become a beacon
realize their destiny as Transcendent. of hope in the face of unprecedented threats, a force to be
reckoned with as they stand at the forefront of danger.
First Die Is 2) Magic Sword in Their Hands
A powerful magic sword gives the wielder supernatural First Die Is 6) Carrying on the Legacy of
power. As a result, the wielder of the sword can become Predecessors
Transcendent. Individuals can inherit the legacy of those who fell in the
Sometimes, a magic sword is a plain, ordinary weapon in middle of their ambition and become Transcendent by
the possession of its wielder. In such a case, the sword may touching their footprints and belongings.
speak to its owner and lead them to Transcendence when the In some cases, hints about Transcendence can be
time comes. received from memoirs, traces of great battles, and other
Whether by obeying the will of the sword or by being sources. In other cases, it may be spoken directly by souls still
guided by the fate of the sword, the wielder will become on earth.
involved in the epic fate.

20
Reason Table for Transcend
Roll Transcend Reason Roll Transcend Reason
1–1 Have been struck by disaster and miraculously survived. 4–1 Awakened to see the threat and to defeat it.
1–2 Have received omens (prophecies) at the time of birth. 4–2 You awakened to protect your loved ones or objects.
1–3 Since childhood, you have had a strange sense of mission. 4–3 You have worked hard and achieved excellence.
1–4 Believe in a hidden adversary. 4–4 You dreamed of gaining power, and it came true.
1–5 You sense a life that needs to be saved. 4–5 Defeating the strong meant inheriting their legacy.
1–6 A meteor shower occurred when you were born. 4–6 You remembered your forgotten will and awakened it.
2–1 You have a magic sword that leads you on your mission. 5–1 You have followed your own path.
2–2 Love became your legendary magic sword. 5–2 You became one-of-a-kind at some point.
2–3 Your sword has grown a will and guided you. 5–3 Your self-made tools embodied your will
2–4 There is a magical sword, counterpart to your sword. 5–4 Your natural talent was finally revealed.
2–5 Your weapon was transformed into a magic sword. 5–5 Totally useless technology opened the door.
2–6 Your familiar is actually a magic sword. 5–6 You’ve learned unique techniques from your master.
3–1 You heard a guiding voice from god. 6–1 You encountered the relics of your great predecessors.
3–2 You got the feeling of being one with god. 6–2 You came across a book that led you on the mission.
3–3 God appeared and chose you to be their envoy. 6–3 The souls of your predecessor appeared and guided you.
3–4 You’ve seen the vision of god dying. 6–4 Transcendent's legacy was carried on by their family.
3–5 You’ve been chosen as an offering to the evil gods. 6–5 You continue your predecessor's legacy and mission.
3–6 Promised to become a Minor God 6–6 Guided by inherited memories of your own previous life.

By using the rules and data in this book, the character will
be able to reach an adventurer level of 16 or higher and will
be recognized as Transcendent, which is different from a To raise the level of a class to 16 or higher, player needs
normal adventurer. to spend experience points as their did up to 15.
Here, we describe how characters of 16 and above levels The following is a list of experience points required to
should spend their experience points. reach 16 level and 17 level. The number in parentheses is the
accumulated experience points required to raise a class from
the first level up to that level.
You can only grow up to 17th level with this book.
No matter how experienced a character is, they have
never been able to raise the class level higher than 15. Experience Table for 16-17 Levels
However, introducing this book allows the character to go Major Class Minor Class
beyond the limit and grow to 16 or higher adventurer level 16 15000(95000) 13500(80500)
and class levels. 17 30000(125000) 25000(105500)
A character with an adventurer level of 16 or higher has
the following benefits:

- They can make a Transcendent check (see p. 25), and


Super Success (see p. 25) may occur. Even if the adventurer level or class level is 16 or more,
- At adventurer level 16, a new racial ability [Sword's the calculation formula of HP and MP remains the same: For
Revelation/Transcend Fate] (see p. 22) is acquired, and a character with adventurer level 16, the HP value is "Vitality
existing racial abilities are enhanced. score + (16 x 3)".
- They gain additional Learning Slots for Combat Feats (see Similarly, the formula for calculating MP remains
IB, p. 24) and become 9 at the 16th adventurer level and 10 unchanged: If a character has acquired Truespeech Magic at
at the 17th adventurer level. 16 levels and Spiritualism Magic at 13 levels, MP is "Spirit
- Warrior-Type Classes at 16 levels or higher can learn score + (16 x 3) + (13 x 3)".
special Combat Feats.
- Wizard-Type Classes at 16 or more levels, they can learn
one high-level spell.
- At 16th or higher levels of some Other-Type Classes, can There is no change in the Standard Value of the Skill
acquire exclusive Techniques, Spellsongs, Stunts, Checks. Checks with a Standard Value for 16 or higher
Evocations, Stratagem, or Divination per level. classes as Standard Value (including adventurer level) are
called "Transcendent check" (see p. 25), and may cause
"Super Success" (see p. 25), which has a higher Success Value
than a normal check.

21
Part 1 Characters

Additionally, Fairy Magic follows the rules of "WT". At


15th level or lower, you can use up to 15th-rank spells of
Fairy Magic by making an 8 Contract Rank with a specific
ACQUISITION OF N EW R ACIAL ABILITIES type. However, at the 16th level or higher, you can contract
Humanoid characters who have reached the adventurer up to 16th-rank Fairy Magic spells of that type by making a
level of 16 or higher and become Transcendent acquire a Class 8 contract (there is no Class 9 contract for types).
new racial ability [Sword's Revelation/Transcend Fate] (see p. This book includes 16 rank spells for Fairy Magic for
22). This feature can be acquired by all Humanoid each type.
characters.
ABOUT DAEMONS THAT CAN BE SUMMONED WITH
E NHANCEMENT OF EXISTING R ACIAL ABILITIES SUMMONING ARTS
When the adventurer level reaches 16, the racial ability is This book includes new Daemons (see p. 166) that can
further enhanced in the same way as the previous be summoned and contracted through [Daemon's Gate] and
enhancements. Please refer to "Enhancement of Existing [Garm's Gate] (see p. 32).
Racial Abilities" (see p. 22) for the details of the enhancement
of each race. H ANDLING OF SPELLS ABOVE THE 16TH LEVEL WITHOUT
SUPPLEMENTS
If you want to use Wizard-Type classes of 16th level or
higher without Wizard’s Tome and Cardia Grace
When the adventurer's level reaches 16, the number of supplements, then use the following rules:
available learning slots for Combat Feats will increase to 9. Truespeech and Spiritualism Magic: No changes from
The method for learning Combat Feats remains the same, before.
but a new category called "Combat Feats for Transcendent" Deep Magic: Cannot be learned.
will be added for certain classes. Divine Magic: No changes from before.
"Combat Feats for Transcendent" can only be learned by Fairy Magic: For every 1 level increase from the 16th level,
specific classes at level 16 or higher and can only be used by you can learn any 2 spells of "16th rank" (including Basic
that class. Fairy Magic) in this book.
Although no new Combat Feats are added to Wizard- Magitech: You cannot use the Options described in each
Type Classes, the number of learning slots will still increase spell.
as in other classes, allowing existing Combat Feats to be Summoning Arts: Cannot be learned.
learned.

Among Other-Type Classes, Enhancer, Bard, Rider,


When any of the Wizard-Type Classes reaches 16 or Alchemist, Tactician, and Mystic classes will learn one of
more levels, "Transcendent Spells" can be learned in addition Technique, Spellsong, Stunts, Evocation, Stratagem, and
to the increase in Magic Power. Starting at the 16th level or Divination per class level increase, as in their rules.
higher, for each additional class level, a character can learn This book includes these skills for Transcendent that can
one of the Transcendent Spell of their advanced class (this is be selected at the 16th level or higher.
the same as learning Techniques, Spellsongs, etc.).
ADDITIONAL E LEMENT FOR T ECHNIQUES
ABOUT GOLEMS T HAT CAN B E SUMMONED WITH All Techniques that can be learned from the 16th level
and above cast 10 MP to activate.
SPIRITUALISM M AGIC
Once the Conjurer class power reaches the 16th level, the
[Create Golem] spell can be used to create a [Silver Golem] SUPPLEMENT TO THE R ANGE OF E FFECTS OF THE
(see p. 157). SPELLSONGS
The effect range of Spellsong for Bards "Bard class level
M ASTERING DEEP M AGIC x 10" m, even if it is 16 level or higher.
When both Sorcerer and Conjurer classes reach 16 Spellsongs, which can be learned at 16 levels and above,
levels, the character can acquire one Deep Magic spell. cannot be reproduced or recorded by items or pets.
Similarly, when both classes reach level 17, the second Deep
Magic spell is acquired. ADDITIONAL E LEMENT FOR STUNTS
Stunts can be learned at 16 levels or higher, but it is only
L EARNING F AIRY MAGIC AND ABOUT THE SUMMONABLE effective when the minimum "Appropriate Level" of the
Mount is 13 or higher.
F AIRIES
Once characters gain the 16th level in Fairy Tamer class
and reach the 16th level, they will first learn the basic 16th ADDITIONAL E LEMENT FOR EVOCATIONS
rank [Fairy King] spell (see p. 31). Then, they can summon Evocations, which can be acquired at the 16th level and
the 21st-level Fairies from this book. above, are not used with Minor and Major Actions but can
be declared when the conditions are met and used outside of
action system or movement type.

22
These Evocations are exceptional in that they target only
"1 Character," and the target cannot be expanded by spending ADDITIONAL E LEMENT FOR DIVINATIONS
extra cards. For Mystic class Divinations of 16 levels or higher, the
Divination check becomes "Transcendent check," and there
ADDITIONAL E LEMENT FOR STRATAGEMS is a possibility of "Super Success".
All Stratagems of Tactician class of 16th level or higher A "Super 41+" column is added to the "Divination Result
are 5th rank that can be used when the previous Stratagem Table" for all previous Divinations.
was 4th rank as per Tactician rules. If the Divination check is an automatic success, refer to
These Stratagems, like the 4-rank ones, have an the "automatic success" column, if available.
Enlightenment effect (see CG, p. 27).

This section lists the enhancement of the racial abilities in one continuous body of water within 10m of the character's
of characters who have reached the 16th adventurer level. own body.

Dwarf
[Sword’s Grace /Body Of Flame] will be enhanced.
16th Level
Character does not suffer from physical or magical
[Sword's Revelation/Transcend Fate]
damage caused by energy-type effects and does not suffer
The power is released when one's will is recognized by
from any disadvantageous effects from such effects.
the Sword and receives a revelation.
Once per day in-game, a character can restore their HP
and MP to their maximum values by declaring at the Tabbit
beginning of their turn. This also removes any unwanted [Sixth Sense] will be enhanced.
disadvantageous effects and penalties without needing to 16th Level
compare Success Values. Only once a day in the game can the character declare
This effect can be declared even after a failed Death Danger Sense check or Spot Trap check before rolling the
Check, within 10 seconds (1 round) after the character failed. dice and make the result an automatic success (double 6s). If
If in combat, the character can declare at the beginning of the Success Value of the check is necessary, it is treated as
their turn and will be treated as if it were their faction's turn. 41.
In this case, the character is not considered dead, and their
number of soulscars is not increased. Runefolk
Additionally, this racial ability can be declared [HP Conversion] will be enhanced.
immediately after a failed Death Check. The character will 16th Level
not be considered dead, and their ongoing effects will still be Each point of HP will restore 3 points of MP.
in effect (unwanted disadvantageous effects can be removed). Additionally, by consuming its own HP, a character can
If a character declares during another character's turn, restore the MP of another character they are touching.
that character's turn will continue as normal. However, it is not possible to heal the MP of both the
character and their ally at the same time.

Nightmare
[Alternate Form] will be enhanced.
16th Level
Human When [Alternate Form] is used, any ability score can be
[Sword’s Grace/Change Fate] will be enhanced. increased by 6 points, and the ability modifier, maximum HP
16th Level and MP, etc., are also changed by the increase of ability score.
In checks, power table rolls, loot determinations, etc., This effect will revert when [Alternate Form] is released,
only 1d of the 2d roll can be selected to be flipped over. If and the same ability score will be increased when [Alternate
only 1d is chosen and turned over, no bonuses can be added Form] is activated again. The type of ability score to be
to the result. increased can be changed at 6:00 a.m.

Elf Shadow
[Sword’s Grace/Gentle Water] will be enhanced. [Moonlight's Protection] will be enhanced.
16th Level 16th Level
The rest effect of immersing the whole body in water can Only once a day in-game time, when Willpower is made
now be given to other characters who are also immersed in for effects of poison, disease, or curse type, the result of the
the same body of water. There is no limit to the number of check can be changed to "automatic success" (double 6s) after
characters, but the effect is applied only to characters who are checking the result of the check.

23
Part 1 Characters

Soleil
Lildraken [Radiant Physique] will be enhanced.
[Sword’s Grace/Wings Of The Wind] will be enhanced. 16th Level
16th Level This effect gives a -2 penalty to all checks. However, the
The time limit is lifted, allowing the character to move by target's penalty is reduced to -1 if the character is equipped
flying at any time and always getting the bonus modifier of with metal armor.
Accuracy check and Evasion check against melee attacks.
Leprechaun
Grassrunner [Invisible Hand] will be enhanced.
[Mana Interference] will be enhanced. 16th Level
16th Level [Invisible Hand] now grants the ability to wear a total of
The number of attempts to dispel magic is increased to 1 four “Other” accessories.
per hour. In addition, the bonus to Accuracy, Evasion, and
action checks against monsters with "Perception: Magic" is
increased by +1 (+2 in total).

Newman
[Child Of Magic] will be enhanced.
16th Level
When a Spellcasting check results in an automatic failure
(double 1s), the player can choose whether to treat it as an
automatic failure (MP cost 0) or to use the Success Value of
"Standard Value + 2" and the spell will still work. When
"Standard Value + 2" is selected, automatic failure does not
occur, and MP is consumed.

Valkyrie
[Blessing Of The War-Maiden] will be enhanced.
16th Level
If a target who has received the protection performs a
Death Check during the duration of the effect, only once can
it be treated as if automatic success (double 6s) had occurred
without rolling 2d.

Fey
[Fairy's Blessing] will be enhanced.
16th Level
The time limit of 2 minutes per day is removed, and two
types of blessings are available at all times (the type can be
changed with Minor Action). In addition, "Energy" is added
to the available types.

Fluorite
[Crystal Body] will be enhanced.
16th Level
Defense is increased by an additional 2 points (for a total
of 6 points), and MP is increased by an additional 30 points
(for a total of 75 points).

Miakis
[Cat Transformation] will be enhanced.
16th Level
[Cat Transformation] and its release can be performed
with Minor Action (only one of them can be performed in
one turn). In addition, the Agility is increased by +12 points
when Cat Transformation is performed.

24
Here is a description of the new checks and their results Super Successes Time Reduction Table
that can be attempted by Transcend characters who have
reached adventurer level 16 or above. L IMITATIONS OF T RANSCENDENT
CHECKS
A Transcendent check does not
add 2d to the roll even if the result is
A character with an adventurer level or a specific class 10 or more, if the check is affected by
level of 16 or higher, which surpasses the Humanoid level, a racial ability, magic, or other unique
can achieve miraculous results that are not possible through skill that manipulates, modifies, or
normal checks using that class. rerolls 2d rolls, such as [Sword’s Grace
These checks performed with classes of 16 or more levels /Change Fate] or [Precognition].
are called "Transcendent checks" to distinguish them from Transcendent checks are added only
normal checks. Since a character with a class of 16 or more when the player obtains a roll of "10 or
levels also has an adventurer level of 16 or more, various Skill more" without manipulating or
Checks based on the adventurer level can also be considered modifying the 2d roll. After the
"Transcendent checks". addition of Transcendent checks has
Transcendent checks and Super Success are collectively occurred, it is possible to manipulate or
referred to as the "Fortuna Code". This term carries the correct the 2d roll of transcendent
meaning of "a coincidence or miracle that should not have checks, but then further “criticals” of
happened, guided by the fourth sword that should not have Transcendent checks will end at that
existed" or "an unforeseeable situation that even the Swords stage.
of Genesis could not have predicted".

UNRESTRICTED E FFECTS OF TRANSCENDENT CHECKS


Transcendent checks cannot be “critical” if any effect that
The Standard Values of a Transcendent check are "Class manipulates or modifies the 2d result is applied to the check.
level + Ability modifier," as in a normal Skill Check. If the However, here are some exceptions to this rule. If the check
class level is 16 or higher, the check is a Transcendent check is affected by any of these effects and the 2d roll is 10 or
regardless of the value of the ability modifier. more, then the Transcendent check can be rolled again.
If the roll of 2d in the Transcendent check is "10 or
more", the roll is added to the Success Value, and another 2d - Effect of automatically acquired Combat Feats [Skill
is rolled. If the roll is also "10 or more", the roll is continued, Master] and [Sage's Wisdom], which allows the use of one of
and when the roll is 9 or more, the Success Value is two rolls.
determined by adding the roll (this is the same process as the - 1st and 2nd Accuracy check with declared Combat Feat
critical in determining the power). [Repeated Strike] and [Mirage Arrow].
If the result Success Value is 41 or more as a result of - Combat Feat [Metamagic/Accuracy] Spellcasting checks it
rolling 10 or more, then the success is called "Super Success". produces.
If the Success Value is 41 or more without such “critical”,
it is not considered Super Success. Also, if the Success Value The effects that give a bonus or penalty to Success Value
is 40 or less even after the addition of the rolls, it is not treated differ from those that manipulate or modify 2d rolls, and
as "Super Success" either. Please pay attention to this. therefore do not affect whether the Transcendent check can
be “critical”. No matter how much bonus or penalty
SHORTENING OF THE USE T IME FOR SUPER SUCCESSES modification is given to the check, the check is added when
If Super Success occurs during the Transcendent check, the roll is 10 or more, and Super Success can occur.
it indicates that the Skill Check has an exceptionally excellent
result. If Super Success occurs, the time required for the Skill AUTOMATIC SUCCESS DURING T RANSCENDENT CHECK
Check is reduced by one step. If Super Success occurs in a When the first result of the Transcendent check is double
check that originally required 10 minutes, the time spent on 6s, the check is considered an automatic success, as in the
the check is temporarily reduced to 1 minute. regular checks.
See the following "Super Successes Time Reduction
Table" for time reduction.
DOUBLE 1 S AND DOUBLE 6S F OR 2ND AND F URTHER
R OLLS
After adding an additional roll for the Transcendent
check, even if the second and subsequent 2d rolls result in 1s
or double 6s, they are not treated as automatic failures or

25
Part 1 Characters

automatic successes. Double 6s result will increase the


Success Value by 12 points, and the player can roll again. T WO AUTOMATIC SUCCESSES
If the Success Value comparison results in automatic
success for both parties, the passive side will be favored,
regardless of the Standard Value and Success Value. If the
comparison of Success Values cannot be clearly defined as
active or passive, the checks should be rerolled under the
When a Transcendent check is performed, the Success same conditions.
Value is compared as usual; the higher Success Value is the
better result, regardless of whether the check is a
SUMMARY OF T RANSCENDENT CHECKS AND SUPER
Transcendent check or not.
SUCCESS
- A Transcendent check is a check that may result in Super
AUTOMATIC SUCCESS P RIORITY
Success, with a Standard Value of 16 or more class
When comparing Success Values, if one of the two
(adventurer) levels used.
participants has automatic success and the other has a higher
- If the Transcendent check rolls 10 or more, add 2d.
Success Value by adding up the Success Values in the
Continuously add 2d as long as the roll is 10 or more.
Transcendent check, the automatic success side will always
- Super Success is achieved when the Success Value is 41 or
be favored, regardless of the Standard Value, Success Value,
more after adding the roll, which reduces the use time of a
and so on.
Skill Check.
In the same way, effects such as [Wishing Star], which
- However high the Success Value may be in Super Success,
treats the result of check as automatic success without rolling
automatic success is superior.
2d, or [Sword’s Grace/Change Fate], which manipulates the
result of 2d to become automatic success, give priority to the
result of automatic success over the Transcendent check.

26
Here, characters with 16th or higher Warrior-Type
Classes gain additional Combat Feats that they can learn.
See page 22 for more information on acquiring them.
P ASSIVE F EATS
P HANTOM COUNTER
Grappler class level 16 or
Req. Use Grappler class
higher
P ASSIVE F EATS Sum. [Counter] can be declared more than once
CUT I N H ALF After performing a Counter, the body remains in the
same position, allowing for another counterattack.
Fighter class level 16 or The Combat Feat [Counter] can be used as many times
Req. Use Fighter class
higher as the master wishes in one round. However, when they
Can avoid Shooting Attacks and "Area: Shot" effects with Effect declare [Counter] for the second or later rounds, the
Sum.
Accuracy checks Accuracy check is modified by -2 for each time they have
The character cuts ammunition and magic coming toward already attempted [Counter] in that round (-2 for the second
them with their weapon. [Counter] in that round, -4 for the third [Counter] in that
If the master is the target of a Shooting attack, "Target: 1 round, and so on).
Character", "Area: Shot" spell, or unique skills, they can
attempt an Accuracy check instead of an Evasion, Fortitude, ACTIVE F EATS
or Willpower check. The Success Value of the ranged attack's
Effect Accuracy check, or the Success Value of the Area: Shot effect,
is compared with the Success Value of the master’s own
JUMP ATTACK
Grappler class level 16 or
Accuracy check, and if the result is in the master’s favor, they Req. Use Grappler class
succeed in the Evasion check and Resistance check. The higher
effect of "Resistance: Half" and "Resistance: Temporary" Sum. Ignore Attack Obstacles
become "Resistance: Negated". The user can quickly jump or run up to an attacking
A [Cut in Half] may only be attempted once per round. section and attack it, even if it is normally impossible to do
so.
ENDLESS SHIELD If the Combat Feat is declared, the user can still attack
sections that have unique skills like [Attack Obstacle] or other
Req. Fighter class level 16 or higher Use None Effect
abilities that forbid melee attacks.
Sum. Cover allies from attacks targeting multiple targets Additionally, this feat ignores the target's racial abilities,
If the master and targets covered by the master's [Cover I, such as [Sword’s Grace/Wings Of The Wind], as well as any
II, or III] are the target of a melee or shooting attack that bonus to Evasion checks from their unique skills, such as
targets multiple targets, such as [Cleave], only the master takes [Flying] or [Attack Obstacle].
Effect
all of those attacks. The number of targets of melee and
ranged attacks is the number of hits the master receives, and SEALED P ALM
the master receives damage as if the attacks hit automatically.
Grappler class level 16 or
Req. Use Grappler class
ACTIVE F EATS higher
Damage -8, blocking the use of Active Combat Feats, ☑
Sum.
SEVERE B LOW Unique Skills for the hit section.
Fighter class level 16 or Limit the target's actions by inflicting more shock than
Req. Use Fighter class damage.
higher
Melee attacks using this Combat Feat will deal -8 less
Sum. After the damage is applied, reduces maximum HP
calculated damage they inflict.
Wounds the target that cannot be easily healed. If the attack hits, in addition to damage, the character or
If a melee attack with this Combat Feat is used to inflict section hit by such attack cannot use Active Combat Feats or
damage, the target's maximum HP and MP will be reduced
by 1/5 (rounded up) of the applied damage, in addition to the Effect [☑ Unique Skills] for 10 seconds (1 round). This effect is not
normal damage treatment. cumulative for the same section.
This effect lasts for 3 minutes (18 rounds) and is In order to use this Combat Feat, one of the characters in
Effect the same faction must succeed in a Monster Knowledge
cumulative. Maximum HP and MP cannot become less than
0 because of this effect. This effect cannot be canceled by any check at the start of combat, or the target must witness the use
effect except [Sword's Revelation/Transcend Fate] and is of such Combat Feat or Unique Skill by the target during
automatically canceled when the effect time elapses. combat.
A character whose maximum HP is reduced to 0 by this
effect dies without making a Death Check.

27
Part 1 Characters

P ASSIVE F EATS P ASSIVE F EATS


VITAL AIM P OINT B LANK F IRE
Fencer class level 16 or Fencer class, Req. Marksman class level 16 Use Marksman class
Req. Use
higher, [Lethal Strike] [Lethal Strike] Sum. Physical Damage + "(range distance - distance to target)/5".
When [Lethal Strike I, II, or III] is declared, Crit Value can Master delivers a painful blow to enemies closer than
Sum.
become 7. range.
When the master declares [Lethal Strike I, II, or III] and When making a ranged attack, the closer the target is to
makes a melee attack, the critical value is reduced by 1 point, the user, the more physical damage the ranged weapon
Effect making it easier to achieve a critical hit. However, the critical inflicts. The increased damage is 1 point for every 5m
value cannot be reduced below 7 with this effect alone (even Effect
difference between the distance to the target and the range of
if the reduction would make it lower). the ranged weapon (rounded up).
For example, if a weapon with a range of 40m attacks a
MIND'S EYE target at a distance of 20m, the physical damage is increased
Fencer class level 16 or by +4 points.
Req. Use Fencer class
higher
Sum. Evasion checks +4, reduces penalty against invisible targets ACTIVE F EATS
Master detects attacks from blind spots and averts danger.
Evasion checks receive a +4 bonus. APEX STRIKE
Effect In addition, the penalty of -4 to the Accuracy check and Marksman class level 16 or
Req. Use Marksman class
Evasion check against invisible targets (see BT, p. 28) is higher, [Hawk Eye]
reduced to -2. Sum. Ignore shielding
Attacks the target by bending or ricocheting ignoring
ACTIVE F EATS shielding.
Even if the target is unattackable because of [Attack
H IT AND R UN Effect
Obstacle] or is under the effect of [Cover] or [Substitution]
Fencer class level 16 or that changes the target, the target can be attacked directly by
Req. Use Fencer class ranged attack, ignoring such effects.
higher
Sum. After a melee attack, the user can move. Evasion check - 4 It also ignores the bonus to Evasion check from the
The user makes a melee attack and uses the recoil of the target's unique skill [Attack Obstacle].
attack to gain distance.
After a melee attack with Major Action, the user moves DUAL ACTION
10m in any direction. In any case, its movement cannot be Marksman class level 16 or
Req. Use Marksman class
blocked after a melee attack. No Retreat action is required. higher
However, if the user has moved from the coordinates at the Perform Shooting attack and spellcasting with one Major
beginning of their turn, this Combat Feat has no effect, even Sum.
Action
Effect if it is declared. In a single Major Action, the user can perform both
The means of movement is optional, but the distance is ranged attacks and casting spells. There are no restrictions on
uniformly 10 meters, regardless of Agility or movement the spell to be used, but the conditions must be met to use
speed. Effect the spell. Movement is also limited to Limited Move.
When user declares this Combat Feat, they gain a -4 User may start with either a shooting attack or a casting
penalty to Evasion until the beginning of their next turn. If spell, but you may not perform a shooting attack twice or a
they have learned [Shadow Sneak], they can ignore this casting spell twice.
penalty.

28
This section lists spells that can be learned by characters
whose Wizard-Type Classes have reached the 16th level or
higher.
See page 22 for details. Earth Heal III Cost MP20

Spiritualism
System Target 1 Character
Magic
Range/Area 50m/Target Duration Instant
Resistance Neg Type -
Dual Impact Cost MP26
Summary
Removes all negative effects and fully restores HP even
to Undead and Constructs
Truespeech Removes all unwanted effects of spells, Evocations,
System Target 1 Character
Magic monster's unique skills, etc., from the target, and at the
Range/Area 100m/Shot Duration Instant same time restores HP to its maximum value. The target
Resistance Half Type Bludgeoning & Slashing Effect can freely choose the effect to be removed, and there is
“Power 50 + Magic Power” & “Power 70 + Magic Power” no need to compare Success Values.
Summary The Undead and Constructs are also can be affected
damage
The target is dealt Power 50 + Magic Power slashing by this spell.
type damage and Power 70 + Magic Power bludgeoning “Spirit, Super Rank Joy. Healing, Rebirth, Life, Earth”
type damage. Willpower against this spell is made only Chant Spiritus, Super Ordo Gaudium. Sanatio, Regeneratio,
once, and the result is applied to both of the two damage Vita, Terra
Effect decisions. Weak points and damage reduction for spell
damage are also applied to both of them separately.
When determining damage, slashing-type damage is
Temporary Resurrection Cost MP30

treated as having a Critical value of 9 and bludgeoning- Spiritualism


System Target 1 Corpse
type damage as having a Critical value of 11. Magic
“True, Super Rank Attack. Impact, Flash, Burst, Range/Area 10m/Target Duration Instant
Destruction.” Resistance N/A Type Curse
Chant
Verum, Super Ordo Impetum. Incussus, Mico, Burst, Summary Temporarily revives target
Fragor.” Omits the regular procedure of revival magic and
temporarily revives the target.
Fix Enchantment Cost MP1 After the target is revived, their HP is restored to half
of the maximum value (rounding up), and their MP is
Truespeech restored to the current value at the time of their death. If
System Target 1 Character〇
Magic the target accepts this revival, they gain 1 soulscar as if
Range/Area 50m/Target Duration 3 minutes (18 r) they were revived normally.
Resistance N/A Type - After being resurrected, the target can act and move
Summary Override Success Value for favorable effects Effect immediately and can act of their own will for 3 hours.
The target's spell, Technique, Spellsong, Evocation, However, if the target does not receive another
Stratagem, and Divination effects are given a high [Resurrection] spell within 3 hours, the target will die
Effect Success Value so that they cannot be easily canceled. without making a Death Check after 3 hours.
Instead of their original Success Value, the Success Revival by this spell and death by not receiving
Value of this spell becomes their new Success Value. [Resurrection] cannot be canceled or prevented by
“True, Super Rank Strength. Reinforcement, Addition, [Perfect Cancellation] or [Immortality].
Enhancing, Power.” A character that has been subjected to this method at
Chant least once automatically resists it from the second time.
Verum, Super Ordo Virtus. Supplementum, Additio,
Augens, Potestas “Spirit, Super Rank Soul. Blink, Life, Corpse, Bring”
Chant Spiritus, Super Ordo Animam. Ictu, Vita, Corpus,
Afferte
☆ Mana Burst Cost MP10

Truespeech
System Target Caster
Magic
Range/Area Self/- Duration 10 seconds (1 r)
Resistance N/A Type -
Summary Critical occur even if spell is resisted
If the caster performs a spell that deals damage to a
target with "Resistance: Half", which refers to the power
table, a critical hit will be made even if the target is
Effect resisted.
If the target resists, the calculated damage will be the
same as if the target were not resisted, and halved before
is applied.
“True, Super Rank Expansion. Enhancing, Opening,
Emanation, Burst.”
Chant
Verum, Super Ordo Laxamentum. Augens, Oris,
Emanatio, Fragor

29
Part 1 Characters

MP14 +
Carrier Doll Cost
X Hyper Resistance Cost MP8

Spiritualism System Deep Magic Target 1 Character


System Target 1 Doll
Magic Range/Area 50m/Target Duration 3 minutes (18 r)
Range/Area Touch/- Duration 1 Day Resistance N/A Type -
Resistance N/A Type - Fortitude Willpower +6 against the specified system of
Summary
Summary Can put one spell on the doll magic
A caster can cast a spell on a doll, which can then be Caster understands the magic system and gains high
activated by the caster. There are no restrictions on the resistance against its effects.
level or system of the magic but spells with a "Cost: When cast, the caster specifies a magic system, and
Special" or spells that require a cost other than MP the target gains a +6 bonus to Fortitude, and Willpower
Effect
cannot be placed on the doll. checks against that magic system for the duration of the
When this spell is activated, the MP consumption is effect.
"14 + MP cost of the spell to be cast". When the duration As long as this spell specifies a different system, its
of this spell elapses, the stored spell also disappears. effect is exceptionally duplicated with itself.
The spell in the doll can be activated once for 10 “Deep, Super Rank Resistance. Life, Spirit, Strong,
seconds (one round) with the caster's Minor Action. Chant Shield” Profundus, Super Ordo Resistentia Vita,
Even if this spell is used on multiple dolls, only one can Spiritus, Fortis, Scutum
be activated. No MP is consumed at the time of
activation.
Effect
The invoked spell will have the same effect as if the
caster had cast it, starting from the doll, within the range
of "Range: Touch". The caster's vision is required to
properly select the target of the invoked spell (the caster's God Stomp Cost MP32
vision can be secured by using [Doll Sight] on the doll). Basic Divine
The spell target is chosen at random from within the System Target Radius 6m/20
Magic
puppet's "Range: Touch". Range/Area 50m/Target Duration Instant
The caster's Combat Feats or similar effects do not
Resistance Half/Can’t Type Bludgeoning
affect the activated spell.
There is no limit to the distance between the caster Summary Power 70 + Magic Power damage. Changes terrain
and the doll. The Success Value of the invoked spell is The caster summons a mighty blow of divine power
determined by another Spellcasting check when the spell from above. All targets in the area are dealt Power 70 +
is activated. Magic Power bludgeoning magic damage. Buildings
“Spirit, Super Rank Attach. Doll, Magic, Power, Sealing” within the target area are destroyed, and the ground
Chant Spiritus, Super Ordo Affigere. Pupa, Magia, Potestas, Effect within the area of effect is sunken irregularly by about
Obsignatio 30cm.
The ground within the area where this spell was cast
now gives a -2 penalty for poor footing. The effect of
poor footing is treated as "Can't" (while damage is Half).

Battle Hymn II Cost MP18

Spell Enhance II Cost MP9


System
Basic Divine
Target Radius 6m
Magic
System Deep Magic Target 1 Character
Range/Area Self/- Duration Special
Range/Area 30m/Target Duration 3 minutes (18 r)
Resistance N/A Type -
Resistance N/A Type -
Summary Accuracy +3, Damage +3 for any character
Summary Magic Power +2
The caster sings a battle song to the gods and receives
Effect All Magic Powers of target is increased by +2. blessings. Any character within range and selected by the
“Deep, Super Rank Attach. Strengthening, Magic, caster receives a +3 bonus to Accuracy checks.
Large, Power” Furthermore, any physical or magical damage generated
Chant
Profundus, Super Ordo Affigere. Fortificatio, Magia, by the selected character's melee or ranged attacks is
Magna, Potentia increased by +3 points.
This spell remains in effect as long as the caster
Useless Materials Cost MP22 continues to sing. Additionally, starting from the next
turn after the caster casts this spell, the caster may cast
System Deep Magic Target 1 Object Effect other Divine Magic as a Major Action while still
Range/Area Touch/- Duration Instant performing the effect of this spell. In this case, the caster
Resistance Can’t Type - does not have to vocalize, which is usually required to
cast Divine Magic. Furthermore, the target of the Divine
Summary Disables magic items and enhanced items
Magic to be affected can be different from the target of
Manipulates the mana flow so that it is completely the area of effect of the [Battle Hymn II] spell.
cut off, making the magic items temporarily unavailable. This spell does not interfere with the effect of
If the targeted item is a magic sword or an item under Spellsongs. On the contrary, it is not inhibited by
the effect of the spell, the effect is completely lost for 1d Spellsongs. Additionally, the caster's voice does not have
days. to be heard by the target.
The effect of this spell is "Can't," and it works
Effect
regardless of Success Value, but it is possible to dispel
the effect of this spell by [Dispel Magic] spell or similar Holy Blessing II Cost MP16
means.
Basic Divine
This spell has no effect on items from the Unknown System Target 1 Character
Magic
or Divine Civilization Period Era.
This spell requires 10 minutes to cast. Range/Area 30m/Target Duration 3 minutes (18 r)
“Deep, Super Rank Seal. Control, Magic, Vanish, Time” Resistance Neg Type -
Chant Profundus, Super Ordo Sigillum. Imperium, Magia, Summary Gives an additional 100 points of HP.
Lapsus, Tempus It is the same as [Holy Blessing] (see CR II, p. 129
Effect
or WT, p. 51), except that the additional HP is 100.

30
Protective Zephyr Cost MP8
Fairy Magic
MP63 & Mako System Target 1 Character
Fairy King Cost
Stone 20
(Wind)
Range/Area 30m/Target Duration 3 minutes (18 r)
Fairy Magic
System Target Touch Resistance N/A Type Wind
(Basic)
Spellcasting and Evasion checks of a character who
Range/Area Touch/- Duration 10 seconds (1 r) Summary
harms the target are reduced by -2
Resistance N/A Type -
This spell interferes with an adversary's attempt to
Summary Summon rank 10 fairy (level 21) harm the target.
It is the same as the [Summon Fairy] spell except MP While the effect is active, any enemy who attempts to
cost of 20 points mako stone, duration 10 seconds (1 harm the target with a melee attack or a "Range: Touch"
Effect
round), summoned fairy level is 21st, and the caster has effect takes a -2 penalty to their Spellcasting checks and
a contract with class 10 fairy of summoned fairy type. Effect Evasion value, regardless of whether the attack is
successful.
Quicksand Cost MP16 If the same character attempts a melee attack on any
target that has this effect, the penalty is cumulative, up to
Fairy Magic -6. The caster determines whether the target has been
System Target Radius 100m
(Earth) harmed or not.
Range/Area Self/- Duration 3 minutes (18 r)
Resistance Can’t Type - Lifeshine Cost MP18
Summary Moves the ground around the caster
Fairy Magic
The area of effect of this spell turns the ground into System Target Any Point
quicksand that can be controlled by the caster. (Light)
Within the range of the quicksand, the caster can Range/Area 50m/Target Duration 1 minute (6 r)
impose a "penalty for poor footing" and a "change in Resistance N/A Type -
movement speed" on each character. The caster can Summary Creates a sphere that continuously recovers HP
choose to either give no penalty or a -2 penalty to each Creates a ball of light at the caster's specified point,
character within the range, and either "Normal Move which restores HP. All characters within a radius of
Effect
+10m (Full Move +30m)" or "Normal Move -10m (Full 6m/20 centered on the light sphere regain Magic Power
Move -30m)" to each character within the range (so all points of HP at the end of the caster's turn for the
characters will have the same penalty and movement duration of the effect.
speed change). The caster can select any combination of Effect
If the caster has mastered [Magic Control], any target
the two effects. can be excluded whenever the number of targets in the
Characters that are not in contact with the ground, range changes.
such as those who are flying, are not affected by this spell. The spell has no effect on Undead or Construct
characters.
Avalanche Cost MP22
Fairy Magic ☆ Untargeting Cost MP12
System Target Radius 6m/20
(Water/Ice) Fairy Magic
Range/Area 50m/Target Duration Instant System Target Caster
(Dark)
Resistance Half Type Water/Ice Range/Area Self/- Duration 10 seconds (1 r)
Summary Power 70 damage. Can cause widespread destruction. Resistance N/A Type Psychic
Spell creates an avalanche and deals Power 70 + Summary One time cannot be targeted
Magic Power magic damage on the target. If used in a Spell completely distracts the attention of the enemy
mountain or snow field, applied damage is increased by and prevents the caster from becoming a target for an
10 points. attack, spell, or unique skill.
This spell can only be used if both the caster and If the caster is selected as the target of an attack,
target are in a place where the sky is visible. magic, unique skill, etc., during the duration of the effect,
Effect
If cast for one hour, this spell can cause an avalanche the caster can be excluded from the target only once at
in a large mountainous area, with a range and target area their will. If the caster is excluded, the enemy can select
of "1 km" and "500m radius/all", respectively. Any the target of the action again from other characters who
buildings or structures within the target area will also be Effect will be the target of the action.
damaged, with their Defense set to 0. In this case, the This effect has no effect if the enemy has no other
Critical Value of the spell is set to 8. target except the caster, and the appropriate target for the
action cannot be selected again. Also, it is not possible to
Burnout Cost MP18 exclude the caster from "Area: Line" or other effect that
has a chance of the caster being affected.
Fairy Magic This effect is treated as a psychic type. Also, if the
System Target Radius 6m/20
(Fire) attacker is immune to psychic type, this spell will not
Range/Area 30m/Target Duration 3 minutes (18 r) work. This spell ends after one time its effect was used.
Resistance Neg Type Fire
At the end of the turn, the character is damaged by Magic
Summary
Power points. Willpower against -4
The targets are surrounded by a vortex of fire that
seems to have a will of its own, causing damage to the
target. The target suffers a -4 penalty to Willpower to this
spell.
At the end of the caster’s turn, a target that fails
Effect
resistance suffers magic damage of fire type equal to the
caster's Magic Power.
Resistance to this spell is made by each target each
round at the end of the caster's turn, and if successful, no
damage is dealt.

31
Part 1 Characters

☆ Advanced Bomb Cost MP10 Garm's Gate Cost MP48

System Magitech Target 1 Magisphere Summoning


System Target Touch
Range/Area Touch/- Duration 10 seconds (1 r) Arts
Resistance N/A Type - Category Enhancing Range/Area Touch/- Duration Instant/3 minutes (18 r)
3xS, Resistance Can’t Type -
Increases the Success Value of the Summary Summons Garm (see p. 166)
Summary Magisp. 3xM,
bomb Summons Garm. The Garm follows the caster's
3xL
The caster gains a bonus to the Success Value of the [… instructions as a temporarily released Daemon for 3
Bomb] spell used on that magisphere within the duration. minutes (18 rounds). Unlike [Daemon's Gate], the
Effect Effect summoning is immediate, and no offerings are required.
The bonus depends on the size of the magisphere used.
3 Small: +1, 3 Medium: +2, 3 Large: +3 After 3 minutes (18 rounds) have elapsed after the
Success Value +1 additionally. This effect has no effect summoning, the summoned Garm is permanently
Option released.
unless all the magispheres used use this option.

☆ Leapfrog Shot Cost MP10 Daemon's Glaive Cost MP12

System Magitech Target 3 Bullets Summoning


System Target Caster
Arts
Range/Area Self/- Duration 10 seconds (1 r)
Range/Area Self/- Duration 3 minutes (18 r)
Resistance N/A Type - Category Enhancing
Resistance N/A Type -
Creates a bullet with a Power 90 and
Summary Magisp. Medium Summary Creates a powerful glaive
“Area: Target”
This spell creates a bullet that deals "Power 90 + Magic The caster's arms are covered by two long glaives,
Power" magic damage upon hitting the target. The bullet and their hand armor resembles a Daemon General's.
is treated as "Area: Target" despite being a ranged attack. The caster gains a B-rank Axe weapon, the Daemon's
The fire from these bullets cannot be prevented by Glaive. However, this weapon is lost when it leaves the
effects such as [Missile Protection], which evades or caster's hand.
deflects normal fire. The bonus to Evasion checks for While this weapon is equipped, the caster's Defense
guns does not apply to the bullet enhanced by this spell, is increased by 5 points. When attacking with this
Effect weapon, the caster can perform an Accuracy check using
and the unique monster skill [Attack Obstacle] has no
effect on Evasion checks. However, if a section is immune "Warlock class level + Dexterity modifier". In this case,
to ranged attacks, the bullet will not hit it. Extra Damage is "Warlock class level + Strength
This spell imbues magic power to three bullets at once. modifier". For characters with fixed values, their
It can only be used when the gun used for shooting has Accuracy becomes "Magic Power (Magic Power + 7)",
three or more bullets reloaded, and those three bullets are Effect and the damage is "2d + (Magic Power + 10)" points.
consumed at once when the gun is used for shooting. When this weapon deals damage, it affects both the
HP and MP of the target. Note that this weapon cannot
Option Accuracy +2
be used while [Daemon's Claw] is in effect.

☆ Refresh Bullet Cost MP12


Name Stance
Min
Accuracy
Crit Add'l
Price Notes
STR Rate Dmg
System Magitech Target Bullet
Daemon's
Range/Area Self/- Duration 10 seconds (1 r) Glaive
1H† 1 - ⑪ - -
Resistance N/A Type - Category Enhancing
Creates a Power 60 recovery bullet Stance Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Summary Magisp. Large 1H† 60 5 9 10 11 12 13 14 15 16 18
that rains down over a wide area
The bullet is made to heal HP Power 60 + Magic Power 2H 70 5 9 10 12 14 16 17 18 19 19
points if the target is within the Radius of 6m/20 of the hit.
In addition, removes the effect of one spell with a Success Blood Jail Cost MP16
Value of 40 or less unintentionally received by the
character hit by this bullet. The spell to be released is Summoning
System Target 1 Character
specified by the target themselves. Arts
Effect If the caster has acquired the Combat Feat [Magic Range/Area 10m/Shot Duration 3 minutes (18 r)
Control], it is possible to exclude any character in range. Resistance Can’t Type Curse
The bullet will hit the target unless the Accuracy check Summary Limit use of own and target limbs
fails automatically. Criticals do not occur when using the Limit use of own and target's limbs
Power table. The caster’s own limbs and the target's limbs are
The spell has no effect on Undead or Construct bound with blood chains, restricting the use of the
characters. entangled parts of the body.
Option HP recovery +2 When casting this spell, the caster declares a part that
is common to both the caster and the target. The caster
and the target are chained with selected parts and cannot
be used. If arms are chained to each other, one arm is
Effect
disabled, and if legs are chained to each other, one leg is
disabled. Please refer to "Penalty Modifiers for Poor
Mobility" (see CR I, p. 140) for each of the above
modifications.
If the target wants to cancel this effect, they must
make a check with Major Action and "Adventurer level
+ Strength modifier" against the Success Value of this
spell, and if the result is higher, the effect ends.

32
This section lists Techniques, Spellsongs, Stunts,
Evocations, Stratagems, and Divinations that can be learned
by characters whose Other-Type Classes have reached 16
levels or higher. Grant
See pages 22, 23 for the mastery and notes on each class.
PREL. - SINGING -
R ES. Neg PET -
SUM. Transfer HP and MP to Bard
With a song that captivates everyone, HP and MP are given
away.
☆ Plain Analysis A character that fails resistance transfers both its HP and MP
to the Bard for 1/10th of its maximum value (rounded up). The
Duration 30 seconds (3 rounds) Bard recovers the sum of HP and MP transferred from all
EFF .
Summary Applies the effect of weak point or multiplies it further targets. However, the Bard cannot transfer the HP and MP from
the targets whose current value is less than half of the maximum
The user accurately and unequivocally identifies weak
value.
points and derives the most effective methods to attack
The character can be affected by this Spellsong effect only
them.
once every 10 minutes.
If the target has a weak point, the effect is applied
regardless of the success or failure of the Monster
Effect Knowledge check at the start of the combat. If a character
of the same faction has detected a weak point with a Hymn
Monster Knowledge check at the start of the combat, the
effect is doubled. If a user learns [Weakness Exploit] and PREL. 10 seconds (1 round) SINGING Required
detects a weak point, the effect is tripled. This Technique R ES. Neg PET -
costs MP10.
SUM. Increase or decrease Priest class level
The Bard sings songs of praise to God, blessing those who

☆ Wendigo Hide
agree and constraining those who deny them.
When a Humanoid character uses this Spellsong, the Priest
class level of the First Sword is increased by 1 level, while the
Duration 30 seconds (3 rounds)
Priest class level of the Second Sword is reduced by 1 level
Summary Escape from a wide area effects (minimum 1). The Magic Power is also increased or decreased
This technique completely erases the user's presence, at the same time.
making them unrecognizable. This effect can increase the Priest class level to 16 or more. A
If the user is targeted by a wide area spell or a monster's new Basic Divine Magic is learned immediately if the Priest class
unique skill, they must roll 1d. On a roll of 4-6, the user level is increased to 16 or more. However, the learned spells are
Effect is automatically excluded from the effect. In the case of a EFF . lost when the effect of Spellsong ends.
randomly selected effect, such as "Area: Line", the user By this effect, the Bard determines the deity of the character
can reroll 1d again. who has acquired the Priest class level. Even if the Bard has
This effect can only be used by one user and costs 10 acquired the Priest class level, they can specify a different deity
points of MP. (of first of a second sword). However, all the targets will worship
the same deity specified by the Bard.
This Spellsong can have Resistance: Can't by changing the
☆ All-seeing Eye prelude to 3 minutes (18 rounds).
If a Barbarous character sings this Spellsong, the Priest class
Duration 30 seconds (3 rounds) level of the Second Sword God is increased, while the Priest
Summary After the result of Skill Check, Success Value +2 class level of the First Sword God is decreased.
With an all-seeing eye, the user is able to change the
result of a Skill Check.
Effect
After a Skill Check, the Success Value of the check can
be increased by +2. Relax
This effect is lost after one user during the duration of
the effect. This Technique costs 10 points of MP. PREL. - SINGING -
R ES. Can’t PET -
Bard selects and cancels the psychic and curse+psychic
SUM.
specified by the them
Spellsong removes "psychic" and "curse +psychic" type effects
of spells and unique skills of monsters on the characters within
the range of Spellsong. The Bard can choose any effects to be
EFF . removed at the time of playing, and all of them are removed
without the need to compare Success Value.
This Spellsong is not effective when played continuously, but
it is effective each time it is sung again.

33
Part 1 Characters

[Unique Skill
True Potential Prer.
Perfect Release] Prismatic Curtain Cards Gold x 3
Animal, Mythical Range/ 30m/
Comp. Area All
Target 1 Character Dur. Instant Res. None
Beast, Magitech
Area Shot
Mount level +1 for mounts with a maximum appropriate
Summary Sum. Protects from any type of effect
level of 15th level
Extends the power of the Mount beyond its limits, This Evocation is used immediately after the target receives
enhancing each Mount value. the effect of a spell or unique skill with a type, and the process
A Mount with a maximum appropriate level of 15 gains the is finished. When used, it provides the target with a protective
ability to exceed its maximum appropriate level. curtain that nullifies the type of effect it received immediately
Effect The Mount Level raised by this effect becomes 16. Please before. The type can be one of the following 12 types of effects:
check the [True Potential] value and description for each fire, water/ice, wind, earth, lightning, energy, slashing,
mount at the page 38. bludgeoning, poison, disease, curse, or psychic. If the target is
This Stunt has no effect on mounts with a minimum affected by an effect of multiple types, the Alchemist chooses
appropriate level of 12 or less. one of the types to make them immune.
The target becomes immune to any damage or
disadvantageous effects of the type for the duration of the effect
Transcendental specified by the rank. This curtain does not prevent the target
Prer. None Effect from receiving any advantageous effects of the type. The target
Mount decides if the effect is advantageous or not.
Animal, Mythical If damage or adverse effects are inflicted with a new type
Comp. Area All during the duration of the effect, the effect that nullifies the type
Beast, Magitech
Super Success also occurs when referencing combat data of of the protective curtain is automatically updated to nullify the
Summary type received immediately before. Damage or disadvantageous
a Mount
When a Mount performs a check when fighting, such as an effects that do not have a type are not prevented at all.
Accuracy check, Evasion check, etc., the check will be B: 10 seconds (1 round). Once the target is made immune to
performed as a "Transcendent check" (see p. 25) and will be one type, immunity disappears without being updated.
Effect treated as a Super Success (see p. 25) if the conditions are A: 30 seconds (3 rounds). Once the target is made immune to
met. one type, immunity disappears without being updated.
This stunt is only effective if the mount level is 16 or higher, S: 30 seconds (3 rounds).
or it is "Awakened". SS: 3 minutes (18 rounds).

Green x
Riding Unity Prer. [Riding As One] Lifestasis Cards
3
Animal, Mythical Range/ 30m/
Comp. Area Main Section Target 1 Character Dur. Instant Res. Can’t
Beast, Magitech Area Shot
A jockey can select one of the Active Combat Feat that they Sum. Limit the target's HP recovery
Summary
have acquired for Mount to use This Evocation is used just before the target receives an HP
Mounts can imitate Jockey's Combat Feats and use them in recovery effect, such as a recovery spell or [〇Regeneration]. It
their full form. limits the amount of recovery that the target receives based on
With a Minor Action, a Mount can declare an Active the rank of the card used.
Combat Feat with the prerequisite "None". The Combat Feat If the recovery effect restores HP to its maximum value, the
Effect
to be declared can be selected each turn. amount of HP restored is calculated first, and then the effect of
If Jockey's Combat Feat is enhanced by replacement, only Effect
this Evocation is applied. The amount of recovery is set as
the effect of the Combat Feat with "Prerequisite: None" before follows:
the replacement can be declared. B: 90% of the original amount (rounded up).
A: 80% of the original amount (rounded up).
S: 70% of the original amount (rounded up).
SS: 50% of the original amount (rounded up).

Material Break Cards Black

Range/ 30m/
Target 1 Character Dur. Instant Res. None
Area Shot
Sum. Temporarily disables the weapon and increases Extra Damage
This Evocation can only be used when the target attacks with
a melee weapon after the total damage is determined but before
the applied damage is calculated.
By temporarily disabling the weapon, Extra Damage is
increased. The amount of Extra Damage depends on the rank.
However, weapons whose Extra Damage has been increased
Effect by this Evocation effect cannot be used as weapons for 24 hours.
This is because the weapon becomes so powerful that it
becomes unusable.
Note that this Evocation cannot be used with rank B material
cards and cannot be used with a weapon of a rank higher than
that of the target's weapon.
B: - A: +3 pts S: +8 pts. SS: +20 pts.

34
Flowing Fortunes V: Ephemeral
T/R Evasion/Rank 5
Surging Offense V: Fierce God Sum.
Evasion check +2, plus Evasion check +3 momentarily
(Enlightenment)
T/R Attack/Rank 5 Predicting enemy attacks and evading them is an ephemeral skill.
Physical damage +4, plus physical damage +6 momentarily
Sum. When attempting to evade, targets receive a +2 bonus to their
(Enlightenment) Evasion checks.
You perceive the current trend and launch a god-like attack on Eff. Enlightenment
those around you. Once per use, after a target performs an Evasion check and sees
Targets deal an additional +4 physical damage when making a the result, they can declare Enlightenment to gain an additional +3
melee or shooting attack. bonus modifier to their Evasion check, for a total of +5.
Eff.
Enlightenment
The target can deal an extra +6 physical damage (+10 in total)
once. This effect can be declared when the target determines the
damage. Ironclad Defense V: Stronghold
T/R Defense/Rank 5
Sum. Defense +5, plus Defense +5 momentarily (Enlightenment)
Surging Offense V: Karma Command a formation resembling a fortress, ensuring it will never
fall and maximizing the target's defensive effectiveness. This
T/R Attack/Rank 5
increases the target's Defense by +5.
Sum. Accuracy check +2, plus Accuracy +3 momentarily (Enlightenment) Eff. Enlightenment
You identify the right moment to strike and direct the target The Defense can be further increased by an additional +5 (total of
precisely, it gains a +2 bonus to Accuracy checks. +10) only once. This effect can be declared after checking the total
Enlightenment damage when the target is hit by physical damage.
Eff.
The target can gain an additional +3 (+5 in total) bonus modifier
to the Accuracy check only once. This effect can be declared after
the target performs an Accuracy check and sees the result.
Defiant Stand V: Immortal
T/R Resistance/Rank 5
Fortitude +2, Willpower +2, plus instant Fortitude +3 or Willpower
Sum.
+3 (Enlightenment)
You command a formation that will not break, no matter what
happens, and no one will fall. The targets receive a +2 bonus to
Fortitude and Willpower checks.
Enlightenment
Eff.
Once only, the target can gain an additional +3 bonus modifier (for
a total of +5) to any Fortitude or Willpower check. This effect can
only be declared after the target performs Fortitude or Willpower
checks and sees the result of the Fortitude or Willpower check.

35
Part 1 Characters

DIURNAL DIVINATION T HAT CAN BE L EARNED F ROM 16TH LEVEL

Shattered Horizons Divination Result Table


During the duration of the effect, any 2d roll rolled by
Automatic
Type Diurnal Tool Card the Diviner is treated as an automatic failure. No
Failure
Diviner + 1 experience is gained. Cost: HP/MP40.
Ability Intelligence Target The stars refuse to share their knowledge. The
Character
25 or less
10 seconds Divination has no effect. Cost: HP20
Range 30m Duration During the duration of the effect, the target's first 2d
(1 round) 26 – 27
Sum. Change the roll of the target roll is changed to "1d+3". Cost: HP20
The target can manipulate the roll of 2d to some extent Changes target's 2d roll to "1d+3" during the duration
28 – 29
when the target is making skill checks and determining of the effect. Cost: HP30
Effect Changes target's 2d roll to "1d+2" during the duration
the power. 30 – 31
[Beholding Signs] has no effect on this Divination. of the effect. Cost: HP40
The Diviner may choose any 1 Character to be an
32+ additional target. All targets change the roll of 2d to
"1d+2". Cost: HP/MP50
The Diviner may choose any 1 Character to be an
Super additional target. All targets change the roll of 2d to
Success 41+ "1d+1"; if the result of 1d is "1", it is treated as an
automatic failure. Cost: HP/MP60

N OCTURNAL DIVINATION T HAT CAN BE L EARNED F ROM 16TH LEVEL

Vision of Wishes Divination Result Table


Automatic The wishes of the target remain the same, and
Type Nocturnal Tool - Failure nothing changes. Cost: 80 HP
Ability Spirit Target 1 Character 25 or less
The stars refuse to share their knowledge. The
Range 30m Duration Instant Divination has no effect. Cost: MP/HP80
The target's MP consumption is increased by 2
Sum. Increases target's MP consumption 26 – 27
points. Cost: HP/MP20
If the target performs a Major Action that consumes
Target's MP consumption is increased by 10%
MP, the MP consumption is increased. If the Major 28 – 29
(rounded up). Cost: HP40
Action is accompanied by a check, the check must be
Target's MP consumption is increased by 20%
made before paying the MP cost. 30 – 31
Effect (rounded up). Cost: MP/HP50
The increased MP consumption resulting from this
Target's MP consumption is increased by 30%
Divination can be offset by items and effects such as mako 32+
(rounded up). Cost: MP/HP60
stones and familiars. If the increased MP cannot be paid,
Super Success Target's MP consumption is increased by 40%
the target will waste its Major Action instead.
41+ (rounded up). Cost: MP/HP70

Vision of Sundering Divination Result Table


The result for the power table is automatic failure; the
Automatic
Type Nocturnal Tool - target does not gain any experience points from this
Failure
Ability Dexterity Target 1 Character result. Cost: MP/HP50
Range 30m Duration Instant The stars refuse to share their knowledge. The
25 or less
Divination has no effect. Cost: HP30.
Sum. Changes result of the Power table
26 – 27 Target rerolls. Cost MP/HP 60.
If the result from the power table is inconvenient for
Target rerolls and adds +1 to the first reroll. Cost:
Diviner to determine damage or recovery, it can be 28 – 29
HP30.
rerolled as if it were an illusion. This Divination can be
Target rerolls and adds +2 to the first reroll. Cost:
used at any time. 30 – 31
HP40.
When using the results of the Power Table on multiple
Target rerolls and adds +3 to the first reroll. Cost:
Effect targets simultaneously, the Divination effect is applied to 32+
HP50.
all of them if the results are requested in a batch.
Super Target can reroll twice and add +3 to the first reroll of
However, if the results are requested individually, the
Success 41+ one of two rerolls. Cost: HP60.
Divination effect is applied to only one decision as
Automatic The result of the power table is "12". If a critical hit
determined by the Diviner. In the latter case, use this
Success occurs, it is then determined as usual. Cost: HP30.
Divination ability after checking all the individual results.

36
ADDITION TO THE EXISTING DIVINATIONS
This section describes the process to be taken when "Super Success" occurs in existing Divination checks.

1st Level Mystic Required


Name Divination Result Table
You were able to divine the key to good luck. If the target is wearing a lucky color or a lucky item, Success
[Benefic Super
Value can be increased by +2 after checking the result of the Skill check. This effect can be used only once.
Guidance] Success 41+
Cost: MP10
Super
[Scout’s Sign] Target gets a +2 bonus modifier for 1 day. Cost: MP10
Success 41+
Super
[Ranger’s Sign] Target gets a +2 bonus modifier for 1 day. Cost: MP10
Success 41+
Super
[Fighter’s Sign] Target gets a +2 bonus modifier for 1 day. Cost: MP10
Success 41+
Super
[Sage’s Sign] Target gets a +2 bonus modifier for 1 day. Cost: MP10
Success 41+
Super
[Tactician’s Sign] The target gains a +3 bonus modifier for 1 day. Cost: MP10
Success 41+
Super
[Hunter’s Sign] Target gets a +3 bonus modifier. Cost: MP10
Success 41+
[Benefic Star of Super The Diviner can choose an additional target (Any other Character except the Diviner). All targets gain a +3
Swords] Success 41+ bonus modifier. Cost: MP10
[Benefic Star of Super The Diviner can choose an additional target (Any other Character except the Diviner). All targets gain a +3
Shields] Success 41+ bonus modifier. Cost: MP10
[Benefic Star of Super The Diviner can choose an additional target (Any other Character except the Diviner). All targets gain a +3
Synthesis] Success 41+ bonus modifier. Cost: MP10
[Benefic Star of Super The Diviner can choose an additional target (Any other Character except the Diviner). All targets gain a +3
Song] Success 41+ bonus modifier. Cost: MP10
[Benefic Star of Super The Diviner can choose an additional target (Any other Character except the Diviner). All targets gain a +3
Endurance] Success 41+ bonus modifier. Cost: MP10

5th Level Mystic Required


Name Divination Result Table
Super Danger divined. In addition, the GM will reveal two specific values for the danger in question, such as a
[Malefic Warning]
Success 41+ Target Number for a check or possible damage. Cost: MP10
Super The diviner gains the information that should have been acquired unconditionally and identifies the
[Akashic Records]
Success 41+ source. Cost: MP10
[Benefic Star of Super The Diviner can choose any one character other than themself to be an additional target. The Critical
Mortal Strikes] Success 41+ Threshold of all targets is reduced by -2. Cost: MP10
[Benefic Star of Super The Diviner can choose any one character other than themself to be an additional target. All targets gain
Magic] Success 41+ a +2 bonus modifier. Cost: MP10.
Super Return to the beginning of the negotiation scene. In addition, the diviner intuits the main reason for the
[Vision of Strife]
Success 41+ failure of the negotiation and the means to avoid it (the GM must give this information). Cost: MP10.
[Vision of Super Revert to before the trap. All characters receive a +2 bonus modifier and may redo a Search check or, if
Crumbling Walls] Success 41+ they have not done so, may do so. Cost: MP10
Super All characters who make a Danger Sense check at the same time receive a +4 bonus modifier, and the
[Vision of Dread]
Success 41+ check is redone. Cost: MP10
Super
[Vision of Ambush] All allies gain a +4 bonus modifier and redo the Initiative check. Cost: MP10
Success 41+

10th Level Mystic Required


Name Divination Result Table
[Benefic Star of Super The Diviner can choose any one character other than themself to be an additional target. All targets
Victory] Success 41+ gain a +2 bonus modifier. Cost: MP20
Super
[Vision of Death] Redo Death Check with a +16 bonus modifier. Cost: MP20
Success 41+
Super
[Vision of Defeat] Redo action check with a +4 bonus modifier. Cost: MP20
Success 41+
[Vision of Super Can prepare any item as long as the diviner's money allows. In addition, the diviner may borrow
Unpreparedness] Success 41+ money from a supplier up to the same amount as their own money to purchase goods. Cost: MP20

37
Part 1 Characters

This page lists the mounts that can be rented or


purchased at the Rider's Guild by the characters whose Rider
class is 16 level or higher. M YTHICAL B EASTS
In addition, the data corresponding to [True Potential] Gullinbursti (see IB, p. 183)
(see p. 34) of Lesser Dragon and Sky Car are also listed Price: 160,000G/16,000G/8,000G App. Level: 14 – 16
among the existing mounts. Int: Low Perc: Five Senses
Lang: Trade common, Regional Dialect, Barbaric
Rep: 17 Weak Point: Accuracy +1
Move Speed: 45/45 (Flying/Swimming)

T RUE P OTENTIAL OF L ESSER DRAGON Mount Data


Level F Style Fort Will Acc. Damage Ev. Def. HP MP
Level F Style Fort Will Accuracy Damage Evasion Defense HP MP
Bite (Head) 19 16 16 2d+18 17 15 72 18
Bite
20 20 20 2d+24 18 17 118 102 14 Hoofs
(Head) - - 17 2d+15 15 16 120 20
(Body)
Tail
16 - - 19 2d+19 16 22 142 48 Bite (Head) 20 18 17 2d+20 18 17 86 22
(Body)
(Aw.) 15 Hoofs
Wing - - 18 2d+17 16 18 134 24
(Wings) - - 19 2d+19 16 16 93 40 (Body)
x2 Bite (Head) 21 20 19 2d+22 19 19 100 26
16
Hoofs
Sections: 4 (Head / Body / Wings x2) Main Section: Head (Aw.) - - 20 2d+19 17 20 148 28
(Body)
Sections: 2 (Head / Body) Main Section: Head
Change in Unique Skills
For [↝Truespeech Magic, Spiritualism Magic (Level 10) Unique Skills
/ Magic Power 14 (21)/Prerequisite: [Magic Command]" level ●All Sections
becomes "11" and Magic Power is "15", respectively. 〇Underwater Aptitude
[↝** Breath] Power increased from 40 to 50. It is able to move in water without penalty.

T RUE P OTENTIAL OF SKY CAR 〇Reckless


If any section of this mount makes a melee attack with Stunt [Super
F Charge] or [Trample], its damage is increased by 10 points.
Level Fort Will Acc. Damage Ev. Defense HP MP
Style
Slam ●Head
18 18 20 2d+24 19 18 180 -
16 (Right)
(Aw.) Slam ☆Techniques/Prerequisite: Unique Skill Release
18 18 20 2d+24 19 18 180 - Can use the [Beetleskin], [Bear Muscle], [Troll Vitals], [Recovery (10
(Left)
pts.)] Techniques.
Sections: 2 (Right / Left) Main Section: None
○Indomitable/Prerequisite: [True Potential]
Change in Unique Skills Even if the Mount's HP is less than 0, it is not unconscious if it succeeds
in the Death Check, and it can move on its turn as usual.
[〇Boarding] Jockey's Defense increased from 3 points
to 5 points. ●Body
[↝Self-Repair v.2] Power increased from 40 to 50. 〇Flight/Enhance: [Unique Skill Perfect Release]
It can fly and move in the air. When fighting, the jockey and passenger
gain a +1 bonus to their Accuracy and Evasion for melee attacks. If the HP
of the Body section falls to 0 or lower, this effect is lost.
If Jockey has learned Stunt [Unique Skill Perfect Release], the bonus
modifier is +2 instead of +1.

Description
It is a Mythical Beast in the form of a boar with golden fur. In recent
years, there have been reports of successful breeding of these Mythical
Beasts as Mounts in areas where dragons do not inhabit.

38
Noble Dragon (see IB, p. 184) ●Wing

Price: 220,000G/22,000G/5,500G App. Level: 16 – 17 〇Flight


Int: High Perc: Five Senses (Darkvision) A Noble Dragon, jockey, and any passengers receive a +1 bonus to
Lang: Trade Common, Barbaric, Dragonic, Arcana Accuracy and Evasion only for melee attacks. If any of the Wings fall to 0
Rep: 18 Weak Point: Physical Damage +2 pts. HP or lower, this unique skill cannot be used.
Move Speed: 15/30 (Flying)
☑All-Out Attack/Prerequisite: [Unique Skill Release]
Mount Data A Wing can ready itself to deal an additional 8 damage on their next
Level F Style Fort Will Acc. Damage Ev. Defense HP MP attack. However, any Evasion Check made by either of the Wings that used
Bite (Head) 20 20 20 2d+20 21 16 96 94 this ability this turn receives a -3 penalty.
Tail (Body) - - 21 2d+18 18 18 122 80
16
Wing Description
- - 18 2d+16 19 14 68 50
(Wing) x 2 This is one of the Lesser Dragons with an excellent pedigree and has
Bite (Head) 22 22 22 2d+22 23 18 111 104 already begun to develop its true potential. It is said that only a jockey who
Tail (Body) - - 23 2d+21 20 20 137 90 has established a truly trusting relationship with them can bring out the full
17
Wing potential of their high ability.
- - 20 2d+19 21 16 83 60
(Wing) x 2
Sections: 4 (Head / Body / Wing x 2) Main Section: Head M AGITECH
Unique Skills Exceed Bike
●All Sections Price: 160,000G/16,000G/5,500G App. Level: 15 – 17
Int: Servant Perc: Mechanical Lang: Magitech
〇** Immunity (2 types) Rep: 14 Weak Point: Magic Damage +2 pts.
A Noble Dragon will suffer no effects and receive no damage from two Move Speed: 70/70 (Flying)
types of elemental attacks. The types can be two of Fire, Water/Ice, Wind,
Earth, Lightning, or Energy, and can be chosen upon rental or purchase of Mount Data
the mount. Level F Style Fort Will Acc. Damage Ev. Defense HP MP
15 Slam 20 20 20 2d+20 20 20 200 -
●Head 16 Slam 22 22 22 2d+22 22 20 200 -
↝Truespeech Magic, Spiritualism Magic, Deep Magic 13 17 Slam 24 24 24 2d+24 24 20 200 -
Level/Magic Power 18/Prerequisite: [Magic Command]
Noble Dragon can use up to 13 levels of Truespeech Magic, Unique Skills
Spiritualism Magic, and Deep Magic. For individual spell effects, refer to
that spell's description. 〇2 Actions /Prerequisite: [Riding Unity]
Can make two Major Actions per turn.
〇☑↝Magic Aptitude/Prerequisite: [Unique Skill Perfect
Release] 〇Flight II
Knows the Combat Feats [Multi-Action], [Guided Magic], [Magic An Exceed Bike, jockey, and any passengers receive a +2 bonus to
Convergence], [Magic Control], [Metamagic/Targets], Accuracy and Evasion only for melee attacks.
[Metamagic/Distance].
〇Autonomous Intelligence/Prerequisite: [Remote
↝** Breath / Rider Class Level + Intelligence Bonus / Fort / Command]
Half / Enhance: [Unique Skill Perfect Release] Even if the Jockey can't give Bike orders, Exceed Bike can act according
It releases a breath with a range of 50m and deals “Power 50 + Rider to its own judgment to do what is best for the Jockey and itself. Exceed Bike
level + Intelligence modifier” magic damage in a radius of 6m/20. The type can benefit from Stunts for Mythical Beasts.
of breath is one of two types selected for [○** Immunity].
If the jockey has the Stunt [Unique Skill Perfect Release], the Noble ☑High Speed Retreat/Prerequisite: [Unique Skill Release]
Dragon can choose the targets within range and exclude any targets they Only when performing Full Move, Jockey, and Mount are treated as
wish. having Combat Feat [Shadow Sneak] when declaring the use of this ability.
When this ability is used, Exceed Bike’s HP is reduced by 50 points.
●Body
〇Mounted = 2 Characters/Prerequisite: [Unique Skill 〇Weapon Container
Up to three "additional arms" can be equipped.
Release]
Two extra characters can ride a Noble Dragon as a passenger. These
passengers can take Major Actions without being penalized for bad footing ↝Plasma Gun/Rider class level + Dexterity modifier/Evasion
but can only take such Major Actions as would be possible after a Limited /Neg/Enhance: [Unique Skill Perfect Release]
Move. Mounting a Noble Dragon as a passenger is a Major Action, but It attacks by shooting a laser. The range is 50m and is treated as an
dismounting is only a Minor Action. "Area: Line" effect, dealing the target "Power 60 + Rider class level +
Intelligence modifier" fire and energy magic damage. The critical threshold
↝Wordbreak/Rider class level + Intelligence modifier of this ability is 10.
Using this ability consumes 15 points of Jockey's MP; this MP can be
/Enhance: [Magic Command]
substituted by Mako Stones.
Knows Combat Feat [Wordbreak].
If Jockey has learned [Unique Skill Perfect Release] Stunt, they can
If Jockey has learned [Magic Command], Noble Dragon gains a +2
exclude any target in the range.
bonus to the Success Value of this feat.

↝Tail Sweep Description


As a Major Action, use the tail to attack up to 5 targets in the same This bike was created as a special magitech mount during the Magitech
skirmish. Accuracy and Damage are the same as a normal attack, and this Civilization Period. Only a few of these bikes are known to exist in the world,
attack cannot be used in consecutive rounds. and their high performance makes them difficult to reproduce.

〇Attack Obstacle = Impossible • None


The Noble Dragon's size hinders attack.
The Head cannot be attacked, whether melee or ranged. When the
Body falls to 0 HP or lower, this effect disappears.

39
Part 1 Characters

Here, you will also find additional equipment for Mounts.


This equipment can only be purchased and used by characters whose Rider class level is 16 or higher.

H IGH-L EVEL M OUNT WEAPONS


Name Popularity Price Note
Manatite
30,000 Accuracy +2, Damage +2, can only be equipped to the Wings section.
Wings
Flickering
35,000 Accuracy +3
Horn
Piercing Ram 40,000 [Painful Strike] is triggered when the roll of 2d during damage determination is "10" or greater. This increases the
damage by the number of points equivalent to the "Rider class level.”

H IGH-L EVEL M OUNT ARMOR


Name Popularity Price Note
Greasy Plate 20,000 Evasion +2, Damage +2
Aurora Curtain 25,000 Defense +3, Magic Damage is reduced by -3.
Yscaea Mount Armor 30,000 Defense +6 when using [Lion's Fury], [Orochi's Fury], Accuracy +1

Item Description Greasy Plate: This armor is made of light, and elastic
Manatite Wings: Manatite weapons are designed to protect Mythical Beast leather interlocked with each other to ensure
the wing skeleton and are made of several layers of razor- protection of the Mount's vital points. The leather is also
sharp blades. Even a light contact during an attack is enough treated to make the armor more slippery, making it harder
to slice through with a manatite wing. for enemies to land hits.
Flickering Horn: This is a bludgeoning weapon with three Aurora Curtain: This armor diffuses the power of mana and
Flicker Hammers simultaneously equipped. The center of protects the Mount from damage caused by magic and breath
gravity of each of them is changed so that the attack trajectory weapons. It also refracts light, making it harder for enemies
changes irregularly. to hit the Mount with weapons.
Piercing Ram: This is a cone-shaped weapon made from a Yscaea Mount Armor: This is a metal armor for Mounts that
dragon's horn, sharpened to a thin, sharp edge. It can be used was created from several broken Humanoid armor. It is a
not only as a piercing weapon but also to enhance bites or light metal armor that covers the whole body of the Mount,
attach to the tip of a wing. but it does not hinder the movement of the Mount at all.

High-Level Additional Armament for Magitech


Name Popularity Price Note
Mithril Cowl 15,000 Defense +4, Accuracy -1
Hypercharger 25,000 Normal Move +10m, Full Move +30m, Max HP -10, Evasion -1
Endless Slasher 33,000 Changes type of attacks to edged weapons, Accuracy check +3
With Major Action deals "2d + Rider class level + Intelligence Modifier" lightning magic damage to any
Lightning Blaster 14 45,000
target in a "Radius 6m/20" centered on itself, consuming 20 HP.
Absolute Shield 60,000 Defense +5, magic damage reduced by -5 points, Accuracy -1, Evasion -1

Item Description
Mithril Cowl: A piece of additional armor made of Mithril. Lightning Blaster: An additional weapon based on some of
It not only provides robust protection but also gives the the most advanced magitech research. It allows for a wider
mount a beautiful, streamlined look. range and more powerful attack than a gun.
Hypercharger: An armament that increases the output of the Absolute Shield: A shield for mounts reinforced with magic.
mana that powers the mount, dramatically enhancing its It provides protection not only from weapon attacks but also
movement but at the expense of durability. from magic.
Endless Slasher: This mechanism adds a rotating blade that
pops up automatically when the mount attacks. The sharp
blade can easily be cut through thin metal.

40
This is a list of frequently used items by adventurers and Purchasing all of the items is not required, but players can
Transcendent characters. It is useful for bulk purchasing, as choose from the list to purchase the items they prefer. Each
it provides a convenient reference for item prices. The list is item is marked with detailed data references.
also helpful when creating high-level characters.

Name Category Price Note


Potion, herbs set approx. 1,000 gamel set (Total: 990G)
Lifegrass x 3 Herbs 30 x 3 see CR I, p. 261, AW, p. 108, CR EX, p. 315
Magic Herb x 5 Herbs 100 x 5 see CR I, p. 261, AW, p. 108, CR EX, p. 315
Healing Potion x 2 Potions 100 x 2 see CR I, p. 261, AW, p. 108, CR EX, p. 317
Awake Potion x 2 100 x 2 see CR I, p. 261, AW, p. 108, CR EX, p. 317
Potion, herbs 5,000 gamel set
Lifegrass x 2 Herbs 30 x 2 see CR I, p. 261, AW, p. 108, CR EX, p. 315
Magic Herb x 8 Herbs 100 x 8 see CR I, p. 261, AW, p. 108, CR EX, p. 315
Healing Potion x 3 Potions 100 x 3 see CR I, p. 261, AW, p. 108, CR EX, p. 317
Magic Perfume x 3 Potions 600 x 3 see AW, p. 108, CR EX, p. 317
Indomitable Potion x 2 Potions 320 x 2 see AW, p. 108, CR EX, p. 317
Scarlet Potion Potions 1,400 see AW, p. 108, CR EX, p. 317
Potion, herbs 30,000 gamel set
Lifegrass x 2 Herbs 30 x 2 see CR I, p. 261, AW, p. 108, CR EX, p. 315
Magic Herb x 5 Herbs 100 x 5 see CR I, p. 261, AW, p. 108, CR EX, p. 315
Treat Potion x 3 Potions 500 x 2 see AW, p. 108, CR EX, p. 317
Magic Perfume x 5 Potions 600 x 2 see AW, p. 131, CR EX, p. 317
Indomitable Potion x 2 Potions 320 x 2 see AW, p. 131, CR EX, p. 317
Scarlet Potion x 2 Potions 1,400 x 2 see AW, p. 131, CR EX, p. 317
Dexterity Potion Potions 2,000 see AW, p. 108, CR EX, p. 317
Speed Potion Potions 2,000 see AW, p. 108, CR EX, p. 317
Anti-Magic Potion x 2 Potions 3,000 x 2 see AW, p. 108, CR EX, p. 317
Small Fruits of the Yggdrasil Potions 12,000 see AW, p. 131, LL, p. 84
Resistance, magic damage reduce 5,000 gamel set
Guardian Stone (2 pts.) x 5 Adventure Tools (Consumables) 400 x 5 see CR III, p. 212, AW, p. 140
Sunlight Charm (+1) x 3 Adventure Tools (Consumables) 500 x 3 see CR EX, p. 405, WT, p. 19
Moonlight Charm (+1) x 3 Adventure Tools (Consumables) 500 x 3 see CR EX, p. 405, WT, p. 19
Resistance, magic damage reduce 30,000 gamel set
Guardian Stone (5 pts.) x 4 Adventure Tools (Consumables) 2,500 x 4 see CR III, p. 212, AW, p. 140
Sunlight Charm (+1) x 4 Adventure Tools (Consumables) 500 x 4 see CR EX, p. 405, WT, p. 19
Sunlight Charm (+2) x 2 Adventure Tools (Consumables) 1,500 x 2 see CR EX, p. 405, WT, p. 19
Sunlight Charm (+3) Adventure Tools (Consumables) 5,000 see CR EX, p. 405, WT, p. 19
Moonlight Charm (+1) x 4 Adventure Tools (Consumables) 500 x 4 see CR EX, p. 405, WT, p. 19
Moonlight Charm (+2) x 2 Adventure Tools (Consumables) 1,500 x 2 see CR EX, p. 405, WT, p. 19
Moonlight Charm (+3) Adventure Tools (Consumables) 5,000 see CR EX, p. 405, WT, p. 19
Mako stones 10,000 gamel set
Mako Stone (10 pts.) x 3 Class-Specific Items 6,000 see CR I, p. 125
Mako Stone (5 pts.) x 2 Class-Specific Items 1,000 see CR I, p. 125
Mako Stone (3 pts.) x 10 Class-Specific Items 3,000 see CR I, p. 125
Mako stones 30,000 gamel set
Mako Stone (20 pts.) x 2 Class-Specific Items 16,000 see CR I, p. 125
Mako Stone (10 pts.) x 4 Class-Specific Items 8,000 see CR I, p. 125
Mako Stone (3 pts.) x 20 Class-Specific Items 6,000 see CR I, p. 125
Mako stones 100,000 gamel set
Mako Stone (20 pts.) x 10 Class-Specific Items 80,000 see CR I, p. 125
Mako Stone (10 pts.) x 10 Class-Specific Items 20,000 see CR I, p. 125

41
Part 1 Characters

B Y CLASS
Name Category Price Note
Priest Class List
Holy Symbol Class-Specific Items/Accessory: Any 100 see AW, p. 109
Portable Shrine Class-Specific Items/Accessory: Back 9,120 see LL, p. 84
Purifying Holy Symbol Class-Specific Items/Accessory: Any 13,800 see AW, p. 158
Crown of the Saint Accessory: Head 10,000 see LL, p. 102
Amulet Of Prayer Accessory: Neck 10,000 see CR I, p. 326, AW, p. 150
Fairy Tamer Class List
Fairy Tamer's Gem Class-Specific Items/Accessory: Any 50+ see CR I, p. 262, CR EX, p. 320
Gem Case Class-Specific Items/Accessory: Any 100+ see CR I, p. 266
500 + 20
Ornate Jewelry Class-Specific Items/Accessory: Any see AW, p. 109
rep.
Cattleya Garland Accessory: Head 20,000 see CR II, p. 185, AW, p. 147
Artificer Class List
Magisphere (small) Class-Specific Items/Accessory: Any 200 see CR I, p. 262, CR EX, p. 320
Class-Specific Items/Accessory: Back,
Magisphere (medium) 500 see CR I, p. 262, CR EX, p. 321
Waist, Other
Magisphere (large) Specific Items/Accessory: Back, Other 2,000 see CR I, p. 262, CR EX, p. 320
Floating Sphere (medium) Class-Specific Items/Accessory: Any 2,210 see AW, p. 157
Floating Sphere (large) Class-Specific Items/Accessory: Any 3,210 see AW, p. 157
Scout Class List
Scout's Tools Class-Specific Items 100 see CR I, p. 260
Mechanized Fingers Class-Specific Items 7,080 see LL, p. 85
Wig of Chills Accessory: Head 2,500 see LL, p. 101
Keen-Flash Glasses Accessory: Face 4,000 see CR II, p. 192, AW, p. 147
Rabbit Earrings Accessory: Ear 4,000 see CR I, p. 327, AW, p. 148
Lucky Charm Accessory: Neck 2,000 see CR I, p. 328, AW, p. 149
Smart Animal Sack Accessory: Back 9,000 see LL, p. 109
1,000 + 20
Utility Belt Accessory: Waist see AW, p. 154
rep.
Bandit King's Ring Accessory: Hand 3,000 see CR II, p. 186, AW, p. 153
Silent Shoes Accessory: Feet 5,000 see CR II, p. 187, AW, p. 156
Ranger Class List
Apothecary's Tools Class-Specific Items 200 see CR EX, p. 378
Magic Pipe Class-Specific Items 1,360 see CR EX, p. 378
Taste Piercing Accessory: Face 2,000 see CR EX, p. 415
Potion Injector Accessory: Neck 740 see CR EX, p. 421
1,000 + 20
Rangers' Cloak Accessory: Back see AW, p. 151
rep.
Robe of Camouflage Accessory: Back 840 see AW, p. 151
Thrower Belt Accessory: Waist 1,000 see CR EX, p. 433
Sage Class List
Pointed Hat Accessory: Head 3,000 see CR I, p. 329, AW, p. 146
Keen-Flash Glasses Accessory: Face 4,000 see CR II, p. 192, AW, p. 147
Lucky Charm Accessory: Neck 2,000 see CR I, p. 328, AW, p. 149
Smart Animal Sack Accessory: Back 9,000 see LL, p. 109
Bard Class List
Instrument Class-Specific Items 100 see CR I, p. 260
Dissonant Flute Class-Specific Items 2,640 see AW, p. 135
Pet (Bird, Frog, Insect) Class-Specific Items 100+ see CR II, p. 179
Flapper's Song Accessory: Neck 5,000 see CR II, p. 193, AW, p. 150
Maisha's Feather Ornament Accessory: Any 8,200 see AW, p. 157
Rider Class List
Little Wing Accessory: Back 3,000 see CR I, p. 333, AW, p. 151
Golden Spurs Accessory: Feet 3,000 see LL, p. 113
Alchemist Class List
Class-Specific Items, Accessory: Hand,
Alchemy Kit 200 see AW, p. 109
Waist, Other
Card Shooter Class-Specific Items 1,500 see LL, p. 60
Tactician Class List
Class-Specific Items, Accessory: Head,
Strategist Insignia 100 see CG, p. 34
Neck, Back, Hands, Waist, Other
Class-Specific Items, Accessory: Head, 1,000 + 20
Strategist Insignia of Valor see CG, p. 34
Neck, Back, Hands, Waist, Other rep.
Class-Specific Items, Accessory: Head, 10,000 + 50
Imperial Strategist Insignia see CG, p. 34
Neck, Back, Hands, Waist, Other rep.
Sympathy Piercing Accessory: Face 2,000 see LL, p. 103
Mystic Class List
Astral Rods Class-Specific Items 100 see CG, p.36
Celestial Tarot Class-Specific Items 100 see CG, p.36
Star Globe Class-Specific Items 100 see CG, p.36

42
B Y USE
Name Category Price Note
Accessory list for physical damage increase
Reckless Headband Accessory: Head 2,000 see AW, p. 146, CR EX, p. 411
Small Bear Claws/Bear Claws Accessory: Neck 6,000 see CR II, p. 186, AW, p. 151, CR EX, p. 425
Champion's Buckle Accessory: Waist 30,000 see CR I, p. 331, AW, p. 155, CR EX , p. 437
Jumping Feathers Accessory: Feet 6,800 see AW, p. 156
Accessory list for physical damage reduction
Safety Helmet Accessory: Head 2,000 see CR EX, p. 411
Stone Man's Earring Accessory: Ear 6,640 see LL, p. 106
Rose Choker Accessory: Neck 1,000 see CR I, p. 331, AW, p. 149
Little Wing Accessory: Back 3,000 see CR I, p. 333, AW, p. 151
Black Belt Accessory: Waist 3,000 see CR I, p. 332, AW, p. 155
Accessory list for magic damage reduction
Rose Choker Accessory: Neck 1,000 see CR I, p. 331, AW, p. 149
Hero's Mantle Accessory: Back 10,000 see CR II, p. 185, AW, p. 152
Droplet Bracelet Accessory: Hand 5,000 see CR I, p. 329, AW, p. 153
Accessory list for evasion increase
Backwater Necklace Accessory: Neck 6,000 see LL, p. 108
Flying Cloak Accessory: Back 3,500 see CR II, p. 190, AW, p. 152 (replaced Breeze Cloak)
Missile Trapper Accessory: Waist 1,660 see AW, p. 155
Lucky Feathers Accessory: Feet 10,080 see LL, p. 113
Accessory list for resistance increase
Red Glasses Accessory: Face 7,500 see LL, p. 104
Golden Earplugs Accessory: Ear 2,000 see CR II, p. 187, AW, p. 148
Crystal Necklace Accessory: Neck 3,000 see CR II, p. 190, AW, p. 149
Ring Of The Mind Accessory: Hand 5,000 see CR I, p. 329, AW, p. 153
Accessory list for HP, MP recovery
Mask of the Fearless Accessory: Face 4,520 see CR EX, p. 417
Talisman Of Life Accessory: Neck 10,000 see CR II, p. 184, AW, p. 150
Bloodstone Bellyband Accessory: Waist 2,800 see CR EX, p. 435

H OW TO USE SETS OF USEFUL I TEMS


Please note that we do not recommend the purchase of
all the items in the set. The total set amount is shown, but
there are no discounts or special offers for purchasing the set.
If you wish, you may replace a part of the set with another
item or choose not to purchase a part of the set. In this case,
the transaction price of the items not purchased should be
subtracted from the set price itself. Please note that we do not
sell the excluded item(s) at half price.

43
Part 1 Characters

This optional rule allows PCs to operate their own You have to decide which type of Reputation Business
businesses (separately) and generate income by taking you are going to conduct. The types are as follows:
advantage of their own fame. This rule can be adopted as an
alternative to the conventional rule of income and ADVENTURER 'S GUILD
expenditure by a Personal Theatre Troupe or Exhibition They are the intermediaries and mediators between jobs
Hall (see CR II, p. 57). and adventurers.
Scout/Ranger/Sage class can be of help with making
maps.

Reputation Business is defined by several factors: OWNER ADVENTURER ?


PC can manage an Adventurer's Guild while still acting as
B USINESS FAME adventurers themselves. In this case, the reward obtained
The Business Fame is measured by the Reputation from the adventure scenario and the income and expenditure
invested in the business. The Reputation is paid to the of the Adventurer's Guild as a Reputation Business are
business by paying the Reputation the same way as obtaining considered independently.
renowned items (see CR II, p. 51). The number of The Adventurer's Guild may not be able to make a profit
Reputation points invested in the business is counted as the or even incur a loss in the business accounts while still
Business Fame. earning rewards from adventures, but that is acceptable. It is
important to note that the income of the Adventurer's Guild
B USINESS FAME L EVELS is independent from the request rewards of PCs.
Reputation Business is defined by the Business Fame On the other hand, just because you run an Adventurer's
Levels. The Fame Level gives an indication of how well the Guild does not mean that you can take brokerage fees
business is recognized by the public and also affects the without permission based on the rewards set in the adventure
financial results (see p. 45). The higher the Fame Level, the scenario.
higher the risk and return of the business.
Food and Beverage
Business Fame Level Chart Run restaurants, bars, etc. The overall trend is toward
Level Fame Evaluation high risk - high return.
Well received in the neighborhood. Known
1 50 – 150
only in a very small area. CLOTHING AND CRAFTS
A well-known in the city. Known in its own
2 151 – 300 This business deals with clothing, accessories, household
right at the city level.
Pride of the city. Known on a national level.
goods, interior decorations, and more. It involves production
3 301 – 500 and shipping, as well as the operation of your own store.
Respected by the famous locals.
The name is synonymous with the country and The business requires the recruitment and training of
is well-known throughout the superstate. In skilled artisans. It also adopts a brand strategy that
4 501+ fact, in the eyes of other countries, it is emphasizes practicality, durability, and fashionability.
sometimes even more famous than the head of In addition to food and beverage provision, there is a
state. tendency towards high-risk/high-return investments.

B USINESS I NVESTMENT Transportation


Business investment refers to the amount of money The purpose of this type is to transport cargo, money, and
invested in a business. The profit and loss generated at the personnel.
time of financial closing are determined based on this Possession of Rider class may be an advantage.
investment amount. In simple terms, a large investment
implies high risk and high return. Mercenary Services
It is worth noting that once the money is invested in a
You will mediate mercenaries.
business, it cannot be used for personal computer expenses.
Possession of a Tactician class may be advantageous.
In the case of downsizing the business (see p. 47), only half
of the investment can be recovered by selling the assets.
Therefore, having a reputable business is advantageous for Exhibition Hall
PC users only if they can devise a way to earn continuous Operating an art museum, museum, theater, music hall,
income from it. or any other visitor-inviting facility can be challenging.
While the overall profit margins may be thin and
B USINESS T YPE unsuitable for generating substantial revenue, using
There are 11 types of businesses. There are differences renowned items can substitute for reputation at the beginning
in the financial results and business events (see p. 45), which of the business or for increasing its fame.
are the characteristics of each type of business.

44
Theater Company/Orchestra Business Results Timing
The so-called "show business" operates theatrical troupes
and orchestras. It tends to be difficult to make a profit, but it
has the aspect of "big if you hit it right".
Possession of Bard class may work to your advantage.

Primary Industry
Managing farms and fishing fleets. The weather can be
very unpredictable, and the Ranger and Mystic classes may
have an advantage.

Temple
Open and operate temples. It makes a relatively steady
profit, but it is not very large and is not attractive as a direct
business.
However, when Priest operates, it may receive an
advantage at the time of settlement of results and the
following advantages.
It can be regarded as a shrine/consecrate ground (see CR
III, p. 223, WT, p. 45).
Once the Fame Level reaches "2" or more, it can be
considered a city mission (see CR III, p. 223, WT, p. 45).
After the adventure scenario and character growth, the
ACADEMIA business is accounted for. The PCs can then choose to
expand or contract the business before embarking on the
Run school or private college, etc. Like temples, they next adventure scenario.
make a small but steady profit but are somewhat less The amount of time that passes between scenarios has no
attractive as a business due to the risk of large losses caused bearing on the business results. Regardless of whether a lot
by accidents. of time or very little time has passed, there is only one
Sage class holders may benefit. opportunity to get results and adjust the business's size.
Welfare Facilities B USINESS R ESULTS
Operate clinics for children and the poor. Unless you are Business Results Flow
very lucky, you will have to operate at a loss, and it is hard to
say that it is a profitable business.

START OF B USINESS
PCs can start their own business after completing an
adventure scenario, receiving rewards, experience points,
and Reputation, and growing.
To launch the business, they must pay at least "50"
Reputation points and gain fame. The amount of investment
in the business must be made in units of "1,000 gamel".
If they choose to start an Exhibition Hall business, they
can substitute part or all of the Reputation payment with a
renowned used item. Using a renowned item as payment will
not reduce the current Reputation. However, the renowned
item can never be carried on an adventure again.
The "Strategist Insignia of Valor" and "Imperial Strategist DETERMINATION OF B USINESS E VENTS
Insignia" (see CG, p. 34) are the best items to use for this Once character growth is completed and it's time to settle
purpose. accounts, the first step is to determine the business event.
This is done by rolling two dice and reading the result as it is.
B USINESS R ESULTS T IMING There are 36 different possible combinations of results from
A business does not bring profit (or loss) immediately "1-1" to "6-6".
after it is started. The results of the business will appear only Four of these rolls - "1-1", "1-2", "2-1", and "6-6" - generate
after the next adventure. events that affect all types of businesses equally. For the other
32 rolls, two of the business types will be affected.
The Business Management Sheet outlines which event
affects which type of business. The specific content of the

45
Part 1 Characters

event and how it affects financial results is described in the Example of Putting a Reputation
Financial Results Sheet of each business type.
The decision on the business event is made "three times" Adventurer Storin owns a "Food and Beverage"
by "the whole party". The representative rolls the two dice Reputation Business called "Ronde de Bouffe". The business
three times to determine the roll (of course, three people may has a fame of 130 and an investment of 3000G. During a
roll once each), and the roll is applied to all PCs' businesses. check of business events, the event "1-6 Developed a Limited
If the same roll appears more than once, there is no Time Menu Profit or loss doubled" occurred.
accumulation. For example, even if the roll "1-2" appears Storin, recognizing an opportunity, decides to execute
twice or more, the correction to the dice roll is only -1 when both "Double Roll" and "1d+6".
using the Financial Table (see page 46). The current prestige level of the business is equal to its
However, even if the game effects are the same, they are fame, which is at level 1, and the Financial Table refers to the
cumulative if the rolls are different. If the roll "1-2" and the top row. Therefore, the Reputation required for "Double
roll "2-1" appear at the same time, the correction to the dice Roll" is 10 and for "1d+6" is 20.
roll when using the Financial Table will be -2 for all business Storin declares that he will invest a total of 30 Reputation
types. points and reduce his current Reputation by 30.

P UT R EPUTATION I NTO THE BUSINESS?


After determining the business event, decide whether to - Reputation Increases Fame
add an additional Reputation to the business. This can Placing Reputation here will increase the business's fame
impact the dice rolls on the next use of the Financial Table. by the same amount after the results. Although "Double Roll"
The necessary Reputation can be found for each business and "1d+6" may not correspond exactly to the amount of
type in the Financial Tables (see p. 51). The business's level fame required to reach the next level, inputting a value
of fame is applied to the Financial Table, and the "Double greater than this amount will still satisfy the condition,
Roll" and "1d+6" columns are examined. allowing for a larger increase in fame at once.
Normally, when using the Financial Table, you roll 2d. If It is important to note that the fame level will only
you've invested more Reputation in the business than the increase after the Financial Table has been used with
number of points in the "Double Roll" column, you can roll Reputation, and that the fame level cannot be increased
2d twice and choose the more favorable outcome. before setting results.
If you've invested more than the Reputation points in the
"1d+6" column, you can roll 1d+6 instead of 2d when using - Displaying Renowned Items in the Exhibition Hall
the Financial Table. For the Exhibition Hall type, at the start of the business,
If the sum of the two columns is greater than or equal to the PC can substitute some or all Reputation with renowned
the Reputation spent, roll ld+6 twice and choose the more items that they have already acquired.
favorable outcome. However, if they do so, the item will not be available for
The Reputation spent is subtracted from the PC's current use again during the adventure.
Reputation, and the PC cannot invest more Reputation than
they have. USING THE F INANCIAL TABLE
Roll 2d to determine the roll and apply it to the Financial
GUIDE TO P UTTING R EPUTATION Table corresponding to the business type. If you have
During Business Results, Reputation can be used to enough reputation for a "Double Roll" or "1d+6", roll the dice
change the outcome of the dice and gain a favorable result. accordingly. If the roll is "2 or less" or "12 or more", treat these
If the business event is determined first, but the result is rolls as "2" or "12", respectively.
"Profit or loss doubled," you should prioritize Reputation. Note that any reputation put towards this stage will not
However, in the case where the profit is "0," a high Reputation affect your Fame at this point, as previously stated.
will not lead to a better outcome. In such cases, it is better to
avoid using Reputation.
Pay attention to the contents of the Financial Table,
which varies depending on the type of business. Some
businesses have financial tables that generate relatively stable
profits but rarely incur severe losses. In such businesses,
"Double Roll" is effective. On the other hand, for businesses
that are prone to losses but rarely generate explosive profits,
"1d+6" is more effective than "Double Roll."

46
COMPENSATION FOR LOSS BY M ANAGEMENT ASSISTANCE
Example of Financial Table Usage P OINTS
Adventurer Storin runs a Food and Beverage Reputation If you have Management Assistance Points (see p. 49) as
Business called "Ronde de Bouffe" with a business fame of a result of a business event, you can pay these Management
130 and a Business Investment of 3,000G. He decided to Assistance Points instead of money when a loss occurs.
invest 30 points of Reputation to apply both "Double Roll"
and "1d+6". As a result, he rolled 1d+6 twice and used the R EFLECTS THE R EPUTATION I NVESTED IN THE B USINESS AS
better result, which was 3 (+6) and 4 (+6), yielding a result of AN I NCREASE IN B USINESS F AME
10. After the closing, the Reputation invested after the results
The current business fame level is 1, and he referenced are reflected in the increase of the Business Fame. Always
the top row of the Financial Table. In the Financial Table, remember that the Fame increase is done after getting results
column 10 corresponds to "+0.2", which is the result obtained from the Financial Table.
by Storin.

In the Financial Table, there are coefficients that increase Example of Fame Increase
by 0.1 increments. Multiply the Business Investment by the In this closing, Strin has invested a total of 30 points of
corresponding coefficient. If the result is positive, it Reputation in the business. As a result, the Fame of the
represents the monetary income of the PC. However, if it is business is increased by 30 points, which is now 130+30=160
negative, the business has incurred a loss, and the PC must points.
cover the loss with their own money. As a result of actively using his reputation for business
recognition, Strin's business fame level has increased to 2.

Example of Income and Expenditure - Caution! Business Prestige Cannot be Lowered


Calculation Once you start a Reputation Business, there is no way for
Ronde de Bouffe Financial Table shows a result of "+0.2": your Business Fame to decrease except by going out of
Business Investment 3,000G multiplied by 0.2 equals 600G, business. If you continue to run your business, your
which is the base income of the business manager, Mr. Reputation will only increase over time.
Storin. Be cautious not to increase your Reputation too quickly,
However, this financial statement shows a business event, as it may become difficult to manage your business in the
"Developed a Limited Time Menu Profit or loss doubled ". future. Always be aware of the margin of Reputation.
Therefore, Storin's income is doubled to 1,200G. This
1,200G is immediately added to Storin's money as income. B USINESS E XPANSION /CONTRACTION
Once the business results have been calculated and the
I F Y OU ARE UNABLE T O P AY THE L OSS increase in Fame has been determined, the PC can either
Using the Financial Table, PC receives income from the expand or reduce the size of the business.
business if the coefficient is positive. However, if the To expand the business, the PC must use the money on
coefficient is negative, the business generates a deficit, and hand to increase the Business Investment by the same
PC must immediately reduce its money to compensate for it. amount of money invested in units of "1,000G".
If the loss cannot be paid even after the money is In the case of downsizing, the Business Investment is
exhausted, the business must be downsized (see p. 47) to reduced, and only half of the invested amount is returned in
compensate for the loss. If the loss still cannot be paid, the cash, in units of "1,000G". For each 1,000G decrease in
remaining amount will be imposed on the PC as a debt. Business Investment, the PC will receive 500G of cash. If the
Business Investment reaches 0, the business will be
- Cessation of Business considered closed (see p. 49).
If Business Investment drops to 0, the Reputation The expansion and contraction of a business cannot be
Business is considered to be "out of business". Business Fame performed simultaneously in a single iteration. Only one of
is set to 0, and the Total Reputation of the PC is reduced by them can be done at a time. The results will be reflected in
the amount Fame Business had. the next calculation.

- Treatment of Debt E XPAND WITH MANAGEMENT ASSISTANCE P OINTS


As a general rule, the creditor of the debt incurred by PC If you have earned Management Assistance Points (see p.
is the Adventurer's Guild to which they belong. In 49) as a result of a business event, you can pay these
subsequent adventures, 50% of the remuneration will be Management Assistance Points instead of money when you
deducted and applied to the repayment of the debt in priority. expand your business.

PC can operate several businesses side by side.

47
Part 1 Characters

B USINESS I NVESTMENT AND R EPUTATION MANAGEMENT Y OU P UT R EPUTATION ALSO BY B USINESS T YPE


In the case of multiple businesses, Business Investment is The player decides whether or not to put Reputation at
managed separately for each. However, the degree of fame is the time of the result step for each type of business. If
treated as a single value for all businesses. Reputation is applied to a business type, the effect of
For each business, Business Investment must be a Reputation will be applied only to the financial results of that
minimum of "1,000G" for each. business type when the Financial Table is used.

Examples of Parallel Businesses


Business Example of Putting Reputation Into
Business Name Type Fame
Beef Hot Pot Restaurant @ Food and
Investment Parallel Businesses
4,000G - Storin, an adventurer and diversified business owner, is
Hohum Beverage
Ronde de Bouffe
Food and
3,000G - facing a predicament. All business accounts have a poor
Beverage outlook, resulting in a -1 to financial results. The exhibition
(Food and beverage business total 7,000G)
Mercenary
hall and food and beverage provision business are also
Horned Ox Mercenaries 5,000G - struggling and may incur losses two to three times larger than
Services
Cattle Pen Exhibition Hall 4,000G - normal.
Total - - 250 After careful consideration, Storin decided to operate the
exhibition hall with "Double Roll" and the food and beverage
B USINESS E VENTS APPLY TO ALL service with "1d+6", and put a Reputation for each of them.
When a business event occurs, it applies to all parallel Since the business fame and level is "250 points = level 2" for
businesses. Of course, there will be no effect on businesses all the businesses, the required Reputation for Double Roll
that do not match the type. and 1d+6 are "10" and "30" points, respectively, referring to
their Financial Tables.

Examples of Business Events For Example of Financial Results of


Parallel Businesses Parallel Businesses
Adventurer Storin runs four businesses (three types) as Storin's business is finally coming to a close. Including the
shown in the previous table. impact of the business events, Storin will refer to the
During the results, three business events will be Financial Table three times under the following conditions:
determined. The results are: - Rolls for "Food and Beverage" business 1d+6-1 for Financial
“1-2 Chain of Bad Luck Adjustment of -1 in the financial Table. Profits and losses are tripled.
results” - Rolls for "Mercenary Services" business 2d-1 for Financial
“2-4 Providing a Cheap Stage Loss is doubled if it Table.
occurred during results” - Double Roll tor "Exhibition Hall" business 2d-1 for
“5-2 Gambled With a Temporary Store Profit or loss Financial Table. Loss is doubled if it occurred during results.
tripled” For all businesses, the level of fame is referred to as the
The first one is common to all businesses and affects all second level of the Financial Table.
businesses run by Storin. The second, however, applies only In the end, the respective numbers and results were
to the exhibition hall business (“Cattle Pen”), and the third to "8(+0.0)", "6(-0.1)", and "4 and 9 for a 9(+0.1)".
the Food and Beverage (“Beef Hot Pot Restaurant @ Hohum” Revenue for this period:
and “Ronde de Bouffe”). - “Food and Beverage Provision”:7,000x0.1x3=2,100”
- “Mercenary Services”: 5,000 x (-0.1) = -500
R ESULTS ARE CALCULATED BY B USINESS T YPE - “Exhibition Hall”: 4,000 x 0.1 = 400
In the case of parallel businesses, each business type is The total income of the businesses will be 2,000G.
allocated a separate unit, and the Financial Table is
referenced to check its income and expenses. F AME I NCREASE IN BATCH
Although it is acceptable for multiple businesses to have All the Reputation invested is summed up and included
the same type, they must be accounted for as "one business" in the overall increase in the fame of the business.
in the game.
Example of Increase in Prestige of
Example of Treatment of Parallel Parallel Businesses
Businesses The business manager, Mr. Storin, has invested 30
Storin owns two food and beverage businesses: “Beef Hot Reputation points in "Food and Beverage" and 10 Reputation
Pot Restaurant @ Hohum” and “Ronde de Bouffe”. These points in "Exhibition Hall" for the current period. The
businesses are classified as part of the Business Investment business fame is increased by this total, 250+40=290 points.
7,000G businesses in the financial results report.
In the financial results report, Storin must perform three E XPANSION AND CONTRACTION OF P ARALLEL B USINESSES
checks: one for food and beverage, one for mercenary For each type of business the expansion or contraction of
services, and one for the exhibition hall. the business can be decided for each type of business.

48
Expansion and contraction of one type of business cannot
be done at the same time.
The start of a new parallel business is also done at the
Example of Automatic Acquisition
same time as expansion or contraction. and Additional Input
Storin’s business (current fame 290 = level 2) has reached
CLOSURE OF B USINESS the day of calculating results again. And the business event "5-
If PC’s business is single, setting its Business Investment 5 Winner of the Kingdom Thanksgiving Gold Award
to "0" will cause the business to go out of business, all business Automatically gain Reputation required for "1d+6" occurred
fame will be lost, and the total Reputation of the PC will be for the food and beverage business.
reduced. This automatically gives Storin "30" points of Reputation,
However, if a company is engaged in multiple businesses and his Total Reputation is increased. The 30 points are
at the same time, even if the Business Investment of some of automatically put into the Reputation Business (hence, the
them becomes "0", it is not treated as a business closure. Current Reputation remains unchanged).
If Business Investment in a business remains more than If nothing happens, his food and beverage business will
1,000G, the parallel business with a Business Investment of be settled with "1d+6", but Storin decides to make a "Double
"0" is treated as "temporarily closed". The closed business will Roll" to make sure that he can make a profit. With an
not generate any profit or loss during Business Results. All additional Reputation of 10, Storin has gained the right to
business events related to the business are skipped and "Double Roll a 1d+6" for the Food & Beverage Business
treated as if they had never occurred. Financial Table.
If the Business Investment of all businesses becomes "0",
the Reputation Business closes. The business fame is set to
0, and the character loses the same number of total AUTOMATIC R EPUTATION FOR EXHIBITION H ALLS AND
Reputation. T HEATER COMPANIES/ORCHESTRAS
When a business event is determined, if the roll of "4-5"
is achieved, the Theater Company/Orchestra will experience
the following event: "4-5 Great Long Run in the Main Hall."
This is supplementary information on Reputation This automatically grants the Reputation required for a
Businesses. "Double Roll." If the Exhibition Hall business is also running
parallel to this, then the same Double Roll reputation is
H ANDLING OF MANAGEMENT ASSISTANCE P OINTS gained, but "1d+6" rolled instead.”
Some business events give the PCs "Management If only one of these businesses is being operated, refer to
Assistance Points", which can be carried over if they are not the previous section.
used. If both businesses roll these events, each business will
As already explained, Management Assistance Points can automatically earn and invest Reputation equivalent to a
be used for the following two purposes and only for those "Double Roll" and roll 1d+6. The increase in fame resulting
that ask for money. from the outcomes will be added to each business.
Furthermore, it is also possible to achieve a "Double
- Compensation for losses incurred during financial results. Rolling of 1d+6" by adding the "Double Roll" Reputation for
- Funds when expanding business. each business.

Management Assistance Points are managed by a single


PC. Even if you have multiple businesses running side by side,
they are all handled together.
In the case of parallel businesses, compensation for losses
can be made on a per-business-type basis. When one type of
business incurs a loss, and another type of business incurs a
profit, there is no need to offset them first. First, the loss can
be compensated by Management Assistance Points.
If a Reputation Business goes out of business, it will lose
Management Assistance Points. Therefore, if closure is
inevitable, you should first use up all the Management
Assistance Points you have to make up the deficit.
Please note that you may not assist other PCs in the
management of their businesses.

AUTOMATIC R EPUTATION SUBMISSION


Some business events automatically earn a Reputation
and put it to use in a special Financial Table.
In this case, it is automatically added as Business Fame.

49
Part 1 Characters

OTHER B USINESS T YPES


2nd Example of Automatic A player may wish to conduct a business other than the
11 types of businesses listed in this rule.
Acquisition and Additional Input According to the rule, a Financial Table and events must
Mr. Storin, a successful businessman, starts a new be created for each type of business. The events should be
Theater Company/Orchestra business, "Mooro Band". At made as even as possible, and to prevent two events from
this point, the fame of his Reputation Business has reached overlapping, the table is intentionally designed so that two
320 (3rd level). events have the same effects and can be combined only when
He rolled 4-5 for the event. As he has the “Cattle Pen” the Exhibition Hall and the Theater Company/Orchestra are
Exhibition Hall and “Mooro Band” Theater run in parallel.
Company/Orchestra, he will “automatically acquire and If you want to add a completely new type of business, you
invest 20 Reputation points, and roll for each 1d+6”. must prepare a Financial Table and Events for each business
If he does nothing, after the results, the fame of his type and decide how to assign the event occurrences to the
businesses will increase by 40 points. Event Table. This can be a significant burden.
However, Storin sees his new business as a chance to Therefore, if you wish to introduce a business type other
make big sales and decides to add "Double Roll" for “Mooro than those listed here, replacing it with an existing one is
Band” and puts in 20 points from his own Reputation. recommended. Only the name of the type, the name of the
As a result, the business fame will increase by 60 points event, etc., should be changed, while the Financial Table, the
after the settlement of results. game effects of the events, and the corresponding event table
entries should remain unchanged.

50
Adventurer's Guild Financial Table
Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.3 -0.2 -0.2 -0.1 -0.1 0.0 +0.1 +0.1 +0.2 +0.2 +0.3
2 151 - 300 10 30 -0.3 -0.3 -0.2 -0.2 -0.1 0.0 +0.1 +0.2 +0.2 +0.3 +0.3
3 301 – 500 20 50 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.4 +0.5
4 501+ 30 100 -0.8 -0.5 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.5 +0.8

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
1–3 Just Enough Even if profit was generated, it would be 0
2–1 Backfired Adjustment of -1 in the financial results
Modest Results Due to Economic
3–2 Profit or loss halved
Slowdown
3–6 Connections with Regular Adventurers Gain Management Assistance Points for Business Investment x Adventurer Level/10
1.5x if a profit was generated during results. Double if Sage/Ranger/Scout class is 6
4–6 Treasure Map Was Brought In
level or higher, triple if 11 level or higher
5–1 Aggressive Mediation Profit or loss doubled
6–1 Got a Deposit From the State The loss will be 0 if it is incurred during results
6–6 Everything Works Out Adjustment of +1 in the financial results

Food and Beverage Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.3 -0.3 -0.2 -0.2 -0.1 0.0 +0.1 +0.2 +0.2 +0.3 +0.3
2 151 - 300 10 30 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.4 +0.5
3 301 – 500 20 50 -0.8 -0.5 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.5 +0.8
4 501+ 30 100 -1.0 -0.6 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.6 +1.0

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
1–3 Rumors of Food Poisoning Spread Coefficient at results are reduced by -0.2
1–6 Developed a Limited Time Menu Profit or loss doubled
2–1 Backfired Adjustment of -1 in the financial results
4–1 Modest Results Due to Economic Slowdown Profit or loss halved
5–2 Gambled With a Temporary Store Profit or loss tripled
5–5 Winner of the Kingdom Thanksgiving Gold Award Automatically gain Reputation required for "1d+6"
6–2 Found a Use for the Leftover Ingredients Half loses if incurred during results
6–6 Everything Works Out Adjustment of +1 in the financial results

Clothing and Crafts Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.3 -0.3 -0.2 -0.2 -0.1 0.0 +0.1 +0.2 +0.2 +0.3 +0.3
2 151 - 300 10 30 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.4 +0.5
3 301 – 500 20 50 -0.8 -0.5 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.5 +0.8
4 501+ 30 100 -1.0 -0.6 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.6 +1.0

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
2–1 Backfired Adjustment of -1 in the financial results
2–2 Rumors About Inferior Goods Coefficient at results are reduced by -0.2
3–4 Limited Time Offerings Profit or loss doubled
3–6 Outlets are Doing Surprisingly Well Half loses if incurred during results
4–1 Product Flow is Nowhere Near as Good as it Should Be Profit or loss halved
5–3 Boom on the Way, Artisans Flow Profit or loss tripled
6–4 The Queen's Warrant was Issued Automatically gain Reputation required for "1d+6"
6–6 Everything Works Out Adjustment of +1 in the financial results

51
Part 1 Characters

Transportation Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.3 -0.2 -0.2 -0.1 -0.1 0.0 +0.1 +0.1 +0.2 +0.2 +0.3
2 151 - 300 10 30 -0.3 -0.3 -0.2 -0.2 -0.1 0.0 +0.1 +0.2 +0.2 +0.3 +0.3
3 301 – 500 20 50 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.4 +0.5
4 501+ 30 100 -0.8 -0.5 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.5 +0.8

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
1–5 Downsized Operations Due to Lack of Riders Profit or loss halved
2–1 Backfired Adjustment of -1 in the financial results
2–2 Fatal Misdelivery Even if profit was generated, it would be 0
2–5 Blessed by Latocles The loss will be 0 if it is incurred during results
Gain Management Assistance Points for Business Investment x Rider Class
5–4 Have Formed a Partnership with Rider's Guild
Level/10
2x if profit is generated during results, 3x if Rider class is 6 level or higher, 4x if
5–6 Only We Can Deliver That
Rider class is 11 level or higher
6–1 The Queen's Warrant was Issued Automatically gain Reputation required for "1d+6"
6–6 Everything Works Out Adjustment of +1 in the financial results

Mercenary Services Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.3 -0.2 -0.2 -0.1 -0.1 0.0 +0.1 +0.1 +0.2 +0.2 +0.3
2 151 - 300 10 30 -0.3 -0.3 -0.2 -0.2 -0.1 0.0 +0.1 +0.2 +0.2 +0.3 +0.3
3 301 – 500 20 50 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.4 +0.5
4 501+ 30 100 -0.8 -0.5 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.5 +0.8

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
1–5 Not Attracting Registrants Profit or loss halved
2–1 Backfired Adjustment of -1 in the financial results
3–1 Responsible for Mistakes Even if profit was generated, it would be 0
3–4 Improved Treatment of Recruits Profit or loss doubled
4 – 4 Received Assistance from the National Treasury The loss will be 0 if it is incurred during results
2x if profit is generated during results, 3x if Tactician class is 6 level or higher, 4x
4–6 Banquet of the Triumphant Returners
if Tactician class is 11 level or higher
Gain Management Assistance Points for Business Investment x Tactician Class
6–2 Gained Trust of Mercenaries
Level/10
6–6 Everything Works Out Adjustment of +1 in the financial results

Exhibition Hall Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.1 -0.1 -0.1 -0.1 -0.1 -0.1 +0.1 +0.1 +0.1 +0.1 +0.1
2 151 - 300 10 30 -0.2 -0.2 -0.2 -0.1 -0.1 -0.1 +0.1 +0.1 +0.1 +0.2 +0.2
3 301 – 500 20 50 -0.3 -0.3 -0.2 -0.2 -0.1 -0.1 +0.1 +0.1 +0.2 +0.2 +0.3
4 501+ 30 100 -0.4 -0.3 -0.3 -0.2 -0.2 -0.1 +0.1 +0.2 +0.2 +0.3 +0.3

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
1–6 Great Exhibition of XXX Held Profit or loss multiplied by 1.5
2–1 Backfired Adjustment of -1 in the financial results
2–4 Providing a Cheap Stage Loss is doubled if it occurs during the results
3–1 Business as Usual Profit is halved if it occurs during the results
3–5 Flood of Customers Coefficient at results are increased by +0.1
Automatically gain the Reputation required for "Double Roll". In the case of the
4–5 Box Office Thrives Theater Company/Orchestra parallel business, "1d+6" is gained instead for the
same Double Roll reputation.
6–6 Everything Works Out Adjustment of +1 in the financial results

52
Theater Company/Orchestra Financial Table
Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.1 -0.1 -0.1 -0.1 -0.1 -0.1 0.0 0.0 +0.2 +0.4 +0.7
2 151 - 300 10 30 -0.1 -0.1 -0.1 -0.1 -0.1 -0.1 -0.1 -0.1 +0.3 +0.6 +0.9
3 301 – 500 20 50 -0.2 -0.2 -0.2 -0.2 -0.1 -0.1 -0.1 -0.1 +0.4 +0.8 +1.2
4 501+ 30 100 -0.3 -0.3 -0.2 -0.2 -0.2 -0.1 -0.1 -0.1 +0.5 +0.9 +1.5

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
1–4 Loudly Booed Coefficients at results are reduced by -0.2
2–1 Backfired Adjustment of -1 in the financial results
If there is a loss in the results, it will be doubled. If the business is of "Type: Exhibition Hall" and
2–4 Used a Slightly Better Stage running in parallel, the Business Investment will be subtracted from the Business Investment of the
“Theater Company/Orchestra” business (minimum of 0).
2–6 Built Friendships with the Troupe Members Gain Management Assistance Points for Business Investment x Bard Class Level/10
4–3 Challenged Big Names Profit or loss multiplied by 1.5
Automatically gain the Reputation required for "Double Roll". In the case of Exhibition Hall parallel
4–5 Great Long Run in the Main Hall
business, "1d+6" is gained instead for the same Double Roll reputation.
2x if profit is generated during results, 3x if Bard class is 6 level or higher, 4x if Bard class is 11 level
5–5 People Wanted an Encore
or higher
6–6 Everything Works Out Adjustment of +1 in the financial results

Primary Industry Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.3 -0.2 -0.2 -0.1 -0.1 0.0 +0.1 +0.1 +0.2 +0.2 +0.3
2 151 - 300 10 30 -0.3 -0.3 -0.2 -0.2 -0.1 0.0 +0.1 +0.2 +0.2 +0.3 +0.3
3 301 – 500 20 50 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.4 +0.5
4 501+ 30 100 -0.8 -0.5 -0.3 -0.2 -0.1 0.0 +0.1 +0.2 +0.3 +0.5 +0.8

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
Triple if there is a loss in results, double if any of the Ranger/Mystic classes is 6 level or
1–4 Weather Conditions Remained Unfavorable
higher, and unchanged if 11 or higher※
2–1 Backfired Adjustment of -1 in the financial results
2–5 Good catch/crop. But feared price collapse Profit or loss doubled
3–3 Slow Work... Profit is halved if it occurs during the results
4–4 Successful Streamlining with Magitech Loss is halved if it occurs during the results
6–3 Attempted to Increase Production Profit or loss multiplied by 1.5
2x if profit is generated during results, 3x if Ranger/Mystic class is 6 level or higher, 4x if
6–5 Blessed with Good Weather
Ranger/Mystic class is 11 level or higher※
6–6 Everything Works Out Adjustment of +1 in the financial results
※Translator’s Note: If playing using SW2.5 you can swap Mystic for Geomancer.

Temple Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.5 -0.3 -0.2 -0.1 0.0 +0.1 +0.1 +0.1 +0.1 +0.1 +0.1
2 151 - 300 10 30 -0.6 -0.4 -0.2 -0.1 0.0 +0.1 +0.1 +0.1 +0.1 +0.2 +0.2
3 301 – 500 20 50 -0.8 -0.5 -0.3 -0.1 0.0 +0.1 +0.1 +0.2 +0.2 +0.2 +0.2
4 501+ 30 100 -0.9 -0.6 -0.3 -0.1 0.0 +0.1 +0.1 +0.2 +0.2 +0.3 +0.3

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
2–1 Backfired Adjustment of -1 in the financial results
2–3 Word Was Spread But Not By You Even if profit was generated, it would be 0
3–3 Major Renovations Were Made Loss is doubled if it occurs during results
3–5 Got Help from the Great Temple The loss will be 0 if it is incurred during results
4–3 Season of Events Profit or loss multiplied by 1.5
5–4 Support of Followers Gain Management Assistance Points for Business Investment x Priest Class Level/10
6–4 Offerings Were Greatly Appreciated Profit is doubled if it occurs during results
6–6 Everything Works Out Adjustment of +1 in the financial results

53
Part 1 Characters

Academia Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.5 -0.3 -0.2 -0.1 0.0 +0.1 +0.1 +0.1 +0.1 +0.1 +0.1
2 151 - 300 10 30 -0.6 -0.4 -0.2 -0.1 0.0 +0.1 +0.1 +0.1 +0.1 +0.2 +0.2
3 301 – 500 20 50 -0.8 -0.5 -0.3 -0.1 0.0 +0.1 +0.1 +0.2 +0.2 +0.2 +0.2
4 501+ 30 100 -0.9 -0.6 -0.3 -0.1 0.0 +0.1 +0.1 +0.2 +0.2 +0.3 +0.3

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
2–1 Backfired Adjustment of -1 in the financial results
2 – 3 Can't Take Money from Struggling Students... Even if profit was generated, it would be 0
4–2 Profitability is a Secondary concern Profit is halved if it occurs during results
5 – 1 Received Assistance from the National Treasury The loss will be 0 if it is incurred during results
Gain Management Assistance Points for Business Investment x Sage Class
5–3 Alumni Network
Level/10
5–6 Great Achievement by Graduates Automatically gain Reputation required for "1d+6"
2x if profit is generated during results, 3x if Sage class is 6 level or higher, 4x if
6–3 Children of Aristocrats Enrolled
Sage class is 11 level or higher
6–6 Everything Works Out Adjustment of +1 in the financial results

Welfare Facilities Financial Table


Level Fame Double Roll 1d+6 ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
1 50 – 150 10 20 -0.1 -0.1 -0.1 -0.1 -0.1 -0.1 0.0 0.0 0.0 0.0 +0.1
2 151 - 300 10 30 -0.2 -0.2 -0.2 -0.1 -0.1 -0.1 0.0 0.0 0.0 +0.1 +0.1
3 301 – 500 20 50 -0.3 -0.3 -0.2 -0.2 -0.1 -0.1 0.0 0.0 +0.1 +0.1 +0.2
4 501+ 30 100 -0.4 -0.3 -0.3 -0.2 -0.2 -0.1 0.0 +0.1 +0.1 +0.2 +0.2

Roll Event Effect


1–1 Unstoppable Chain of Bad Luck Adjustment of -2 in the financial results
1–2 Chain of Bad Luck Adjustment of -1 in the financial results
2–1 Backfired Adjustment of -1 in the financial results
Gain Management Assistance Points for Business Investment x Adventurer
2–6 Compassion
Level/10
3–2 Dedicated Everything to Love Even if profit was generated, it would be 0
4–2 Found a Patron The loss will be 0 if it is incurred during results
5–2 Anonymous Donation Coefficients at results are increased by +0.1
6–5 Noble Work Stroke a Chord in People's Hearts Automatically gain Reputation required for "1d+6"
6–6 Everything Works Out Adjustment of +1 in the financial results

54
Business Management Sheet PC Name

Fame Level Management Assistance Points


50 – 150 1
151 – 300 2
301 – 500 3
501+ 4

Event occurrence
Business Name Business Type Business Investment
(11,12,21,66 are common)
G
G
G
G
G

2nd Roll

1 2 3 4 5 6
Theater
Adventurer's Guild Transportation Food and Beverage
1 Common Common
Food and Beverage
Company/Orchestra
Mercenary Services Exhibition Hall
Primary Industry

Clothing and Exhibition Hall Theater


Temple Transportation
2 Common Crafts
Academy
Theater
Primary Industry
Company/Orchestra
Transportation Company/Orchestra Welfare Facilities

Mercenary Adventurer's
Primary Industry Clothing and Crafts Exhibition Hall Adventurer's Guild
3 Services Guild
Temple Mercenary Services Temple Clothing & Crafts
1st Roll

Exhibition Hall Welfare Facilities


Food and
Theater Exhibition Hall
Beverage Academy Mercenary Services Adventurer's Guild
4 Clothing and Welfare Facilities
Company/Orchestra
Primary Industry
Theater
Mercenary Services
Temple Company/Orchestra
Crafts
Adventurer's Food and Food and Beverage
Clothing and Crafts Transportation Transportation
5 Guild Beverage
Academy Temple
Theater
Academy
Academy Welfare Facilities Company/Orchestra
Food and
Adventurer's
Beverage Primary Industry Clothing and Crafts Primary Industry
6 Guild
Mercenary Academy Temple Welfare Facilities
Common
Transportation
Services

55
Part 2 World

Part 2 World

56
According to legend, the world of Raxia was created by It is said that those who touch Fortuna become gods and
three magic swords. This story is well-known and familiar to leave the earth. If this is true, it is not surprising that there is
anyone with an interest in history or mythology. no one left who possessed Fortuna.
While no one can say for certain whether the story is true,
few inhabitants of Raxia bother to research or reject it. The Fortuna, the magical sword of fate and miracles, is full of
world of Raxia is so interwoven with these mysterious magic mystery.
swords that it seems to exist as a matter of course. It may be a secret code that leads to godhood.
Lumiere, the sword of harmony; Ignis, the sword of
liberation; and Cardia, the source of mana -- it is said that all - from Allister's Natural History
the other magic swords in the world were created by
duplicating these three.
Lyphos found the first sword, Lumiere, and became the
first god. Dalkhrem found the second sword, Ignis, and The earliest record of the appearance of the name of the
created Barbarous. The third sword, Cardia, shattered itself, fourth sword, Fortuna, dates back to the Ancient Magic
and magic and mana were born into the world, which is Civilization period.
another famous creation story. The civilization in which these great magicians, who are
said to have died about 3,000 years ago, flourished after the
But were these three swords the only magic swords that Divine Civilization Period, and research to obtain god-like
created the world? The earliest recorded appearance of the name of the fourth
sword, Fortuna, dates back to the Ancient Magic Civilization
This question has been debated since time immemorial. period. This civilization flourished after the Divine
No one has ever seen the three founding swords in Civilization Period, during which great magicians who are
person, except perhaps the gods who now sleep in Heaven. said to have died about 3,000 years ago, conducted research
Therefore, we cannot deny the possibility of the existence to obtain god-like power. The development of magic was a
of a fourth magic sword that has not yet been discovered. result of this research.
There have always been those who believed in this After the third sword, Cardia, was shattered and the world
possibility, and even now, many people continue their search flooded with mana, the gods left the earth, and magic
and research for the fourth sword. advanced. Magic transcended natural phenomena and
exhibited extraordinary power, making the impossible
The reason that drives them is a number of legends. possible. Talented sorcerers were born one after another,
In many legends and historical events, the name of a creating new spells, new laws, and new values. The existing
certain magic sword often appears. spells of this era are said to be rudimentary compared to
those created during this time.
It is the fourth sword - Fortuna. However, even the wizard-kings who created such
excellent spells could not find a way to become true
Fortuna, the magic sword, is always mentioned in legends immortals or gods. Although they could extend their lives
during turbulent times. It is said to save people in distress, and wield god-like powers, they could not become true gods.
exorcise evil, grant wishes, and restore peace. Some chose to become undead and live forever, such as
However, the descriptions of what Fortuna looks like and wizard-king Nosferatu, who achieved a kind of immortality.
what kind of magical sword it is are vague. As a result, some However, they were fundamentally outmatched by the
believe that Fortuna does not truly exist. gods' power and powerless in the face of divine power
It is thought to be an afterthought to a legendary tale and invoked by the priests who risked their lives.
disappears once a wish is granted. Some researchers even Searching for the Swords of Genesis, creators of gods, as
suggest that there is not a single Fortuna, but rather that one the legend says, the wizard-kings sought Lumiere, the first
wish can be granted to a person who collects all the Fortunas. sword, and Ignis, the second sword, but could not find them.
Nevertheless, the truth behind Fortuna remains Instead, they began to research the creation of powerful
unknown. magic swords to replace the old ones. Many excellent and
dangerous magic swords were produced in large numbers
In recent years, the name of Fortuna has appeared in the during this period, but they were only magic swords made by
lore and history of the Diabolic Triumph. mortals and could not grant godhood to their wielders.
As the Humanoids were on the brink of destruction and At the culmination of this trial-and-error process, the
Barbarous was about to conquer the world of Raxia, a brave wizard-kings began to search for another path.
man wielding Fortuna appeared and defeated the Barbarous
King. The search was for the Swords of Genesis, the fourth
However, this, too, is nothing more than a rumor or a sword, Fortuna, which is said to be still undiscovered.
battlefield legend, and no solid evidence remains.
Many people believe that the existence of Fortuna is
nothing more than a product of the wizard-kings' obsession

57
Part 2 World

and delusion. However, during that time, the wizard-kings


and their associated sorcerers took the matter seriously.
According to the "Drestwool Codex," a record supposedly
obtained by a sorcerer of that period, several magical swords Fortuna folklore is a common theme found in many parts
called Fortuna were discovered. It was said that whoever of the world.
collected all of them would become a god. Several powerful It typically involves the appearance of Fortuna, fulfilling a
wizard-kings started a war to obtain these magical swords, and wish or purpose, and then disappearing. While some of these
a huge war broke out. legends may be based on actual encounters with Fortuna, it's
However, the original copy of the "Drestwool Codex" has more likely that people encountered a powerful magic sword
not been found, and the number of Fortunas is not certain. and mistook it for Fortuna or ascribed the blessings of a
Depending on the manuscript, there may be three or seven. legendary hero to Fortuna.
Furthermore, since the concluding part of the manuscript is Regardless, we cannot dismiss the possibility that Fortuna
missing, it remains a mystery whether someone succeeded in actually appeared and opened up a great destiny. The fact
collecting all of them or whether a wizard obtained divinity as that Fortuna can appear at any time and place, fulfill the
a result of doing so. wishes of those who desire it, and then disappear is consistent
Even in modern times, the theory of the existence of with the widespread nature of Fortuna lore.
multiple Fortunas, the fourth swords, has not been denied It's possible that the magic sword wielded by a hero is
and continues to be popular. There is a tradition that actually Fortuna or that the next magic sword you come
individual Fortuna can grant small wishes even if they do not across could be Fortuna. The story of Fortuna is one of
grant divine status, and there is no end to the number of heroism and tragedy, reminding us that even Humans are at
people searching for them. the mercy of their fate.
Some people believe that Fortuna will appear when the However, it is the responsibility of Humans, Humanoids,
world is in danger, and therefore hope for a "Diabolic and those who bear magic swords to face their fate and
Triumph"-class disaster or major event. However, it is overcome obstacles. After all, once the ordeal is conquered,
unclear whether such catastrophes are really related to a new road awaits.
Fortuna.

The name of the fourth sword, Fortuna, is derived from


Fate.
Among humanoids, Humans are said to be the race loved
by Fate. Humanoids are overwhelmingly more likely than
other races to have experiences such as escaping from a
critical situation by a stroke of luck or succeeding
unexpectedly in an impossible task.
The amount of love or fate is extremely difficult to
measure and is mostly a matter of subjectivity. However, few
would deny that Humans are "loved by fate". All races, even
the Barbarous among them, recognize the luck of the
Human race and the strength of the guidance of fate.
Therefore, some believe that Fortuna, the fourth sword,
must have played an important role in the creation of the
Human race. Some even argue that Fortuna, like the third
sword Cardia, had already been shattered and turned into
Humans or that Humans are Fortuna themselves. Others
believe that the fortune or fate of Humans attracts Fortuna.
The Diabolic Triumph has greatly narrowed the scope of
Human activity, making the search for Fortuna much more
difficult. However, if Humans are truly loved by fate, Fortuna
may appear before their eyes when the time comes.

58
Ever since the Divine Civilization was destroyed by the realm of ordinary Humanoids and stepped into the realm of
fierce and painful battle between Divine Ancestor Lyphos gods.
and Dalkhrem, the God of War, gods have disappeared from Some call Transcendents demigods. They are not gods
the world of Raxia. However, their existence has been proven but godlike beings who can no longer be simply called
by the manifestation of Divine Magic. human.
In the world of Raxia, gods are never far off. The highest In terms of simple appearance, there is no difference
priests can use magic to bring them down to earth, and the from ordinary Humanoids. However, if you actually see
lesser the influence of a Minor God on the world, the more them, you will feel their unusual presence.
likely they are to appear in Raxia. Above all, the existence of Transcendents are, in a sense, God's chosen beings. They
such minor gods and the legends and folklore surrounding challenge gods and are gods themselves. In many cases, those
their establishment drive people toward a single goal: who are Transcendent are already famous for their heroic
becoming a god themselves. deeds or have already obtained the lord or temple head
position. They may be Transcendent not because they are
The gods of Raxia were originally humans. born as such but because they possess the qualities, the power
According to mythological theory, they attained godhood of action, and the ability to carry out their duties.
by coming into contact with the Swords of Genesis and Then, one day, when a Transcendent realizes that a great
transcending humanity. mission - a great disaster - is coming to the world, they realize
Notably, gods were not only born during the Divine that they are beyond the realm of ordinary Humanoids.
Civilization Period. When they fulfill their mission, a Transcendent will take
Some deities gained divinity during the Ancient Magic a step forward on the path to godhood. But even for
Civilization Period, while others attained it during the Transcendents, the road to true godhood is far from over.
Magitech Civilization Period. Even young minor gods were There is no doubt that gods are still far beyond their reach.
elevated to the status of deity during the Diabolic Triumph.
The means by which they attained godhood varies
according to the traditions and myths of the believers who
worship them. However, the common denominator is always There is not much difference in appearance or ability
the magical sword. The encounter with a magical sword gives between Transcendents and non-Transcendents. However,
the bearer divine status and leads to the birth of a god. when you work with them, you will notice a clear difference.
Therefore, people seek powerful magic swords and aim to Transcendents can use magical secrets and fighting
become gods. techniques that are normally unknowable or impossible to
Despite this desire, there is no clear methodology or path learn. But this is only a superficial change; Transcendents
to follow. As a result, people continue to suffer and search have a more fundamental power than ordinary adventurers.
for their path to divinity. When traveling with Transcendents and those who are
aware of their abilities, you realize that Transcendents can be
- from Allister's Natural History called superhumans. Sometimes they display a brilliance of
technique and physical prowess that cannot be explained by
their superior technical skills or well-trained bodies.
In the memoirs and records of those who have studied
It is often said that there is a limit to the growth of Transcendents since ancient times, descriptions of similar
humanoids. Only a certain kind of superhero can truly experiences often appear. Some called it "Guidance of
understand this feeling. There comes a moment when they Fortuna" because of the sense of fateful power they felt.
suddenly realize that, no matter what they do, they cannot Others simply called it "Transcendental success".
reach a higher level. It seems that even for the Transcendents, they are not
However, superheroes do not neglect their efforts to consciously in control of their powers.
improve themselves. They devise new ways of fighting and
improve other skills to achieve synergistic effects. Even
though there may be a wall that cannot be overcome by any
means, the superheroes tell us that this is the boundary that
separates man from God.
Nevertheless, there are those who, by chance, transcend
these limits. During the Divine Civilization Period, gods were believed
to be immortal according to tradition. Myths tell us that not
Transcendents. only did they have a long lifespan, but also that physical
damage meant nothing to them.
The heights that ordinary people cannot reach. One of the reasons why Transcendents are called sublime
The secret depths of magic beyond comprehension, the is their glimpse of immortality. They have been seen to rise
exquisite skills that transcend the limits of the body. It is no again and return to the front lines, even after suffering fatal
exaggeration to say that Transcendents have gone beyond the blows. Sometimes, they even continue to fight as if nothing

59
Part 2 World

had happened after being attacked as if they had been killed


instantly.
Although Transcendents have the power of gods, they are
This immortality is one aspect of Transcendents' near- not yet gods. Therefore, they live their daily lives like
god-like existence. However, they are not completely ordinary humanoids.
immortal; there are records of them falling in fierce battles However, living a normal and peaceful life can be
and ultimately dying out. somewhat difficult for them. This is because a person who
At the same time, a common tradition associated with becomes a Transcendent leaves behind many
Transcendents is their ability to intuitively sense great accomplishments, achievements, awards, and legends in their
calamities and global crises. They are said to receive a wide lifetime. Consequently, the existence of Transcendents
range of visions, from premonitions to clear-cut visions. greatly influences the area in which they live.
Therefore, Transcendents are able to take immediate Transcendents, not always socially recognized as such,
action or rush to the scene of crises in the world. They are often hold important positions in the state or have established
often present in critical situations because they are the only their own domains or kingdoms. Even if they are wandering
ones who can solve them and have such a fatalistic super- around the world, the activities and existence of
sensibility. Transcendents are known wherever they go.
Though crises as great as those faced by Transcendents Of course, some may feel alienated from such things and
do not occur every day, when they do arise, Transcendents lead a life of seclusion in the mountains or forests. But even
will not miss them. if they do so, there will never be an end to the number of
people who come to search for the Transcendents and their
rare abilities.
However, when there is no war or major crisis,
Transcendents live a normal life together with their friends
and citizens. The less the Transcendents are noticed, the
more peaceful the world is.

There are very few records of people who appear to be magic warrior sensed a special quality in Saran and felt a
Transcendents, even if we unravel the history of the entire strong sense of mission to raise him. He felt that Saran would
Terastier Continent. eventually become a great magician.
However, by studying lore, oral traditions, and local On the other hand, Saran vowed to make it his goal in life
histories, we can find interesting people and their stories. to overcome the world's irrationality. He became an
While it's impossible to prove whether the people apprentice of the magic warrior and showed amazing talent.
introduced here are truly Transcendents or not, it's still Saran learned the secrets of swordsmanship and magic from
intriguing to follow their activities. his master, and by the time he was 10 years old, he was
already more skilled than any ordinary magician. By the time
- from Allister's Natural History he was 15 years old, he and his master are said to have
defeated a tyrannical wizard-king.
Eventually, during numerous battles with wizard-kings,
his beloved teacher lost his life, but Saran continued to fight
Saran Telugu is a magic warrior who appears in literature for the oppressed people. He defeated more than 10 wizard-
from the Ancient Magic Civilization period. He is known for kings in his lifetime.
defeating wizard-kings one after another and liberating The wizard-king also sent assassins to defeat Saran and
oppressed people, but he never established his own kingdom eventually summoned a large number of Daemons.
despite possessing magical skills as strong as those of wizard- However, they failed to control the Daemons, and the
kings. Daemons went out of control. Nevertheless, Saran was not
According to legend, Saran was born into a poor farming intimidated and challenged the Daemons with courage, skill,
family in a territory ruled by a tyrannical wizard-king. The and magic beyond the realm of Humans, closing the
villagers were treated like oxen and horses, forced to work summoning gate.
for the wizard-king. Saran was just 19 years old when he challenged the
When Saran was only three years old, a war broke out Daemons. Some say that he disappeared into another world
between wizard-kings, involving his village. For the helpless with the Daemons, while others say that he attained godhood
peasants, it must have been like a natural disaster. Meteorites and became a god. However, it is not unrealistic to think that
fell, earthquakes shook the land, and the legend tells us that Saran, who became a Transcendent, completed the path to
it was a spectacular event. All the villagers lost their lives in godhood.
this battle, including Saran's family. Miraculously, however,
Saran did not suffer a single scratch.
A wandering magic warrior took pity on the young Saran,
who was standing alone in a village where corpses lay in This period marked the time between the destruction of
heaps, and took him along on a journey. At that time, the the Ancient Magic Civilization and the establishment of the

60
Magitech Civilization. The world was in chaos, and people confident of victory, was easily defeated by the resurrected
struggled to survive. In such desperate times, many sought Veronica. The morale of the refugees soared, and the
refuge in the temple as a means of salvation. Most of these Barbarous were crushed.
refugees had lost their homes due to being driven away by In the end, when the battle was over, only those who had
Barbarous and Daemons. However, the temple was unable followed Veronica and those who had been protected by her
to handle the constant influx of refugees. To make matters and her friends survived.
worse, the Barbarous began to pursue the refugees, forcing The location of the temple where the battle took place
the temple to defend itself. and which god was worshipped there was not recorded. It is
The situation was dire: food and sanitation were scarce, unclear whether the people involved were afraid of disgrace
and Barbarous attacks were frequent. The mindless priests and erased the information or whether Veronica did not
created a strict class system disguised as commandments to disclose this detail. It is said that Veronica mourned the dead
protect their own interests. The temple, meant to be a sacred with the refugees and established a stable and solid settlement
place, had become a hellish nightmare. of humanoids.
Soon, the powerful Barbarous hordes discovered the It is also said that Veronica eventually achieved godhood
temple. Many of them were fond of Humanoid flesh and and became a goddess. However, even now, there may be
viewed the temple as their next prey. people in the world who believe in her as a Human.
In this time-sensitive emergency, the priests in charge of
the temple were in a state of confusion. They even
considered invoking the god to destroy the Barbarous and
restore peace. The Diabolic Triumph completely destroyed the
As the refugees' settlements were being overrun one after Magitech Civilization. Amidst the tragic battles, destruction,
another and the temple defenses were being breached, the and carnage of that era, there was a master swordsman who
priests were immersed in the ritual of the god's descent, survived: Fuyu Chersane.
which they couldn't perform. It may have been a kind of In a time when guns were the primary weapons of war,
escape from reality. Fuyu was an eccentric master swordsman. During the
During the series of disturbances, it was discovered that peaceful period before the Diabolic Triumph, he was treated
many of the priests were only priests in name, unable to use like a complete weirdo. He had mastered the art of
Divine Magic. The refugees became angry and started a riot, swordsmanship, dodging even bullets, and learned to subdue
and in such a situation, there was no way for a god to descend. his enemies by slashing them from a distance.
When a crowd of Barbarous swarmed into the place Considering the conventional wisdom of the Magitech
where many priests were praying, it seemed that all was lost. Civilization Period, it would have been a challenge that could
However, a paladin woman named Veronica Dunkels have made one doubt his sanity. However, it is reported that
stood in the way. Despite being young and a low priestess, Fuyu had actually mastered the art of dodging and darting
her faith and desire to save the refugees were stronger than toward the enemy under a hail of bullets.
anyone else's. Despite his exceptional skills, in the late stages of the
To ensure everyone's survival, Veronica devised a Magitech Civilization, where organized armies clashed,
desperate plan. She aimed to trap most of the Barbarous exceptional individuals like Fuyu were not appreciated.
indoors with the temple as the limit and to guide the people Rather, he was regarded as an obstacle. Nevertheless, Fuyu
to safety through an escape route she had prepared. continued honing his sword skills and studying for survival
However, the operation collapsed due to the betrayal of and victory.
the priests, who were supposed to be their allies but instead Then, the Diabolic Triumph, Magitech Civilization Al
tried to escape themselves. Furthermore, they left Veronica Menas's worst nightmare, arrived. It is said that Fuyu smiled
in front of the Barbarous army as if she were a sacrifice. as he watched his troops being defeated one after another in
Nevertheless, Veronica never despaired and continued to the chaos of the Magitech Civilization. The civilization, which
fight to protect her people. Despite her low rank in the had been considered rock solid, was brought to a standstill
temple, she was a true priestess. Her fury slowed down the by natural disasters and the Barbarous attack.
Barbarous army, and the refugees, inspired by her divine This is not to say that he mocked the demise of those who
wrath, united. However, they were still outmatched and did not appreciate him. "At last, I can test my skills," he
couldn't overcome their inferiority. grumbled.
A sense of hopelessness began to envelop the people; In the chaos of the battlefield, where he was forced to
even Veronica, who never ceased to smile, was said to be on engage in physical combat with Barbarous, Fuyu was truly an
the verge of running out of strength. However, in such an invincible swordsman. His polished swordsmanship had
extreme situation, she heard the voice of god. Later, reached a higher level than he thought possible, and he made
Veronica said that she felt the presence of god more clearly Barbarous bleed to death.
and closer to her than when she was performing miracles of Indeed, in the Diabolic Triumph, Fuyu was a fish out of
Divine Magic. The refugees who believed in her and water and a bloodthirsty blade. Without any friends or
continued to fight also felt the presence of god. It was truly understanding to compete with, he had been practicing his
the breath of god, the manifestation of god's will. skills in solitude, trying all kinds of techniques against
When the chief Barbarous pierced her through the chest, Barbarous opponents, returning alive to more dangerous
no one doubted that she was doomed. However, Veronica battlefields, and continuing to aim higher and higher.
rose to life with divine radiance and made an astonishing And then he realized that there was no one who could
resurrection. The Barbarous chief, who was already match him in a physical battle. No matter who he fought or

61
Part 2 World

how many thousands and tens of thousands of troops he Diabolic Triumph, the exact nature of his death remains
jumped into, Fuyu always came back alive, and he no longer unknown.
had any enemies. The legend of Fuyu shows us that we can transcend the
However, what is frightening about Fuyu is that he never human realm by being a martyr to our own ideals and
stopped training. For him, the goal was not to make his persisting in them. It gives people dreams and courage, but
enemies bow down to him but to see how much he could at the same time, it makes us realize that being Transcendent
improve himself. At some point, Fuyu deviated from the can be a lonely journey.
realm of humanoid and became Transcendent.
After the Diabolic Triumph, there are no records of what
happened to Fuyu. According to one passage, Hulle, the
sword god worshipped in the Zalts region, is said to be the
deified form of Fuyu. However, according to the records,
Fuyu was a greatsword wielder, which differs from Hulle, a
two-sword wielder.
There is also a theory that Fortuna was the great sword
that Fuyu used throughout his life, but no reliable records
support this. Another theory is that Fuyu defeated the
Barbarous King, but since no one was able to accompany
Fuyu when he became Transcendent at the end of the

62
Damst Bolzken was a skilled Dwarf smith who lived Serra Lucianos was the daughter of a prominent sorcerer
during the Magic Civilization Period. He was known for his who lived at the end of the Ancient Magic Civilization period.
stubbornness and dedication, and it was said that he The Lucianos family was a prestigious family of sorcery, as
continued to train himself with a sword. The sword he forged documented in the book of sorcery that Serra left behind.
was considered the founding sword of the Magic Civilization This book dates back to the period immediately after the fall
Period, as it was a top-quality sword with the form, function, of the Divine Civilization. While the truth about the family's
and artistic beauty desired by sorcerers. fame is not certain, it seems that they were well-known as a
When he was young, Damst responded to requests for prestigious family of sorcery, at least during Serra's time.
weapons to survive and improve his skills. Creating There are no documents or books that tell us the truth
something desired was a pleasure for him as a smith. He was about how the Magic Civilization met its demise. However,
a quiet man with a strong passion for weapons, and he one clear threat was posed to Serra - the beginning of the
continued to make weapons as requested with dedication, Dragon Raid, which originated from the arrival of the Dragon
earnestness, and ambition to reach higher levels. Blade Star.
As his reputation grew, requests from multiple wizard- In Serra's journal, there is a fragmentary record of her
kings came in, and the orders became more complicated and battle with the Fallen Dragons. Although Serra was a member
outlandish. However, a war broke out between wizard-kings of a famous magic family and had a great talent for magic, she
who were trying to exclusively involve Damst, and his was quiet on the pages of history - perhaps because she was a
surroundings were destroyed and chaotic. woman - and ended up as the wife of a sorcerer whose name
The weapons they were looking for were the most had not been passed down yet.
eccentric ones, which deviated from the essence of a weapon. However, the Fallen Dragons suddenly attacked her
In the meantime, a war broke out between wizard-kings marriage, and she escaped to her hometown with the power
trying to get Damst exclusively involved, and his surroundings of magic. Unfortunately, the Fallen Dragons were also on the
were in great destruction and chaos. verge of destroying her hometown. Out of necessity, Serra
At a certain point, Damst felt like everything was escaped to a large library built in the basement, where she
worthless and disappeared from the center of the conflict. found a grimoire - a book surprisingly written 3,000 years
He had no interest in creating a work of art or an ago.
outlandish weapon for the wizard-king's whimsical magic Serra, who was not a wizard-king but had studied magic
sword. His goal was to craft a superior weapon. to a similar degree and possessed excellent magical abilities,
Damst traveled the world in search of mountains with was able to immediately understand what the book was
high-quality ore deposits until he finally found an ideal about. This grimoire documented the legacy of her ancestors
location to settle down. He continued to hammer away, not who fought against the Dragon Blade Star or Fallen Dragons
for a magic sword material, but to forge his ideal sword. in the previous cycle.
He only sold his weapons to swordsmen and warriors Serra read the book as if she were possessed, and with
whom he trusted. He asked for feedback on how it felt to use each turn of the page, the legacy of her 3,000-year-old
them and made future improvements. ancestors seeped into her brain and body. Unknown magic
Meanwhile, something strange began to happen. Magic and hidden knowledge combined with her innate talent,
started to reside within the weapons forged by Damst. This awakening her to Transcendent at once.
may have been due to factors such as the combination of Serra, who had obtained the secret spells, quickly
materials and the way of forging. However, the sword became defeated the Fallen Dragons and barely saved the Lucianos
more powerful with more magic because of Damst's constant family from destruction.
efforts and the power of his soul. It is said that the grimoire was placed in the library of the
No other blacksmith could match Damst; without his Lucianos family in preparation for the Dragon Raid, the
knowledge, his skills had transcended the realm of the threat of the Dragon Blade Star that would come again, as if
predestined. Neither in battle, nor by divine revelation, nor to continue the legacy of their ancestors 3000 years ago.
by the guidance of ancient texts, but by his own skill alone, Although the Magic Civilization is now dead, and it is
Damst had stepped into the realm of the gods. unclear if the Lucianos family ever existed, if the grimoire still
According to legend, Damst continued his blacksmithing exists, it may be of great help when the Dragon Blade Star
and eventually became a god with the power of his forged returns. This may have been Serra's wish from long ago.
magic sword. Whether or not this legend is still believed is However, the current whereabouts of the grimoire are
unknown, but if it is true, then Damst must still be forging his unknown. It may be waiting somewhere for someone who
weapons to reach even greater heights. can truly decipher it.

63
Part 3 Campaigns

Part 3 Campaigns

64
This campaign is designed for 3 to 5 characters who have To fully enjoy this campaign, it is recommended to have
reached level 15 and completed a certain number of a set of supplements/databooks in addition to the "Core
adventures. Rulebook I-III Revised Edition". "Dragon Raid Begins" and
Having become heroes in the region at level 15, they have "Dragon Raid. War Chronicles I-II" will allow for a deeper
transcended through the events of the past few years and are and more extensive gameplay experience.
now ready to face a huge threat. Translator’s Note: These Dragon Raid books are
The campaign includes scenarios for 15th-level compiled in English in the "Dragon Raid Compilation" book.
characters to become Transcendent, bosses for the
campaign, and scenario ideas to help build your campaign.

The world of Raxia has a legend about a comet that possess characteristics of famous or fierce dragons from the
crosses the sky once every 3,000 years. This wicked star is past, and sometimes, even their memories and intelligence
called the Dragon Blade Star, and according to legend, when are restored.
it appears, the world will be in great danger. It is said to be However, these deformed dragons that possess the Fallen
related to the destruction of the Ancient Magic Civilization, Souls are extremely aggressive, particularly towards
but few traditions remain, and the exact nature of the event is intelligent beings other than themselves. This is true even if
unknown. they have inherited past appearances and memories. They
In a Dragon Raid campaign, the Dragon Blade Star will are as powerful as the dragons from whose corpses they were
cross the sky at the beginning of the campaign, and the Fallen formed, and when combined with past grudges, they become
Dragons, bringers of evil and despair, will appear. a tremendous threat.
In other words, the invasion by the Fallen Dragons is the Furthermore, those who are killed and eaten by a Fallen
primary threat in Dragon Raid and the enemy that players Dragon will be revived as a monster called a "Damned" and
must defeat. become their servants. Since prolonged exposure to the
"Devil Dragon's Miasma" can also turn individuals into
Damned, the Fallen Dragons themselves pose a threat to the
world of Raxia and its inhabitants.
The comet, Dragon Blade Star, is said to appear over
Raxia in approximately 3000-year cycles and is believed to be
a harbinger of bad things to come. Due to the long intervals
between its appearances, the star may no longer exist, and Fallen Soul is said to be the soul of another world brought
even its legend may have been lost. by the Dragon Blade Star. They are known to fuse with
At first glance, Dragon Blade Star appears as a simple dragon corpses and regenerate their bodies. They can also
white comet. However, its main body is said to be shaped like fuse with Daemons and other creatures.
a sword, hence its name. In rare cases, it has been confirmed that when fused with
Legend also has it that when the Dragon Blade Star a prenatal fetus or egg, a Fallen Dragon does not become as
arrives, many strange and ferocious dragons will appear and fierce and dangerous as a normal Fallen Dragon. However,
wreak havoc on the world. this is a very rare exception, and they cannot be expected to
To determine if a character has knowledge about Dragon coexist with Fallen souls or understand each other.
Blade Star, an Insight check with a Target Number of 14 or Fallen souls are outside the circle of souls in the world of
higher is required. Raxia. Once they lose their bodies, they typically do not
revive or merge with the corpses of other dragons again but
are thought to disappear. However, it is said that a few Fallen
Dragons have the power to create Fallen Souls.
According to legend, the appearance of deformed
dragons heralds the arrival of the Dragon Blade Star. These
dragons have six eyes and four wings and are accompanied
by a haze known as the "Devil Dragon's Miasma." The creatures that are consumed by the Fallen Dragon
In reality, these dragons are formed when "Fallen Souls" and born from its scales are called the Damned. When a
from the Dragon Blade Star fuse with the corpses of dead creature from the world of Raxia is consumed by a Fallen
dragons, regenerating their bodies. As a result, they may

65
Part 3 Campaigns

Dragon, its body and soul are transformed, and it is reborn


from the dragon's scales as a faithful servant.
In addition to their original form, the Damned are known Devil Dragon's Miasma is a mist that surrounds Fallen
to develop leathery wings on their backs and scaly skin. Their Dragons. It is barely visible in sunlight and only slightly hazy
intelligence tends to decrease while their physical abilities at night. The miasma is a dangerous toxin, and by the time
increase. They can fly clumsily with their wings, and their you realize the threat, it is likely to be too late.
enhanced bodies make them a greater threat than one might When creatures are in the area of Devil Dragon's
imagine. Miasma, they become lethargic and eventually stop
Some willingly become Damned by being consumed by performing life-supporting activities. They become
Fallen Dragons, while others become Damned by being emaciated and eventually die. In the process, the lethargic
swallowed in Devil Dragon's Miasma. Damned are the creature sheds tears, which are known to fall as Transparent
advance guard of the Fallen Dragons and, at times, form a Mako Stones.
huge pack that becomes a threat to the entire area. They are Those who die from this miasma become Damned; in
often thought to be the same species as the Undead due to this form, they become a species called "slaves." Their
their characteristics and how they become Damned, but they numbers are the most meager and threatening of all.
are different and pose a higher threat level. However, restoring the "Devil Dragon's Miasma" to its
Fallen Dragons basically control the Damned, who are original form is possible by defeating the Fallen Dragon,
like dumb slaves. However, some Damned possess high which is the main body of the Devil Dragon's Miasma.
intellect and can even lead a group of Damned. Fallen Dragons are trying to expand this "Devil Dragon's
Miasma" and extend their own territory. If something that
looks like "Devil Dragon's Miasma" is seen, there is a good
chance that a Fallen Dragon is lurking in the area.

The campaign takes place in the Kingdom of Fendil and sent a delegation from the noble family of El Charade to
region (see CR I, p. 311, PZ, p. 69), located in the western investigate and serve as emissaries.
part of the Zalts region. Viscount Richelieu El Charade leads this delegation. He
It is the oldest kingdom in the Terastier Continent and is the cousin of Baron Leonor El Charade (see PZ, p. 76),
has a rich history and tradition. The campaign's objective is also known as the "Armored Sky Warrior" and the unrivaled
to confront and eliminate the threat of the Fallen Dragon to warrior in the kingdom. Surprisingly, however, Richelieu and
the Kingdom of Fendil. the entire delegation go missing.
According to information gathered by the kingdom,
In recent years, the Kingdom of Fendil has been Canal was covered by a mist-like miasma, and a strange-
constructing a new fortified city in the western part of the looking dragon was seen behind the haze. It closely
kingdom as part of its territorial expansion policy and in resembled the Fallen Dragon that had been rumored about,
preparation for the Barbarous invasion. with four wings and a shadowy appearance.
However, due to the collapse of the previous king, Viscount Richelieu and his army are an elite force known
territorial disputes in the Large Delta Eredia with local Elves as the strongest in land battles. Without them, ordinary
and the city-state of Rocyletta, and the Lukythra Empire-led troops and adventurers are no match for the enemy. So, the
attack on the Razeldawn continent to the north, active twin princesses, Kokul and Rafensa, the de facto head of
investment against the Barbarous invasion has been almost state, decided to use all their connections to call upon the
completely blocked. Under such circumstances, the best heroes they could find.
construction of the fortress city remained halfway and was Later, they would learn that the threat of the Fallen
forgotten by the people. Dragons to the Fendil Kingdom was even greater than
Nevertheless, the construction of this new fortified city, expected. The Fallen Dragon's goal was to conquer a local
named Canal, is almost complete, thanks to the use of city in the Kingdom of Fendil and destroy the entire Zalts
abandoned, ruined structures. About 3,000 residents have region.
already settled here, believing in its potential. Before the Fallen Dragon's activities become full-blown,
However, Canal is now in a state of neglect and is called players must defeat the source of the miasma. Only
by the unappreciated title of "City of Disappointment." Transcendents, who are beyond the realm of ordinary
As a result, it has developed a high degree of adventurers, can accomplish this task.
independence and a growing spirit of self-reliance, probably
due to its location far away from Dilcoeur, the capital of the
Kingdom of Fendil.
A situation has arisen where communication from Canal,
also known as the "City of Disappointment," has ceased. Even
when messengers are sent, they do not return. Reports have
indicated that several dragons have been seen in the sky over
the area. The Royal Council has taken the situation seriously

66
B ASIC SETUP 2: F ALLEN DRAGON H UNTER (2ND PC)
You are a wandering adventurer who has traveled from
This campaign is intended to be played on a PC at one continent to another, accomplishing various adventures
Adventurer level 15. It is recommended to use the sample and gaining many experiences.
characters provided in this book with available experience Recently, you heard a rumor that a Fallen Dragon has
points. If players wish to create their own characters, please appeared in the western part of the Zalts region, on the
refer to the "High-Level Character Creation Table" on page frontier of the Fendil Kingdom.
47 of the IB and select "15 Super A". In this case, allocating Since obtaining the Dragon Blade Star, you have slain
approximately 15,000 experience points (13,500 experience many Fallen Dragons throughout the continent. However,
points for the Minor class) is recommended to allow for easy when you hear rumors of the latest Fallen Dragon, you feel a
growth to the 16th level. sense of mission that you cannot ignore.
If players continue with a previously played character, Your instincts tell you that this will be a much stronger
they should calculate the total number of experience points enemy than any you have faced before, and your instincts
earned so far and make up the missing experience points, have never failed you.
growths, money, and reputation compared to "15 Super A."
If there are less than 3 PCs, "15 Super B" in the "High- Recommended Sample Characters: Invisible Assassin or
Level Character Creation Table" may be used. If you want to Lunar Piercer
upgrade the sample character to the "15 Super B" level, add Recommended Adventurer Classes: Fighter, Grappler,
an additional 40,000 experience points, 20 growths, and Scout
receive 80,000G and 500 Reputation.
The GM should first ask the PCs to create their own PCs B ASIC SETUP 3: ADVISOR TO THE P RINCESSES (3 RD PC)
and then fine-tune the game's starting direction, enemy You hold a significant position in the kingdom of Fendil,
strengths and weaknesses, and other aspects based on the but your adventurous past has led to you being ostracized by
results. the nobility and conservative bureaucrats. As a result, you
have been assigned the unglamorous role of educator to the
twin princesses, Princess Kokul and Princess Rafensa.
Despite this, the twin princesses effectively serve as the
heads of state, and as their advisor, you frequently tackle the
This campaign recommends basic character templates
nation's most challenging issues. Your experience and
for the scenario. Creating characters based on these
wisdom as an adventurer are more than adequate to assist
templates will aid in the progression of the scenario.
these young leaders.
The scenario should be introduced using these basic
You are aware that the Fendil Kingdom is under great
settings. For convenience, we are numbering PCs for basic
threat from the Fallen Dragon, and you must speak with the
setups, and you should use the corresponding number in
twin princesses to address the issue immediately. If left
your scenario.
unattended, the situation will only worsen.
B ASIC SETUP 1: L OCAL L ORD (1 ST PC) Recommended Sample Characters: Legendary Wizard or
PC is an adventurer whose main area of activity is the Prophecy Bringer
Kingdom of Fendil. As a reward for their adventures, they Recommended Adventurer Classes: Wizard-Type Classes,
have been given a small territory called Sautoir and are now Sage, Tactician
a local lord. Although they hold the title of lord, they are still
free to go on adventures as they please.
One day, they receive a petition from a citizen of Sautoir OTHER B ASIC SETUPS (4TH AND 5 TH PC)
reporting that one of their farming villages has been engulfed If you have more than three PCs, first choose one of the
by a strange miasma, and they have lost contact with it. Being basic settings mentioned above. Then, you can designate the
a responsible adventurer, PC realizes that it is the Devil fourth and fifth PCs as partners, companions, colleagues, or
Dragon's Miasma they have heard so much about. This trusted friends of the first three.
means that the power of the Fallen Dragons is spreading to You are free to devise your own setup after consulting
their territory and their people. And now, there is no one with the GM and other players.
more skilled than PC in their territory. If you choose an adventurer class that fills the gaps of the
Therefore, they decide to investigate the cause of the other three, you can play to your heart's content.
miasma and ensure the safety of their people as a responsible
lord and adventurer.

Recommended Sample Characters: Sword Hero or


Punching Titan
Recommended Adventurer Classes: Fighter, Priest, Ranger

67
Part 3 Campaigns

"T WIN P RINCESSES" K OKUL AND R AFENSA


(H UMAN/FEMALE/ 16 YEARS OLD)
They are the real queens of the kingdom of Fendil and
good friends of the PCs.
For details, see page 243 of Core Rulebook II or page 75
of Natural History of Zalts.

VISCOUNT R ICHELIEU E L CHARADE (H UMAN/M ALE/34


YEARS OLD)
A member of the El Charade family, a prestigious noble
family in the Kingdom of Fendil, he is a master swordsman.
He is also known as a cousin of Baron Leonor El Charade
(see PZ, p. 76), who is also known as the "Armored Sky
Warrior".
His swordsmanship is reputed to be the strongest in the
Kingdom of Fendil, and he is considered one of the best in
the Zalts region. He is also expected to become the next head
of the House of El Charade, and is known for his refined
manner, good looks, and elegance.
There were rumors that he would marry Princess Kokul
or Princess Rafensa and become a member of the royal
family, but these were denied by the twin princesses due to
the age difference of about 20 years.
Although he appears to be an honorable man at first
glance, in fact, he is proud and ambitious. He is not content
with being prevented from participating in the Barbarous
suppression campaign for his own safety, and he is also
unhappy about being denied the right to marry the next head
of state or the future queen's consort.

F ALLEN DRAGON CELSIS


This is a Fallen Dragon that poses a threat to the Fendil
Kingdom. It was born from the corpse of an Elder Dragon
that once resided in the Jabberwocky Forest, and is a highly
powerful individual.
The dragon has a high intellect and commands several
subordinates with whom it conspires. Celsis is a queen
species (see p. 79) and continues to slowly produce Fallen
Dragons and Mythical Beasts with Fallen Souls.
She is a fearsome invader and murderer with no interest
in reconciliation. Her goal is to exterminate or damn all
intelligent life in Raxia, whether humanoid, barbarous, or
mythical beast.

68
At the start of the campaign, the player characters (PCs)
have yet to become Transcendent. This scenario serves as
the introduction to the campaign and is the key to the PCs'
This scenario, the first episode of the campaign, is an
awakening as Transcendents. The campaign begins here on
introduction to the adventurers who have reached the 15th
the frontier of the Kingdom of Fendil.
level and will have the opportunity to become Transcendent
The GM should incorporate the PCs' backstories and
and grow to the 16th level as they face the threat of the Fallen
builds to make the scenario more exciting. They are also free
Dragon.
to modify the scenario's content.
The Kingdom of Fendil, the setting for this story, is
Alternatively, players may choose to play the campaign
currently under threat from the Fallen Dragon. However, its
with a character who has already become a Transcendent
movements are stealthy, and only a few people are aware of
(adventurer level 16 or above). In this case, the default
the danger.
settings should be changed so that the PCs are participating
In this scenario, a group of friends who share a series of
in the campaign because they are Transcendent rather than
adventures will come together and cooperate to defeat the
only becoming Transcendent because of the Fallen Dragon
Fallen Dragon. As a result, they will obtain the Sword of the
threat.
Beast King, a sword forged 3000 years ago, and awaken to
become Transcendent.
This scenario ends when all the PCs are gathered and the
boss, Fallen Dragon, is defeated to obtain the Sword of the
The italicized text in this document serves as an initial Beast King.
explanation or line of text to be conveyed to the player.
The following text provides a description for the GM,
who should read it carefully and understand it to deal with
the players' actions.

The setting is Sautoir, a small territory in the western part


of the Kingdom of Fendil, and the villages in the territory.
The PCs fight to save their village from being covered by
the "Devil’s Dragon Miasma". After that, the PCs learn the

69
Part 3 Campaigns

purpose of the Fallen Dragons and head to a new location to On the other hand, dangerous Barbarous and monsters
stop them. have been eliminated from the Sautoir area, making the
territory relatively peaceful and safe.
SAUTOIR Sautoir is a small domain with around 500 inhabitants,
Sautoir is a small territory located about a three-day walk who mainly make their living from farming and cattle raising.
west of Dilcoeur, the royal capital of Fendil. Many ruins from In addition to the small fortified town of Sautoir, which bears
the Ancient Magic Civilization and Magitech Civilization the name of the estate and where the lord resides, small
Periods have been discovered in this area in the past, farming villages are scattered throughout the territory.
attracting numerous adventurers. However, the area has been
fully explored in recent years and is now rarely visited by WENAL WOCKY R UINS
adventurers. The ruins of the Magitech Civilization Period have
Legend has it that somewhere in Sautoir, there is a already been fully explored. Hidden deep underground in
magical sword called the "Sword of the Beast King," which the same area are the Ancient Magic Civilization Period
was made by Wenal Wocky, a sorcerer from the Ancient ruins, known as the Wenal Wocky Ruins. This is the place
Magic Civilization period. Wenal Wocky was either the where Wenal Wocky created his masterpiece, the Sword of
disciple or son of Jabber Wocky, who created the the Beast King, which was the result of his research.
"Jabberwocky Forest" (see CR I, p. 385, PZ, p. 107). The Sword Labyrinth's ruins have been buried in the
Despite the legend, there are no clues to the sword's forest for many years, but now the Fallen Dragon is about to
whereabouts, and even "seekers" who search for valuable seize this very place.
labyrinths and ruins no longer visit Sautoir for information
about the magical sword.

In addition to the general introduction, there are three


types of introductions for each player character (PC). Please
read the general introduction first and then proceed to the
three specific introductions.
Three types of introductions are provided for each basic You are the lord of Sautoir, located in the western frontier
setup at the time of character creation and are written to region of the Kingdom of Fendil. The surrounding ruins
correspond to the PC number. have been completely cleared, and the Barbarous and
The GM should check the created PCs to determine monsters have been exterminated.
which PCs will receive which introduction. Although it is a small territory, agriculture and cattle
raising have become stable in recent years, and peace is
spreading.
One day, during a peaceful but boring day, you receive a
petition from your people. They have lost contact with a
The western frontier region of the Fendil Kingdom was small farming village in their territory called Yunu.
not peaceful, as the Barbarous still raged there. According to a person who went to investigate from a
Nevertheless, thanks to the efforts of numerous distance, the village was enveloped in a strange haze, and the
adventurers, the stable area is gradually expanding. Sautoir, people there were lethargic and huddled together.
one of the western frontier territories, is another place where Those who went in never returned.
humanoids have been able to live thanks to the efforts of such
adventurers. 1st PC is the lord of Sautoir, a small domain located to
Once a place where ruins and dangerous fields the west of the kingdom of Fendil. Sautoir is the location of
dominated the land, it is now dotted with farming villages and 1st PC's small castle and is mainly reliant on agriculture and
pastoral landscapes. dairy farming for its livelihood.
However, a strange haze was beginning to spread over the The territory is home to many ruins that have been
seemingly peaceful Sautoir. excavated by adventurers, leading to the almost complete
It had been a few months since a deadly star, the "Dragon extermination of Barbarous and ordinary monsters.
Blade Star," crossed the sky. 1st PC became the lord of Sautoir due to their past
Quietly, a great threat was about to destroy the peace. accomplishments, but it is up to the PCs and GM to decide
whether they are a serious ruler or a nominal leader.
This is an opening that foreshadows at the upcoming Regardless, the inhabitants of Sautoir view 1st PC as a hero
appearance of the Fallen Dragons and their invasion. and are both devoted and dependent on them.
The GM should read this text to the players to set the 1st PC received a plea from a resident claiming that they
atmosphere of the session and establish their sense of had lost contact with a small village called Yunu, located
purpose. within 1st PC's territory. Those who went to check on Yunu's
residents have not returned (it takes about one hour on foot
from the castle to the village).
In truth, the invasion of the Fallen Dragon is the cause of
Yunu's disappearance. If 1st PC succeeds in an Insight check
with a Target Number of 14 or a Monster Knowledge check

70
with a Target Number of 12, they will remember the
existence of the Fallen Dragon.
Typically, this knowledge is obtained from literature and
folklore, and details are only vaguely known, but it is known Disturbing rumors are spreading in Dilcoeur, the capital
that the Fallen Dragon is a natural enemy of Humanoids and of the Kingdom of Fendil. According to these rumors, the
is a threat along with Barbarous and Undead. city of Canal, known for its unflattering nickname "City of
Even if the check fails, they have likely heard rumors of Disappointment," has rebelled against the government. The
the Fallen Dragon. Additionally, there are about 20 men in basis of these rumors is that contact with Canal has been lost,
1st PC's territory who are capable of fighting and are sufficient and Viscount Richelieu El Charade and his band of warriors,
to deal with Damned Slaves (see p. 81) and can accompany who were sent as emissaries, have not returned.
1st PC. You have been assigned to the position of educator of
Introduction 1 concludes with 1st PC deciding to go to Twin Princesses, a position with a name but no real authority.
Yunu village, sensing the danger to the territory and to the The two young princesses have asked you to investigate and
Humanoid realm. solve the case. Viscount Richelieu is a well-known warrior in
If 1st PC sends a messenger to the royal city of Dilcoeur the kingdom of Fendil, and if he had been killed in a
and insists on waiting for their return before taking action, it rebellion, it would be a serious matter. Rumors suggest that
should be noted that it will take more than a week, and delay there was even a dragon involved.
can be fatal. The twin princesses have decided to rely on your abilities
and connections to handle the situation. They do not want to
move the army until they know for sure that Canal has
rebelled. As a former country adventurer, you might be able
to stop the situation from escalating.
You also know of another powerful person in a similar
Since the day the "Dragon Blade Star" crossed the sky,
position in the kingdom of Fendil, a local lord (1st PC) who
you have been fighting the Fallen Dragons and their threat.
has been pushed into the position of a regional lord.
And now, they have come to this country again, having
You go to Sautoir to ask your friend (1st PC) for help
heard a rumor that the shadows of the Fallen Dragons are in
without knowing that an incident is also taking place there.
the kingdom of Fendil.
On your way to the royal city of Dilcoeur, you visit a small
The de facto heads of state, Princess Kokul, and Princess
village in search of a place to stay the night.
Rafensa, summon the 3rd PC to their private chambers and
But soon, you notice something unusual - a haze that
request their help in solving a case in Canal. The anomaly in
grows thicker as the sun sets. The inhabitants of the village
the Canal (i.e., the Fallen Dragon) must be defeated to
cower in lethargy.
accomplish this request.
This is Devil Dragon's Miasma, and it does not take you
Given the difficulty of the task, the 3rd PC proposes to
long to be convinced of this.
gather a group of friends and provide funds for the mission.
And then, from the darkness that slowly enveloped the
The reward for each PC is 50,000 gamels, and an advance
village, someone approached you.
payment of a Guardian Stone with 10 points will be provided
The appearance of the villager is unmistakable - complete
for each member of the group.
with fine armor and powerful weapons.
Moreover, their back was covered with membranous
wings.
The Damned appear to confirm your belief.
Now, the hunt is on.
As you arrive at the village of Yunu, you are astonished to
The 2nd PC, a wandering warrior who has been hunting see it covered with evil miasma. The once peaceful and
the Fallen Dragon, ventures into the farming village of remote farming village, with roughly ten houses, has
Sautoir. This small territory is located on the western frontier disappeared without a trace.
of the Kingdom of Fendil, and the PC is in search of their To your surprise, the residents, who were previously
next kill. lethargic and cowering, transform into bizarre figures upon
Chronologically, the 1st PC arrives at the village with their spotting you. Their backs sprout leathery wings, and their
forces at around the same time. However, they are still shoulders are covered with scaly skin.
unaware of each other's presence at this stage. Meanwhile, The villagers, now hostile and deformed, approach you.
the 2nd PC, alone, encounters some unusual villagers and is Unfortunately, it seems a fight is inevitable.
attacked.
Having fought against Fallen Dragons many times in the This is a continuation of the introduction to 1st PC. The
past, the 2nd PC is familiar with "Devil Dragon's Miasma", population of the village of Yunu is only fifty people, all of
Fallen Dragons, and Damned. However, what they whom have already turned into Damned Slaves (see p. 81).
encounter here are three Damned "Savior Hero Warriors" When 1st PC and their group arrive at the village, the
(see p. 172). Even with their experience, this is the first time Damned villagers will attack them. 1st PC's group can handle
the 2nd PC has encountered Damned of this strength. them easily enough.
Therefore, they should make a Monster Knowledge check.
When the 2nd PC notices the appearance of a strong
enemy, Introduction 2 ends.

71
Part 3 Campaigns

However, armed Damned, who are obviously not a A four-winged serpent with golden scales descends from
villager, appear. Only 1st PC can deal with those Damned, the sky.
and a battle ensues. The mythical beast, which would normally seem divine,
is now flying in a blurry haze.
Combat: Damned Senior Knights x 6 Six eyes of horror bewitch you, their light full of evil and
murderous intent. It seems that this is the source of the
Damned Senior Knight is a Senior Knight (see IB, p. 203) miasma.
turned into a Powered Damned (see p. 80). By defeating the
Damned, PC find that this Damned was originally a knight of Combat: Fallen Coatl x 1
the city Canal.
Fallen Coatl is a Fallen (common species) (see p. 79)
version of Coatl (see IB, p. 182).
If the PCs win, the Devil Dragon's Miasma will vanish,
and the villagers who were turned into Damned Slaves will
be released. The soldiers of Canal and Viscount Richelieu’s
The people who stand before you must have once been people will no longer be able to help them.
knights in the service of a nobleman.
Their armament and behavior demonstrate their
superior skills and experience. Additionally, they possess the
ability of a Damned, making them a fearsome warrior.
However, you are stronger. You must defeat these The villagers have been safely rescued, and you praise
minions and uncover the true enemy. each other's skills.
However, you can't help but feel uneasy. Why would
Continuing with the introduction of the 2nd PC, the anyone purposefully attack such a small village with such a
knights under Viscount Richelieu appear in front of the 2nd powerful force?
PC. A battle ensues. As you survey the village, you notice that a haze still
covers the forest to the north.
Combat: Damned Savior Hero Warriors x3 Something else is lurking in the forest. You know that this
is only the beginning.
Damned Savior Hero Warrior is the "Savior Hero
Warrior" (see p. 172) turned into a Damned Powered (see p. The PCs who successfully liberated the village of Yune
80). may feel that their forces were too exaggerated to attack such
By defeating them, PCs learn that these Damned were a small village. If they have such an impression, they are
originally under Viscount Richelieu’s command. correct.
The Fallen's goal was to find the "Wenal Wocky Ruins"
near the village and take the Sword of the Beast King, which
is said to be enshrined there. The attack on the village of
Yune was only a foothold in the search.
Although the "Devil Dragon's Miasma" in the village of
As you make your way to visit the lord of Sautoir, you Yune has disappeared, there is still a haze in the forest to the
notice a strange, peaceful atmosphere enveloping the small north of the village.
farming village. However, you also hear the sounds and If the PCs who have battled the Fallen and others see it,
voices of battle emanating from within. it is obvious that it is the Devil Dragon's Miasma. The PCs,
Upon closer inspection, you see strange-looking hordes who are on the verge of awakening to Transcendent,
locked in combat with their opponents. This event cannot be intuitively realize that the entity creating the Devil Dragon's
ignored. Miasma is a far greater enemy than any they have fought
before.
This is a continuation of the introduction of the 3rd PC If left unchecked, the village of Yune, Sautoir, and the
and the scene where all the PCs join together. kingdom of Fendil will be in danger. The PCs need to head
3rd PC is on their way to Sautoir to ask for help from 1st for the forest as soon as possible.
PC, who notices the commotion in the village of Yunu and
rushes there.
At that stage, the Damned Slaves were neutralized by the
1st PC, and the powerful Damned under Viscount Richelieu The haze that enveloped the forest was unusual, creating
were eliminated by the 2nd PC. a dangerous atmosphere and making your skin feel clammy.
3rd PC should inform 1st PC of the request from the twin However, you also sensed that this noxious gas was a
princess. The 2nd PC can be concerned that Devil Dragon's sign—the enemy was lurking in its most concentrated area.
Miasma is not yet cleared.
Their fears are proved true, as a winged enemy appears The forest is shrouded in a dense Devil Dragon's
from the sky above and attacks the PCs. Miasma.
A battle ensues. However, PCs can locate the Fallen Dragon by moving in
the direction of the increasing density of the Miasma.

72
The ruins of Wenal Wocky were discovered by the
Fallen Dragon, and much of its structure has been destroyed.
At the Sword Labyrinth, which was destroyed and turned As soon as you obtained the sword, you felt a power
into a large vertical hole, the Fallen Dragon attempts to steal unlike any other pouring out from within you.
the magic sword enshrined in its depths. It could have been just a trigger, or perhaps it was the
If the PCs act immediately, the Fallen Dragon will power bestowed by the magic sword. Regardless, the door to
temporarily abandon its attempt to seize the magic sword and a new life has been opened. You are now Transcendent.
fight to eliminate the PCs first. A battle will ensue. You can now sense the evil intentions and presence more
clearly than before. The real battle is about to commence.
The vertical hole in the earth marked the end of the
Labyrinth. Once boasting layers of tight protection, the Once the Fallen Dragon is defeated and the Sword of the
structure now lay cruelly destroyed, with its inner sections Beast King is obtained, the first case comes to an end. The
exposed. PCs will then understand their great mission and become
At the bottom of the cave lies a powerful sword, and a Transcendent by acquiring the Sword of the Beast King.
huge dragon, poised to claim it, gazes up at you. "First, I'll kill Their mission is to protect the Sword of the Beast King
those who stand in my way," its six eyes declare. and crush the Fallen Dragons' ambitions. This will also lead
to the protection of the Kingdom of Fendil, the Zalts region,
Combat: Fallen Greater Dragon (leader species) x 1 and the Terastier Continent.
Fallen Gullinbursti (common species) x 1 The PCs will gain 1000 + experience points for each
defeated monster and can grow up to the 16th level.
※If there are three 3 PCs, Fallen Gullinbursti should not
appear.

You, who have defeated the evil dragon, are fascinated by


a sword radiating with magic power. It is obvious at a glance
that this is a magic sword with unique capabilities - no wonder
the evil dragon was after it.
Suddenly, the glowing sword speaks to you: "You who
possess the courage and strength to overcome anything... take
me in your hand... I will help you defeat evil."
With divine radiance, the magic sword emerges. You feel
something awakening within you.

By defeating the Fallen Dragon, the PCs can obtain the


Sword of the Beast King, hidden in the labyrinth's deepest
part. The first ability of the Sword of the Beast King is to
weaken the hostility and wariness of Mythical Beasts, making
communication easier. In battles, it can also weaken Mythical
Beasts.
However, the Sword of the Beast King has a hidden
second ability. When the magic power contained within is
fully released, it can control a wide range of Mythical Beasts
and use them at will. Wenal Wocky himself hid this sword
deep underground because he considered it dangerous.
The Fallen Dragon's goal was to use the Sword of the
Beast King to gather the Mythical Beasts inhabiting the
Jabberwocky Forest and turn them all into Fallen, creating a
large stronghold. The "Sword of the Beast King" also weakens
Mythical Beast-based Fallen species, making the Fallen target
the PCs who have this sword.
The GM may either tell the players the objectives of the
Fallen Dragon or leave them unexplained and only reveal the
first ability of the magic sword.
The "Sword of the Beast King" can be fused with other
weapons, and its ability can be transferred. If the PCs wish,
they can turn one of their weapons into the "Sword of the
Beast King" while keeping its ability as a weapon.

73
Part 3 Campaigns

Sword of the Beast King Base Price: Cannot be Traded


Popularity 26 App. A curved, single-edged sword Category (Rank) Sword B/Variable
Weakens and undermines the alertness and hostility of Mythical
Summary Era Magic Civilization Period
Beasts
It is an artifact said to have been forged by Wenal Wocky, a sorcerer of the 〇Reign of the Beast King
Ancient Magic Civilization period and is equivalent to a fifth-generation magic
This ability is secret and cannot be used without breaking
sword.
the seal. The method of unsealing the seal has not been
It is in the form of a sword, but it can change to any shape by giving the wielder
handed down and is believed to be known only to Jabel and
possession of its power to the weapon of their choice. However, once the shape is
Wenal Wocky, the creator of the sword.
fixed, it takes one hour to change it to another weapon. This magic sword has two
Once this ability is released, the character can control any
powers.
Animal and Mythical Beast character within a radius of
Effect 100m, and make them obey their will. The effect will last
〇Dignity of the Beast King even if the character goes out of range. Any type of
The Animals and Mythical Beasts characters within a 50m radius of the wielder command can be issued, even self-harming.
of this magic sword will become less hostile and wary of the wielder. Thus, if the Fallen Dragon Celsis has learned from Jabel Wocky how
wielder attempts to communicate with them, they will likely respond to the request. to break this ability's seal. As soon as he obtains it, he will be
Additionally, the wielder can choose to impose a -2 penalty to skill checks for able to use it, but only while in Phantom Body (see p. 80).
any Animal, Mythical Beast, or Fallen characters in the area by spending 10 HP. This control has no effect on Fallen characters.
This effect has "Resistance: Can't" and can be activated with a Minor Action. It lasts
for 10 seconds (1 round).

Here, we present the proposed subsequent development


of the campaign, and the data of Fallen Dragons, which will
be the PC's final target.

This section presents campaign plans for PCs who have National politics have become a confusing melting pot,
become Transcendent and grown up to the 16th level. and even the PCs who can defeat the Fallen Dragon will have
These are only for scenario ideas; each GM should select an extremely difficult time containing the chaos in the court.
the best one and set up the details when running the Under these circumstances, however, the Transcendent
campaign. PCs sense a strange presence in the court - the presence of
the Fallen.
Wise Damned ministers and bureaucrats have infiltrated
the court and are working behind the scenes to cripple
The threat of the Fallen Dragon and the fact that the Dilcoeur and keep it in a state of limbo.
Soldier of Canal and Viscount Richelieu's people turned into The situation can be resolved if the Damned spies can be
powerful Damned and began attacking villages cannot be uncovered and the kingdom can be united under the will of
ignored. the twin princesses.
The group must go to Dilcoeur, the royal capital, and
report the crisis and the discovery of the Sword of the Beast
King.
Upon hearing the report, the twin princesses understand
the gravity of the situation. However, the Fendil Kingdom is Sensing the commotion in the Fendil kingdom, the
not a monolithic entity, and this report alone will not improve Barbarous of "Jaws Of The Barbarous" (see CR I, p. 385, PZ,
the situation. p. 109) begin to take action. The Fendil Kingdom's
Currently, Viscount Richelieu is suspected of rebellion, parliament is in turmoil as Barbarous suddenly launches a
and rumors suggest that he is gathering troops at his base in massive army.
Canal. Ignorant ministers and soldiers are dismissing Sandwiched between Canal in the west and Barbarous in
evidence such as the armor brought back by the PCs as proof the east, the parliament is divided on which side to focus on.
of his rebellion and snickering at their testimonies. The Twins ask the PCs to defeat the leader of the Barbarous
Moreover, the question of succession to the throne has Army.
been reopened, and the court is divided into four factions, The issue can be resolved by defeating the Barbarous
including the twin princesses, the aristocrats, those secretly leader or by establishing a temporary truce between the
supporting Viscount Richelieu and those who are indifferent Barbarous and the PCs, with the Fallen as a common enemy
to the crisis. of both. The Barbarous and the PCs can form a joint fighting
position in this case.

74
To avoid this, the twin princesses decide to use the army
as a decoy and send the PCs to fight back the Fallen Dragon
The Rocyletta (refer to CR I, p. 313, PZ, p. 85), who are in Canal. If the PCs are capable, they may even force their
in dispute over the fertile Large Delta Eredia, take advantage way into the stronghold of the Fallen Dragon.
of the confusion in the Fendil Kingdom and begin building a For a short campaign, the PC that becomes Transcendent
settlement (a garrison named "Settlement") to gain effective may head to Canal immediately afterwards. For a long
control of the area. campaign, they should go in with the army. If there are too
As Rocyletta had hoped, the Kingdom of Fendil could many Damned to reach the Fallen Dragon, this is a good
not respond to the situation due to a lack of troops and reason for the PCs to be with the army.
manpower. Nonetheless, Canal's Fallen Dragon is not the boss.
However, the Elves and Lizardmen living in the delta had Viscount Richelieu has also turned into a Wise Damned due
nothing to do with the conflict between the two countries. to his ambition (see p. 80).
They naturally rebelled against the sudden advance of The PCs may defeat Viscount Richelieu at this point, or
Rocyletta's forces, leading to a three-way conflict between the you may let him escape (or leave) for the next time.
two countries and the local Elves and Lizardmen forces.
Moreover, in the midst of the conflict, the Fallen Dragon
appears in Large Delta Eredia, plunging the situation into a
worst-case scenario.
After successfully capturing Canal, it becomes clear that
The GM may choose to send the PCs as ambassadors to
Fallen Dragon's true goal is to conquer Jabberwocky Forest
remedy the situation at an early stage or may ask them to fight
and that they are already establishing a stronghold there.
off the Fallen Dragon as soon as it appears.
The PCs head to the forest to settle the score with Fallen
Dragon.
The GM may choose to prepare for the final battle or
intersperse a scenario where they help grieving Mythical
After resolving various situations, the Kingdom of Fendil Beasts whose homes were invaded and destroyed by Devil's
finally decided to send its army to Canal. However, they will Dragon Miasma. It would be interesting to structure the
face the Fallen Dragon and its Damned, and an ordinary forest like a dungeon where inexplicable and absurd things
army will suffer heavy losses. happen because it has been affected by Devil Dragon's
Miasma.
Additionally, it would make for an intriguing scenario if
the Mako Stones frequently seen in the Jabberwocky Forest
are remnants of the Mako Stone dropped by Mythical Beasts
in tears when the Fallen Dragons ruled the area.
Either way, this will be the setting to settle the score with
Fallen Dragon.

75
Part 3 Campaigns

This campaign ends with the defeat of Celsis, the Fallen ○Attack Obstacle = Impossible • Impossible
Dragon. In this section, we will provide the data of Celsis and Target: [Section: Head]/Loss Condition: HP of [Section: Body] is 0 or
describe the final stage, behavior patterns, and fighting styles. less.
Please refer to page 82 for the special data on Fallen Dragons
○Magic Obstacle = -4
and their Fallen abilities. Target: [Section: Head]/Loss Condition: HP of [Section: Body] is 0 or
less.

●Wing
○Flight II
/Loss Condition: HP of 2 of more [Section: Body] is 0 or less.
27 Fallen Elder Dragon Celsis
Intelligence: Hight Perception: Five senses (Darkvision) Disposition: Hostile ○Regenerative Dragon Scales (see p. 83)
Language: Trade Common, Dragonic, Arcana Habitat: Mountains, Caves, GM should determine which wing has this unique skill at the start of the
Forests Rep/Weak: 10/12/33 Weak Point: Physical and Magic damage +2 session.
points Initiative: 35 Movement Speed: 30/60(Flying)
Fortitude: 37(44) Willpower: 36(43) ☑All-Out Attack
F Style Acc. Dam. Evasion Def. HP MP A Wing can deal an additional 8 damage on its next attack. However,
Bite (Head) 33(40) 2d+35 33(40) 28 187 204 any Evasion check made by this section this turn receives a -4 penalty.
Talons (Body) 34(41) 2d+33 31(38) 30 251 170
Wing (Wing) 30(37) 2d+32 32(39) 25 138 101 ●Tail
Wing (Wing) 30(37) 2d+32 32(39) 25 138 101 ↝Sweeping Attack
Wing (Wing) 30(37) 2d+32 32(39) 25 138 101 Fallen Dragon makes a Tail attack against all enemies in the same
Wing (Wing) 30(37) 2d+32 32(39) 25 138 101 skirmish.
Tail (Tail) 32(39) 2d+33 32(39) 29 226 128 This unique skill cannot be used on consecutive turns.
Sections: 7 (Head / Body / Wing x 4 / Tail) Main Section: Head
▽Instant Resurrection (see p. 83)
Unique Skills
Loot
●All Sections Always Dragon Fang (1,200G/Red S) x 1d
○Fire Immunity Always Dragon Scale (5,000G/Red S) 1d
2 – 13 Fallen Dragon Core (10,000G/Gold SS)
○Energy Immunity 14+ Fallen Dragon Dark Core (50,000G/Gold SS)

○Damage Enhancement (see p. 83)

↝Phantom Transformation (Physical)


The Fallen Dragon can transform their own body into a Phantom Body Celsis was the most famous legendary dragon in the Zalts
and inherit the injuries and magical effects given to the Main Section. region. This Fallen Dragon is a fearsome being created by
the fusion of the Fallen Soul with its corpse.
☆Destructive Wave (see p. 83) About 3,000 years ago, at the end of the Magitech
Civilization, Celsis was an Elder Dragon who fought against
▼Magic Distorting Wave (see p. 83) the Fallen Dragon that had invaded the Zalts region. Celsis,
who lived in the Jabberwocky Forest and reigned as the chief
●Head of the Mythical Beasts, cooperated with the Mythical Beasts
○Wide-spread Breath (see p. 83) x 2 to protect the forests from the invasion of the Fallen Dragons.
As a result, the Zalts region was not completely destroyed,
○☑↝Magic Aptitude and the kingdom of Fendil only suffered damage because of
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic Celsis's valiant fight.
Convergence], [Magic Control], [Metamagic/Targets], Celsis lost her life due to a serious wound at that time.
[Metamagic/Distance], [Metamagic/Area].
Since then, Celsis has been known as the guardian god of the
↝Truespeech Magic, Spiritualism Magic 15 Level/Magic Zalts region. However, it is not clear whether Celsis herself
Power 28(35) fought to protect the region. It is said that Celsis was a friend
of sorcerer Jabber, who turned the Jabberwocky Forest into
↝Flame Breath/29 (36)/Fortitude/ Half "The Forest of Magical Power" and sometimes flew with
The Fallen Dragon spits a large fireball in “Range: 50m” and “Area:
Shot,” dealing 2d + 30 fire magic damage to up to 20 targets within a 6m
Jabber on her back. Jabel is said to have had hostile relations
radius of the explosion. with the kingdom of Fendil. It is highly possible that Celsis,
This ability cannot be used on consecutive turns. like Jabber, was hostile towards the kingdom of Fendil and
that they fell together when Fallen Dragons attacked them
●Body while they were fighting with the Kingdom of Fendil.
↝Wordbreak Ironically, Celsis, who became a Fallen Dragon 3000
Knows [Wordbreak] Combat Feat. years later, hates the Kingdom of Fendil, confirming this
theory. Celsis herself, having been transformed into a Fallen

76
Dragon, has lost most of her original memories and does not Celsis herself attacks mainly with [Widespread Breath] to
remember the details of her life. However, it is an undeniable engulf as many enemies as possible and also uses Deep
fact that she has a strong hatred towards the Fendil Kingdom Magic [Overblow] (see WT, p. 44) in the early rounds (the
and Humanoids. second round if possible).
Then, as much as possible, she uses spells at the
rearguard, such as healers, and attacks the frontline with
wings, etc., which will launch a melee attack. If the frontline
Celsis aims to make the Jabberwocky Forest her base by is far away, using Truespeech Magic [Lightning Bind] is also
covering it with "Devil Dragon's Miasma" and to destroy the effective.
Fendil Kingdom. She plans to use this as a stepping stone to It is also recommended to use [Destructive Wave] in the
obliterate all regions inhabited by Humanoids, Barbarous, early rounds.
and Mythical Beasts. Since the original Elder Dragon is simple with high
To achieve her goal, she seeks the Sword of the Beast firepower, it can be a formidable enemy only by continuing
King, which is fiercely guarded by the Mythical Beasts living to attack the right target at the right time.
in the Jabberwocky Forest. Celsis considers them a nuisance
and wishes to bring them under her control to gain
overwhelming power.
Celsis is brutal and cunning. Instead of acting on her own,
she uses her Fallen Dragons and Damned to fight
Humanoids, and wants Humanoids and Barbarous to
destroy themselves with her devious schemes. She can
manipulate those in power and heroes with her clever words,
even drawing them into her camp.
Once her forces are in place, she launches an avalanche
of troops. However, Celsis never leads the way herself.

Advanced Combat is assumed.


Her data has been enhanced with 28 Sword Shards and
has already been calculated. If you still think the HP is too
low, you can use the "Treasure Drop" rule (see LL, p. 120) to
increase the HP of the Head and Body.
Celsis is based in an Ancient Magic Civilization Period
fortress in the Jabberwocky forest.
Whether this castle is the residence of the sorcerer Jabber
Wocky itself is a matter of opinion.
Celsis lives as a phantom body on the top floor of the
castle. However, once she meets the enemy, she will reveal
her huge body and fight with all her might.
Unless PCs catch her by surprise very skillfully, Celsis will
take the form of an Elder Dragon before the battle begins. At
that time, the castle could not contain Celsis' huge body, and
the upper floor would collapse.
If Celsis makes the first move, Celsis will fly up into the
sky, invisible from the ground, and attack unilaterally with
breath and magic. PCs who do not have the ability to fly will
not be able to participate in the battle.
In addition, she has Damned Humanoid legendary
heroes as their subordinates (Viscount Richelieu and others
fit this description).
For Damned Human legendary heroes, use
Transcendental Warlords (see p. 172) modified as Wise
Damned.
The number of legendary heroes under the control of the
GM should be adjusted according to the number of PCs,
their levels, class structure, etc. For 4 to 5 PCs, about Celsis
+ Damned Hero for each PC (4-5) would be appropriate. If
the GM can handle complex battles, one of the legendary
heroes may be changed to a Transcendental Archmagi (see
p. 172).

77
Part 3 Campaigns

Dragon Blade Star is a comet that comes to the world of Some Damned have been found to possess intellect, and
Raxia every 3,000 years. these special Damned have been recorded to have led armies
It is believed that there is a causal relationship between of Damned to attack villages and towns.
the appearance of this comet and the appearance of the Fallen Dragons, many of which have only animal
Fallen Dragons. intelligence, are also extremely belligerent. However, even
According to the few research materials in the Magic among Fallen Dragons, there are individuals with high
Civilization Period, the Fallen Dragon is not the natural soul intelligence. Although their numbers are said to be small,
that originally existed in the world of Raxia but an unknown they are a formidable threat because of their superior
soul brought by the Dragon Blade Star. This soul possesses intelligence and wiles over humans. It is also said that some
the corpse of the dragon, reconstructs the body, and intelligent Fallen Dragons can transform into human form.
regenerates as the Fallen Dragon. Fallen Dragons are characterized by their six eyes and
According to the stories of dragon elders, coexistence four wings. Therefore, a knowledgeable person can easily
with Fallen Dragons is extremely difficult for any creature. distinguish between a normal dragon and a Fallen species by
One reason for this is the effect of the haze or mist-like looking at their appearance.
substance called Devil Dragon's Miasma that accompanies Fallen Dragons are also known to possess unique abilities
Fallen Dragons. that normal dragons do not have. They can solidify the
The area around the place where the Fallen Dragon has miasma that surrounds them and instantly deal a tremendous
appeared and taken up residence is contaminated by the amount of damage, or they can exhibit extraordinary
Devil Dragon's Miasma and changes its appearance. The regeneration abilities. If these are used cunningly, they can
plant transforms, releasing the Devil Dragon's Miasma, and suddenly deliver a fatal blow.
the animal becomes lethargic and eventually dies. If a Fallen Dragon appears, it will alter and destroy the
Those who die from this Devil Dragon's Miasma entire surrounding environment. Therefore, the best way to
eventually return to life as monsters called Damned. The deal with Fallen Dragons is to quickly defeat them. However,
Damned are characterized by the transformation of the it is not easy to defeat a Fallen Dragon, which tends to be
original creature's skin into scales, horns on its head, and physically stronger than a normal dragon, and in many cases,
membranous wings on its back. They then become the it can become a huge disaster.
advance guard of the Fallen Dragons, killing the creatures Note that Fallen species rarely possess non-dragon
around them, turning them into Damned, or using them as a species.
nursery for the Fallen Dragons.

In this section, we will describe the data of Fallen however, that it is a natural enemy of humanoids, a threat on
Dragons, including their characteristics and how to create a par with Barbarous and Undead.
them.

The Monster Knowledge check for Fallen


Dragons/Damned is divided into three steps.
Fallen Dragons and Damned monsters are treated as Fallen/Damned Reputation, Reputation and Weakness.
Fallen monsters. First, the Monster's Knowledge and weakness of the base
Fallen Dragon has 0 soulscars. Damned has 5 soulscars, monster (mostly dragon) are used as they are.
but it is not treated as an undead. However, they are affected Suppose PC succeeds in the normal Monster Knowledge
by the Swords of Protection. check versus the dragon’s reputation. In that case, they will
know the specs of the base dragon. However, they do not
know the specs of the Fallen Dragon (Damned). Also, they
do not know whether or not the unique skills listed as the
Fallen/Damned unique skills (see p. 82) are available.
Suppose the target number with +2 of the normal
If PC succeed in Insight check 14 or Monster Knowledge Monster Knowledge check is successfully checked. In that
check 12, they know of Fallen Dragon's existence and/or case, the specs of the Fallen Dragon (Damned) will be
Damned. known.
Much of this knowledge is gleaned from literature and If the success value is greater than or equal to the weak
folklore; the details are only dimly known. Scholars do know, point, all specs, including the weak point, are known.

78
For example, for Lesser Dragon, the original reputation Fallen souls can fuse with a wide variety of things as long
is "12/20", but adding the notation of Fallen reputation, it as they are dead. The probability is very low, but it has been
becomes "12/14/20". If the Success Value of the Monster fused with Humanoids, Barbarous, and other Mythical
Knowledge check is 12 or more, only the data as a Lesser Beasts and Animals and seems to be influenced by its
Dragon is known. 14 or more indicates that the Lesser previous nature and characteristics. Such a creature is not
Dragon is a Fallen monster, and the details of the data and called "Fallen Dragon" but simply "Fallen", but it seems to be
unique skills that are changed or added to the Lesser Dragon a unique individual with more unusual characteristics and
are known. If it is more than 20, the weak point can be traits than Fallen Dragon, influenced by the prenatal nature
applied. and characteristics of each corpse.
Fallen souls are not part of the reincarnation of the world
of Raxia, and once they leave their bodies, they cease to exist
and cannot be soulscarred. The body in which it resides is
Fallen Dragon is accompanied by Devil Dragon's completely destroyed and cannot be revived by
Miasma. If you stay in this noxious gas for more than one [Resurrection] or other means.
day, at 6:00 a.m., the maximums of HP or MP will be Therefore, if we continue to defeat the Fallen Dragon,
lowered by one point at random without any checks to resist they will eventually become extinct, and the reason why the
this. Fallen Dragons, which should have appeared 3,000 years
The closer the number approaches 0, the more apathetic ago, has not been seen at all today is because they are
it becomes. practically extinct.
If the HP or MP falls below 5, they will no longer be able
to act spontaneously and will shed tears that will become
Transparent Mako Stones.
When away from miasma, the HP and MP maximums
are randomly restored by one point per week of rest. Fallen Dragons are roughly divided into Common,
Leader, and Queen types.
T RANSPARENT M AKO STONES The difference between these types is the level of intellect
Unlike the mako stone, which is usually purple in color, and the ability to create a phantom body (see p. 80), which
the mako stone is clear and transparent, like a crystal, with a can be called their alter ego, and there is no significant
dimly glowing center. difference in their individual fighting power.
Most of them are useless mako stones, which cannot
restore even 1 MP. However, large crystals can rarely be COMMON SPECIES
found. Common species are generally Fallen Dragons with an
Basically, they are handled in the same way as mako intellect of "Animal" or "Low" and are highly aggressive toward
stone. Because of their rarity, they are traded at twice the Raxia's native creatures. They always act to kill them. Even
price. then, they do not think of a strategy or act carefully, but move
If the Transparent Mako Stone is distributed, Fallen impulsively to eliminate their targets.
Dragons will likely appear, and some may attempt to harvest
large quantities of the Transparent Mako Stones using Fallen
L EADER SPECIES
Dragons.
The leader species is the one that is superior to the
common species.
The intellect of the leaders Fallen Dragons is "Average"
or "High," and they are more rational than that of the
It is believed that the souls of Raxia natives were created common species in order to estimate and plan its actions and
by the three Swords of Genesis. achieve their goals. The longer they stay as Fallen Dragons,
Fallen Soul is a different soul from those. Different from the higher their intellect becomes and the better their
such souls of Raxia is this Fallen Soul, which is said to have judgment becomes. The leader species also has an offshoot
been scattered by Dragon Blade Star to the world of Raxia. or altered body called "Phantom Body". Phantom Body
The Fallen Soul primarily inhabits a dragon's corpse and appearance is mainly similar to that of Humans, and they can
regenerates its body. It becomes its own living creature. move at will.
It is also becoming clear that the more powerful an Although the number of leader species is extremely
individual is, especially if it has not been dead long, and the small, they do not often participate directly in battles, but
more powerful it is, and the fewer defects it has in its corpse, mainly guide and manipulate the surrounding common
the more powerful Fallen Dragon it will be. species to act for their own purposes.
A Fallen Soul cannot merge with a living organism that
has a soul. This is because the connection between body and QUEEN SPECIES
soul is so strong that there is no room for a second soul. The Queen species is the rarest of all the Fallen Dragons.
Also, a corpse, no matter how old, can be used as a Unlike other Fallen Dragons, the Queen species, like the
catalyst, and thus, Fallen Dragon can be produced from the Dragon Blade Star, has the ability to create Fallen Souls from
fossils of dragons lying for thousands of years. themselves.
The purpose of Fallen Soul is not clear. But it is hostile
to the soulful creatures present in the current world of Raxia
and is often aggressive and unforgiving.

79
Part 3 Campaigns

Therefore, other common and leader species are


instinctively in awe of the Queen species and tend to bow to
them, regardless of their pure power. The leader species of Fallen Dragon created an alter ego
Queens are so rare that only one or a few exist on a in the form of Raxia natives, mostly humans.
continent. Their intellect is exceptionally high, and they are These alter egos, called Phantom Bodies, mimic humans
usually protected by multiple leaders. Due to their nature, if to collect information on the world of Raxia. Since humans
Queens appear, they must all be destroyed, or the Fallen are the most numerous among intelligent life forms, this is an
threat will never be eliminated. effective strategy. As they remain active, Phantom Bodies
increasingly behave and act like humans, although initially,
they seem somewhat mechanical.
Phantom Bodies create a pseudo-body separate from
their physical body, but some leaders directly change their
physical body. This is why they are called Phantom Bodies.

Damned are the soldiers of the fearsome legions created (1) P OWERED DAMNED
by the Fallen Dragon. They are the most common type of Damned. For
The Damned are so numerous that they deserve to be convenience, they are sometimes called the Standard
called an army. Moreover, as long as they are inside Devil Damned.
Dragon's Miasma, they have a terrible ability to revive even They have enhanced strength and vitality and have
after being defeated. increased damage and HP.
While there are commonalities in their characteristics, it They can fly with their wings and gain bonus modifiers
is also becoming clear that there are differences among the for accuracy and evasion.
categories. Let's delve a little deeper and description into the In most cases, they do not have a will of their own, but
characteristics of these damned. they often act in groups led by superior individuals who have
been in existence for a long time. The difference is based on
the duration of rebirth, from Servant intellect to Average
intellect.
Some characteristics that are common to almost all
Damned include the following: (2) WISE DAMNED
They are intelligent Damned, requiring a reborn period
• Damned, are eaten by Fallen Dragons and born from their of at least one week. They must enter the Fallen Dragon's
scales. body alive, not eaten and killed. The body is not reborn after
• They were reborn in a day to a week. The longer it takes, death, but is transformed over time in the Fallen Dragon's
the stronger and more intelligent they become. body.
• Externally, their skin is covered with scales, and they grow Although they tend to be inferior to normal Damned in
dragon-like horns and wings. terms of physical abilities, they excel in intellect and have
• Physically, they are enhanced. The ability to think, etc., inherited strong memories and classes from before their birth
tends to decrease. (however, their allegiance to the Fallen Dragon is absolute).
• The longer the reborn period, the more memories and In appearance, the Damned Wise has scales and wings
abilities are inherited from a previous life. like the Damned Powered, but it also has six eyes, or six
• The orders of the Fallen Dragon that ate them are absolute organs that serve as eyes. They also have scales, horns, and
(with some exceptions). wings but can transform and hide their bodies, including the
• In Devil Dragon's Miasma, they are invulnerable (even if number of eyes.
his HP drops below 0, he will be revived every morning at The physical transformation can last up to 18 consecutive
6:00). hours and requires one round of time.
• Usually, they have 5 soulscars. However, if it suffers even one damage, the number of
eyes will revert to its original form. It still takes one round of
Note that creatures Damned under the influence of Devil time to transform again. This transformation can be spotted
Dragon's Miasma tend to be weaker and inferior to eaten with a good Detect check.
Damned. Wise Damned are also unique in that they have only 3
soulscars because it has not died. They can be revived by
[Resurrection] (though this is usually unnecessary since they
are immortal if they are in Devil Dragon's Miasma).
They may command many Damned or assist a powerful
Broadly speaking, there are four types of Damned: “(1)
Damned or Fallen Dragon. They tend to have intellect
Powered Damned”, “(2) Wise Damned”, “(3) Damned
ranging from Average to High.
Mutant”, and “(4) Damned Slave”.
Let's take a look at the characteristics of each type.

80
(3) DAMNED M UTANT (2) I NSEPARABLE FROM P ARENT
They are Damned with the ability to produce Devil The Damned are intertwined with the Fallen Dragon or
Dragon's Miasma, a major feature that Fallen Dragon Damned Mutant, their “parents.”
possesses. When the parent dies, the Devil Dragon's Miasma clears
They have no ego and have Servant intelligence. in about an hour, and when it clears, the Damned children
Their combat abilities are extremely low, and they rarely become inactive (the more powerful ones can stay inactive
participate in attacks. However, their HP and defense are for a while, but not for long). After one day, they all die.
high, making it difficult to defeat with a single blow. Within one day of losing its “parent,” it can renew its
Outwardly, they have the same characteristics as standard “parent” by being eaten again by another Fallen Dragon. In
Damned but tend to be thicker and larger due to the large that case, it will emerge from the scales one day later in the
amount of miasma they produce in their bodies. same state as before.
Although it has 5 soulscars, they are not very active and
are insensitive to pain, so being under the influence of (3) R ESURRECTION OF THE DAMNED SLAVE
Swords of Protection is not a major problem for them If a Fallen Dragon or Damned Mutant is killed, its corpse
(although they do suffer a -5 penalty for their actions). can be burned to restore the Damned Slaves to their original
They have very low combat ability by themselves and form and revive them.
rarely participate in attacks. However, their HP and defense Burning the remains (if any) can be done after the loot is
are high, and it is difficult to defeat them with a single blow. obtained. Also, the remains of dead Fallen Dragons and
Due to their nature, they always work together with other Damned Miasmas are easily flammable, and the burning
Damned to spread Devil Dragon's Miasma. process takes about 10 minutes, regardless of the number of
The range and concentration of Miasma increases as the sections.
level of Mutant Damned increases and the threat level When the corpse is burned, the Devil Dragon's Miasma
increases. The combat power of the Mutant Damned is not is immediately eliminated (it appears as if it is on fire). If this
improved much, but only their durability is improved. procedure is performed, the Damned Slaves do not die but
are revived back to their original form with 1 soulscar added.
(4) DAMNED SLAVE Even if the Damned Slave has already been defeated in
These are the people who became Damned under the battle, it will be revived in the same way.
influence of Devil Dragon's Miasma. The soulscar does not cause any change in appearance.
In any case, they are characterized by their large numbers. It is safe to assume that the resurrected will be unaware of
As individuals, they are low in ability, and for many their added soulscar.
adventurers, they pose no more of a threat than their sheer If a character's soulscars total reaches 5 points due to this
numbers. They have animal intelligence. effect, it will not be revived and will be reduced to ashes
The Damned Mutant’s or Fallen Dragon’s miasma (mainly Barbarous with 4 soulscars).
caused the creature to become Damned and can be killed to
stop it from moving. By taking certain measures, they can be (4) I MMUNE TO [SACRED…] AND [VILE…]
revived in their original form. These magic spells, such as [Sacred Weapon], are not
effective against the Damned.

(5) H EALING IS E FFECTIVE


Here, we further describe the details of Damned's All healing spells, such as [Cure Wounds], are effective
notable features. for Fallen species, including Damned, and heal HP.

(1) DAMNED ARE I MMORTAL


Damned are immortal as long as they are in the Devil
Dragon's Miasma.
Even if their HP is reduced to 0 or less, the Damned will
be restored to full health at 6:00 a.m. the next day (until it is
restored, it is powerless). Devil Dragon's Miasma can be from
any creature (See below).
However, if a Damned is killed outside of Devil Dragon's
Miasma or its corpse is taken outside of Devil Dragon's
Miasma even once, it will not revive. It will turn to ashes and
shatter into pieces.
Even in Devil Dragon's Miasma, if the corpse is
completely destroyed, it will not revive (even if the head is cut
off, it will revive). 10 minutes will be needed for one PC to
make a Damned Character un-revivable.
For this reason, the Damned do not like to go outside of
Devil Dragon's Miasma (depending on their orders and
objectives).

81
Part 3 Campaigns

We will show you how to create the Fallen Dragon and After that, only queen species gain +2 damage in all
Damned data here. sections, regardless of the magic level.
Basically, you just need to modify the existing monster
data and add some unique skills. I N THE CASE OF A M ONSTER THAT CANNOT USE M AGIC
These are standard Fallen Dragon and Damned data, and If the monster is a non-magical monster such as
the GM may tweak the values and unique skills if they wish. Draconet, it simply increases the HP of all sections by 5
points and decreases MP by 5 points. It also increases the
damage of all sections by +2.

A dragon's corpse with a fallen soul will be resurrected as ONE M ORE P AIR OF WINGS
a Fallen Dragon. Additionally, other Mythical Beasts and Fallen adds two Wing sections to the body. Thus, a
Animals, as well as Daemons summoned from other worlds dragon, for example, will have 4 sections of wings, and a body
that have a body, may accept the Fallen Soul and become a without wings will have 2 sections of wings. Wings should be
Fallen. set as follows.
To clearly identify this type of monster as a Fallen species,
add "Fallen" to the original name (e.g., Fallen Ragnakang). - If it Already has Wing Sections
The data for Fallen Dragons is prepared as follows. The additional section has the same value as the original
Wing sections. However, the maximum of HP is uniformly
L EVEL I NCREASE reduced by -5 points. If it has a section similar to the Wing
When a monster becomes a Fallen, its level is increased. section, treat it in the same way.
The level is raised by one or two levels in general, regardless
of whether it is a common species or a leader species. Please - Without Wing Sections
make the following modifications according to the level of the Add two sections with the following modification to the
increased level. Main Section value as Wing sections. In the case of a monster
that does not have multiple sections, use the values specific
- Increased by 1 level to that monster as the Main Section (so it will have an old
No modification. body as a Main section and two Wing sections).
In addition, [〇Clumsy Wings] is added as a unique skill
- Increased by 2 levels to all Wing sections.
HP/MP: +3
Fortitude: +1 Combat Data for Newly Added Wing Sections
Accuracy/Evasion: +1 Accuracy Main Section -1
Standard Value of all Unique Skills: +1 Damage Main Section -2
Evasion Main Section -1
M AGIC L EVEL R EDUCTION Defense Main Section -2
Fallen species tend to be poor at magic at the cost of HP/MP Half of Main Section (rounded up)
having their bodies strengthened.
When a character who can use magic becomes a Fallen,
the level and Magic Power of the magic they can use are 〇Clumsy Wings
reduced as follows. In the case of a character who can use When attacking with the Wing section, the same target
multiple magic systems, they are reduced uniformly. The can only be selected twice.
range of the reduction is randomly determined at the time of
appearance. P HANTOM T RANSFORMATION UNIQUE SKILL
The Leader and Queen species possess the ability of
- Common species: 2 - 5 levels lower [Phantom Transformation], enabling them to transform their
- Leader species: 1 - 3 levels lower bodies or create an "alter ego". This ability is unique to each
- Queen species: 0 - 2 levels lower Fallen and cannot be altered once chosen.
Phantom does not emit the Devil's Dragon Miasma and
I NCREASED HP AND DECREASED MP takes the form of a humanoid, whose appearance is fixed and
For every 1-point decrease in the level of magic that can cannot be altered at will. If the form is transformation, the
be exercised, the maximum HP of all sections increases by 5 body remains active as is. Alternatively, if the form is an alter
points, while the maximum MP decreases by 5 points. ego, the body enters a sleep-like state during the alter ego's
If a character can cast more than one magic system, only appearance and cannot perform any actions.
the maximum reduction of one system is taken into account. The alter ego can move away from the main body, and
there is no limit to the distance between the two. However,
DAMAGE I NCREASE even in the case of an alter ego, if the phantom body dies, the
For each level of magic that can be used is lowered by 1, main body also perishes.
the damage of all sections is increased by +1.

82
- Phantom Body Data OFFENSIVE UNIQUE SKILLS
The original monster data, the Main Section, is used as a ☆Wide-spread Breath (Main Section)
reference. The monster level will be reduced by 1 to 5,
depending on the individual. The value of the standard value The effect range [** Breath] changes to “Range: Self” and
of the check should be reduced by -1 to -5 accordingly. This “Radius 30m/All”. This effect can be used only once a day.
decrease will not lower the monster level below 0 (it will be
the minimum 1st level). ▼Life Sap (All Sections)
The level of available magic is also reduced by the same Fallen Soul soaks into the wound and takes life force.
amount, and the maximum HP and MP are also reduced by After the attack hits and the damage is determined, the
"reduced level x 3" points each. HP of the section attacked is restored by the same amount as
The Phantom Body does not have the characteristics of the applied damage. This effect can be used only once per
sections other than the Main Section, and all unique skills section per day.
that were available in sections other than the Main Section
are no longer available. ☆Deadly Dragon Fangs (All Sections)
Also, all unique skills, such as [Breath] and [Flying], that
The miasma takes the form of giant fangs and gives a +4
depend on the body shape (up to GM) will not be available.
bonus to all section Accuracy checks for 10 seconds (1
Damage and magic effects received while in the Phantom
round). This effect can be used only once per day.
Body are transferred to the Main Section when returning
from the Phantom Body.
Transforming into a Phantom Body or creating an alter ☆Mythical Dragon Bite (All Sections)
ego Phantom Body is treated as a Major Action. Returning It imbues the body with the power of miasma and makes
to the original form is a Minor Action. In the case of an alter any section deal magic damage with its attacks for 10 seconds
ego, the main body is teleported to the same coordinates as (1 round). This effect can only be used once per day.
the Phantom Body. Regardless of whether it is a body or an
alter ego, it is impossible to return to the original form in a ↝Magic Flash Flight (Wing)
place without enough space for it. The creature flies at tremendous speed and attacks by
shooting destructive rays of light from its wings. The attack's
U NIQUE SKILLS OF F ALLEN range is the same as its Full Move distance and is treated as
Fallen species acquire the following number of unique "Area: Breakthrough".
skills, collectively called "Fallen Unique Skills" (see p. 83), The attack type is the same as its [**Breath], or the
depending on their level. damage type of the section that acquired this unique skill.
You can have multiple Fallen unique skills of the same This effect can be used even from within a skirmish area,
type. By doing so, you can increase the number of uses. as an exception to the "Area: Breakthrough" effect. However,
However, please note that the effects of the Fallen's unique all sections must not have acted before using it. Once used,
skills of the same name do not overlap. all sections are treated as already having acted.
This effect cannot be used if one of the Wing sections has
Number of Fallen Unique Skills 0 or lower HP. Additionally, this effect can only be used once
Level After Change 10 or less 11 - 15 16 - 20 21 - 25 26+ per day.
Common 1 2 3 4 5
Leader 2 3 4 5 6 ☆Fierce Dragon Attack (All Sections)
Queen 3 4 5 6 7
Condenses the noxious gas that surrounds user and gives
any section “+monster level” damage on 1 attack. Regardless
WITH UNIQUE WEAKNESS
of the success or failure of the attack, this effect is lost after 1
Fallen species have an additional weakness in addition to
attack. This effect can only be used once per day.
the normal weak point. The weakness is different for each
individual, but if the GM is not sure, use "Magic Damage +2
points" as the additional weakness. The effects of the same ☆Boiling Dragon Blood (Any Section)
kind of weak points are cumulative. Increases body temperature and increases damage; for
For other variations, see the next page. every 5 points of HP expended, the damage of any section is
increased by +5. This ability affects only one attack and loses
its effect regardless of whether or not it is hit.

Fallen species gain the following unique skills depending E VASIVE UNIQUE SKILL
on their level and rank. For each unique skill acquired, the ○Regenerative Dragon Scales (Wing)
Fallen species can add the ability to one of its sections. This unique skill is active only in one of the Wing
Note that the same section can have the same unique skill sections. At the turn's end, all sections' HP is restored by 5
more than once, but the numerical effect is not cumulative. points. If the HP of the section with this unique skill falls to
It is also possible to have the same ability in different sections. 0 or below, this effect is lost.
The numbers in parentheses after the name indicate the Unlike the conventional Fallen unique skills, the
sections that can have the unique skill. When "All Sections" possession of this ability is concealed unless the Monster
is indicated, it means that the ability is applied to the All Knowledge check is successful with a Success Value greater
Sections body at the same time. than or equal to its weakness (it can be inferred from the fact

83
Part 3 Campaigns

that the HP regenerates that this unique skill has been Only those with a Success Value less than or equal to
acquired). If PC succeeds with a Success Value greater than Fallen’s own Fortitude + 7 can be canceled.
or equal to its "weakness", it is possible to know which section These unique skills cannot cancel the effect of Combat
has this unique skill. Feats or Racial abilities.
One Fallen cannot have more than one of these unique This effect can be used only once per day per section.
skills.
E NHANCING UNIQUE SKILLS
▽Instant Resurrection (All Except Main Section) ○Accuracy Enhancement (All Sections)
The moment the HP of the Main Section becomes 0 or Increases Accuracy check of all sections by +2.
less, the HP of the Main Section is fully recovered. This
ability is acquired by a specific section other than the Main ○Damage Enhancement (All Sections)
Section, and it is used when the HP of that section is 1 or Increases Damage of all sections by +4.
more.
Unlike the conventional Fallen ability, the possession of ○Defense Enhancement (All Sections)
this ability is concealed unless the "Monster Knowledge Increases Defense of all sections by +4.
check" succeeds with a Success Value greater than or equal
to its weakness value. Even if the "Monster Knowledge check" ○Durability Enhancement (All Sections)
fails, if the ability is used once or the section is destroyed first, Increases HP maximum of all sections by +20.
revealing to the players that one of the other sections has this
unique skill.
This effect can only be used once per day.
One Fallen cannot have more than one of these unique Fallen Dragons have an additional unique weakness in
skills. addition to the weak point of the dragon they are based on.
This weakness may simply add a weak point effect, or it may
DEFENSIVE UNIQUE SKILLS represent the character or habit of the Fallen Dragon.
▼Magic Reflection (Any Section) If the "Monster Knowledge check" succeeds with a
If the acquired section receives magic damage, it is Success Value higher than the "weakness," the unique weak
completely canceled and reflected to a random target. The point is also revealed. Conversely, suppose you succeed in
range of reflection is the same as the range of the received the same Monster Knowledge check when you encounter
effect. traces or phenomena. In that case, you can notice the
If the reflected damage depends on evasion or resistance existence of the Fallen Dragon and find out its specifications
checks, those checks can be attempted based on the original and original weak point. The more powerful the dragon, the
attacker's or caster's Success Value. more weaknesses it tends to have.
This ability only reflects damage and its type, not any
accompanying special effects or durations. For spells like Table of Number of Fallen Weakness
[Lightning Bind], which have both damage and Fallen Level Unique Weakness
disadvantageous effects, this ability only reflects the damage 15 or less +1
and negates the disadvantageous effect. 16 – 20 +2
This ability can only be used once per day. 21 or more +3

▼Magic Distorting Wave (All Sections) These weaknesses can be given at the GM's discretion. If
you are not particular about it, you can give them "Weak
If any section receives magic damage, it will be canceled Against Magic".
and reflected to a random target within the same range as the If you have any other ideas, the GM is free to use them.
received effect. However, the reflected target will not perform If you leave some peculiar traces, it is important that you can
Evasion or resistance checks and will automatically receive identify them as the work of Fallen Dragon by a successful
half of the magic damage. Insight check or Monster Knowledge check.
If the Fallen is hit by magic damage that affects multiple
sections, the damage will be randomly reflected to the same “Weak Against Magic”
number of targets within range as the number of sections In addition to the usual "weak point", gets "Weak Point:
affected. Magic Damage +2 points".
Reflected magic damage cannot hit the same target twice,
so some of the damage may not be redirected. “Weak Against Specific Type”
Only damage and type can be reflected, not any special Weak to fire, water/ice, wind, earth, lightning, or energy
effects that may be attached to them. type. In addition to the usual weak point, it gets "Weak Point:
This effect can only be used once per day. ** type damage +3 points".
If it has unique skills such as [**Immunity], [**
☆Destructive Wave (All Sections) Resistance], [** Absorption], etc., that reduce or make
Cancels spells, Techniques, Spellsongs, Evocations, immune to a specific type, you cannot select this type as a
Stratagems, Divinations, unique skills, and their equivalent weak point.
effects within “Target: Radius 30m" and "Range: Self".

84
“Likes to Kill” N UMERICAL CHANGES
If there is an opportunity for carnage, it will not be Damned data are subject to the following modifications
missed. In particular, it takes pleasure in killing Humanoids. for each species based on the pre-death values.
Even if it is given an order to do so, it believes that killing
them as quickly as possible will prevent them from interfering Damned Species Modification Table
with Fallen's mission. Entry
Slave Damned, Damned Wise
The way it kills has individual characteristics and can be Powered Damned Mutant Damned
Monster Level +1 +1 +1
identified through a successful Insight or Monster
Initiative +1 -4 +1
Knowledge check. Fortitude/Willpower +1 +1 +1
Accuracy +1 ±0 ±0
“Always in the Devil Dragon's Miasma” Damage +2 ±0 +2
Fallen doesn’t want to leave the space that is being Defense +2 +5 ±0
transformed by the Devil Dragon's Miasma. HP (one section monster) +10 +30 +10
HP (multiple sections, for
+5 +25 +5
each)
“Hates the Sun” MP (multiple sections, for
±0 ±0 +5
It doesn’t go outside during the day. There is no penalty, each)
but it tries to avoid chasing the enemy as much as possible if Standard Values of
+1 +1 +1
Unique Skills
it is under the sun.
If it is cloudy or raining, it will go out more or less. Still,
they prefer to wait for the night. UNIQUE SKILLS
Basically, the special abilities possessed during life are
“Likes Treasures” inherited. However, racial abilities ([Sword's Grace/Change
This Fallen prefers precious metals, gems, and artifacts Fate] etc.) are always lost.
and may raid cities in search of such items. It is also attracted In addition, the following unique skills are automatically
to treasures when they are placed in front of it. It may be acquired depending on the type.
particularly choosy about certain items.
[Perception: Five Senses (Darkvision)] All Damned
“Yearns for Friendship” Gains "Five Senses (Darkvision)" perception in addition
This Fallen seeks conversation and companionship. It to the original one. For a character with multiple perceptions,
appears in towns and other places in search of please refer to the section on how to read monster data (see
communication. These encounters often lead to misfortune p. 139).
(Devil Dragon's Miasma cannot be voluntarily extinguished).
When it encounters intelligent creatures, it talks to them [○Flight] All Damned
first and sometimes may make them priests of Fraxis (see Gains a +1 bonus to Accuracy and Evasion checks for
"Dragon Raid. Compilation" p. 15). melee attacks.

“Prefers Certain Foods” [↝Living Mimicry] Wise Damned


It has favorite foods. It likes livestock such as cows, and Damned transforms into a race before death. It takes 10
sometimes even unexpected things such as trees. It has seconds (1 round) to transform. This ability allows the
uncontrollable appetites and leaves behind many traces. humanoid to remain in that form for up to 18 hours. This
effect is canceled if the form HP decreases by even one point
“Thick Miasma” while mimicry is active.
Its Devil Dragon's Miasma is dark in color and very
conspicuous. [↝Spread Devil Dragon's Miasma] Damned Mutant
If it receives more than 1 point of damage to its HP, it will
“Loves Damned” spit out a large amount of miasma until its next turn. This
Damned cannot be wasted. gives all surrounding Damned and Fallen Dragons a +1
It tries to keep the Damned alive (protect them) as much bonus to the Success Value of any check.
as possible. Damned also tend to be powerful. It may have a
small number of carefully selected Damned, or they may love ADDITIONAL DAMNED UNIQUE SKILLS
a particular Damned very much. Damned acquire the following number of unique skills,
When its Damned are destroyed, it becomes angry or depending on their level and type.
sad.
Number of Additional Damned Unique Skills
13 or
Type/Level 3 or less 4–7 8 – 12
more
Those who are eaten by Fallen Dragons or killed by Devil Powered 0 1 2 3
Dragon's Miasma will be revived as Damned. In this section, Wise 0 1 2 3
we explain how to create the data to make Damned appear Mutant 0 0 1 2
as actual enemies. Slave 0 0 0 0

85
Part 3 Campaigns

↝Downward Strike ☆Rigid Scales


It receives a +1 bonus to Accuracy and damage increased Hardens the scales that litter the body and adds +4 to
by +2. After the attack, it loses the [○Flying] unique skill until Defense. It also adds a -2 penalty to Accuracy checks. This
the beginning of its next turn. effect lasts for 30 seconds (3 rounds).
↝Miasma Breath/Any Accuracy check (Any Accuracy check
☆Damned Devotion
+ 7)/Fortitude/Half
Damned spits miasma with “Range: 20m” and “Area: Specify target one character within 30m. The Damned
Shot” at 1 character, dealing “2d+monster level” curse takes all applied damage instead of the target until the
damage to the target. beginning of its next turn. The target may take up to 10 points
This ability cannot be used on consecutive turns. of damage per attack (the remaining damage is taken by the
target). Damage taken by this effect cannot be reduced. This
unique skill can be used only in "Devil’s Dragon Miasma".

86
This sample campaign targets 3 to 5 characters who have describes in detail the adventures of the Transcendent PCs
reached level 15 and completed a certain number of as they take on the threats to the world.
adventures. In addition to the “Core Rulebook I-III Revised
This section first introduces the events that trigger the Editions”, preparing the complete set of
growth from the 15th level to the 16th level and then supplements/databooks to play this campaign is
recommended.

The campaign aims to prevent Drake from becoming the The PCs throw themselves into battle to stop the
Barbarous King and using a powerful artifact to harm the Barbarous King and gain immense power.
world.
The artifact, known as "Four-Colored Books," consists of
four books, each named after a color. Legend has it that
whoever possesses all four books will have the power of a This campaign takes place in the Karzoral Plateau. The
god. campaign is a counterstrike against the invading Barbarous
Unfortunately, Barbarous King Drake made a forces at Ryucken, the "Yulleria Defense Wall". If you have
miscalculation, and three of the four books are in the hands finished playing "Sword World 2.0 Battle Campaign Book:
of his subordinate Barbarous. The PCs must defeat one of The Magitech Angel of Karzoral," you may choose the first
the Barbarous to obtain one of the books and use its power scenario setting as "Nurmehi," the city on the lake. In this
to transcend humanoid limitations. case, replace the "Ryucken (city)" in the description with
"Nurmehi" as appropriate.

The artifact "Four-Colored Books" plays an important and The Book of Black), the person will gain power
role in this campaign. It is said that by acquiring all four books comparable to that of a god.
(The Book of White, The Book of Blue, The Book of Red,

Four-Colored Books Base Price: Cannot be Traded


Popularity 30/41 App. A book with gold decorative lettering and sealed with a gold chain Category (Rank) Adventurer Tool
Giving those who read it the power to transcend their limits, giving those who
Summary Era Ancient Magic Civilization
possess it a variety of abilities
The Book grants the following abilities to those who read it or possess it. In addition to these, ○Sensing Books
each "Book" has its own unique ability. The "Book" bearer can momentarily see other
colored Book bearers and sense their
▼Transcend approximate location. However, the target's
Those who read the Book will be able to grow beyond the limits of their own race. image is blurred and visible for only a brief
moment. Although the target's race and general
shape can be inferred, individual Monster
○Book Identification Knowledge checks cannot be performed.
Those who have not read the Book cannot perform an Insight check or an Appraise check The sensing of the target and timing cannot be
Effect on the Book. controlled. The location information is also
However, the reader of a Book knows all of its abilities, including those of Books of different inaccurate, with a margin of error of about 1 km.
colors, provided they witness them. If they attempt an Insight check on a Book of a different Once within approximately one kilometer of
color without witnessing it, they will only succeed with a Super Success (see p. 25). another colored Book, the sensed image
When readers of the Book see a Book of a different color, they must succeed in an Insight becomes like a halation, and all visual
check with a Target Number of 30 to learn its abilities. information is lost. In this state, the sensory
image will not detect any more books of other
colors. Even if several other books are within
range, the number of books, or even the fact that
there are several books, is unknown.

87
Part 3 Campaigns

As a result, Quargnail's subordinates succeeded in


acquiring each of the books. However, there was a
miscalculation on Quargnail's part. He thought that the ability
The incident began when Drake, one of the Karzoral of [▼Transcend] was unique to "The Book of Black," which
kings, obtained "The Book of Black," one of the "Four Color is said to control everything. But this ability is common to all
Books." the Books. Those who acquired a Book also gained the
With this book, Quargnail gained the ability to sense the ability to exceed the limits of their race. Some, in their haste
other books' general location and ordered his subordinates to take credit, began to invade the Humanoid realm on their
to search for them. Karzoral, which has been in constant own initiative, and some openly rebelled against the king.
conflict with other kings, cannot go out on its own so easily.

On the other hand, if you challenge the first scenario with


a character of 16 or higher levels, it will not be very exciting,
and you will lose half of the fun of the items that are the core
This campaign is designed to be played on a PC at of the scenario. Please take note of this as well.
adventurer level 15. It is recommended to play with the
sample characters listed in this book, leaving the experience 1 ST R EFERENCE SETTING (1 ST PC): L ION OF R YUCKEN
points as they are. If players wish to create their own As a knight in the service of the royal family of Ryucken,
characters, they should do so in the same way as described in you are one of the commanders of the Order of the White
"Character Preparation" (see p. 67) of "Fallen Dragons Eagle's armies under the King. Your legion is highly trusted
Threat". by Knight Commander Degenis (see PY) and is one of the
most elite and core of the Ryucken army.
P OSITION OF PCS While you were away on vacation, the Barbarous army
In this campaign, the PCs are involved in a counter- raided Ryucken. Upon receiving the news, you rush back to
offensive against a massive Barbarous invasion. your homeland. You are devastated to learn that your corps,
Ryucken's standing forces have been devastated in the including the deputy corps commander you entrusted in your
first battle against the Barbarous army. Therefore, if the PCs absence, has been wiped out.
refuse to participate in the invasion, the GM should In order to defend your country and avenge your men,
emphasize that Ryucken is at high risk of being invaded and you choose to fight against the Barbarous forces.
turned into a redoubt for the Barbarous forces. This would
trigger the destruction of the Yulleria region and endanger Recommended Sample Character: Sword Hero
the entire Humanoid population of Terastier. Recommended Adventurer Class: Fighter
If the PCs have a connection to Ryucken or Yulleria, it is
natural for them to stand as guardians. Otherwise, they are 2ND R EFERENCE SETTING (2ND PC): R ENDRIFT ’S SNAKE
simply asked to be temporary helpers or mercenaries. Due You are an anti-imperialist activist in the Rendrift region.
to the circumstances, the Kingdom of Ryucken considers it A mixed humanoid Rendrift Empire has recently been
unavoidable to pay an extremely high fee. founded, which aims to take control of the region by
In light of this situation, we introduce reference settings overthrowing the Rendrift Kingdom and its allies and gaining
for characters that lead to a prompt introduction. If you wish control of the region.
to use them, please refer to the corresponding numbers in The empire is based on the principle of the law of the
"Episode 1." strong without discrimination, which justifies Barbarous
When playing with characters that have already been overrunning the less powerful Humanoids, despite its
developed through your campaign, the GM can decide how seemingly egalitarian meritocracy.
to introduce them. Generally, Introduction 4, which sends You have been waging an anti-imperial campaign to
the PCs to the Yulleria region first, usually works well. restore the Humanoid Kingdom and traditions to Rendrift
and make it a land where the weak can live and laugh.
ATTENTION ! 15 TH LEVEL START – 16TH LEVEL GROWTH However, the Empire is strong and your activities have come
ASSUMPTION to a standstill.
This campaign scenario assumes that the first scenario is To solve this problem, you have visited the Yulleria
completed at the 15th level, and all characters will region. Here, you are wondering if you can ask for support
immediately grow to the 16th level after finishing that in the form of people and supplies, ask for help from the
adventure. Ancient God who has recently appeared in this region, or
Please make sure to leave enough experience points for find a powerful magitech or artifact in this region, which is
the PCs to reach the 16th level when attempting the first relatively safer than Rendrift for searching for ruins.
scenario. Alternatively, you can insert a separate scenario However, you hear about the Barbarous Army invading
before the second one to provide the necessary experience Ryucken, and wonder if you can get something in return for
points. If the PCs attempt the second scenario without your favors to the Yulleria. Alternatively, the Barbarous
reaching the 16th level, they will inevitably be destroyed. Army may have a hidden secret that can control the outcome
of the war, due to its apparent power.

88
Recommended Sample Character: Invisible Assassin or Recommended Sample Character: Any
Lunar Piercer Recommended Adventurer Class: As you want
Recommended Adventurer Class: Scout
4TH R EFERENCE SETTING (4+ PC): Y ULLERIA’S WOLF
3 RD R EFERENCE SETTING (3 RD PC): WEYLER ’S T IGER The fourth and subsequent PCs should be set up as
You are closely connected to the Bastore family, a adventurers whose main activity is in Yulleria.
prominent family in the Kingdom of Weyler. The Bastore Ryucken's plight quickly becomes known throughout the
family is related to the royal family through Maria (see PY), Yulleria region, fueled by fears that it will lead to a second
the mother of the current King Grio of Weyler, who is known Diabolic Triumph.
as "the Pillar of Weyler" and provides support for the Although not all Yulleria nations are on good terms, they
kingdom. cannot ignore a situation that could endanger the entire
As a member or follower of the Bastore family, you used region. Via the adventurer's guild, the rulers of each country
to work with Maria as an adventurer. After Maria married are seeking volunteers to assist Ryucken, with a high reward
into the royal family, you have been using your exceptional offered. By accepting the request, you will become part of the
abilities to serve both the Bastore family and the Kingdom of adventure.
Weyler.
One day, you receive a call from Maria. She informs you Recommended Sample Character: Any
that Weyler's neighboring country, Ryucken, is at risk of Recommended Adventurer Class: As you want
being invaded by the Barbarous and asks for your help in
defending Ryucken.

Ag, the High Goblin Maiden, was one of the individuals Ryucken hopes that the renowned heroes will succeed in this
who obtained the Book. In an effort to gain recognition from task and bring hope to the people.
Quargnail, she initiates an invasion of the Humanoid realm
in search of glory. Despite having exceeded her limits, she
believed her strength to be equal to that of the other Book
holders, as well as the higher-ranking Nosferatu and Basilisk.
As a result, she chose to take on the Humanoids, as her The city of Ryucken is in turmoil. The faces of passing
abilities were more effective with the White Book in her citizens reflect deep anxiety; some have even piled their
possession. household goods onto carts in preparation for evacuation.
It should be noted that this scenario is based on the Meanwhile, soldiers stationed throughout the city try to
assumption that while the data of the final battle is detailed, conceal their tense, anxious expressions by wiping sweat and
the information gathering from the introduction and swallowing.
throughout the scenario is considerably left out and is to be You yourself are not immune to these feelings; as you
supplemented by the GM. push open the heavy door of the military dormitory, you
must confront a fact you've been avoiding.

Following the urgent news of a barbarous attack and the


The scenario opens with news of Barbarous' army defeat of the garrison, 1st PC goes on vacation and returns to
appearing near Ryucken. Despite reports of a relatively small a city filled with tension and anxiety.
army, Ryucken sends most of its standing army to intercept To check the actual battle and the current situation in
it, believing that deploying forces one after another is foolish. Ryucken, 1st PC visits Degenis, Commander of the Royal
However, the intercepting force suffers a heavy defeat, Order of the White Eagle, at his military quarters. Degenis
losing over 30% of its strength while inflicting little damage greets her with a somber look on his face and, without even
on the enemy. Ryucken is now in a state of panic due to this a word of greeting, tells her in a strained voice what has
unexpected turn of events. The city must rebuild its forces to happened.
defend itself, but even if successful, it knows that it cannot
resist Barbarous' forces. In the worst-case scenario, Ryucken - It was Degenis' decision to send the 1st PC unit into battle.
may be destroyed by the enemy. Citizens are advised to He was unwilling to spare any of his forces.
prepare for evacuation. - The Ryucken army was overwhelming in terms of military
The PCs are tasked with saving Ryucken from Barbarous' strength. They attempted to encircle and exterminate the
forces by discovering who they are and what secrets they may army at once, but in the first battle (with the 1st PC unit), they
be hiding. If possible, the PCs must destroy the enemy. were completely destroyed, and the army collapsed.

89
Part 3 Campaigns

- The army that was wiped out, which included the elite 1st empire must be felt by the Yulleria nations and that support
PC unit, had soldiers over level 10. It is difficult to believe in the form of troops and supplies may be available.
that they were defeated in less than a minute. Secondly, they hoped to find talent in the city who are
- The deputy commander of the corps, Tactician Tabbit (as concerned about the plight of Rendrift and are willing to fight
the 1st PCs know), is known for his wisdom, courage, and alongside 2nd PC. There is even a belief that the Ancient
ability to avoid danger. It is unlikely that he fell into the same Goddess has returned to this place.
trap as Barbarous did. Lastly, 2nd PC hoped to find magic items. With their
- There were no survivors in the annihilated unit, including anti-imperialist activities in hiding, it is difficult to search for
the deputy commander. Degenis deeply apologizes for ruins. However, Yulleria may still hold such items.
ordering the attack based on his own judgment, resulting in Initially, the 2nd PC planned to rely on the support of the
this situation. national government. However, their plan was quickly
- The Barbarous army was mainly composed of Goblins and thwarted during their first visit to the Kingdom of Kennel.
Boggarts and did not seem to consist of high-level Goblins. The ambassador from the empire had already appeared and
However, there are reports of sightings of High Goblins here was staying at the royal palace as a guest. On the other hand,
and there. Perhaps they were led by a High Goblin Maiden. the Kingdom of Yurecht, the most powerful nation in the
- Nonetheless, it was not a force that a single High Goblin region, saw this critical situation in Kennel as an opportunity
Maiden could have wiped out. to show its ambition and press for subjugation.
Resigned to their failure, 2nd PC shifted their focus to
Having said this, Degenis asks the 1st PC to find out the finding people and items by wandering around Yulleria.
composition of the Barbarous army and the secrets it may be They heard about the Barbarous attack on Ryucken and saw
hiding, and if possible, to destroy the Barbarous. it as an opportunity to gain personal trust from individuals of
high ability and position by assisting in the war. Additionally,
“The Barbarous army holds a great secret. If we fail to the Barbarous army may have some artifacts or advanced
discover it, victory will elude us, and Ryucken may be magic items that can greatly affect the battlefield. With these
destroyed. thoughts in mind, 2nd PC headed towards Ryucken.
At present, I am reorganizing our army. The other two
generals (see PY) are attempting to slow Barbarous's advance
by engaging in small skirmishes with their forces.
You are the only one we can trust to launch a decisive
attack in this war, where danger may be lurking around every Maria, Queen Dowager of the Kingdom of Weyler,
corner.” always kept a cool head and never displayed her emotions on
her face. In her past as an adventurer, she was a more
The first PC is promised a contingency fee of 50,000G. expressive woman. However, after entering the royal court
Additionally, since the first PC alone will not be able to and becoming an assistant to the previous king and the
accomplish the mission, another 50,000G will be promised current queen, she learned to suppress her emotions.
as the cost of hiring others. Although it is an open secret that she practically runs the
It has been decided that condolence money and national government, she is not a monarch and ensures that
compensation for the bereaved families of the 1st PC her emotions do not influence government policies.
members killed in the war will be paid separately from the "I received a letter from Ryuken," Maria said quietly. Her
Ryucken treasury. tone betrayed no trace of the lively, uninhibited adventurer
she once was. "The contents...astounded me."
For the first time in a long while, you caught a glimpse of
her emotions. It was when she told you she planned to quit
When people talk, there can be an inexpressible sense of her job as an adventurer. With the same look she had when
urgency. Appalling rumors often spread anxiety throughout apologizing to you for her selfishness, she asked for your
society, but most of them are fruitless and just products of help.
imagination. It's just a chain of emotions.
However, sometimes, a dangerous truth hides behind the 3rd PC is a member of the Kingdom of Weyler who
veil of rumor. works for the Queen Dowager, Maria, and her birth family,
It can be difficult to distinguish between what is fake and the Bastores. They adventured with Maria in the past and
what is real. This is not something that can be explained with used their experience to resourcefully solve various cases,
logic but rather an intuition that has been acquired through some of which resulted in saving the country without
long and severe warfare. exaggeration.
On this journey to end this kind of anxiety, you never On this day, Maria calls 3rd PC and informs them that
thought you would feel the same presence as back home, so something big is happening. She explains that Ryucken, a
far away from home. You exhaled and walked eastward. brother country with whom Weyler has an alliance against
the Barbarous invasion from Karzoral Plateau, has been
2nd PC has left their hometown region of Rendrift and attacked by the Barbarous army and is in a critical situation.
come to Yulleria due to an impasse in anti-imperialist However, the letter from Ryucken is not a simple request for
activities. Although their journey was aimless, there were a reinforcements. Ryucken recognizes that the entire Yulleria
few objectives they hoped to achieve. region is in danger and cannot be dealt with by Ryucken and
Firstly, they sought support from nations within the Weyler alone.
Yulleria region. They believed that the threat of the Rendrift

90
In response, Maria accepts and carries out Ryucken's highly skilled adventurers and promises a high reward to
request, asking the person she relies on most - 3rd PC - to match.
investigate what is happening in Ryucken and resolve the The objective is to go to Ryucken, investigate the
issue if possible. She promises a Contingency Fee of appearance of the Barbarous army, and destroy it if possible.
50,000G. A contingency fee of 50,000G is offered.

As soon as you arrive, the noise momentarily ceases. The


loud arguing from the next table and the clinking of sobbing
mugs are drowned out, replaced by the sound of general
drinking and a faint thud. The mere presence of the heroes
makes a difference in the mundane routine. The young man's
face is flushed as he hurriedly pulls a book out of his
backpack.
“Oh, you're here,” says the store owner as he approaches
you. “Let's go to the back.”
You follow the owner to a special room in the inner part
of the store, reserved only for VIPs.
Unfortunately, the young man with a paper bag in his
hand cannot get the words “Could you sign my book?” out
of his mouth.

The 4+ PCs are a well-known group of adventurers who


receive a request from the Adventurer's Guild. Due to Queen
Maria of Weyler's diplomatic efforts, each country is aware
of the crisis in Ryucken and decides to send their adventurers
through the Adventurer's Guild. This request, which is
expected to be extremely dangerous, targets only the most

91
Part 3 Campaigns

- Just before the expedition, High Goblin Maiden was on a


search for something, and there were rumors among the
Once the individual introductions are finished, the PCs Barbarous troops that she had found something special
will be brought together at Ryucken. To achieve this, there.
Degenis, the White Eagle Knight Commander, will be the - At the same time, it is rumored that her "fragrance" has
most effective person to involve. become stronger (more potent, harder to resist) since then.
He bears the most responsibility and has the most -Until now, she hadn't done anything to move the corps too
information about the crisis in Ryucken. Even the average aggressively. The expeditionary force was also very hastily
Ryucken citizen, when informed that someone is coming to organized and was seen as a rather abrupt expedition.
solve the crisis, will suggest that they go to Degenis.
Allowing Degenis to provide the PCs with information
that should have been obtained during "Introduction 1" is also
appropriate. This can be done when using "Introduction 4" If PCs understand the situation of the Barbarous Army,
instead of other introductions. they can analogize that a core force consisting of the High
Goblin Maiden and a few surrounding units holds the key to
50,000G R EWARD PER P ERSON everything.
In this scenario, the reward per PC is set at 50,000G The PCs will then engage in a battle to eliminate the
(excluding loot, etc.). In introductions 3 and 4, the client threat of the Barbarous Army.
promises a direct reward based on this assumption. The enemy is Ag, Transcendent High Goblin Maiden,
In introduction 2, no reward is specified. This is because who has reached the 20th level with [▼Transcend] through
it is assumed that the "50,000 G for hiring others" mentioned the "White Book", and her inner circle is 1 x High Goblin
in introduction 1 will be allocated to them. If you use Fanatic and 5 x High Goblin Raiders.
introduction 2 instead of introduction 1, it should be similar
to introduction 4, where the adventurer's guild makes the
COMBAT P RECAUTIONS
request.
The countries of Yulleria consider it their political duty In this battle, Ag will use the White Book. Therefore, the
to pay for this crisis. It is not acceptable to hold Ryucken PCs will be forced into a tough fight that cannot be measured
solely responsible for the crisis of the whole region, as it by level alone.
would affect their domestic politics if their citizens found out. Assuming that the initiative check is won by the PCs, the
In introductions 3 and 4, at the time of the request, PCs are basic tactic of the Ag is as follows, combined with the
instructed to refrain from negotiating with Ryucken to obtain respective actions as appropriate. The Defensive Fumbles
compensation. Therefore, if they accept the request in (see AW, p. 81) caused by the PCs' failure to evade this
introductions 3 or 4, they will not be employed by 1st PC. monster will be the primary way to deal damage to PCs. If
In any case, the 50,000G reward per PC will not be you do not adopt the rule of defensive fumbles, increase the
changed. If there are any issues, the GM may clarify in number of High Goblin Fanatics or add a Swordblazer (see
advance. IB, p. 141) to improve the Maiden’s faction’s offensive
ability. On the other hand, if the frontline is trying to hold
them off with high defense, not with Evasion checks, reduce
the number of High Goblins and place Ogres (see CR II, p.
Upon receiving the request, the adventurers will go to 303 or BT, p. 41), etc., to reduce melee damage of monsters
Karzoral Plateau to discover the true nature of the Barbarous at close range and try to deal magic damage with
Army. automatically failed Willpowers (see the Book of White).
Although the existence of the High Goblin Maiden is
suggested, it is not enough to explain this defeat. B ASIC T ACTICS OF AG
The PCs must go to the Barbarous encampment and At the start of Round 1: Using [☆Limitless Dominance],
conduct a reconnaissance mission. As they know in advance, all the Spellcasting checks become automatic failures.
the Barbarous army is a mixture of Goblins, Boggarts, and
High Goblins. Occasionally, there are some high-level Round 1 Monster Faction: Act first, [ ☆ Limitless
Boggart mutants and High Goblin species, but they do not Dominance] makes all Evasion checks all become automatic
threaten the 15-level PCs. They can catch and interrogate failures.
some of them at random or probe them in complete secrecy Round 2 Monster Faction: Act last, [ ☆ Limitless
to find out information about them. Dominance] makes all Accuracy checks all become
automatic failures.
- High Goblin Maiden leads the army.
- She and her High Goblin Fanatic High Goblin Fanatics (see In odd-numbered rounds, the effect allows the character
IB, p. 136) and High Goblin Raider (see IB, p. 133), and a to act first, making an Evasion or Resistance check an
group of High Goblins make up the core of the Legion. automatic failure. In even-numbered rounds, the effect
- It was this core unit that crushed Humanoid's elite forces in forces the character to act last, resulting in a Spellcasting or
the first battle. Accuracy check becoming an automatic failure. These effects
- Most of the others are from Goblins, Boggarts. repeat as appropriate.
- The High Goblin Maiden is one of the followers of Drake,
one of the kings of the Karzoral domain, and this expedition In combat, the GM should describe Ag's use of the
is to expand the domain's territory. "White Book" well and describe the various causes of

92
automatic failure connected to the book. Failure to do so will ↝Healing Aroma
inevitably cause severe stress and distrust of the players. The entire body releases a scent that activates High Goblin's resilience
and disperses it over a wide area. When using this ability, the High Goblin
Also, [☆Limitless Dominance] is an indiscriminate effect Maiden consumes its own HP in any range from 1 to 50 points (chosen by
on all enemies and allies on the battlefield. Remember that this monster). At the same time, all High Goblins (all species except High
Goblin Maiden) within a 30-meter radius around High Goblin Maiden will
all Barbarous except Ag are below 15 levels and are affected regain the same number of points of HP.
by this effect. Even if you add forces to the Barbarous side
for the purpose of force balance, do not add 16 or higher- ☆Blood Offering / Can’t
level monsters. High Goblin Maiden instantly kills within touch range one High Goblin
(except High Goblin Maiden). At the same time, it’s own HP is restored to
the same number of points as the High Goblin's HP had immediately before
dying from this effect.
This effect can be used only twice per round.
After the final battle, the PCs will receive the "White
Book" as loot. By reading it, the PCs will be able to become ○Advanced Anti-Magic Enchantment
Transcendents of the 16th level or higher. When this monster performs a Willpower check against magic, if
Willpower succeeds, the result is treated as Negated regardless of the type
At the same time, they sense the existence of the three of magic. Furthermore, even if the Willpower check fails, the effect of the
remaining books, which have already fallen into the hands of magic is applied as if it had succeeded.
the Barbarous, and, if left unchecked, could lead to the birth In addition, it can make Willpower check against spells with "Resistance:
of a new Barbarous King. Can't". If successful, the result will be Negated (if unsuccessful, full spell
effect will be received).
The PCs should travel to the Karzoral Plateau to stop this This ability does not apply to non-magical effects, even those that force
threat to the Humanoid world. Willpower.

○Psychic Resistance
20 “Awakened by the Book and High Goblin Maiden is immune to psychic (weak) effects.
High Goblin Maiden also gains a +4 bonus when it makes a Willpower
Advocate of Quargnail” Ag roll against any psychic type spell or unique skill.
(Transcendent High Goblin Maiden)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Loot
Language: Barbaric, Youma, Drakish, Arcana Always Sword Shard (200G/-) x 20
Habitat: Forests, Mountains, Caves Always The Book of White (Cannot be Traded/-)
Rep/Weak: 24/29 Weak Point: Physical damage +2 points 2 – 10 Heraldic Ring (3,000G/Gold White S) x 1d
Initiative: 28 Movement Speed: 18 Fortitude: 28(35) Willpower: 31(38) 11+ Engraved Ring (5,000G/Gold White S) x 1d
F Style Accuracy Damage Evasion Def. HP MP
Weapon 20(27) 2d+18 19(26) 10 222 52
Description
Unique Skills She is devoted to Drake Duke Quargnail, one of the Kings of the
↝Frenzy Aroma Karzoral Domain, and serves him willingly. She is willing to devote herself
It releases a frenzied scent from its entire body that disperses over a and all the High Goblins she leads to Quargnail.
wide area, making the High Goblins go into a frenzy. This ability costs 10 In recognition of such dedication, she holds one of the most important
HP for this monster. positions in the group. Under Quargnail's command, she went on a search
For 10 seconds (1 round), all High Goblins (of any type) within a 30- for the Four-Colored Books and successfully found The Book of White.
meter radius receive a +2 bonus on Accuracy checks and +8 to damage. At This gave her power far beyond that of an ordinary High Goblin Maiden.
the same time, it gives a -4 penalty to Evasion checks. She carries The Book of White with her at all times and is reinforced
This effect is of the psychic type and is not cumulative. with 20 Sword Shards.

The Book of White Base Price: Cannot be Traded


A book with a white cover with gold decorative lettering and sealed
Popularity 30/41 App. Category (Rank) Adventurer Tool
with a gold chain
Giving those who read it the power to transcend their limits, giving those who
Summary Era Ancient Magic Civilization
possess it a variety of abilities
Has common abilities of Four-Colored Books (see p. 87). In addition, when held as "Stance: These effects also nullify any effects that would
1H", it grants the bearer the following abilities. cause automatic success, overriding the
automatic failure.
☆Limitless Dominance/Can’t
This ability can be used exceptionally at the beginning of the first round, even if the wielder ☆Limitless Negation/Can’t
lost the Initiative check. In the case of going second, the first duration ends at the beginning of Within "Range/Area: 50m/Target" and
the wielder’s first turn. "Target: 1 Character 〇" make all effects that the
One of the following effects is selected with "Range/area: Caster/-" and "Target: Whole
target is undergoing and whose duration is not
Effect Battlefield/All". The effect lasts for 10 seconds (1 round), but cannot be duplicated at the same "Permanent" disappear. This effect can be used
time. All effects are not applied to characters whose level (adventurer level or monster level) is
only once per round.
16 or more.
- Target will fail any Spellcasting check automatically.
- Target will fail any Accuracy check automatically. ▼Tactical Inaction
- Target will fail any Accuracy check automatically. When any damage is dealt on the battlefield
- Target will fail any Evasion check automatically (with Defensive Fumble). where the wielder is, the applied damage is set to
- Target will fail any action check except for Spellcasting, Accuracy, and Evasion checks. 0 after all calculations related to the damage are
completed. This effect may be used only once
per round.

93
Part 3 Campaigns

After defeating Ag and obtaining the Book of White, the


PCs go to Karzoral Plateau to search for and defeat the
Barbarous, who have the remaining three books.
In this scenario, all PCs must be at least 16th level.

In this scenario, the PCs go to Karzoral Plateau, learn


about the existence of Fomor with the Book of Blue and
Troll with the Book of Red, investigate, and then decide
which one to fight.
Barbarous, who did not fight in this scenario, was killed
by Drake Duke (see p. 140), the final boss of the campaign,
and lost the Book.

The PCs will travel to Karzoral Plateau to retrieve the


After obtaining and reading the "Book of White," the PCs
Books from Barbarous. Whether they go voluntarily to
have begun their journey towards Transcendence. As they
protect Humanoid from Barbarous or to seek the power of
possess the Book of White, the PCs occasionally catch
the Books, it is fine.
glimpses of other Book-bearers: Fomor, Troll, and Drake.
However, Ryucken's royal court also asks the saviors to
They are currently in the Karzoral Plateau.
eliminate the Barbarous threat to the kingdom. The reward
By interrogating the prisoners of the Barbarous army
is 200,000G per PC (for defeating the king and both
captured in the previous scenario, they can gather some
ministers), to be shared by Ryucken and all Yulleria
general information about them. However, these prisoners
countries.
do not have any information about their specific abilities or
Once the PCs are in Karzoral, there is no proper place to
characteristics. Furthermore, the PCs do not have enough
buy or sell items. They should remember to purchase the
information at this point to make a Monster Knowledge
necessary items beforehand. They can use [Teleport] to go
check on these unique monsters.
back and forth and rely on [Vision of Unpreparedness] (see
CG, p. 46) if needed.
- Drake is probably the Quargnail Drake Duke, the king of
the clan that Ag was so fond of.
- They believe that Fomor is one of the ministers, Sicinus,
who serves as a tactician skilled in intelligence. This scenario has the following structure.
- Troll is also one of the ministers, most likely N'Dal, a strong
paladin.
- Both Sicinus and N'Dal are in charge of a part of Quargnail's
domain. They have each built their own city, although neither
is very large.
- It is rumored that Sicinus and N'Dal are very close friends.
- The two cities are located in the middle of the line
connecting Ryucken to Karzoral and the main city of
Quargnail. When aiming from Ryucken to the main castle of
Quargnail, the location of each city is approximately in the
middle of the line connecting the two minister's cities, and
their composition forms a triangle.

They encounter Barbarous's advance troops and realize


that they must investigate the two ministers, then decide
which side to fight after the investigation and go to the final
battle.

94
- If it were a one-on-one match between Quargnail and each
minister without the handicap of the Book, Quargnail would
win in nine out of ten cases.
The PCs enter the Karzoral Plateau, and on their way, - They don't think the PCs will be able to win against
they encounter the advance troops sent by Quargnail. Quargnail, but if they do, they will have to fight against the
They consist of the following: combined forces of Sicinus and N’Dal. It would be a tough
fight.
1 x Drake Count (see CR III, p. 313 or BT, p. 63)/Leader
1 x Talos Dreadnought (see IB, p. 145) CONSEQUENCES OF THE PCS' ACTIONS AND DEGREE OF
1 x Hecatoncheires (see CR III, p. 308 or BT, p. 59) DIFFICULTY
3 x Forest Giants (see BT, p. 57) The more ☆ there are, the higher the difficulty level.
The enemy should be killed easily. There's no need to Defeat one of the ministers ( ☆ ) → Fight against
make this battle difficult. If a Super Success (see p. 25) Quargnail who has two books (☆☆☆)
occurs, point it out to players so that they learn this new rule.
The leader, Drake Count, can be captured if he survives. Defeat Quargnail (☆☆) → Fight against two ministers
It's most natural to let him tell his story. Even if he dies, the with their two books each (☆☆☆)
Hecatoncheires and Forest Giants can be used as sources of The difficulty level of the last two is the same, but there is
information if they survive. If the PCs have killed them all, a difference in the difficulty level of the first. Of course, the
improvise and add Barbarous, who fled before the battle and difference is whether or not there is an inter-barbarous fight
was shivering in the area. between the Barbarous.
By interrogating survivors, the following information can
be obtained: Considering the situation, the PCs should attack one of
the ministers.
- Quargnail sensed that the Book of White had been stolen
by Humanoids and ordered Barbarous to retrieve it.
- Quargnail holds the Book of Black, which is said to rule
over all. In this situation, it is possible for the PCs to target one of
- Sicinus holds the Book of Blue, which is said to be all- the ministers without thinking and attempt to force their way
seeing. through using "The Book of White." As the GM, you should
- N’Dal has the Book of Red, which is said to destroy examine the situation and determine which of the two books
everything. would be more convenient for the PCs to obtain. You may
- Incidentally, the Book of White is said to protect everything. also need to investigate and consider which of the ministers
- They do not know the specific abilities of the three books. would be easier for the PCs to approach. It may be helpful
They have heard that those who possess the Book can sense to suggest the possibility of obtaining numerical data on the
those who possess other Books, and they were able to receive ministers to the players in advance.
instructions from Quargnail via Linkpearls to set the However, if the PCs choose to take the gamble and
direction of their march and, indeed, to encounter the PCs. attempt to force their way through, be prepared to game
- Sicinus and N'Dal are feared to rebel against Quargnail. master it "then and there" and be prepared for any possible
With the Book in their possession, they have gained unusual decisions.
power and are now openly opposed to Quargnail. Pease is If the PCs plan to conduct preliminary research in each
no longer an option. city, carrying the Book of White with them will be difficult.
- Sicinus and N’Dal are great friends. If they were to rebel, it Additionally, keeping it with them will reveal their location to
is likely that they would try to time their actions to coincide. the other Book-bearers. Therefore, if the PCs approach one
They are also connected through the Linkpearls, so it would of the ministers, Quargnail will quickly attack the other
be impossible for them to miscommunicate. minister, as we have already seen. The PCs will also be aware
- It is not certain that Quargnail alone can compete with the of this and may think of intercepting the other Book-bearers.
two of them. Therefore, Quargnail first tries to recover the Once the PCs arrive at the capital, it is possible that the target
Book of White to restore his strength. minister himself will come out to search for them. In other
- Currently, there is a stalemate. Quargnail is prioritizing the words, going to the capital with the Book of White is not
acquisition of the Book of White. much different from attempting a forced breakthrough.
- The two ministers are still waiting for the right moment and If the PCs wish to go undercover for preliminary
are not ready to take the plunge. They are wary that if they investigation, they must leave the Book of White somewhere
show an opening, they will be destroyed individually. and attempt to proceed without it. It is up to the player to
- As long as PCs have the Book of White, they should assume decide which way to go. Spells such as [Apport] or [Teleport]
that their whereabouts are known to Quargnail, Sicinus, and can be used to leave the book in a secure location.
N'Dal. Although the possibility of Barbarous coming to take the
- If the PCs attack one of the ministers, Quargnail will Book of White is concerning, the other three Book-bearers
immediately attack the remaining one. If the PCs are not are checking each other and are unable to move. If the PCs
careful and it comes down to one book versus three books are attacked by minions of any side, there is little danger of
(and the PCs lose to one of the ministers), then Quargnail losing the book immediately if they are allowed to retreat to
will lose too.

95
Part 3 Campaigns

Ryucken. It is a good idea to allow the PCs to detect the It is obvious that the PCs' abilities are beyond Brimaz's
attacks beforehand. imagination, and the PCs can take some liberties in the fight
against the Ogre Berserker by "treating any of their class levels
as a lower number". For example, a Fighter class level of 16
can be lowered to 10 levels to calculate Accuracy checks,
CITY OF SICINUS Evasion checks, Extra Damage, etc. The adventurer level and
The city ruled by Sicinus has a Barbarous atmosphere, its associated resistance checks, ability scores, etc., cannot be
with armored giants and ogre figures. In this city, where modified.
warriors roam about, lowly Barbarous and Humanoids are After defeating the Ogre Berserker or after 3 rounds,
treated as slaves. The cityscape is not rough but bleak, with Brimaz will inform the PCs that they have passed the
little or no decorations. Boggart mutants, i.e., Spelljammers examination. Proceed to "Brimaz's Hospitality and Audience
(see BT, p. 55) and Ambidextrous (see IB, p. 138), are rarely with Sicinus". However, the situation is different in the
seen. The slums are inhabited by Humanoids and lower following cases.
Barbarous who are considered to be masterless and below
the rank of slaves. The PCs defeat Ogre Berserker with ease, who, to begin
The PCs can infiltrate these slums to gather information, with, was seen in multiple SS-ranked gear by the entire party
but even the bottom class cannot provide useful information when he first showed up
about Sicinus, the ruler of this place. At best, they may be In these situations, Brimaz realizes what the PCs are
told that he is a high-ranking Fomor and a Tactician with capable of. He becomes surprised and runs away, shrieking
excellent wisdom and courage. "Hey, what kind of people are you?" If this occurs, proceed
To obtain information about Sicinus, it is necessary to get to “Sicinus' Departure”.
in touch with powerful Barbarous. This city operates on a
strong meritocracy, and it is widely believed that even slaves Defeated All Ogres including Brimaz
can be elevated to the warrior class if they show their abilities Whether they set up from the beginning or did not allow
and gain patronage. However, it is also said that in order to Brimaz to escape in the aforementioned case, Sicinus himself
be promoted from humanoid to warrior class, one must be will still appear on the scene. Please go to “Sicinus'
ready to kill Humanoids and show obedience. Departure”.

SLAVE H UNTING B RIMAZ'S H OSPITALITY AND AUDIENCE WITH SICINUS


Slave hunters Ogres (CR II, p. 303 or BT, p. 41) with This is the scenario where the PCs are hired by Brimaz
some Boggart Troopers (see CR II, p. 298 or BT, p. 38) try as his subordinates after being spotted by him. In a good
to catch Humanoids and Barbarous at random. Among them mood, Brimaz takes them back to his mansion and entertains
is a young child. them. He seems to like the PCs very much and announces at
It is easy for the PCs to interfere with Barbarous, who, the banquet that they will accompany him to an audience with
after one round of fighting, will realize that they are no match Sicinus.
for the PCs and will try to escape. In fact, there is a very high After a few days, an audience is granted. Brimaz, true to
probability that Barbarous will not last one round, but it is the his self-proclaimed powerful status, ensures that no
player's decision whether or not to let Barbarous escape, Barbarous mess with the PCs, even if they reveal themselves
including such a case. as Humanoids. In the hall where a large number of
If the PCs overlook this and do not take action, nothing Barbarous are seated, the PCs recognize Goun Fomor (see
will happen. However, slave hunting is intermittent. p. 140) sitting on his throne with a blue-covered book in his
hands in front of Brimaz, who is giving his audience and
B ARBAROUS SCOUT obeisance to him. This is Sicinus and his Book of Blue. At
Whether the PCs wiped out Ogre slave hunters or let this point, the PCs can make a Monster Knowledge check on
them go, the next day, Brimaz, Ogre Warlord (see CR III, p. Sicinus and an Insight check on the Book of Blue.
307 or BT, p. 56), along with 3 x Ogre Berserkers (see CR Once these checks are completed, the purpose of the
III, p. 303 or BT, p. 52), will appear. The Warlord calls them Sicinus survey will have been fulfilled. There should be no
out, saying that there is a strong person who kicked out his difficulty for the PCs to leave Brimaz after this. If they have
men the day before. He declares that the PCs will be treated not yet completed the investigation of N’Dal, the GM should
as his subordinates if they show their abilities once again. guide them in that direction.
When the PCs arrive, he proposes a mock battle between It would be reckless to attack Sicinus without the Book of
1 x Ogre Berserker and all the PCs. He wants to see their White. There are many Barbarous in the hall, along with
abilities, and if they meet his criteria, he will take them as his Sicinus' guards (see p. 99). PCs without melee combat power
subordinates. Arrogantly, he claims that he is a powerful will find it difficult to attack Sicinus as they are in danger of
person who is well known by General Sicinus and speaks to being crushed and blocked by many Barbarous.
him regularly and that it is a great honor to be taken as his
subordinate. SICINUS' DEPARTURE
If the PCs do not hide the fact that they are Humanoids, This is the case when the PCs frighten Brimaz and
Brimaz will say, "Humanoids? But this Brimaz is generous. escapes, or PCs even defeat him. The PCs are among the
A Humanoid head? We don't need that. My people will not slaves and witness the appearance of Sicinus, who is in
get slandered." (positive reaction, he doesn’t care) possession of the Book of Blue. At this point, the PCs can

96
make a Monster Knowledge check to Sicinus and an Insight
check about the Book of Blue. E NTERING THE T EMPLE OF DALKHREM
Once these two checks completed, the purpose of the Based on prior information, the PCs can conclude that it
Sicinus investigation is fulfilled. The GM should urge the PCs is not practical to walk around as humanoids. Additionally,
to escape promptly. It is not a wise choice to attack Sicinus the holy symbol of the gods First Sword should be hidden to
without the Book of White. avoid drawing attention. Although the Barbarous can attack
If they have not yet completed the investigation of N’Dal, the PCs, they are not difficult to fight off. However, this can
the GM should guide them to that direction. slow them down and attract too much attention. If there is a
great commotion, there is a possibility that N'Dal himself will
come and fight with the Barbarous. Needless to say, it is very
dangerous to fight against N'Dal without the Book of White.
CITY OF N’DAL If the PCs can disguise themselves as Barbarous, they can
The city of N'Dal has the magnificent temple of safely reach the front of the temple. However, they will
Dalkhrem at its center, but it is surrounded by crude stone witness a Vulcan (see IB, p. 126) being knocked out of the
houses that are poorly maintained and half-destroyed. The main gate of the temple. If the PCs talk to him, Vulcan will
streets are full of rubble and garbage, making it difficult to say:
navigate.
The population can be roughly divided into concentric “I have been informed that in this city, power is justice,
rings, with Trolls prominent on the inside and low-class especially in this temple, where the mighty converge.
Barbarous on the outside. Very few Humanoids are present, I believed that I was worthy of entry, and so I strode
and the PCs are quite conspicuous without any attempts at through the gates with confidence.
disguise. However, I was informed that only those who profess
Observing the residents' behavior reveals a distorted their faith in Dalkhrem are permitted to enter. (Note:
economy in which the residents on the inside loot what the Vulcans generally believe in the Second Sword directly and
residents on the outside hunt and gather. "The law of the not in God.)
strong" is the norm, and it is taken for granted that the Despite a heated debate, I was dismissed, for those
powerful take from the weak. The residents outside the city without the holy symbol of Dalkhrem are barred from entry.
have lower living standards because they directly gather and It matters not to me. I leave the decision to you. I have
hunt outside the city. The lowest level inhabitants live on the no desire to enter that place.”
edge of the city, where they are not exploited by the city's
inhabitants but are no longer protected and are at risk of With much spewing, Vulcan will leave. If the PCs do not
being attacked by other Barbarous and highland wild speak to Vulcan, the GM should remind them of the prior
animals. information: “Only Dalkhrem followers are allowed to
enter.”
I NFORMATION ON N’DAL AND DALKHREM T EMPLE
By talking to the inhabitants of the city, the PCs can Get Dalkhrem's Holy Symbol
obtain information about N'Dal, the ruler of the city, and his To enter the temple, PCs must have enough holy symbols
residence, the Temple of Dalkhrem. This information is of Dalkhrem for themselves. Otherwise, they will be refused
known even to the inhabitants of the outer fringes of the city. entry. If they try to force their way in, they will have to
Ng Dal is a powerful Dalkhrem priest of Chaos Troll (see contend with the many Barbarous inside. This could lead to
p. 140). He always speaks of "Power is justice" and lives in the a dangerous situation, which would prompt the intervention
central Dalkhrem temple, which he built by forced labor. of N’Dal.
The temple is filled with Dalkhrem priests, mainly but not It is relatively easy to obtain the holy symbol of Dalkhrem
limited to Trolls, who spend their days grinding and in this city. Outside the temple, there are some Barbarous
plundering. Although the temple is a dangerous place, who walk around wearing the holy symbol of Dalkhrem.
Dalkhrem believers are free to come and go as they please, Fighting with them for it is not a problem in this city.
and some Barbarous work in the temple to earn extra money. Alternatively, there are some dead bodies of Barbarous
However, it is said that this is at the risk of losing one's life at who were defeated in a battle under the debris. If PCs
the whim of the priests. Also, those who believe in a religion succeed in a Search check of Target Number 25, they can
other than Dalkhrem are never allowed to enter the temple. find a corpse still wearing the holy symbol. The check can be
It is said that N’Dal does not reject those who challenge performed continuously as long as it succeeds, and even if it
him. fails, they can retry the check for an extra time. If the body is
In this city, those who believe in Humanoids and the deity found after a failed attempt, the "one-hour search" is
connected to the First Sword are targets of intense hatred and considered as a consecutive attempt.
contempt. If they wander around the city in Humanoid form Moreover, if PCs keep an eye on the temple, they can
or wear the holy symbol of the deity of the First Sword, they also find low-level Barbarous who work at Dalkhrem Temple
will inevitably be attacked by the Barbarous from moment to as servants. By asking them, PCs can procure some items
moment. Dalkhrem's teaching strongly propagates that "any from the temple by giving a relatively small amount of money.
cowardly deception is justified against Humanoids and
pagans."

97
Part 3 Campaigns

I N THE T EMPLE people. The Blood Troll Tyrant will fight to the best of their
The main gate of the temple is open and unguarded. ability and will not hold any grudges afterwards.
Inside are many Trolls, a few high-level Barbarous, and many
low-level Barbarous, all of whom wear the holy symbol of SEE N’DAL
Dalkhrem as reported. A large training hall awaits at the top of the stairs, guarded
The PCs can enter the temple without obstruction as long by N'Dal's guards (see p. 100). N'Dal himself descends the
as they display the holy symbol of Dalkhrem. Shortly after stairs from the back of the hall, the Book of Red in hand.
entering, one of the Trolls will speak to them and ask, "Do PCs can attempt a Monster Knowledge check on N'Dal and
you show your arms? Or one who offers their hand?" an Insight check on the Book of Red.
This question asks whether they entered the temple as Afterwards, a one-on-one battle takes place between
warriors or as servants seeking a handout. If the PCs are N'Dal and Zui Haju, resulting in a resounding victory for
hesitant or unsure of their answer, the Troll will repeat the N'Dal. If the PCs fail the Monster Knowledge check, the GM
question. The same is true if they respond to a question with may choose to roll the dice for an actual battle between N'Dal
another question, such as "What do you mean?". and Zui Haju to recreate the victory and demonstrate N'Dal's
abilities.
If The Answer is "One Who Shows Arms" The investigation of N'Dal is now complete. The GM
Troll replies, “Well, good to see you.” He takes the arm should encourage the PCs to escape promptly, as going to
of one of the PCs and raises it high. N'Dal without the Book of White is unwise.
“Here comes a new warrior!” If the investigation of Sicinus is not yet complete, the GM
He calls out loudly, attracting the attention of the PCs. He should guide the PCs to that location.
then releases their hand, says, "Have a good war," and leaves.

If The Answer is "He Who Offers Their Hand," or If There


is no Proper Answer After All
Troll gives PCs a disdainful look and leaves without a
word.

N’DAL CHALLENGER
The temple is occupied by warriors who are busy with
their training and weapon maintenance, as well as menial
laborers who hurriedly follow the warriors' orders.
Amidst the clamor, a Chaos Troll (see p. 140) heads
towards the stairs at the end of the building. Upon reaching
the bottom of the stairs, he declares:
"The proud and majestic followers of Dalkhrem, who
move faster than the wind and destroy with the power of
thunder. Zui Haju, of wind and thunder, is the one who
challenges N'Dal."
These words cause excitement throughout the temple,
prompting several people to follow the Troll up the stairs.

If The Answer Earlier Was "One Who Shows Arms"


The Troll who had asked the PCs the question
approaches them. "The fates have brought you here, just in
time to witness the battle of N'Dal. You have a destiny to
fulfill, and you will not let this opportunity pass you by.
Follow me, warriors, and let us ascend those stairs together.”
Unencumbered by the surrounding barbarians, the PCs
proceed to the upper floor.

If The Answer Earlier Was "He Who Offers Their Hand,"


or If There Was no Proper Answer After All
As the PCs approach the stairs, they are confronted by a
Blood Troll Tyrant (see BT, p. 61).
"Not everyone is qualified to witness the fight against
N’Dal. I don't recognize your faces. Let me see if you are
qualified," the tyrant declares.
With that, the Blood Troll Tyrant assumes a battle
stance. The unexpected appearance of this preliminary battle
is met with thunderous applause.
If the PCs emerge victorious, they will be allowed to
proceed up the stairs with the consent of the surrounding

98
☆Stratagems
Can use all Stratagems up to 5 ranks of "attack", "evasion," and "defense"
Once both Sicinus and N'Dal are investigated, the PCs types are used within one full battlefield. These Stratagems can be used from
the 3rd rank (skipping 2nd and 1st rank).
should choose which one to fight. After retrieving the Book
of White, the PCs can challenge to a decisive battle. ☑Armor Piercer
With their abilities and the White Book, it will be easy to If the roll of damage determination is "10 or more", the damage is
reach Sicinus or N'Dal. Even if Barbarous gets in their way a increased by +10 points, and the target's Defense is ignored.
little, they can easily get rid of them.
●Lower Body
The GM can rule that the PCs have won against other
Barbarous without particular problems. ○Twin Strike & Double Attack
Sinicus can make two Kick attacks each round, though each attack
requires its own Accuracy check. They may choose to attack different
F IGHTING SICINUS characters with each attack.
SCENE
☑Sealing Strike
The decisive battle with Sicinus takes place in his castle, If the attack hits, Sinicus specifies the name of one of the target's active
the audience hall, a 20m x 50m rectangular room where the combat feats and disables it for 10 seconds (1 round). This effect is
PCs face Sicinus. cumulative and can be used for each hit.
The Sinicus must be seen using the combat feat once to use this effect.
E NEMIES ○Attack Obstacle = +4 • +4
Sicinus is always accompanied by his guards. In addition Target: [Section: Upper Body]/Loss Condition: HP of [Section: Lower
to Sicinus, PCs have to fight with these guards at the same Body] is 0 or less.
time.
Loot
Sicinus Guards Always Sword Shards (200G/-) x 26
Always The Book of Blue (Cannot be Traded/-)
3 x Fire Giant (see BT, p. 60) ※
2–9 Bag of Silver (1,000G/-) x 2d
12 x Boggart Mutant (see IB, p. 143) 10 – 12 General's Insignia (19,000G/Gold White SS)
※Fire Giant uses the Divine Magic of Dalkhrem, the god of 13+ Insignia of the Grand Marshal (36,000G/Gold White
SS)
war.
Description
Sinicus is a Fomor general under the command of Quargnail. With the
26 “Awakened by the Book Hiding His Blue Book in his possession, he has gained power far beyond that of
ordinary Goun Fomor. Together with his ally N'Dal, he is now ready to
Claws” Sinicus (Goun Fomor Transcendent) revolt against Quargnail.
Intelligence: Average Perception: Five senses Disposition: Hostile Sinicus is reinforced with 26 Sword Shards. When defeated, the PCs
Language: Barbaric, Giantish Habitat: Various receive the title of "One Who Overcame Serious General Sinicus (200
Rep/Weak: 31/36 Weak Point: Accuracy +1 points)" and an additional Total Reputation.
Initiative: 37Movement Speed: 30 Fortitude: 34(41) Willpower: 32(39)

Sicinus Tactics
F Style Accuracy Damage Evasion Def. HP MP
Sicinus will enter battle, holding the Book of Blue in one hand. The
Fist (Upper Body) 34(41) 2d+36 32(39) 20 346 93
Kick (Lower Body) 32(29) 2d+38 32(39) 20 302 93 [☆Battlefield Pitfall] ability targets players who can make melee attacks. On
the PC's turn, [▼Tactical Distortion] is used, again prioritizing targets within
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Sicinus' melee attack range.
The Fire Giants avoid entering the same skirmish area as Sicinus but
stay as far away as possible to avoid line interference. They prioritize the
Unique Skills recovery of HP for themselves and Sicinus. The Boggart Mutants try to target
●All Sections the rear of the PCs with melee attacks whenever possible.
○Chain Attack
After an attack, Sinicus can attack the same target again, regardless of its
success or failure. This ability can add only one additional attack per round.

▼Phantom Counter
A Sinicus can use [Phantom Counter] combat feat (see p. 27).

○Fierce Seriousness of General Sicinus


If the current HP of each section is less or equal than half (173 or less for
the Upper Body, 151 or less for the Lower Body), the Fortitude and
Willpower of the section is increased by +2. If the current HP of the section
is less or equal to one-fifth (68 or less for the Upper Body, 60 or less for the
Lower Body), the section gains a +2 bonus to Accuracy and Evasion.

●Upper Body
☆Techniques &○Muscle Mystery
They may use the [Cat's Eyes], [Beetleskin], [Bear Muscle], [Giant Arms],
[Titan's Foot], [Troll Vitals], [Recovery (20 points)], [All-seeing Eye]
Techniques.
These techniques have doubled duration.

99
Part 3 Campaigns

F IGHTING N’DAL ▽Continuous Attack II


If N’Dal successfully hits a target in melee, it may make a second attack.
SCENE If a second attack hits, it can make a third attack against the same target.
The battlefield is a training hall on the upper floor of
Dalkhrem Temple, a 40m x 40m square room where the ▼Counter
PCs will face N’Dal. N’Dal can use [Counter] combat feat (see CR II: p. 156-161).

☆Technique &○Muscle Mystery


E NEMIES Can use all Techniques, including Technique for Transcendents.
N'Dal is always accompanied by his guards. In addition If a class level is required for these Techniques, N’Dal is treated as a 20-
to N'Dal, PCs have to fight with these guards at the same time. level Enhancer, and their duration is twice as long as usual.

N’Dal Guards Loot


Always Blood of Chaos Troll (7,300G/Red S)
2 x Blood Troll Tyrant (see BT, p. 61) ※ Always Sword Shards (200G/-) x 26
6 x Swordblazer (see IB, p. 141) Always The Book of Red (Cannot be Traded/-)
2–8 Strange God Statue (6,200G/Gold White S)
6 x Blood Troll (see BT, p. 57) ※
9 – 12 Golden God Statue (9,000G/Gold White S)
※They use the Divine Magic of Dalkhrem, the god of war. 13+ Baptismal God Statue (32,000G/Gold White SS)

26 “Awakened by the Book and Undefeated Description


N’Dal is a troll who serves under the command of Quargnail. He is a
Dualist” N’Dal (Chaos Troll Transcendent) faithful follower of Dalkhrem, the god of war, and lives by the doctrine of
Intelligence: High Perception: Five senses (Darkvision) Disposition: Neutral "Chaos is Righteousness." With the Book of Red in his possession, he has
Language: Trade Common, Barbaric, Giantish Habitat: Ruins gained power far beyond that of an ordinary Chaos Troll. Together with his
Rep/Weak: 24/30 Weak Point: Magic Damage +2 points ally Sicinus, he is now ready to revolt against Quargnail.
Initiative: 31 Movement Speed: 26 Fortitude: 36(43) Willpower: 33(40) N’Dal is reinforced with 26 Sword Shards. When defeated, the PCs will
receive the title of "Transcended Undefeated N’Dal (200 points)" and an
F Style Accuracy Damage Evasion Def. HP MP additional to Total Reputation.
Weapon 32(39) 2d+35 30(37) 25 408 140
N’Dal Tactics
Unique Skills N’Dal enters the battle with the "Book of Red" in one hand. At the start
○2 Actions of each round, he grants himself [☆Enhanced Excellence] before declaring
[☑Greater Mana Strike] and [☑Power Strike II]. He fights using [Multi-
○Multiple Declarations = 3 times Action], strengthening himself and recovering his HP with Divine Magic. He
does not use the [Coercion] spell as a matter of principle. If he does not
○Dark Regeneration = 23 points need to strengthen or heal, he declares [☑Severe Blow] instead of [Multi-
Action]. He uses [▼Tactical Amplification] on the first hit, in accordance
At the end of each round, a N’Dal recovers 23 HP. This has no effect
with his melee attack, and the target must be within his melee attack range.
if the N’Dal is at 0 HP or lower or is under sunlight.
N’Dal's escort will actively target the rearguard of the PC's faction. The
Blood Troll Tyrant and Blood Troll prioritize recovering themselves and
○Weakened their comrades. Please prioritize [Multi-Action] over [Greater Mana Strike]
As long as a N’Dal is under sunlight, it receives a -2 penalty to all when making decisions.
Accuracy and Evasion Checks.

○Wait Action
If this monster loses initiative at the start of combat, it can perform two
Major Actions in the first round (3 total). When the final battle is over, the PCs loot the Book of
the opponent they fought. At the same time, the PCs realize
○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
that the other Book has been taken by Drake, and Quargnail,
Convergence], [Magic Control], [Metamagic/Targets], sensing the PCs' movement, rushes the one with the other
[Metamagic/Distance], [Double Cast], [Wordbreak]. Book by [Teleport], with his elite forces.
↝Divine Magic 16 Level/Magic Power 24(31)
GM Information
One basic 16th-level Divine Magic is determined by the GM. N'Dal's
deity is Dalkhrem, the god of war. Quargnail himself cannot use [Teleport]. However, his
subordinate Cyclopes (see IB, p. 146) could, and they had
☑Greater Mana Strike = +8 Accuracy・+24 damage visited the residence of Sicinus and the temple of N'Dal.
N’Dal gets a +8 bonus to its Accuracy check and +24 points to its
damage. At the same time, it receives a -2 penalty to its Evasion check
Fortitude, Willpower.
The battle between Humanoids and Barbarous over the
Books is finally entering its final phase.
☑Severe Blow Once the PCs turn back to Ryucken, they will be paid half
Knows Combat Feat [Severe Blow] (see p. 27). (100,000G) of the promised reward as an interim reward.
☑Power Strike II
N’Dal can deal an additional +12 damage on their next attack. However,
any Evasion Check made by the N’Dal this turn receives a -2 penalty.

100
The Book of Blue Base Price: Cannot be Traded
A book with a blue cover with gold decorative lettering and sealed
Popularity 30/41 App. Category (Rank) Adventurer Tool
with a gold chain
Giving those who read it the power to transcend their limits, giving those who
Summary Era Ancient Magic Civilization
possess it a variety of abilities
Has common abilities of Four-Colored Books (see p. 88). In addition, when held as "Stance: 3: Deals physical damage equal to half of the
1H", it grants the bearer the following abilities. target's current HP (rounded up).
4: For the next 10 seconds (1 round), all damage
☆Battlefield Domination/Can’t reduction effects, including Defense, are
disabled.
With "Range/area: Caster/-" and "Target: Entire battlefield/All", one of the following actions
5: For the next 10 seconds (1 round), the target’s
are forced on the target. If the target is unable to perform the indicated action, the target will
Defense is 0.
not be able to perform any action at all. The effect lasts for 10 seconds (1 round), but cannot
6: Swaps the current HP and MP values of the
be duplicated at the same time. Also, both effects do not apply to characters whose level
target. The effect is that the current value of each
(adventurer level or monster level) is 16 or higher.
will never exceed the maximum value; in such a
- The target only casts spells. Any spells can be used on any target, and the number of times
case, the current value will be equal to the
spells must be cast at least one.
Effect maximum value. Also, the current value of MP
- The target must attack with only melee attacks. Any method of attack or target may be used,
cannot become negative. If the HP before the
and it must attack at least once.
swap was less than 0. MP after the swap will be 0.
- Target can do anything except for casting spells and melee attacks.

▼Tactical Distortion
☆Battlefield Pitfall/Can’t
When any damage occurs in the user's
Specify the target within "Range/Area: 50m/Target" and "Target: 1 Character".
battlefield, after all calculations are done, the
Roll 1d, and the effect corresponding to the roll, is given to the target at random. This effect
applied damage is applied to any other character
may be used twice per round, once at the beginning and at the end of the user's turn, but the
(section) in the battlefield, not to the original
same target may not be chosen more than once per round.
target. This effect can be used only once per
1: Deals physical damage equal to the target's current HP.
round.
2: Deals magic damage equal to half of the target's current HP (rounded up).
The Book of Red Base Price: Cannot be Traded
A book with a red cover with gold decorative lettering and sealed
Popularity 30/41 App. Category (Rank) Adventurer Tool
with a gold chain
Giving those who read it the power to transcend their limits, giving those who
Summary Era Ancient Magic Civilization
possess it a variety of abilities
Has common abilities of Four-Colored Books (see p. 88). In addition, when held as "Stance: For 10 seconds (1 round), the target's physical
1H", it grants the bearer the following abilities. and magical damage is increased by +20. At the
same time, all physical and magical damage the
☆Reign of Excellence/Can’t target suffers is also increased by +20. This effect
may only be used once per round.
One of the following effects is selected within "Range/Area: Caster /-" and "Target: Entire
Battlefield/All". The effect lasts for 10 seconds (1 round), but cannot be duplicated at the same
time. All effects do not apply to characters whose level (adventurer level or monster level) is ▼Tactical Amplification
Effect 16 or more. When any damage occurs in the user's
- The target's Defense is reduced by -20. This effect does not reduce the Defense to less than battlefield, after all calculations have been made,
0. the applied damage is also applied to any other
- The magic damage that target receives is increased by +10. characters (sections) in the battlefield at the same
- The current and maximum HP of target is reduced by 20 points. After the effect ends, the time. This effect can be used only once per
maximum value is restored, but the current value remains unchanged. round.
☆Enhanced Excellence/Can’t
Specify the target within "Range/Area: 50m/Target" and "Target: 1 Character".

101
Part 3 Campaigns

Finally, it is time to settle the score with Quargnail. Those ※Lower Body Section
who share the two books will fight each other, and the winner
Amber Eye (Maximal) ○Ultimate Aim
will get everything.
Garnet of Vitality (Maximal) ○HP Enhancement
Focused Garnet of Vitality (Maximal) ○Improved HP
Enhancement
The PCs have already been contracted to defeat the Red Iron Blood (Maximal) ○Mobility Enhancement
domain king, Quargnail. To accomplish this, they entered
Karzoral Plateau.
27 ”Barbarous King With Stagnating Sword
and Master of Books” Quargnail (Drake Duke
Transcendent, Human Form)
Having acquired two Books, Quargnail's ability to Sense Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Books has been adversely affected. Since there are several of Language: All Habitat: Unknown
them in the same place at the same time, it causes a "halation," Rep/Weak: 26/33 Weak Point: Magic Damage +2 points
Initiative: 35 Movement Speed: 30/60(Flying)
and he is unable to sense the remaining two Books. Fortitude: 38(45) Willpower: 39(46)
The same is true for the PCs, but it is possible for them
to keep the two books at a distance from each other. This F Style Accuracy Damage Evasion Def. HP MP
allows them to know that he has two of the Four-Colored Magic Sword Zane 35(42) 2d+32 34(41) 26 476 257
Books and that he is holed up in his castle.
Traveling through Karzoral, the PCs will get to the Unique Skills
Quargnail. ○2 Actions
The GM should prepare the road full of dangers
accordingly. ○Multiple Declarations = 3 times
↝Spiritualism Magic 20 Level/Magic Power 29(36)
Can cast all Spiritualism Magic up to the 15th level and all Spiritualism
Magic for Transcendents from this book.
Quargnail, with the following subordinates, will fight the
PCs. ○☑↝Magic Aptitude = All
1 x Cyclopes (see IB, p. 146) with 20 Sword Shards. ☑Greater Mana Strike = +9 Accuracy, +29 Damage
2 x Fire Giants (see BT, p. 60) Gains a +9 bonus to Accuracy checks, and damage is increased by +29.
6 x Gory Champions (BT, p. 58) At the same time, the Drake Duke gains a -2 penalty to Fortitude Willpower.
1 x Mithril Golem (see BT, p. 126)
○Flight II
The Mithril Golem was created by Quargnail and is ☆Techniques
enhanced by the following Enhancing Items. See page 157 They may use the [Beetleskin], [Cat's Eyes], [Recovery (20 pts.)], [Giant
for the effects of each. Arms], [Sphinx Knowledge], [Wendigo Hide] Techniques.

▽Zane, the Magic Sword of


※Upper Body Section Stagnation/33(40)/Willpower/Neg
Obsidian Shield (Maximal) ☑Cover III The target hit by the magic sword Zane will be affected by both [Slow]
and [Mana Seal] spells for 10 seconds (1 round).
Diamond Protection (Maximal) ○Guardian
Sunstone Brilliance (Maximal) ↝Brand ▽Sword's Revelation/Resurrective Dragonification
Garnet of Vitality (Maximal) ○HP Enhancement When Quargnail's HP falls to 0 or below at the beginning of its next
turn, it automatically becomes a Dragon; its HP and MP are restored to their
Focused Garnet of Vitality (Maximal) ○Improved HP maximum values, it awakens, and any effects, magical or otherwise,
Enhancement disappear.
Red Iron Blood (Maximal) ○Mobility Enhancement This unique skill can be performed at will with Minor Actions, and the
effect will be the same.
A Quargnail cannot transform for an hour after using this unique skill.
The effect of automatic Dragonification is limited to once a day.

102
Loot
27 ”Barbarous King With Stagnating Sword Ring of the Magic Civilization Period (30,000G/Gold
Always
and Master of Books” Quargnail (Drake Duke White SS)
Always Bracelet of Manipulation (24,800G/-)
Transcendent, Dragon Form) Always Magic Sword Zane (Cannot be Traded/-)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Always Sword Shards (200G/-) x 27
Language: All Habitat: Unknown Always The Book of Black (Cannot be Traded/-)
Rep/Weak: 27/34 Weak Point: Magic Damage +2 points
Always The Book of Blue or Red (Cannot be Traded/-)
Initiative: 35 Movement Speed: 30/60(Flying)
2–8 None
Fortitude: 39(46) Willpower: 40(47)
9 – 11 Noble Draconian Horn (12,600/Red SS)
12+ Great Draconian Horn (48,500G/Red SS)
F Style Accuracy Damage Evasion Def. HP MP
Bite (Body) 36(43) 2d+37 34(41) 28 360 206
Wing (Wing) 37(44) 2d+30 32(39) 22 223 73 Description
Wing (Wing) 37(44) 2d+30 32(39) 22 223 73 Quargnail is one of the kings of Karzoral, obsessed with the ambition to
Sections: 3 (Body / Wing x2) Main Section: Body stand as a Barbarous King, and having obtained the Book of Black, he is
preparing to realize his ambition. However, he is in danger of falling through
due to the betrayal of his subordinates who obtained the Book due to a
Unique Skills miscalculation. He has also realized that the Book alone is not enough to
●All Sections raise his power, and he is eager to obtain all four books.
○Energy Immunity Quargnail is enhanced by 27 Sword Shards. If PCs defeat him, they will
receive the title of "Shattered the Barbarous King's Magic Sword (200
points)" and same amount of Total Reputation.
☆Techniques
They may use the [Beetleskin], [Cat's Eyes], [Recovery (20 pts.)], [Giant
Arms], [Sphinx Knowledge], [Wendigo Hide] Techniques. Quargnail Tactics
Quargnail comes to the battle with two books: the "Book of Black" and
☆Humanification the one (the "Book of Blue" or the "Book of Red") that PCs did not obtain in
A Quargnail can change from a draconic form to a human. However, the second episode (he is equipped with a Bracelet of Manipulation to use
any HP lost by the Body section is carried over as a human, and any lingering both books and the Magic Sword Zane at the same time).
magical effects remain affecting the Quargnail, which may cause death or How he uses the abilities of the Book of Blue and the Book of Red is
make them unconscious if enough HP is lost. the same as that of Sicinus (see p. 99) and N’Dal (see p. 100), so please refer
to them. [☆Tactical Bloodletting] is used just before the end of the
●Body Quargnail’s turn, and the target is the PC with the lowest current HP.
○2 Actions [▼Tactical Excellence] is used on the first hit, in conjunction with his melee
attack, and he targets himself, but if impossible or unnecessary, he may
choose a Cyclopes or Mithril Golem, depending on the situation. Basically,
○Multiple Declarations = 3 times [☑Greater Mana Strike] and [Multi-Action] are declared every round.
Mithril Golem will stay in the vicinity of the PCs, mainly defending them
↝Spiritualism Magic 20 Level/Magic Power 29(36) with [Cover III], while Cyclopes and Gory will be the attackers, targeting the
Can cast all Spiritualism Magic up to the 15th level and all Spiritualism PCs' rearguard as much as possible. While avoiding entering the same
Magic for Transcendents from this book. skirmish area as Quargnail, Fire Giant will stay as close as possible (to avoid
line interference), and will focus on recovering HP for it and for Quargnail.
○☑↝Magic Aptitude = All

☑Greater Mana Strike = +9 Accuracy, +29 Damage


Gains a +9 bonus to Accuracy checks, and damage is increased by +29.
At the same time, the Drake Duke gains a -2 penalty to Fortitude Willpower.

▼Magic Sword Attack


Immediately after Bite's attack, the attack is performed with the magic
sword Zane, and after checking the result of Bite's attack, the Quargnail can
choose to attack the same target further or select another target to attack.
Accuracy check and damage the same as Bite's are used.

▽Zane, the Magic Sword of


Stagnation/33(40)/Willpower/Neg
The target hit by the magic sword Zane will be affected by both [Slow]
and [Mana Seal] spells for 10 seconds (1 round).

↝Burning Breath/35(42)/Fortitude/Half
Within "Range: 50m" and "Area: Shot", it spits out a mass of pure energy
that explodes at the point of impact, dealing "2d+40" fire and energy magic
damage in a radius of 6m/20.
This ability cannot be used on consecutive turns.

●Wing
○Flight II
Loss condition: HP of one or more [Section: Wing] is 0 or less.

103
Part 3 Campaigns

The Book of Black Base Price: Cannot be Traded


A book with a black cover with gold decorative lettering and sealed
Popularity 30/41 App. Category (Rank) Adventurer Tool
with a gold chain
Giving those who read it the power to transcend their limits, giving those who
Summary Era Ancient Magic Civilization
possess it a variety of abilities
Has common abilities of Four-Colored Books (see p. 88). In addition, when held as "Stance: ☆Tactical Bloodletting/Can’t
1H", it grants the bearer the following abilities.
Specify the target within "Range/Area:
50m/Target" and "Target: 1 Character".
☆Tactical Domination/Can’t For 10 seconds (1 round), when the target's MP
One of the following effects is selected within "Range/Area: Caster /-" and "Target: Entire is reduced, whether by damage or voluntary
Battlefield/All". The effect lasts for 10 seconds (1 round), but cannot be duplicated at the same consumption, their HP is reduced by the same
time. All effects do not apply to characters whose level (adventurer level or monster level) is number of points.
16 or more. Also, while this effect is in effect, the target
- The effect of any Minor Action taken by the target is immediately negated. cannot regain HP by any effect except [Sword's
- The current and maximum MP values of target are reduced by 10 points. After the effect Revelation/Transcend Fate].
Effect
ends, the maximum value is restored, but the current value remains unchanged. This effect can be used only once in 10 seconds
- One of the target's ability scores is reduced by -24 points. The ability score to be reduced is (1 round).
determined randomly for each target. This effect does not reduce the ability score below 0,
and if the ability score is 0, the target cannot perform any movement or action until the end ▼Tactical Excellence
of the effect duration. In the case of a fixed value character, the GM's estimate of the relevant
When any damage occurs in the user's
values is reduced by the corresponding amount.
battlefield after all calculations are completed, the
HP of a character (section) in the battlefield other
than the damaged one will be restored by the
same amount as applied damage. This effect can
be used only once per round.

P ROCESSING OF [▼T ACTICAL…] [Distortion (The Book of Blue)] should be resolved


second. Change the destination of the damage. If
Each of the Four-Colored Books has the [ ▼ … amplification is involved, the original character (section) may
Excellence] ability. This ability can cause the applied damage be selected from either.
to be set to 0, change the destination of the damage, copy the [Amplification (The Book of Black)] should be resolved
damage to another character, or heal another character by third. Decide which character (section) to recover.
the amount of damage when damage is dealt. Characters to which damage is applied cannot be selected. It
This ability is not tied to the wielder's turn, as it is based is possible to specify a character that is exempt from damage
on the occurrence of another character's turn. Therefore, using Distortion.
multiple such abilities can be declared at the same time. If [Inaction (The Book of White)] should be resolved last.
they overlap, they are processed in the following order of Set one applied damage to 0 for a specified character
priority: (section). If the "Amplification" option is present, either
[Excellence (The Book of Red)] should be resolved first. option can be chosen. Even if the applied damage becomes
Determine where to apply the copied damage. 0 due to "Inaction", the effect of "correlation" is not lost.

After defeating Quargnail and obtaining the two books in together; they must rely on special materials to create a new
his possession, the campaign comes to a close. The Four- cover, refine the ink to add descriptions, and so on. This may
Colored Books are now in the hands of the PCs, and the require hunting Mythical Beasts which have never been seen
ascension of a new Barbarous King has been averted. in the world or going to secluded regions to collect special
It is up to the PCs to decide what to do with the four plants and minerals. If the PCs can do this and complete the
Books. Even if each of them gains a separate book, it is safe book, they can truly rival and possibly even surpass the power
to say that they are powerful enough to stand out in a society of the gods.
of Humanoids. However, the Book will be limited to one volume. Only
However, the Book suggests a way to merge them into one person can benefit from it. It is up to the PCs to decide
one huge magical book. It is not enough to simply join them what to do with it.

104
This campaign is a sample campaign targeting characters character's adventures, obstacle requirements, and monster
who have reached the 15th level and completed a certain strength for scenario bosses. Consider them when planning
number of adventures. scenarios for Transcendent PCs.
It focuses on the first threats that newly-minted To play this campaign, it is recommended that you have
Transcendents, who have just reached the 16th level, will Core Rulebooks I-III Revised Editions and a set of
face, and describes these situations in detail. The scenarios supplements/databooks.
below can serve as a reference for your Transcendent

This campaign takes place all over the Terastier Faced with a relentless onslaught of natural disasters,
continent. Its objective is to investigate the causes of extreme heads of state and country representatives were in a state of
weather events affecting the entire continent and find distress. They decided to turn to renowned heroes from each
solutions. region to investigate and solve the problem. According to a
Natural cataclysms have been occurring with unusual legend in the world of Raxia, "those who exceed the limit of
frequency in various parts of the Terastier Continent, causing Humanoids have the power to see the threads of life." If some
concern about the end of the world. The damage caused by kind of invisible hand is involved in this abnormal weather, it
these cataclysms has affected the countries, cities, is believed that only exceptional heroes can solve the
organizations, and regions that each PC is involved with. problem.
Humanoid nations and organizations are doing Heroes embark on this quest for their own reasons,
everything they can to identify the causes of extreme weather whether for the sake of their adoring public, personal
events. However, they lack knowledge about these causes prestige, or simply to satisfy their intellectual curiosity.
and can only respond to specific disasters that cause damage. However, the frequent natural disasters occurring all over the
The general public, without any special abilities, is Terastier Continent are far beyond their expectations. They
suddenly experiencing natural disasters without warning, have come to realize that there are factors that could shake
leading to resignation and increasing desperation. The losses not only the Terastier Continent but also Raxia itself. The
incurred in protecting refugees and surveying the scale of natural disasters occurring in various regions are merely a
damage caused by disasters are enormous, and some prelude to such a transformation.
countries have already depleted their national treasuries. Before the threat can fully take shape and damage Raxia,
Although the situation is currently under control at the level it must be minimized, brought down to a manageable level,
of national governments, the national system may become and ultimately eliminated.
unsustainable if this continues, and people may be forced to Only Transcendents who have reached and surpassed the
abandon their entire way of life. limits of ordinary skills can achieve this.

However, some reference settings are provided for your


reference; if you have any trouble or find it difficult when
This campaign is designed to be played on a PC at creating a character, you may want to follow the reference
adventurer level 15. It is recommended to play with the settings.
sample characters listed in this book, leaving the experience
points as they are. If players wish to create their own 1 ST R EFERENCE SETTING
characters, they should do so in the same way as described in As an adventurer operating in one of the humanoid
"Character Preparation" (see p. 67) of "Fallen Dragons nations on the Terastier continent, you have already earned
Threat". a reputation as a living legend. You have many followers, and
your influence can rival that of a king. The government
P OSITION OF PCS always approaches you for important positions, and if the
In this campaign, there is no basic setting of character PCs want, they can be given a position of their choice. They
recommended in the scenario. cannot become kings, but it is possible to have a position with

105
Part 3 Campaigns

the right of succession, such as an adopted son of the royal Recommended Sample Character: Lunar Piercer or
family or a fiancé, or to have them as a spouse. Legendary Wizard
Recently, there have been a number of extreme weather Recommended Adventurer Classes: Fairy Tamer, Ranger
events, and major damage is on the horizon. As an
adventurer, you have a disturbing feeling that this is not just a
case of extreme weather but that something much bigger is
about to happen.
You have many friends and followers who you can rely
F AIRY DRAGON (F AIRY DRAGON/UNKNOWN
on in various ways, but even if you ask them to investigate,
they cannot tell you anything definitive. It seems that you GENGER /UNKNOWN GENDER)
have to make your own move and do something about the These dragons travel freely between the world of Raxia
situation. and the world of fairies, possessing many mysterious powers
and being adored by the fairies. They have no individual
Recommended Sample Character: Any name, and their age and gender are shrouded in mystery.
Recommended Adventurer Classes: As you want Although they rarely appear in the world of Raxia, they
exist to protect the world of fairies. Rumor has it that they
had existed since the time when Cardia was shattered, and
2ND R EFERENCE SETTING
the world was filled with mana. They are easygoing and
As a priest in the service of god, you travel from place to
cheerful like fairies but do not care much about the world of
place across the continent as a missionary of the faith,
Raxia. As a result, they sometimes give the impression of
spreading the deeper faith among the people. During your
being unsympathetic.
travels, you were the first to notice abnormal weather
As beings that observe both the world of Raxia and the
conditions occurring in various parts of the continent
world of fairies, they were the first to notice that the balance
recently.
of mana in the world is disturbed and that this disturbance is
While you have faced extreme weather events on several
manifesting itself as a natural disaster. Fairy Dragons are
occasions, you have only dealt with the damage caused by the
working hard to avert such a situation and restore the world
disaster and have not seen the existence of any underlying
to its original state.
cause. However, you are also aware that the phenomena are
too peculiar to be described as just nature.
When unsure of the path to take, you have always had
the word of god that you believe in. However, the
information provided by oracles is often more abstract than
ever, and even if you ask directly to the Minor God who is
manifested in this world, they themselves do not understand
it well.

Recommended Sample Character: Punching Titan or


Prophecy Bringer
Recommended Adventurer Classes: Priest

3 RD R EFERENCE SETTING
You have reached the end of your adventure and left the
mundane world behind. People call you a hermit or a recluse
because you usually stay in a secluded place and avoid the
world.
One day, extreme weather conditions affected your place
and drastically changed the environment around you,
including the flora and fauna, Mythical Beasts, and Dairies.
At the request of your neighbors or simply outraged by
the disturbance to your home, you have begun investigating
to remedy this unusual natural phenomenon.

4TH R EFERENCE SETTING (4-5 TH PCS)


If there are more than three PCs, choose one of the above
reference settings. PCs can be designated as partners,
companions, colleagues, or trusted friends in similar
situations.
Players may devise their own backstory in consultation
with the GM or other players.
The Adventurer class should be selected to fill in any gaps of
the other three members and be able to perform to the fullest
extent.

106
At the start of the campaign, the PCs are not yet But as time passed, the fury of nature grew stronger,
Transcendent. They will become Transcendent after hunting down those who lived on the continent.
completing the first scenario and will be able to tackle A gloomy atmosphere pervades the entire Terastier
subsequent scenarios. continent as if the end of the world has come.
This section provides an introduction describing how the
PCs come together in this campaign and an example of the The GM should read the text above to the PCs to help
adventures that lead to becoming Transcendent. them understand the threat of natural disasters and the
The campaign begins with the mystery of extreme magnitude of their impact.
weather events affecting the entire Terastier continent. The This will also help set the atmosphere for the session and
GM should take into account the PCs' characteristics and give the PCs a sense of purpose.
background settings and incorporate them into the scenario
to increase excitement. In this case, the GM has the freedom
to modify the scenario's content.
Here is an example of the general progression and outline
of a scenario.
When you actually hold a session, you are free to arrange
In the first episode of the campaign, adventurers who your own scenarios based on the examples.
have reached the 15th level embark on a quest to discover
the cause of natural disasters. They receive a request from a 1. F AIRY DRAGON CONTACTING
Fairy Dragon and venture into a world full of fairies, which The PCs are investigating the natural disasters in their
serves as an introduction to becoming Transcendent and own ways but have not yet reached a point where they can
leveling up to the 16th level. take decisive measures. The GM should describe how the
Natural disasters affect every country and region in the natural disasters are impacting the countries and regions
Terastier Continent to varying degrees, with most people related to each PC and create a sense of urgency that these
giving up and hoping the threat will pass. phenomena cannot be left to continue.
The first episode sees the friends gather and prepare to Suddenly, Fairy Dragons appear in front of the PCs.
journey to the world of fairies to defeat the "Chaos" that These dragons can move freely between the world of Raxia
threatens it, guided by the Fairy Dragon. Through gaining the and the world of fairies, and they exist to protect the world of
trust of the fairies and achieving success in their quest, they fairies. This is the first time the PCs have met them.
will receive special blessings and awaken to Transcendence. The Fairy Dragons explain that the extreme weather
This series of adventures could take place anywhere on the conditions currently occurring in the world of Raxia are due
Terastier Continent. to a significant imbalance in the world's mana. The imbalance
is occurring on a global scale, and if left unchecked, the
natural environment of Raxia will collapse completely,
making it impossible for any living creature, including
The world of Raxia is situated on the Terastier continent, humans, to survive.
created by the three swords. Additionally, Fairy Dragon reveals that the abnormalities
The continent is rich in land and abundant in nature, and are not only happening in Raxia's world but also in the fairy
many creatures thrive there. However, in recent years, severe world. Fairies play a crucial role in the flow of mana, and if
abnormal weather has made life on the continent very they were in their normal state, the mana in Raxia's world
difficult. would not have been disrupted to such a great extent.
At first, people were optimistic, believing that the weather However, a chaotic entity has appeared in the fairy world,
was only temporary, but it continued for months and months, causing the fairies to lose control and granting the entity even
causing disasters and poor harvests that adversely affected more power by absorbing them at random.
living organisms. The Fairy Dragon implores the PCs to help prevent the
The disaster caused the deaths of animals and plants, and fairies from causing destruction in Raxia. Despite possessing
people were unable to maintain a proper food supply or various magical powers, the Fairy Dragon's abilities are
living environment. insufficient to solve the problem on its own. Therefore, it has
They could only endure in the face of the great power of sought the PCs' assistance in resolving this case.
nature and pray for a quick return to their original calm The proposed solution is to address the anomalies in the
nature. fairy world and, with the help of the fairies who have regained
their senses, suppress the abnormal weather in the world of

107
Part 3 Campaigns

Raxia. To achieve this, the party must travel to the fairy world 4. L IBERATION OF THE F AIRIES
and defeat the "Chaos" at the center of the anomaly. After defeating Chaos, the fairies are released, and peace
The Fairy Dragon promises a generous reward in the is restored to their world. In gratitude, the fairies promise to
form of a valuable gem. The amount and number of gems help the PCs control the natural disturbances in Raxia.
can be freely set. This reward serves to aid the fairies as well However, effective means to contain the extreme weather
as act as reserve funds for the party since they will likely have in Raxia have not yet been found. The Fairy Dragon suggests
to fight against distorted fairies and should stock with items to the PCs that the same Chaos that occurred in the fairy
from Raxia beforehand. The Fairy Dragon will provide the world might be manifesting in Raxia.
reward in advance and advise the party to be well-prepared. The PCs must eliminate the causes of extreme weather
Furthermore, the Fairy Dragon confirms that there are events, just as they did in the fairy world before Chaos can
no restrictions on defeating distorted fairies. However, fully manifest.
avoiding harming normal fairies unnecessarily is wise, as they At this stage, the PCs still do not know the true nature of
are cooperating with the party. Chaos or the reason for its appearance. They can only
speculate that the unusual Fairy Dragon, being a fairy-like
2. I NTO THE WORLD OF F AIRIES dragon, might have a connection to this cause.
In order to gain access to the fairy world, the PCs who
accept the request from the Fairy Dragon must first locate it,
and they don't know how.
The Fairy Dragon suggests asking for help from the You have defeated the chaos that emerged in the fairy
guardians at the "Fairy Gates" located on all four sides of the world and successfully restored the fairies to their senses.
Terastier continent. The guardians will assist the PCs in They expressed their deep gratitude and bestowed their
entering the fairy world. protection upon you, infusing you with their overflowing
The Fairy Dragon knows the location of each "Fairy Gate" power.
and will accompany the PCs to any of them. However, Although you felt like you had already reached the limit,
reaching the gates is the easy part. The guardians, who are you knew there was still a world of adventure ahead.
also fairies, have been affected by the abnormal weather and The journey of Transcendents, those who have exceeded
can no longer speak properly. They demand impossible tasks their limits, is about to begin.
in exchange for their cooperation with Humanoids.
The GM has the freedom to set up any obstacles against
P ATH TO T RANSCENDENCE
the distorted fairies. If the PCs are unsure how to proceed,
PCs who have eliminated Chaos in the world of the fairies
they may engage in combat with the guardians to resolve the
will be granted "Fairy Protection" by their guardian fairy for
issue.
their achievements. Here is a description of the special
Once all the fairies guarding the gates have been brought
protection given by the fairies.
back to their senses, the PCs can enter the fairy world with
Also, this "Fairy Protection" will trigger the PCs to become
their assistance.
Transcendent beyond the 15th level and reach the 16th level
or higher.
3. DEFEAT CHAOS
The fairy world is in an extremely dangerous state due to
SUMMARY AND T YPES OF F AIRY P ROTECTIONS
unbalanced mana that induces mysterious phenomena.
The "Fairy's Protection" is a blessing from the fairy
Fairies in this world are directly affected by the mana, and
guardians that can be received by any PC, even a Nightmare
they lose control of their ego, running amok. PCs who enter
with a soulscar or a runefolk who cannot see the fairy.
the fairy world are no exception and encounter strange
In the current Raxia, the fairies who have the power to
phenomena and incidents that would not normally occur.
grant this "Fairy Protection" are limited among the fairy
Following the instructions of the Fairy Dragon, the PCs
guardians stationed at the "Fairy Gates."
successfully evade these dangers and reach the center of the
PCs with "Fairy's Protection" are treated as if they are
fairy world. There, they encounter the Chaos, a fusion of all
deeply trusted by fairies. Therefore, fairies who meet them
types of fairies.
for the first time will show them respect and trust. However,
The fairies were out of control because Chaos was trying
if a PC with "Fairy's Protection" is extremely disloyal to fairies,
to absorb all fairies, and the fairies were resisting it, resulting
they will lose the "Fairy's Protection." In such a case, the fairies
in various abnormalities. Chaos can use all types of Fairy
will not like them, and it will be difficult to get their help. It
Magic and attack PCs.
is important to note that acts such as harming others or
In this area, PCs fight against Chaos. Since there is no
defeating distorted fairies are not included in dishonest acts.
detailed data on Chaos itself, GMs are requested to create
A PC can only receive one type of "Fairy Protection" at a
their own Chaos by arranging existing Fairy monsters. The
time. However, each PC can receive different types of "Fairy
difference between Chaos and a normal fairy is that Chaos
Protection". If the effect is the same but only the type is
uses Fairy Magic of all types of the same ranks.
different, it is treated as a different type of protection.
Crazy fairies are also present and will attack PCs under
Each effect and type can be changed at the beginning of
the will of Chaos. The appearance of fairies is random, and
each PC's turn. However, changing the type requires
they may disappear or appear suddenly. The GM should
spending 5 MP points every time.
consider the number and strength of the fairies and make
fairy monsters appear as needed.

108
1st Protection - Fairy Protective Ward
When you take damage, a fairy will appear in front of you
and absorb it.
Choose one of the following elements: earth, water/ice,
fire, or wind. If you take damage from the selected element,
the damage you receive will be halved (rounded up), even if
your resistance fails. If your resistance checks against the
"Resistance: Half" damage succeeds, the damage will be
further halved (one quarter, rounded up).

2nd Protection - Fairy Granted Attacks


The fairy will reside in your weapon and assist you when
attacking.
Additionally, the type of physical damage dealt by both
melee and ranged attacks can be changed to one of the
following elements: earth, water/ice, fire, or wind. This
increases extra damage by 5 points.

3rd Protection - Fairy Magic Interference


The fairy rearranges the mana on the spot, enabling the
magic to be cast in a different way than usual.
When casting a spell with a power table, you can change
its damage type to "earth", "water/ice", "fire", or "wind" from its
original type by taking a -2 penalty to its Spellcasting check.
This effect can be applied to any spell using a power table.
Note that this effect works for all magic systems but cannot
be applied to any spell not using a power table.

109
Part 3 Campaigns

Here is an adventure scenario for PCs who have just


become Transcendents. It is assumed that the players have
completed the first episode, "The Chaotic World of Fairies".
The PCs will continue working to resolve the extreme
weather conditions affecting the entire Terastier continent.
The GM should incorporate the PCs' backstories into the
scenario to create a more exciting story. In this case, the GM
is free to alter the content of the scenario.
We also provide an introduction for 16th-level
adventurers who have just been created and are starting at this
level. Please note that the difficulty level will be higher for
them because they have not obtained Fairy Protection.

In the text, sentences in italics are explanations or lines


that are provided to players.
The following text is a description of the GM. They
should read it carefully and understand it to handle the
player's behavior.

The second episode of the campaign begins with the halt Please establish a region on the Terastier continent that
of the chaos in the world of fairies. The fairies regain their is related to one of the PCs. The GM has the freedom to
senses and work tirelessly to restore the natural balance of determine the extent to which the region, area, or country is
the world of Raxia. However, this alone is insufficient to affected by the sandstorm.
rectify the root of the problem.
Once again, the PCs must respond to threats occurring
GIANT SANDSTORM
on the Terastier continent. The primary objective of this
Sandstorms can engulf entire regions, even in areas where
scenario is to confront and eradicate a new giant sandstorm
there are no deserts. The sand seems to come out of nowhere
that has emerged somewhere on the Terastier continent. The
and covers the original land.
PCs must defeat the "Giant Sandstorm Incarnation" at its
In the outer parts of the area, people can only suffer from
center while coping with the extremely harsh natural
sand flying in with the wind. However, in the center of the
environment. This will reveal the reasons for the extreme
sandstorm, the winds are so strong that ordinary people
weather events. cannot stand or walk. The flying sand and stones make it very
This scenario concludes with the PCs conquering the difficult to survive. As a result, residents of towns and villages
harsh natural environment and defeating the Giant
near the center of the region have become refugees and are
Sandstorm Incarnation.
pouring into surrounding towns and countries, causing all
sorts of troubles. These giant sandstorms continue to grow
with time, requiring a quick resolution.

The GM may tweak the introduction as necessary,


depending on the PCs. Basically, it is assumed that the PCs
are the same as in the first episode, but if you want to start Those who saved the fairy world were thanked by the
the scenario from this point, please refer to "Playing with PCs fairies and given special protection.
created at 16th level". After regaining their senses, the fairies made efforts to
control the abnormal weather. However, the abnormal
weather persisted and raged even more wildly.

110
In the midst of this situation, a catastrophe of At this point, the Fairy Dragon appears and asks for the
unparalleled magnitude occurred. Sandstorms appeared out Transcendents' help in containing the catastrophe. The Fairy
of nowhere and engulfed the region, turning it into a barren Dragon explains that similar phenomena have occurred in
land where no one could live. the world of fairies in the past, and based on their
You felt a tremendous convergence of chaos at the center experiences, they reveal that defeating the incarnation of the
of the disaster. It seems that a chaotic entity, similar to the disaster at the center of the catastrophe will stop it.
one you defeated in the fairy world, is about to manifest in In exchange for their assistance, the Fairy Dragon offers
the Raxia world. a reward of 50,000G gem. The Transcendents can use this
The Fairy Dragon has once again requested that you reward to make preparations and negotiate with the Fairy
defeat the entity. Dragon to receive payment in advance.

The PCs, who saved the fairy world under the guidance
of the Fairy Dragon, are thanked by the fairies and granted
special Fairy Protection permanently. This has also allowed As you approach the center of the catastrophe, you
them to transcend the limits of the Humanoids. experience an unimaginable sandstorm. Trees snap, fields
In the world of Raxia, extreme weather events that only bury in sand, buildings crumble, and debris flies in the air.
the PCs can handle are happening everywhere. They must All the people who might have lived in the town a short
deal with these events to restore peace to their country, city, time ago have scattered and fled, leaving behind nothing but
loved ones, and the world of Raxia. Catastrophes have a desolate scene. Even with the power of Transcendents,
already occurred all over Raxia, affecting most of the conquering this place, where it is difficult to simply stand and
Humanoid nations, and the damage is expected to continue walk, should be quite a challenge.
to grow.
Fairy Dragon informs the PCs that there will be a The PCs must walk through blowing sand to reach the
condensed mana of nature at the heart of a major disaster, center of the disaster. Flying is dangerous due to strong winds
similar to the Chaos that the PCs defeated in the fairy world. and flying debris. Visibility is extremely poor, with complete
Unlike the fairy world, the Chaos in Raxia may have some loss of visibility beyond 30 meters due to the blowing sand.
kind of support when manifesting in this world, and there is Even PCs who have learned Combat Feat [Hawk Eye] are
a possibility that it remains after being defeated, Fairy Dragon restricted without exception. This effect is treated as an earth
speculates. This may help the PCs understand the conditions and wind type effect.
and causes of Chaos manifestation. Fairy Dragon points out that there are several other
As a reward for dealing with this disaster, the Fairy concentrations of mana besides the central location, albeit on
Dragon will provide each PC with a gem worth 50,000G. As a smaller scale. It is expected that these concentrations will
in the previous episode, the Fairy Dragon will pay them in increase the scale of the disaster in response to the center of
advance, depending on the negotiation. the catastrophe and that destroying them first may reduce the
Fairy Dragon wants to investigate in detail the causes of size of the catastrophe.
Chaos in Raxia to prevent its recurrence in the world of the The catastrophe continues to spread over time and
fairies. requires the quickest possible resolution.
Upon receiving the request, the PCs begin to work on a
local disaster, a sandstorm, whose source seems to be in the
center of the storm.

As Transcendents, you hungered for a time and place to


display your power. Though possessing tremendous strength
towards the end of your adventures, there had been no
suitable opportunity to utilize it. You felt empty as if your
power was never needed.
Then, news of an extraordinary disaster reached your
ears. You saw this as the perfect opportunity to demonstrate
your strength and immediately set out for the region where
the catastrophe had occurred.

This scenario presents an alternative introduction, in


which the "Fairy Protection" has not been obtained,
increasing the difficulty of the task at hand.
The PCs have somehow become Transcendents and
heard rumors of a catastrophe in progress. They believe they
are the only ones capable of dealing with it and have arrived
at where the incident occurs. However, the enormity of the
devastation makes it difficult to know how to proceed.

111
Part 3 Campaigns

Within the map, time is handled as follows:

1. Search Check
The PCs will search the square they are currently in. The
sandstorm area is always subject to violent sandstorms, and
the terrain changes rapidly. As a result, even squares that have
been explored before must be explored again every time the
When actually operating the map and proceeding with a PCs visit the area.
session, the following preparations should be made at the If a PC succeeds in a Search check with a Target Number
beginning. of 28, they will have a rough idea of the terrain and can move
in any direction during step “2. Movement”. If the check fails,
the direction to move is determined completely at random.
CHECK PCS CURRENT L OCATION AND E NTRANCE TO THE
If the check is a Super Success (see p. 25), it means that
M AP the square is completely known. PCs can move in any
At the beginning, the PCs are outside the map. The inside direction on this square without the need for further Search
of the map is within the Sandstorm zone, while the outside is checks. It is recommended to mark the squares on the map
a relatively less vulnerable area. The PCs may enter the map that have been Super Success for tracking purposes.
from any of the 20 squares on the outer edge.
2. Movement
P LACEMENT OF “DISASTER F RAGMENTS” PCs can move to adjacent squares but not diagonally
There are initially 4 "Disaster Fragments" on the map. adjacent squares. If the "1. Search check" fails, the direction
Roll 1d twice, and one "Disaster Fragments" is placed in the of movement must be randomly determined from among all
corresponding square, corresponding to the vertical and adjacent squares.
horizontal axes. Repeat this process 4 times, and at the PCs may choose to stay in their current square without
beginning of the Search Check phase, "Disaster Fragments" moving.
will be placed in 4 randomly selected locations. If they appear
in the same place, reroll again. The number of Disaster 3. Events
Fragments" may increase with the passage of time. Please Special events may occur in the Sandstorm map. Roll 1d,
refer to "5. Time Lapse". an event corresponding to the roll in the table below, will
occur.

Events On the Map


1d Event
The sandstorm intensifies, and for 3 hours, the PCs suffer a -2
penalty due to poor visibility. The penalty remains unchanged
1–2 if PCs are in the center 4 squares of the map. However, if PCs
have immunity to both earth and wind types for more than 3
hours, there is no penalty modifier.
Event occurs. Refer to the Desert Events Table (see the next
3–4
page).
5–6 Nothing happens.

4. Free Actions
The PCs can act at their own discretion. However, they
can only perform free activities that require 10 minutes or
less during a sandstorm. Additionally, they cannot take a safe

112
rest unless a "Resting Place" is present on the map. This Desert Events Table
limitation can be overcome if the PCs use spells or items to Roll and
construct a house or other structures. Event Effect
Name
A large rock comes hurtling toward the PCs, treated as a Stone
5. Time Lapse Wall structure (see CR III, p. 98). After the event occurs, PCs
1: Flying
After three hours, return to "1. Search Check" and Big Rocks
can take one Major Action to attempt to destroy the rock. If
continue moving through the map. successful, no damage will occur. If the rock is not destroyed,
all PCs will suffer "100" points of physical damage.
The GM should keep track of the elapsed time. Every 12 All PCs must make a Fortitude check with a Target Number of
hours after entering the map, the GM rolls 1d. If a "1" or "2" 32. Those who fail will be buried by the rushing sands. Failed
is rolled, a new "Disaster Fragment" should be added at that PCs must make the same check every 10 seconds (1 round),
time. The allocation is done in the same way as the initial and if they succeed, they can escape. While buried, PCs cannot
2: Sand
move or speak, and suffer magic damage of "2d+10 points"
allocation, but reroll if there are already other "Disaster Rushing
every 10 seconds (1 round) to both HP and MP.
Fragments" in the square or if the area is occupied by PCs. In
A PC who passes the check can rescue a buried PC. The
rescuer must make a check with a Target Number of 33, using
their Adventurer level + Strength modifier. If successful, they
P ENALTIES ON THE M AP can free the buried PC.
Due to a particularly strong and dense sandstorm, the The corpse of Roc (see CR III, p. 337 or BT, p. 83) will fall
central four squares (3-3, 3-4, 4-3, 4-4) have extremely poor 3: due to a sandstorm. Two PCs will be chosen at random and
visibility. As a result, each PC receives a penalty of -2, which Monster need to make an Evasion check with a Target Number of 20.
is equivalent to the penalty for "blindness in one eye" (see CR Being PCs who fail will suffer 50 points of physical damage. Non-
Swept targeted PCs can choose to substitute and take the damage
I, p. 140). However, if PCs have immunity to both earth and Away instead. As the Roc is already dead, its loot can be obtained
wind types for more than 3 hours, there is no penalty without combat.
modifier. The PCs stumble upon a village buried in sand, with no
evidence of evacuation. It's possible that the inhabitants are
trapped somewhere, so the PCs perform a Search check with a
H OW TO GET TO THE CENTER OF THE DISASTER Target Number of 22. If successful, they'll find the inhabitants
PCs can approach the central by declaring "Move to the who have escaped to basements or other hiding places.
Center" when they are in the 4 squares of the center (3-3, 3- Detecting spells or items like [Life Sensor] can be used, but
methods that detect magic, such as [Mana Search], will react to
4, 4-3, 4-4). They will be in a battle with the Giant Sandstorm 4: Village the entire sandstorm and won't be able to locate the inhabitants.
Incarnation. Please go to the section of “Battle with the Giant Buried in The number of inhabitants found is 2d people. PCs cannot
Sandstorm Incarnation (see the next page)”. Sand safely escort them through the sandstorm, but they can provide
food and water. If PCs want to hear their stories, they can find
them in the "Story about Fragments of Disaster". If the villagers
DEALING WITH DISASTER F RAGMENTS are found hiding, the PCs can rest in their hiding place. If they
When PCs move to a square with a Disaster Fragment, evacuate them off the map using spells or other means, they will
they can try to destroy it. However, it is necessary to find a receive a reward of "1,000 gamel x the number of people" after
safe way to diffuse it because the mana may explode if the evacuation. Once the PCs leave this location, they will never
find this village again during the sandstorm.
attacked in a normal way. 5:
PCs should roll check with a Target Number of 30 based Possible Players can discover caves and sturdy buildings where they can
on "Adventurer level + Intelligence modifier"; if successful, Resting rest and safely sleep.
they can safely diffuse the Disaster Fragment. If it fails, or if Place
6: Lucky The item is found buried in the sand. Roll on the "Treasure
the PCs try to destroy it by force, all PCs will be damaged by Find Drop Table J" (see LL, p. 128) that PCs find.
magic damage of “Power 100 + 0” points. The Critical
Threshold is 10.
STORY ABOUT F RAGMENT OF DISASTER
When a Disaster Fragment is destroyed, the sandstorm
The story can be heard by finding the villagers at the event
momentarily weakens but soon returns.
table and giving them preserved food and water.
E VENT OCCURRENCE Initially, it appeared as a small stone. However, during an
If an event occurs in "3. Events" while on the map, refer intensifying sandstorm, the shiny object suddenly
to the following event table. Roll 1d, and the corresponding materialized in midair.
event will occur. These events may occur multiple times if The wind around it created sand, which caused a strong
the same roll occurs again. sandstorm in a location that should have been unaffected by
the catastrophe's center.
This object appears to be expanding the sandstorm's area.
Removing it may weaken or even halt the sandstorm's effects.

PCs can be convinced by listening to this story that it is


the cause of the growing disaster and intensification of the
giant sandstorm.

113
Part 3 Campaigns

of the type of perception, even for PCs who have learned


Combat Feat [Hawk Eye]. This effect is treated as earth and
wind effects.
As you approach the center of the sandstorm, it becomes If one of the PCs succeeds in the Danger Sense check
more and more intense, so dense that even Transcendents with a Target Number of 35, they will be aware of the Giant
can hardly keep their eyes open. Sandstorm Incarnation approach, and the combat will begin
Despite this, you finally arrive at the center of the with a distance of 20 meters between the PCs and the enemy.
sandstorm. The landscape is unrecognizable from what it was However, the Monster Knowledge check cannot be used at
before the sandstorm; everything has been torn away by the this stage since the opponent is invisible.
wind and buried in the sand. If all the PCs fail the Danger Sense check, the combat
starts at a distance of 10 meters between them, and they are
When PCs declare that you are moving to the center of also treated as having been caught by surprise.
the sandstorm, they will be in a battle with the Giant As soon as the battle starts, the number of Disaster
Sandstorm Incarnation. Fragments existing on the map will be teleported to the same
The center of the area has extremely poor visibility, even coordinates as those of the Giant Sandstorm Incarnation.
worse than the sandstorm outside, and visibility beyond 10 These are treated as individuals with the same abilities as the
meters is completely lost. This effect is restricted regardless Disaster Fragments created by the Giant Sandstorm
Incarnation.

114
○Magic Obstacle = -4
Target: [Section: Head]/Loss Condition: HP of [Section: Upper Right
Body] or [Section: Upper Left Body] is 0 or less.

25 Giant Sandstorm Incarnation ●Upper Right Body


↝Fist of Doom
Intelligence: None Perception: Magic Disposition: Neutral
This ability cannot be used there unless at least one Disaster Fragment
Language: None Habitat: Various
is in the same coordinates. Absorbs Disaster Fragment and releases its power
Rep/Weak: 30/40 Weak Point: Magic damage +2 points
in a fist. After the normal damage process, the opponent whose hit by the
Initiative: 35 Movement Speed: 40 (Floating)
Fist is dealt a bludgeoning magic damage of “Power 100+20” points with
Fortitude: 28(35) Willpower: 30(37)
“Resistance: Can't”. Critical Threshold for this effect is treated as 11. Using
F Style Accuracy Damage Evasion Def. HP MP this ability destroyed one Disaster Fragment.
Head (Head) - - 32(39) 28 200 300
Fist (Right Upper
31(38) 2d+28 30(37) 25 230 150 ●Upper Left Body
Body)
Fist (Left Upper
○2 Actions
31(38) 2d+28 30(37) 25 230 150
Body)
Kick (Right Lower ↝Summon Floating Giant Rock
30(37) 2d+30 31(38) 30 200 100 It summons a giant rock to its side and makes it stay in the air to be used
Body)
for attack or defense. Only one giant rock can be summoned per use of this
Kick (Left Lower
30(37) 2d+30 31(38) 30 200 100 unique skill, but a maximum of two can be kept in the air.
Body)
Sections: 5 (Head/Right Upper Body/Left Upper body/Right Lower ↝Throw Floating Giant Rock/33(40)/Evasion/Neg
Body/Left Lower Body) Main Section: Head Throws a rock called by [↝Summon Floating Giant Rock] and uses it
Unique Skills for an attack. Ranged Attack is made with a radius of 5m/15 within "Range:
●All Sections 30m". If successful, the attack deals 2d+80 points of physical damage. The
giant rock used for this ability is lost.
○Earth Immunity
▼Floating Giant Rock Defense
○Wind Immunity Summons a huge rock for protection. It is treated as [Ring Protection]
(see WT, p. 79) which is effective for any 1 section among all sections of
○Normal Weapon Immunity itself, but the physical damage it can reduce is 30 points.
This effect can use only one giant rock per damage decision, and the
used giant rock is shattered and lost.
☆Type Change (Earth or Wind)
At the beginning of each turn, it randomly determines the type to be
●Right Lower Body/Left Lower Body
used for that turn, affecting the Type Storm and its Fairy Magic.
This ability can be used only once per round and cannot be used in ○Attack Obstacle = Impossible • Impossible
consecutive turns. Target: [Section: Upper Right Body], [Section: Upper Left Body]/Loss
Condition: HP of [Section: Lower Right Body] or [Section: Lower Left
○Type Storm (Earth or Wind)/25(32)/Willpower/Half Body] is 0 or less.
Targets within a radius of 100m from the monster receive magic damage
of the current type at the end of each turn. Damage increases with distance ▽Kick-up
from the monster. If the Kick attack hits, the target is kicked away. The target is moved 20
If there are Disaster Fragments in the battlefield, the damage of this meters, suffers 30 points of falling damage, and falls prone. The direction of
ability is increased by "the number of fragments in the battlefield x 10" points. movement is determined arbitrarily by the monster.
Within skirmish area-20m: "2d+20" points, 21m-50m: "2d+15", 50m- This ability is gone if either the Right Lower Body or Left Lower Body
100m: "2d+10" points. section HP becomes 0 or less.

●Head ●Right Lower Body


○2 Actions ▽Dust Wind Pressure
When the Kick-up effect is triggered, a cloud of dust is created, and
multiple targets are blown away simultaneously. Other characters who are in
○Magic Power Restoration = 10 points the same skirmish area must make a Fortitude check with a Target Number
of 35. If they fail, they are also hit by the [Kick-up] unique skill (but not the
↝Limited Fairy Magic 15 Level/Magic Power 28(35) Kick damage).
Can use all Fairy Magic of earth or wind types up to 15th rank but only
of the type selected via [Type Change]. ●Left Lower Body
↝Trampling Rush
○☑Magic Aptitude This unit will attack any enemy within the skirmish area where it is
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic located. The attack will also trigger the [Kick-up] effect. However, this ability
Convergence], [Magic Control], [Metamagic/Targets], cannot be used in consecutive turns.
[Metamagic/Distance], [Metamagic/Area].
Loot
↝Create Disaster Fragment
Creates Disaster Fragment on the same coordinates as itself. Generated Always Mana Crystal (Cannot be Traded)
Disaster Fragment can act immediately. This ability can be used only once
per round. Also, it consumes 30 MP of the Head section when used.
Description
●Upper Right Body/Upper Left Body This monster is similar to fairies, but cannot communicate. Its purpose
↝Wordbreak seems to be to absorb more mana, and it continues to grow more powerful
by sucking mana from the atmosphere.
Knows [Wordbreak] Combat Feat.

○Attack Obstacle = Impossible • Impossible


Target: [Section: Head]/Loss Condition: HP of [Section: Upper Right
Body] or [Section: Upper Left Body] is 0 or less.

115
Part 3 Campaigns

DISASTER FRAGMENTS DURING THE COMBAT If they perform an Insight check with a Target Number
If there is a Disaster Fragment on the battlefield, it will of 30 and succeed, they will know what the Mana Crystal is.
move with the Giant Sandstorm Incarnation as much as Even if all PCs fail, the Fairy Dragon will tell them.
possible, with a movement speed of 20 (Floating). These As the name suggests, the Mana Crystal is crystallized and
fragments are treated as structures with "HP 100" and condensed mana. It is difficult to use directly, but it has
"Defense 20". enough magic power to be made into a Sacred Treasure,
If the HP of the Disaster Fragment is reduced by more Ritual Implement, or Artifact (see WT, p. 142), depending
than 1 point by another character, it will explode on the spot on how it is processed.
at the beginning of its next turn, inflicting "Power 100+10" PCs and Fairy Dragons can guess that this is the cause of
points of earth and wind magic damage to all characters abnormal weather around the world. The third sword,
within a radius of 50m. The Critical Threshold is 10. Cardia, has been shattered, and mana, which should have
spread around the world, has condensed locally here and
there, producing these crystals. This is what is giving rise to
beings similar to the incarnation they have encountered this
time.
With your help, the embodiment of disaster has been
If left unchecked, not only will disasters in various regions
defeated.
continue to afflict people, but there is also the danger of mana
As it collapses, the sandstorm subsides.
condensing in one place, causing widespread mana
You discover a large crystal on its corpse.
depletion, or conversely, mana condensing beyond its limits,
Perhaps it holds a clue to solving the danger threatening
causing a catastrophic explosion.
the world.
The PCs must find out why this is happening and try to
solve this case.
If the PCs successfully defeat the Giant Sandstorm
Incarnation and bring back the Mana Crystal from the loot,
they will have completed the scenario.

Here is a summary of how the campaign will unfold


afterward and what the battle will be against the final goal,
Cardia Imitation.

These ideas are only meant to be used as a source of cloud and obtain the necessary knowledge from the Yggdrasil
inspiration for scenario creation. Each GM is responsible for Sapling.
selecting and setting up the specific details when actually
running the campaign.

In response to various catastrophes occurring in different


locations, Yowies (refer to CG, p. 120) emerge from hiding
Plants can also be affected by extreme weather. and launch attacks on Humanoids and Barbarous in several
The Fairy Dragon informs the PCs that a Yggdrasil areas of Terastier.
Sapling (see CR III, p. 344 or BT, p. 91) is suffering from The Yowies' attacks are brutal and unremitting, and they
extreme weather. do not hesitate to use tactics that could result in their own
The sapling is constantly surrounded by thick lightning deaths. Exhausted from dealing with the extreme weather,
clouds, and lightning strikes it constantly. The incarnation of the people have no time to repel the invasion, and the
disaster is believed to exist within the lightning clouds, which devastation accumulates, even leading to the destruction of
continue to produce disasters. some cities.
The Yggdrasil Sapling is trying to resist as much as One location, in particular, was hit very hard. This was
possible but cannot do anything when it cannot even see its due to the appearance of an extremely powerful Yowie that
opponent. had never been seen on the surface before, and no army or
To save the Yggdrasil Sapling, the Fairy Dragon asks the adventurers could defeat it.
PCs to defeat the "Great Thundercloud Incarnation". Fairy Dragon suspects a connection between the disaster
This is also beneficial for the PCs, as knowledge of the and the Yowies, and in response to a request for help, the
Yggdrasil Sapling is required to create items to disassemble PCs head to the site. The Yowies, who believe in Cardia,
Cardia, which is currently being rebuilt. have spent 30,000 years since the end of the Divine
The case will be solved if the PCs can defeat the "Great Civilization studying the mana that has been shattered and
Thundercloud Incarnation" that appears in the lightning spread all over the world, believing that by gathering it
together, Cardia will be restored.

116
Finally, the method was discovered, and the secret ritual
was completed. As a result, the mana of the world began to
condense and eventually rise as one Cardia... according to Now that the PCs have defeated the "Great Yowie" and
Yowie. identified the source of the incident, the solution to stop the
However, what they had accomplished could not bring calamity has become clear. The way to prevent the disaster is
Cardia back to life completely. They could only create a will- to promptly destroy the Cardia Imitation that is being
less, mana-stocked imitation of Cardia. Worse yet, this created.
imitation would deplete the world's mana and eventually To achieve this, the Fairy Dragon turns to the Cyclopes
shatter again, causing countless deaths. When the Cardia (see IB, p. 146), blacksmiths who have passed down the finest
Imitation shatters, it will cause an explosion that will change craftsmanship, far beyond that of Humanoid, for the mana
the shape of the continent. crystal. The Fairy Dragon asks them to create an item to
Realizing this, Yowies decided to wage a final crusade disassemble Cardia, a reproduction of the Sword of Genesis
against Humanoids and Barbarous. If the destruction of made of Ignis Steel, which appears to be the best item to
Cardia was inevitable, then those spawned by the first and destroy it.
second swords would also have to be destroyed to "balance However, asking the narrow-minded and paranoid
the world". Their resentment had reached that point. Cyclopes to produce the item that the PCs want, even in the
Defeating the "Great Yowie" would put an end to the face of a continental crisis, is impossible.
Yowies' attacks. However, it also becomes clear that the The Cyclopes give the PCs an impossible task and offer
world crisis will not end unless the creation of Cardia to create the item if they can accomplish it. This is the very
Imitation is stopped. thin line that the Cyclopes can reach with their pride and the
impossibility of "lending a hand to the Humanoids." For
example, the Cyclopes can ask the PCs to go into a narrow
cave and fetch the precious ore that they cannot enter.

B ATTLEFIELD
Cardia Imitation is reassembling its blade in the skies
The campaign will culminate in the defeat of the Cardia above the Terastier continent. The huge blade is absorbing
Imitation, which is currently under construction. the mana around it and gradually regaining its original shape.
In this document, we will describe the general abilities of As it absorbs more mana, the blade is descending, and the
the Cardia Imitation and the battlefield. effects could be catastrophic when it touches the continent.
In the worst-case scenario, the entire continent could
Equipped with items crafted by the Cyclopes Smiths, the collapse, and the Terastier continent could disappear from
PCs are now armed with the means to counter the Cardia the world, warns the Fairy Dragon.
Imitation and challenge it to a final showdown. The final battle will take place where the blade is located.
The Cardia Imitation is constructing an enormous blade With the help of the Fairy Dragon and the Guardians of the
above the Terastier continent, which is gradually descending Fairy Gates, the fairies of the wind will provide a platform for
towards the ground. The objective of the battle is to destroy the PCs so they do not need to fly. However, the HP of the
the blade before it makes contact with the continent. fairies sustaining the platform is limited. When their HP
reaches 0, the platform will disappear, causing the PCs
ABILITIES CARDIA IMITATION without the ability to fly to fall from a great height.
During the battle, Cardia Imitation utilizes a variety of
magic types, including Truespeech Magic, Spiritualism
Magic, Deep Magic, and Fairy Magic, to attack the PCs. It
can also summon fairies and have high-ranking fairies by its
Cardia Imitation will be defeated and will shatter,
side.
returning its mana to the world and stabilizing the flow of
In addition to magic, the GM can freely use the unique
mana. The abnormal weather patterns will cease, and the
skills of monsters that are connected to nature (e.g.,
environment will return to normal. Fairy Dragon expresses
Windstorm of Roc (see CR III, p. 337 or BT, p. 83)). The
gratitude to the PCs before disappearing once again.
success value, etc., can be freely set by the GM. The GM may
However, despite the stabilized climate, scars from the
decide whether the ability can be used, but effects that give
disaster remain in many places. Many individuals lost their
an extreme advantage or are certain to defeat the PCs should
homes during the upheaval, drastically changing the
not be used.
environment in several areas.
In addition, its HP and MP are linked, and when the
The PCs will continue to work hard to aid in the recovery
HP/MP of them runs out, half the current MP/HP is
efforts and heal the scars of the disaster.
transferred to it. So they both should be reduced at the same
time to 0.
Translator’s Note: The text may suggest that Fairy Dragon is
Cardia Imitation is treated as a Construct monster.
in some way related to the true Cardia.

117
Part 3 Campaigns

This campaign is a sample targeting 3-5 characters who In this campaign, the first half of the campaign, the
have reached the 15th level and completed a certain number scenario that leads the PCs to Transcendence, is only
of adventures. included in the summary, while the climax of the campaign,
The PCs, who have reached the 15th level and have the battle against the Evil Goddess, is described in detail.
become unsurpassed heroes in the region, will become To play this campaign, it is recommended that you have
Transcendents in the course of this campaign and will Core Rulebooks I-III Revised Editions and a set of
overthrow the warped Minor Goddess. supplements/databooks.

The objective of this campaign is to prevent the northeastern part of the Liezen region. They discover that
resurrection of the evil goddess who participated in the War the "Well of Wisdom" is one of the kingdom's representative
of the Gods during the end of the Divine Civilization Period ruins, and that the Symbiotic Goddess Luifa is sealed even
about 10,000 years ago. deeper underground within the ruins.
The evil goddess who is currently being resurrected is Eventually, the PCs venture to the deepest part of the
named Luifa the Symbiotic Goddess, and was originally a "Well of Wisdom."
Valkyrie warrior from the Lyphos camp. She was promoted
to Minor Goddess by the Divine Ancestor Lyphos for her
achievements during the Divine Civilization Period.
However, during the promotion ceremony, the Dalkhrem
clan tried to prevent her promotion, and the ceremony was This section describes the story of the birth of the
tainted, resulting in the birth of a distorted goddess. Symbiotic Goddess Luifa, who is the centerpiece of this
Lyphos and the First Sword Gods lamented this fact and campaign, and why she is called the Evil Goddess.
decided to seal her deep underground rather than erase her It's worth noting that this information has been lost to
from existence. Luifa herself accepted the cruel decision of history, and only certain NPCs in the campaign, such as the
Lyphos. Forgotten by her allies, the goddess of the First "angels" of Lyphos and Cave Giant, as well as the bishop of
Sword chose to survive even though she had lost her Luifa (see p. 120), would have knowledge of it.
significance as a goddess. All she could think of was that one
day, she would be purified and return to Lyphos. WAR M AIDEN H ERO
Nearly 10,000 years have passed, and Luifa has been An important factor in this campaign is the Minor
forgotten by all gods and people, but there were those who Goddess Luifa, who was elevated to the status of deity during
remembered her existence. Barbarous interrupted Luifa's the Divine Civilization Period.
ascension ceremony 10,000 years ago. Barbarous has spent Luifa was born as a Valkyrie during the Divine
many years weakening the seal and is now attempting to free Civilization Period and was a devout follower of Lyphos. She
Luifa. studied hard every day and, after gaining the appropriate
As apostles of the gods, PCs must first ascend to the rank skills, fought as a servant of Lyphos. She acted as an agent of
of Transcendents to become aware of the forgotten goddess the gods in their battles, defeating numerous Barbarians and
Luifa. After that, they must locate Luifa and prevent protecting people's lives.
Barbarous from unsealing her. Over time, Luifa was recognized as a hero and revered as
a symbol of hope by Humanoids. Having attained limitless
power as a Humanoid, Luifa was finally invited by Lyphos to
become a goddess. The people rejoiced at the birth of the
new goddess, Luifa.
The campaign can begin anywhere, with the PCs
In order to make Luifa a more powerful god, Lyphos did
suddenly being called upon by the Divine Ancestor Lyphos.
not just elevate her but also interwove a covenant that she
The situation could take the form of a messenger from a
would become his daughter into the elevation ceremony.
Divine Being, or a sudden voice in their heads.
The ceremony was held at the same time as the temple
All PCs receive messages instructing them to go to the
ceremony.
place in the region where they received blessings from the
gods. The GM may set the location.
After that, the PCs are recognized by Lyphos as
Transcendents and head for the kingdom of Miraboa in the

118
T AINTED R ITUAL SEALING OF THE GODDESS
The promotion ceremony was held solemnly. However, Due to appeals from many Humanoids and some gods,
the Second Sword's camp, especially the Barbarous faction, Luifa was no longer recognized as a goddess. After
who had been suffering from Luifa's successes, conspired to consultation with the First Gods, it was decided that Luifa
prevent it at all costs. They summoned the Minor God they would be sealed, as it was claimed that she had contributed
believed in using [Call God] and forced their way through the so much to Humanoids that she could not be immediately
ritual room protected by Swords of Protection. Barbarous destroyed.
and his Minor God succeeded in "tainting" Luifa's ascension However, being sealed meant that she would gradually be
ceremony, albeit at a great cost. forgotten, which was synonymous with gradual destruction
The resistance was comparable to dropping a drop of for the gods. Not only did the gods who agreed with the
mud into a refreshing bucket of water. However, it meant that sealing understand this cruel fact, but the Humanoids did as
all the water in the bucket was no longer good. That alone well.
was enough to distort the existence of Luifa, who was born as Lyphos, who was supposed to be the parent and
a goddess. proponent of the ritual, was opposed to the sealing until the
Her existence remains distorted, but stopping the very end. However, after the outbreak of the Humanoid
contract after it has been fulfilled and the ascension fervor of the Luifa believers, who forced other humanoids to
ceremony means leaving Luifa's soul out of the cycle of "live together" under the guise of proselytizing, there was no
reincarnation, not restoring it, but destroying it. Lyphos could one left to support Lyphos' opinion.
not make that decision for Luifa. Many Humanoids also said The place where and when Luifa was sealed is not known.
that Luifa's soul should be saved. This is because the legends about Luifa have been
Thus, a new Symbiotic Goddess, Luifa, was born. completely forgotten until now.
Somewhere in Raxia, Luifa continues to exist in this
T HE B IRTH OF SYMBIOTIC GODDESS world, forgotten by the gods, let alone the people.
Lyphos had a faint hope that the ritual contaminated by
Barbarous and their Minor God would result in the birth of
a goddess, just as Lyphos and the Humanoids had hoped
when he was the god of the first sword and his daughter was
born. He believed that when Luifa became a new goddess,
she might be purified by the prayers and wishes of the
believers.
However, Lyphos' wish was not granted. When the new
goddess was born, she was greeted with applause, but she
demanded that the Humanoids who claimed to be her
followers erase their individuality and become exactly the
same being.
Luifa was given the name Symbiotic Goddess, and the
"symbiosis" she was supposed to preside over was a form of
harmony that recognized our own and others' differences,
valued our individuality, and held each other's hands.
However, the new goddess made her dogma "I and others
should be the same.”
This could have been positive if it meant striving to be
like their goddess. But the biggest problem with the new
goddess was that she believed death was the clearest way to
make oneself and others identical. In other words, she taught
that all believers should seek sameness and ultimately die.
This was a shock to those who had been rejoicing at the
birth of Luifa, and while some enthusiastic Humanoids
recognized Luifa's dogma and professed to believe in her, the
majority said that Luifa was not the goddess of the first sword.

119
Part 3 Campaigns

What is written here described here are a compilation of recognize her distorted
fragments from the Divine Civilization Period. They have existence, decided to
been integrated and reorganized in the present day, although seal Luifa away. After
the identity of the reorganizers is unknown. The descriptions that, the people and
are highly subjective, but these remain one of the few even the gods forgot
remaining sources of information about the Symbiotic Luifa's existence, and
Goddess Luifa. the goddess
disappeared
completely.
However, Luifa did
The holy symbol of the Symbiotic Goddess Luifa is a not disappear, and it was
depiction of two hands shaking hands with feathers extending the Minor God of the
from the elbows to the tips of both hands. According to second sword, the one who had distorted Luifa, did not
legend, Valkyrie Luifa used this design as an emblem during forget the existence of Luifa, or perhaps the seal was
her wars against the Barbarous. incomplete, and someone else remembered her, but she is
No statues of the goddess have been discovered, and as still alive in present times.
Luifa is a forgotten goddess, it is presumed that there are As for the Minor God of the second sword, who is said
none for Humanoids to use for prayer. to have contaminated Luifa, their name is not mentioned in
the documents. It is also said that they polluted Luifa instead
of killing her because they intended to use the power of the
goddess Luifa as a trump card in the holy war of the gods.
Luifa was a Valkyrie who fought against Barbarous during However, some of the few sources claim that the Minor God
the Divine Civilization Period. In recognition of his of the Second Sword was so obsessed with Luifa that the truth
achievements, she was granted divine status by the Divine of the matter has not been revealed.
Ancestor Lyphos. However, during the process of obtaining
her godhood, her existence was somehow distorted, and she
was born as a goddess, very different from the usual first
sword. “Coexist and thrive in harmony.”
After that, she was not worshipped by Humanoids as a “Man sustains God, and God sustains man.”
goddess, and the gods of the First Sword, who did not “Let your neighbor be the same as you.”

120
such an old document? If there are other records of the
Divine Civilization Period, they could add a whole new
This campaign is designed to be played on a PC at element to historical interpretation. As a scholar who could
adventurer level 15. It is recommended to play with the leave a mark on history, your name may be passed down to
sample characters listed in this book, leaving the experience posterity.
points as they are. If players wish to create their own
characters, they should do so in the same way as described in Recommended Sample Characters: None
"Character Preparation" (see p. 67) of "Fallen Dragons Recommended Adventurer Classes: Wizard-Type Classes,
Threat". Sage

P OSITION OF PCS 3 RD R EFERENCE SETTING


You were an adventurer based in the Liezen region and
In this campaign, no basic setting of character is
had already been honored as a guest in the four major
recommended in the scenario.
countries of the area. Some of them offered you land, while
GMs who wish to take the introduction separately may set
others asked you to lead as a soldier or civilian at the royal
up the scene by adapting some of the following settings to
court. However, you enjoyed being an easy-going adventurer
their pc's settings. You may choose to have multiple PCs
and did not want to be bound by status or position.
adopt the same settings to participate in the introduction.
One day, you were summoned by "The Dragon Knight
King" Bernard Falk, the king of the "Dragon Kingdom"
1 ST R EFERENCE SETTING Duball. Specifically, you were summoned by Grundart, the
As an adventurer in the Zalts region of the Terastier King's dragon. Upon arriving at the Duball palace, Grundart
continent, you have become a skilled problem-solver and shared some disturbing news. The dragon began to tell you
explorer. You have successfully tackled many cases and the story of his old acquaintances in the Rudea Mountains,
explored ruins like the Sword Labyrinth, obtaining valuable saying, "It is an important story."
magical items that others do not possess. Grundart, who had recently returned to the "home of
The terrain, climate, monsters, and animal life in the dragons" in the Rudea Mountains in the southern part of the
Zalts region are familiar to you. You are well-known by the Duball Kingdom, had a meeting with the dragons who lived
locals, who approach you with gratitude for solving their there. The oldest dragon, Melkis, warned him to tell the
problems. Humanoids to be on the lookout for the coming "Day of
However, one place in this region remains a mystery to Judgment." Melkis did not remember the specifics of the
you: the summit of the Divine Staircase, the most sacred peak Judgment or what it entailed. He had only inherited the
in Terastier. Despite reaching the halfway point, you have previous dragon's advice to be cautious about the timing of
encountered a boundary that prevents you from going the judgment and that Humanoids should know more about
further. it.
Your current goal is to conquer the Divine Staircase and When you asked Bernard Falk about it, he said that he
uncover what lies at the top of the mountain. You are had only heard the word "Judgment" but did not know the
energized and ready to discover whether the divine path lives details because it was before his accession to the throne.
up to its name. Therefore, he asked you to use your knowledge and
experience to find out exactly what the "Judgment" was and
Recommended Sample Characters: Punching Titan or when it would occur.
Legendary Wizard The unprecedented difficulty of this request made you
Recommended Adventurer Classes: As you want worry, but the prospect of a new adventure excited your
heart.
2ND R EFERENCE SETTING
You have defeated a barbarous general and retrieved an Recommended Sample Characters: Sword Hero or Invisible
old document from his possession as loot. Upon deciphering Assassin
the document and reporting the completion of the mission, Recommended Adventurer Classes: As you want
you discovered an intriguing record.
According to the document, there were numerous minor
gods during the Divine Civilization Period. Among them
were gods who betrayed the Humanoid race and were
worshipped as deities of the Barbarous side. This valuable
document sheds light on the events of the Divine Civilization
Period, but its contents are also quite shocking.
Curious about the literature of that time, you investigated
it through various connections you had cultivated. It became
clear that the story was not a complete fabrication, and that
there must be some historical evidence to support it.
What exactly was happening during the Divine
Civilization Period? Why did the Barbarous general possess

121
Part 3 Campaigns

ANGEL OF L YPHOS (DIVINE B EING/UNKNOWN L UIFA (VALKYRIE/22 YEARS OLD/F EMALE)


AGE/UNKNOWN GENDER ) Luifa was a Valkyrie who was active during the Divine
This is the voice of Lyphos, serving as their representative Civilization Period and became a Transcendent. She served
and carrying out their will. They seldom express their own as the general paladin on the battlefield, and after becoming
desires and instead, act solemnly in accordance with Lyphos' a Transcendent, she became even more active and became
instructions. the spiritual pillar of the Humanoid army.
Physically, they resemble a 2-meter tall feathered human Due to her achievements in defeating Barbarous and her
figure, but their age and gender are difficult to discern. They popularity, she was recognized by the gods and promoted to
appear inorganic and delicate, like a doll. goddess by Lyphos. However, the ceremony was interrupted
As messengers to humanoids, they can speak languages by the Minor God of the Second Sword, and she was born as
such as Trade Common, but their pronunciation is not the distorted "Symbiotic Goddess Luifa".
articulate, and they speak as if merely stringing words For the next 9635 years, she was forgotten even by the
together. gods and was quietly sealed away. Now, as the seal is about to
In this campaign, the PCs are introduced and given a expire, Lyphos has remembered her existence.
"Divine Test" in order to become Transcendent. Currently, she is waiting for her awakening in the lowest
level of the sealed "Well of Wisdom" from the Divine
Civilization Period.

In this scenario, each PC is given an oracle by an Angel Verily, it is necessary to receive the favor of the Divine
of Lyphos upon introduction. The oracle instructs them to Ancestor. To do so, thou must journey forth to that sacred
go to the appropriate place. By following the oracle's ground.”
instructions, the PCs will come together and become
Transcendents by completing the "Divine Task" set by Lyphos' angel speaks in a strange language that neither
Lyphos. the common trade nor arcana. This language resonates in the
The PCs who become Transcendents will inherit a part PCs' brains and conveys the text's overall meaning, although
of Lyphos' memory, be convinced of the existence of the some of the style and vocabulary are unclear. Despite the
Symbiotic Goddess Luifa, and be able to detect her location. importance of the angel's voice, its speech has a pleading
This scenario provides a general flow from introduction tone. If the Insight check is successful with a Target Number
to completion, but omits obstacles along the way, detailed of 30, the PCs can assume that the angel is speaking in the
settings, and so on. The GM should decide on these aspects now-lost Ancient Celestial speech.
when creating the scenario. The "sacred ground" specified by the angel should be the
"place near Lyphos" set by the GM. If you have adopted the
1st Reference Setting, it is better to specify the "Divine
Staircase" in the Zalts region. The angel instructs the 1st PC
The following scenario should be played only after to go to the top floor of the Divine Staircase, located in the
assigning the PCs to one of the "Reference Settings" and Zalts region.
confirming their positions and motivations. You may choose another suitable location, such as an
As each PC rests at an inn for the night, a ray of light undersea palace, subterranean depths, or a portal to another
shines into their room from the sky. They discover a 2-meter- world. In any case, the angel describes the place as a "divine
tall figure standing in front of them. The figure is altar."
androgynous, and although expressionless, it exudes an The angel instructs the PCs to go to the place individually,
imposing atmosphere. but they will encounter each other at the entrance. After
confirming that they are requested by the same "client," they
"I am but an angel of Lyphos, a humble emissary of the will head to Lyphos.
Divine Ancestor. As a mere Humanoid vessel, I was once a As for dangers along the way, there is no need to prepare
hero. anything particularly powerful. If you are playing this scenario
The Divine One has spoken, 'Seek ye the ancient god in as the first episode of a campaign with newly prepared PCs,
that place.' the GM should prepare obstacles for each player to
understand the role of each PC and what they can do. If you

122
have 4 PCs, 2 or 3 Mythical Beasts around 20th levels, and if [SEARCH GOD]
you have 5 PCs, 3 Mythical Beasts around 20th levels are This is a system of ritual Divine Magic that was used
recommended. during the Divine Civilization Period. Currently, there is no
humanoid that can use it, and it is treated as a lost spell.
The spell searches for the location of the god within
"Target: 1 Continent" centered on caster. If multiple gods are
If PCs go to the divine altar, they will see an angel who present, the location of the god closest to the caster is
has appeared there before. determined. If the caster is a god, then their body becomes
the target, and the location of other gods cannot be
“Those who have answered the call of the divine must determined. Additionally, the mana consumed must be those
surpass the limitations of humankind and embark upon a stored around the "divine altar," not those of the caster.
voyage to new horizons. When this spell is used, the god who is discovered by this
The quest of the ancient god that has been bestowed spell senses that it has been cast on them.
upon you is beyond the grasp of mere mortals. Nay, you shall
take the initial stride from humanity to divinity.
I shall test you to ascertain your mettle.”

In a word, the Angel of Lyphos transforms its appearance After Lyphos bestows his grace upon the PCs, he will
and prepares for battle, giving the PCs ample time to ready leave the scene. Then, there will be a number of weapons
themselves. Refer to "Angel of the Ancient God" (p. 174) for with divine blessings equal to the number of PCs. These
data. weapons are magic swords with a +2 modifier to Accuracy
In this instance, remove the [○Ancient God Majesty check and Extra Damage. The shape and category of the
(Imperfect)] unique skill. You may adjust the number of sword can be chosen from any of the existing weapons.
angels according to the PCs' abilities. Additionally, Transcendents of level 16 or higher can
If the battle is won, the angel acknowledges their abilities break these magic swords at will. When broken, the swords
and casts [Call God], which can only be done at the "divine have the same effect as [Sword's Revelation/Transcend Fate]
altar". The soul of the summoned angel is offered to Lyphos (see p. 22). If the PCs sell the swords, they can get 200,000
on the spot and ascends to heaven, which is only possible due gamel per sword.
to its proximity to the will of God. After witnessing this, the PCs use [Search God] to locate
Lyphos' presence overwhelms other beings, and the PCs Luifa, who turns out to be the only god manifested in
feel all-encompassing compassion as their inner selves are Terastier. Luifa lives underground in the kingdom of
exposed. Miraboa in the northeast of the Liezen region.
Lyphos' intention is not explicitly stated, but it is conveyed At the center of the Miraboa Kingdom lies a huge rift in
through appeals to all five senses and the provision of various the earth called the "Well Of Wisdom". Underground, there
information to enlighten the PCs. The Divine Ancestor are many ruins from the Magic Civilization Period, and the
reveals to the PCs the facts described in "The Birth and Miraboa Kingdom is currently working to investigate them.
Transformation of the Symbiotic Goddess Luifa" (see p. However, even though exploration is progressing, less than
118), and informs them that Lyphos had himself forgotten 10% of the sites have been investigated, and the full extent is
these facts until recently. His forgetfulness was due to the shrouded in mystery.
effect of the Seal, which caused beings all over the world, The deepest part of the site is said to be a challenge even
including other gods, to forget Luifa. Lyphos, however, had for the most seasoned adventurers. It is a completely
decided in advance that he would be the first to remember unknown world with no guarantee of a safe return. As it is the
her when he sealed her, and since then, he had intended to remains of the Magic Civilization Period, it is almost an alien
locate and save Luifa before the other divine powers world, with traps and magical wards. Miraboa is looking for
remembered her. However, he cannot recall Luifa's current people to excavate the deepest part of the site.
location, so he decides to borrow the power of Humanoids.
If the PCs agree to search and rescue Luifa, Lyphos will
grant them his grace. As Transcendents, they will be able to
advance to adventurer level 16 or higher and use Divine
Magic [Search God] at the altar. This ritual allows them to
search for a god manifested in Raxia without using MP or any
other requirements. However, [Search God] is ineffective
when used by the god themself, as they are always included
in the range. Additionally, if Lyphos or his angels search for
Luifa, their movements may alert other deities to Luifa's
existence, which Lyphos would like to avoid.

123
Part 3 Campaigns

puzzled by this fact, Ixelles promises to assist them, saying


“With Lyphos' blessing, you may be able to rescue this
goddess.”

Lyphos requested the PCs to search for and rescue Luifa.


They used Lost Divine Magic [Search God] to discover that
Luifa is sealed in the "Well Of Wisdom" in the Miraboa
Kingdom of the Liezen region.
The PCs headed to the kingdom of Miraboa to reach the In order to proceed to the great depths of the "Well Of
innermost reaches of the "Well Of Wisdom". However, they Wisdom", PCs must obtain the approval of the Council of
were stopped by the Miraboa Kingdom, as the "Well Of Four Kings. However, even with the cooperation of King
Wisdom" excavation is a national project, and high-level Ixelles Jennebert of Miraboa, it's not enough to gain access.
adventurers like the PCs need government approval and a Each of the four countries in the Liezen region possesses a
detailed agreement before excavating it on their own. "Jade Seal" that denotes full authority granted by their king.
If the PCs seek a priority solution due to urgency or the The "Door of the Four Kings", which serves as the entrance
Divine Ancestor's request, they will receive an invitation from to the Great Depths, is equipped with a mechanism that
the king of Miraboa. Otherwise, should they promptly requires all four Jade Seals to be in place before proceeding.
inform the Department of Ruins Management of their If PCs wish to advance to the Great Depths, they must
intention to proceed to the deepest part of the site and first obtain the approval of the Council of Four Kings.
contact the Royal Palace. However, if the matter is urgent, the PCs can collect the four
If the PCs follow the proper procedure to enter the "Well Jade Seals as an alternative. This will allow them to be
Of Wisdom", they will have an audience with the king of considered as having the full authority delegated to them by
Miraboa, the wizard-king Ixelles Jennebert (see CR III, the kings of their respective countries.
p.261), who greets them with a stern look. The Jade Seals are strictly controlled by the kings and
have never been lent to anyone in the past. PCs must collect
"You are the famous heroes of the world? I have heard the Jade Seals with sincerity and determination, and they
tales of your heroism. We have received your request to must obtain them directly from each king.
explore the depths of the Well of Wisdom. However, there GMs are encouraged to create scenarios in which the PCs
are circumstances that make it impossible for even you to go receive the sovereign's seal in each of the four countries.
there. Here are some scenario ideas for each country. If you want
The ruins of Miraboa were not built during the Magic to run a longer campaign, you can prepare each of these
Civilization Period. It has been recently discovered that the scenarios as a single scenario. If you prefer a shorter
ruins are arranged as if they were protecting something, and campaign, you can combine several countries into a single
they themselves are acting as wards. We still don't know what scenario or assume that the PCs can obtain approval from
the ruins are guarding, but we can't imagine what will happen multiple countries without any issues.
if they are breached.
I am sorry to say this, but it was decided during the I F PCS DO N OT H AVE JADE SEALS
ancient Council of the Four Kings that no one is to enter the Even if the PCs forcefully enter the "Well Of Wisdom"
depths of the Well of Wisdom until we know what is being without the approval of the King of Miraboa, if they come up
guarded. The investigation is currently at a standstill, but it with a way to solve the problem, the door can be unlocked,
seems that the object of protection is related to the word and they can proceed to a greater depth. However, in that
'Judgment'." case, they will be recognized as the ones who overturned the
decision of the Council of Four Kings, and they will be
The Council of Four Kings is a governing body consisting infamous in the Liezen region from then on. In some cases,
of the four kings of the Liezen region: Alphort, Duball, this may cause a decrease in the total Reputation (see CR II,
Miraboa, and Regallia. They convene to discuss important p. 81).
matters that affect their territories and represent the highest
decision-making authority in the Liezen Region.
Regarding Miraboa's "Well Of Wisdom", the Council has
decided that “no one should go to great depths until the The Jade Seal of Miraboa is currently held by "Wizard-
details of the 'Judgment' are known.” King" Ixelles Jennebert. Ixelles believes that the PCs have
If a PC has access to the 3rd Reference Setting, they may been tasked with finding and rescuing Luifa from Lyphos and
recognize that the "'Judgment" referred to here is the one decides to entrust the Jade Seal to them.
mentioned by Melkis, the old dragon of the Rudea However, Ixelles notes that it is difficult to reach the great
Mountains, and that it may be related to Luifa. depths of the "Well Of Wisdom" with just four Jade Seals.
After receiving an oracle from Lyphos, the PCs inform To access the "Great Depths," the PCs must use the magic
Ixelles that the Symbiotic Goddess Luifa was sealed at great circle of the ruins from the Magic Civilization Period and
depths during the Divine Civilization Period. Although follow the correct procedure to reach the "Door of the Four

124
Kings." Unfortunately, during a recent investigation, one of
the ruins had a cave-in, rendering some of the magic circles
useless. Duball's Jade Seal is currently held by "The Dragon
Restoring the fallen magic circles will take a considerable Knight King" Bernard Falk (see CR III, p. 257) and "Lord of
amount of time. Therefore, the PCs must find a new route to Rudea" Melkis, the Elder Dragon, who split it in half.
reach the "Door of the Four Kings." When the PCs ask Bernard Falk and Melkis to lend them
Trato Pampani, a "Daemon Obsessed" (see CR III, p. the Jade Seal, the story progresses quite simply. The Dragon
260), is said to have an unrivaled knowledge of the inside of Knight King asks to test the PCs, and they must take on both
the "Well Of Wisdom" and will accompany the PCs in their Melkis and Bernard Falk at the same time and make them
search. He is studying the Daemons that live in the ruins of surrender in order to obtain the Jade Seal.
the "Well Of Wisdom" or have been summoned and left At first glance, this may seem like a foolhardy or short-
there, and is excited by the possibility that a new species of sighted measure, but Bernhard tells the PCs in confidence
Daemon may appear along the new path. that this is the best and shortest way to proceed. Duball has a
To create an unusual dungeon scenario that provides a contractual relationship with the dragons living in the Rudea
way to reach the destination, the "Door of the Four Kings," Mountains called the "Dragon Pact," in which the Jade Seal is
the structure of the "Well Of Wisdom" should be such that positioned as proof of mutual trust.
the PCs have to go deeper and deeper. The dungeon should In other words, the loan of a single Jade Seal must
include magical circles, moving floors, illusion traps, and represent the will of both the man of Duball and the dragon
other features of the Magic Civilization Period. of Rudea. Furthermore, the delegation of full authority
Trato is a reasonably good magician and will participate implies that in case of an emergency to the dragon of Rudea
in battles as a support party member, so PCs must protect or the kingdom of Duball, PCs will take care of the bond
him. When the PCs encounter Daemons, Trato will try to between the country and the dragon as flag bearers.
make a contract with them or capture them. Incorporating Therefore, neither Bernard nor Melkis cut any corners.
random events and other methods to avoid this can increase For the battle data, Bernard should be treated as a
the tension of the scenario. "Transcendental Warlord" (refer to p. 172) riding a Noble
During their investigation, the PCs discover that the ruins Dragon (refer to p. 38) Mount of 16th level. The data of
of the "Well Of Wisdom" were built to strengthen the seal of Melkis should be treated as an "Ancient Dragon (Dormant
the "Judgment" at great depth behind the "Door of the Four Period)" (refer to p. 160) - 2 dragons in total, one mount and
Kings." They also realize that the cave-in was not an accident one independent.
but may have been artificially caused by someone with the The battlefield will be located in Dragon Village, on the
purpose of weakening the seal of the "Judgment." slopes of the Rudea Mountains. The Dragon Knights of
Duball and the dragons of Rudea will witness the battle. If the
PCs win, they will be joyfully and blessedly lent the Jade Seal
of Duball.
The Jade Seal of Alphort is in the possession of Belanger
Castagniers, "Queen of Jewels" (see CR III, p. 261).
Belanger had been contacted by King Ixelles of Miraboa,
Belanger Castagniers, also known as the "Queen of Jewels"
(see CR III, p. 261), currently possesses the Jade Seal of The Jade Seal of Regallia is currently in the possession of
Alphort. the "Iron Man" Xavier Hoaguel (see CR III, p. 260).
Although King Ixelles of Miraboa had contacted When the PCs request a meeting with the king, the
Belanger, she refused to give the seal to the PCs, stating that minister, who looks distressed, says, "You have come to the
it was a forgery and that the "Door of the Four Kings" could right place," and asks for advice.
not be opened with it. King Xavier of Regallia had launched a major offensive
The "anti-queen" faction, which questions the queen's with his Kingsguard against the Barbarous of Karzoral
reign, has recently been gaining power in Alphort. It is highly Plateau but went missing in the middle of the attack.
possible that they replaced the Jade Seal with a forgery. Fortunately, the king was missing for only a day or so and
Belanger and her entourage are investigating, but they have has since returned with the Kingsguard. However, the
no leads. If the anti-queen faction gains strength, they may Barbarous General claimed to have the Humanoid King in
use the Jade Seal as proof that the queen is not qualified to his custody, and this unprecedented situation shook Regallia
rule. to its core.
A group of adventurers is also searching for the Jade Seal. The king returned and claimed his innocence but stated
They have identified the anti-queen nobleman who replaced that he lost his Jade Seal and all of his equipment when he
it with a forgery but were captured when they entered his went missing. Because of the loss of the most important item
castle. of a king, Xavier was given the dishonorable title of
The PCs must follow the trail of the missing adventurers "Questionable King" and placed under house arrest.
to uncover the identity of the anti-queen faction leader and To resolve the situation, the PCs must investigate the
mastermind and recover the Jade Seal. Since Humanoid alleged king and retrieve the lost Jade Seal.
nobles may not pose a challenge to Transcendent PCs, The GM should create a scenario based on this scenario
Barbarous or Mythical Beasts may appear as enemies. idea, with the Doppelganger (see BT, p. 157) serving as either
the returning "Questionable King" or the imprisoned king.
This Doppelganger is a daemon who embodies the dogmas
of "sameness" espoused by the twisted Symbiotic Goddess

125
Part 3 Campaigns

Luifa, and is collaborating with Archbishop Melton Lillies to be under house arrest while secretly building a temple of the
free Luifa in the "Well of Wisdom". The Doppelganger is Symbiotic Goddess Luifa and increasing his followers.
also working under the radar to sabotage the collection of the If the captured king is actually the Doppelganger, then
Jade Seal of the Kingdom of Regallia in the PC and to the "Questionable King" is the real king, and the Jade Seal has
increase the number of followers of the twisted Symbiotic been stolen by the Doppelganger. The Doppelganger plans
Goddess Luifa. to increase the followers of the Symbiotic Goddess Luifa in
If the Doppelganger is the "Questionable King", the real Barbarous' stronghold and lure the PCs into fighting against
king has been captured by the Barbarous, but still possesses Barbarous.
the Jade Seal. In this scenario, the Doppelganger pretends to If the PCs successfully complete the scenario, they will
receive the Jade Seal as well as Xavier's gratitude.

If each of the four countries in the Liezen Region lends However, there is something to worry about. When you
the Jade Seal, the PCs will have the supreme decision-making were collecting the Jade Seal, some people claiming to be
authority in the region, with actions and decisions equivalent followers of the Symbiotic Goddess Luifa were already active.
to those of the Council of Four Kings. Additionally, it will be Wasn't the goddess forgotten?
possible to open the "Door of the Four Kings" to access the As if to agitate your anxiety, the "Door of the Four Kings"
depths of the "Well of Wisdom", where they can confirm the opens the entrance to the depths with the Jade Seal as the
status of the Symbiotic Goddess Luifa. key.

While collecting the Jade Seals from the four countries,


the PCs were intercepted by individuals claiming to be
followers of the Symbiotic Goddess Luifa, who should not
This scenario is designed for 3 to 5 PCs at level 16 who exist. Their objective appeared to be to hinder the PCs from
are already experienced Transcendents. collecting the Jade Seals and prevent them from reaching the
It serves as the climax of the campaign, with the PCs "Well Of Wisdom" located deep underground.
having achieved heights as Transcendents that no other The PCs have encountered some concrete obstacles, but
humanoid could ever reach. so far, they have not been able to obtain detailed information
The PCs are tasked with locating the Symbiotic Goddess about the situation. This is because the followers of the
Luifa, who was sealed away by the Divine Ancestor when he Symbiotic Goddess Luifa fight without fear of death,
was unable to save her. Touched by the will of Lyphos, the disregarding their own lives. Moreover, Luifa's Specialized
PCs must confirm Luifa's condition. Her existence has been Divine Magic allows them to fight with enhanced skills and
confirmed deep underground in the Well of Wisdom. To die in ecstasy instead of falling unconscious when reduced to
open the Door of the Four Kings and gain access to Luifa, 0 HP, making it impossible to obtain information. As a result,
the PCs have received the Jade Seal from the four kings of the suspicion towards Luifa continues to grow without any
the Liezen region. effective clues. To dispel the suspicion, the PCs must go to
All that remains is for the PCs to journey deep the deep underground to verify Luifa's condition.
underground to find Luifa.

Previous investigations have allowed PCs to enter the


The introduction begins at the entrance to "Well Of "Door of the Four Kings" without issue. However, no proper
Wisdom" after the PCs have obtained the four Jade Seals. investigation team has ever ventured further, leaving the
nature of the ruins a mystery.
After being entrusted with the Jade Seal by the kings of Upon entering the depths, the PCs discover a vast, bowl-
the Liezen region and earning their trust, you are finally on shaped cavern with a hemisphere radius of approximately 1
your way to the great depths of the "Well Of Wisdom". km. At the bottom of the bowl, a spiral staircase leads down
From this point onward, lies unexplored halls of to the basement. Roughly 100 meters away, at the apex of an
unimaginable danger, which require careful attention. The equilateral triangle with the staircase at its center, stand ruins
"Judgement" power, which even the wizard-kings of the Magic resembling forts.
Civilization Period did not know about, lies ahead. The roofs of these structures are triangular, square, or
hexagonal pyramids, and a strong flow of mana emanates

126
from each of them towards the central spiral staircase. SQUARE P YRAMID WARDING "F ORBIDDEN Z ONE"
However, a translucent shell-like structure covers the The square pyramidal fort's magic circle is guarded by
staircase, preventing PCs from approaching it. Daemon Pregfelgor (see p. 166). However, the magic circle
To proceed to the spiral staircase, the PCs must first is surrounded by strong iron grating, and the only way to
examine the three ruins and release the mana shell from the remove it is to open the lock with a complicated mechanism
inside. or break it to gain entry. To remove the lock, one PC must
succeed in both the Insight check (Target Number 32) and
the Disable Device check (Target Number 33). During the
check, Pregfelgor will attack.
Daemon Pregfelgor is sitting on top of the bars and is not
The mana shell covering the spiral staircase is created by visible from outside. The ceiling of the grate is made of an
the surrounding forts. To proceed down the spiral staircase, unknown transparent material that allows sight and sound to
the source of magic power that creates the shell must be cut pass through but not melee attacks, ranged attacks, or "Area:
off. Shot" effects. All of Pregfelgor's unique skills work on the
However, each of the three forts has a Daemon as its other side of the bars.
guardian, and the Daemon and the source of magic power Transparent bars made of unknown materials are treated
will be revived shortly after being defeated or destroyed. as a structure with Defense 30 and HP 300. Weapons and
If the PCs succeed in an Insight check with a Target spells cannot critically hit this structure.
Number of 32, they will learn that the source of magic power Once defeated, Pregfelgor will not reappear. However,
will be restored after 1 minute (6 rounds) only if the first part when the magic circle is restored, the grid and the transparent
is destroyed. To completely eliminate the mana shell, the bars will be restored simultaneously and in perfect condition.
other two sources of magic must be eliminated within 1
minute (6 rounds) after the first source is destroyed so that H EXAGONAL P YRAMID WARDING "WARRING DAEMONS"
all three are inoperative at the same time. Once the sources The hexagonal fort's magic circle is guarded by two
are completely cut off, the way to the spiral staircase is open. daemons: Nativier (see p. 166) and Ahrizaharik (see p. 166).
It is important to note that the mana shell is not a magical Standing across from each other, they hate each other
effect, and thus cannot be dispelled or targeted by any spell and will not cooperate. However, the magic circle is
or unique skill. connected to both daemons' body parts, and defeating both
The distance between each fort is 170m, with the spiral is necessary to remove the magic circle.
staircase being 100m away from each fort. There are no In combat, both daemons take major actions only on the
doors in each fort, and access to and from each fort is easy. turn in which they receive damage. During the round in
It is recommended that the entire hemisphere, including the which they do not take a turn, all sections regain 50 HP at the
three forts, be considered as the battlefield, and PCs move end of the round. This effect applies even to sections with 0
using rounds. or negative HP. If a section's HP becomes more than 1
To cut off the source of magic in each fort, the magic through this effect, it can take another action.
circle in the center of each one must be extinguished with a This effect is lost if the main section of either daemon is
Major Action. Once erased, the magic circle disappears reduced to 0 HP or less. If either main section has more than
completely, but after 1 minute (6 rounds), it is restored to its 0 HP, its HP is recovered at the end of the round in which it
full form, supplying magic to the mana shell once again. The did not take a turn. If it has more than 0 HP, it takes a turn
specific means of eliminating the three magic circles is left to in the next round.
the PCs.
Since there is a distance between the forts and the
Daemons guarding the magic circles are powerful, simply
dividing the PCs and defeating them will not be a viable
solution. Daemons will never interfere with the outside world If the player can defeat the three Fort Daemons and
from inside the forts, but they will attack those who come eliminate the three magic circles within one minute (six
inside or those who harm them with ranged attacks, even rounds), the mana shell covering the spiral staircase will
outside of the fort. disappear, and the PCs can proceed to the next level.
The forts are from the Magic Civilization Period and The back of the room is a hemispherical space that
cannot be destroyed by normal means. resembles a bowl. A spiral staircase descends from the center
to the outer edge, and near the north wall of the
T RIANGULAR P YRAMID WARDING "I MMEDIATE hemispherical shape, there is a huge altar where many
R EGENERATION " Barbarous Daemons are praying.
The magic circle of fort in the triangular pyramid is On the altar lies a Valkyrie woman. Her arms, with wings
guarded by Daemon Graabadon (see p. 166). This sprouting from them, are the only parts of her body
Graabadon is treated as a power source itself, and will illuminated by divine light as they embrace the Valkyrie.
disappear if the HP of the Main Section reaches zero, but will As the PCs descend the spiral staircase, a 10-meter-tall
be summoned again in its full state at the start of 20 seconds giant in priestly garb calls out to them in Trade Common.
(2 rounds) after the round in which it disappeared.

127
Part 3 Campaigns

"Oh, behold, all of you! Humanoid heroes have released but Luifa herself did not disappear; she remained sealed
the final barrier! because her existence was not forgotten.
Now, Luifa can be manifested on Earth. It's time to make Currently, the Symbiotic Goddess Luifa was born in a
her presence known to the abominable Lumiere gods who tainted ritual and has remained sealed for 9635 years. The
have abandoned her!" Melton family's long-held wish to weaken the seal is coming
to fruition.
The priest-clad giant is the Cave Giant (see p. 140), The PCs unwittingly helped to unseal a seal that would
named Melton Lillies. This Cave Giant is planning to have been unsealed soon anyway. Barbarous and his friends
regenerate the Symbiotic Goddess Luifa and is recruiting plan to bring Luifa to Earth and challenge the gods of the
Barbarous and Daemons as his followers. First Sword to a battle.
The followers of this place are the Melton family, who If the PCs want to stop Melton Lillies and have a say in
have been living underground for 9635 years. They have Luifa's fate, they will have to battle Melton and a freed Luifa.
gradually increased their numbers through summoning However, Luifa's existence has become so distorted that
magic or by being brought by Daemons. They seek only to she could be considered an evil goddess, and Valkyrie's body
release Luifa from her seal and have no other reason for has become a mere shell. Even with the power of the Divine
existence. Ancestor, it would be difficult for her to become a Minor
The Meltons are descendants of Barbarous, who Goddess of the original First Sword.
distorted the rituals of Luifa during the Divine Civilization
Period with the intention of "rewriting" the Symbiotic “You dare test me and my faith? How intriguing. Do not
Goddess Luifa and "resurrecting" her as a deity worthy of delude yourself into thinking that my power has waned just
their faith. They inherited the existence of Luifa through oral because the world has turned a blind eye to me.
tradition. Therefore, there are no written records of Luifa, I am Luifa, the bringer of death and the harbinger of
equality. Let us share in the embrace of death together.”

SETTLING WITH THE E VIL GODDESS

128
The enemies participating in the battle are Symbiotic ▽Painful Strike
Goddess Luifa (see below), Melton Lillies (Cave Giant), and If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +20 points.
two Cave Giants.
The battlefield is large and unobstructed, with bonfires ○Symbiotic Arm
scattered all around. Luifa itself is glowing, so there is no need The Right Arm’s damage is increased by one-tenth (rounded up) point
for additional lighting. of the reduced HP of the Body section.
The PCs can choose the distance between themselves
and the enemies at the start of the battle. At the beginning of ●Left Arm
the battle, the area within 30 meters of the altar where Luifa ↝Decay Magic Power/32(39)/Willpower/Half
At "Range: 30m" and Radius 6m/20, it absorbs MP from the target with
is located is granted a blessing that reduces damage inflicted "Power 0," dealing damage to the target's MP and recovering MP equal to the
upon Luifa and the Cave Giants by a portion of Luifa's value of the combined damage. The recovered MP can be allocated to any
power. This protection is applied each time physical or section of the Luifa’s choice.
magical damage is received, reducing the damage by a The power of this effect is equal to the missing HP of the Body section
(if its HP is decreased by 30 points, the Power becomes 30).
specified number of points per round. The first round This effect can exceptionally restore MP even if the target succeeds in
reduces any damage by 50 points, the second round by 30 resisting.
points, the third round by 10 points, the fourth round by 50 Translator's Note: The Body section is stated as having 300 HP, but the
points, the fifth round by 30 points, and so on in cycles of 50, Power Table only goes up to 100. It seems that Power can be limited up to
100.
30, and 10 points.
↝Symbiotic Erosion/30(37)/Fortitude/Half
26 Symbiotic Goddess Luifa (Evil Within “Range: 30m”, deals “Power 0 + 10” energy magic damage to
characters within a radius of 6m/20. If MP is consumed, the power is

Reincarnated Body)
increased by the number of points consumed (if MP is reduced by 50 points,
the damage becomes Power 50 + 10).
Intelligence: Unmeasurable Perception: Magic Disposition: Friendly
Language: Ancient Celestial Habitat: Unknown Loot
Rep/Weak: 32/- Weak Point: None
Always Holy Symbol of Lyphos (50G/-)
Initiative: 35 Movement Speed: 20/40 (Flying)
Fortitude: 34 (41) Willpower: 35 (42)
Description
F Style Accuracy Damage Evasion Def. HP MP
She is a deity of the first sword faction whose existence has been
Body (Body) - - 30(37) 30 300 300
distorted by ritual contamination. For many years, the Melton Lillies family
Weapon (Right Arm) 35(42) 2d+30 32(39) 20 200 100 has believed in her, which has prevented her from fading away. As a result,
Staff (Left Arm) 33(40) 2d+20 33(40) 30 200 100 she has been sealed away.
Sections: 3 (Body / Right Arm / Left Arm) Main Section: Body Lyphos had intended to attempt ascension to the first sword camp after
the sealing, but the Melton Lillies' distorted beliefs have rendered her soul
irredeemable.
Unique Skills
●All Sections
○2 Actions

○Poison, Disease, Curse, Psychic Immunity


After defeating the Symbiotic Goddess Luifa and Melton
○Magic Damage Reduction = 15 points Lillies, the other believers commit suicide on the spot.
Ironically, they were martyred for their faith.
●Body Luifa attempted to express her gratitude to the PCs
▽Symbiotic Covenant before disappearing, but her words were unintelligible,
If the Body section receives damage, the damage is halved, and the
other half of the applied damage is dealt to a randomly selected character on replaced by a soft, warm breeze.
the battlefield. This effect reselects the target every time the Body section The PCs then reported back to the Divine Altar, where
receives damage. they were met by the angel of Lyphos. The angel informed
This effect costs 10 MP. them that Lyphos was grieving deeply, but the PCs shared the
↝Jihad/33(40)/None
news that Luifa's soul may still have a chance to be
Gives the same effect as the Divine Magic spell [Jihad] to the reincarnated and that they wished to entrust it to Valkyrie,
worshippers of the Symbiotic Goddess Luifa. It has no effect on its Right who would be born in the future.
and Left Arm sections. The PCs must now decide what to do with the non-
Melton followers of Luifa, who are primarily Barbarous and
●Right Arm
Daemons. These followers had been hoping to be
↝Share Wounds/33(40)/Willpower/Neg
The target one character within 50m, and any section of itself will share resurrected in various locations, and it is up to the PCs to
the value of the reduced HP. The targeted character (section) and section determine whether to inform them of the goddess's death or
damage to HP are added and evenly allocated (for example, HPs 10/20 and leave them be until they cause trouble.
40/40 will become 15/20 and 35/40, respectively). This effect is also effective
for its own sections.

☑Sword of Destruction
Luifa thrusts the weapon into the ground and releases a shockwave.
Right Hand’s melee attack hits up to 5 targets within the skirmish area,
including Luifa.

129
Part 3 Campaigns

Here is a summary of the campaign's subsequent development and what happens to the fallen Symbiotic Goddess Luifa.

Thanks to the efforts of the PCs, the Symbiotic Goddess This has made Luifa, a supposedly blessed child, unable
Luifa was prevented from being resurrected as an evil to fit in and question her own anomaly. After the PCs find
goddess and was destroyed once and for all. Luifa's soul was her, they reunite her with Lyphos at the "Divine Altar," where
expected to be reborn as a new life in Raxia's reincarnation Lyphos repeatedly apologizes to Luifa and begs her to be his
cycle. daughter again.
However, those who view Luifa as a distorted goddess still However, Luifa declines Lyphos' proposal because she is
exist. As long as they believe in the evil goddess's existence, a human being and has lost her memory. When she visits the
Luifa, as a distorted Symbiotic Goddess, will remain. To "Divine Altar," the followers of the Symbiotic Goddess Luifa,
them, the reincarnated soul of Luifa, known as the "Child of who have been watching her, discover her reincarnated form.
Goddess," is a being worthy of worship. When believers discover that the PCs are the
Luifa's followers are now searching for the "Daughter of Transcendents, they do not come to take Luifa directly but
Goddess" in various parts of Raxia, and the PCs must locate instead attack civilians in neighboring villages and towns,
her to protect the reincarnated Luifa. declaring them "offerings" to Luifa and "embodiments of the
Faith." The believers lead their own people to do this in
various parts of the continent, making it difficult to eradicate
them.
Luifa is unable to recognize the meaning of her own
As the PCs search for the Valkyrie from which Luifa was existence. Fearing that her existence is connected to the
reincarnated, only they know that the race from which Luifa Humanoids disaster, she denies her reincarnation.
came has now become a Valkyrie. However, finding just one
Valkyrie could take many years, requiring a search of all
Valkyries in Raxia.
The followers of the evil goddess have fewer clues than
the PCs, and only a certain number of priests believe in By the time the believers start to riot, Luifa's existence is
reincarnation, making it difficult to search all of Raxia. already known to all the gods except for Lyphos. Lyphos
Nevertheless, they persist in their search for the "Child of turns to his allies, the gods of the First Sword, for their
Goddess," no matter how many years it takes. opinion.
The gods debate whether to make Luifa a goddess again,
let her live out her life as a human being, or purify her soul
to resolve the current situation. However, each god has a
different opinion, and they cannot reach a conclusion.
The reincarnation of Luifa is unaware that she is the They finally agree that each god will present a test to
reincarnation of a Minor Goddess, but her soul has reached Luifa. If she passes the test, the gods will agree with Lyphos's
godhood. As a result, she is targeted by foreign enemies who opinion and allow her to be elevated to the status of goddess.
know of the existence of her soul. She is recognized as a Initially, Luifa disagrees with the decision, but after some
special being, a singularity. She has been kidnapped as a persuasion from the PCs and others, she realizes that this is
sacrifice to Daemons, and has been discovered by the the best way to lead her current followers in the right
vampire more than once. direction. She decides to take on the divine trial.

If Luifa completes all the trials of the gods, the Symbiotic After Luifa is elevated to godhood, she expresses
Goddess Luifa will be reborn. However, the ordeals are gratitude towards the PCs and offers to take them into her
extremely difficult, and there are also obstacles from household. If they desire, they can become archbishops, as
believers who want to mold Luifa into their ideal goddess. the rightful preachers of Luifa's doctrine.

130
This section provides guidelines for creating, mastering,
and playing scenarios in an ultra-high-level environment,
where the player character (PC) is at level 15 or even higher,
16+. While some theories may not be applicable in this ultra-
In such an environment, it becomes challenging for GMs high-level environment and a special attitude is required,
to use conventional scenario creation methods and theories. there are still important points to keep in mind when playing
Some of them may not be appropriate and should be the game.
avoided.
Additionally, unique situations that are specific to the The primary goal should be for everyone to have fun
ultra-high-level environment will arise during gameplay, together.
requiring a special understanding from both the GM and
players. This should be the focus, and everyone participating in
This section outlines and explains these areas step by the game should keep it in mind. Whether as a subject or an
step. object, not a single person should be left out of this
"everyone."

When creating a very high-level adventure, it's important A more powerful character, or a character on par with the
to remember that the PCs are, in many ways, "unstoppable". PCs, may be able to challenge them. However, if such
The obstacles that would hinder them in a typical adventure characters appear too often, the unique nature of this high-
are much less effective. level adventure will be lost.
Directly defeating such powerful PCs by force would be
extremely difficult.

PCs at level 15 and above are unique in the world. Even


if we extend our scope to the regions, let alone a country, Ultra-high level characters have exceptional abilities
there are few that can compare to them. In some cases, they beyond just their "HP exchange" strength, such as the ability
are one-of-a-kind. to inflict damage, support versatility, and prevent damage by
Many of them have high social status. Even if they don't, taking on defensive roles.
they have gained prestige through immense reputations. This However, their greatest strength lies in their versatility,
makes generally available means of "mission from a stronger which allows them to take "shortcuts" in various areas.
commander" challenging. Obstacles on the ground are meaningless to these
At least, it is not something that the "owner of the characters, as they have various means of flying and can easily
adventurer's guild" can manage. The threat of "If you don't soar over them. Walls that separate rooms can be broken
like it, we'll get another adventurer to do it" will not work with through using the [Tunnel] spell or the [Titan's Foot]
such PCs, as no one can replace them. technique. Moreover, the [Teleport] spell enables them to
Looking back at the real world and its history, or ignore any obstacles on the way to a known location, making
considering the social system of the fictional world of Raxia, distance a non-issue.
the height of social status acts as a constraint that compels the Scouts at ultra-high levels can easily bypass locks and
character to be aware and responsible. However, in a traps, while Mystics' mastery of Nocturnal Divination allows
TTRPG session, this is often overlooked. This is discussed them to seemingly jump through time at will.
below as something that players should keep in mind (see p. In a game-like setting, the challenge posed by high
136). combat ability can be addressed by introducing powerful
enemies. However, this same ability can create problems for
the GM when it comes to preparing and managing scenarios.
This is not a challenge that can be easily solved with simple
It goes without saying that PCs at or above the 15th level or routine ideas.
are outstanding in terms of combat ability. Due to the game
system of "Sword World 2.0", they can defeat any low-level
group.

131
Part 3 Campaigns

To create an adventure with such special PCs, it is not story. The climax often follows the pattern of "the last boss is
advisable to rely on a "push" scenario progression or restrict waiting for you at the innermost part of the dungeon".
the PCs' choices, as is often done in low to medium-level The player must make many decisions, such as choosing
games. the direction of movement and whether to search or not and
Why is this a bad example? Let us explain below. remain active throughout the game.
For smooth game management, it is effective for the GM
to visualize the scenario information by drawing and
preparing a map.
Inexperienced GMs are often advised to "create a
dungeon scenario for now," where they can place traps,
monsters, and treasures as they see fit to make it work as a
The client is like a deity, and refusing their request may scenario. This is a significant advantage in TTRPGs, which
result in divine punishment. The setting takes place in a cannot start without a scenario.
dungeon with indestructible walls, floors, and ceilings due to
powerful magic. Effects that directly transport you to other
locations, such as [Teleport] and [Dimension Gate], do not
work.
For some unknown reason, the Success Value required
to find traps and unlock locks is set to 35. The Success Value The dungeon is an excellent scenario builder with many
required to find traps and unlock locks is, for some unknown advantages. However, these characteristics are no longer
reason, "35" (since PCs have a Standard Value of 22 if you applicable when it comes to ultra-high-level adventures.
count bonuses and super successes...). This is because PCs have learned several ways to move
around the dungeon without following the passageways. In an
This structure is common in adventures where the extreme case, if a boss is waiting for you in the center of a
adventurer's guild requests a character of initial creation level. maze consisting only of walls (a common puzzle), you cannot
Refusing a request from the guild owner could result in the deny the possibility that the PCs may be able to reach the
loss of further job offers. These adventures typically do not boss "straight" by using magic to figure out his position and
involve breaking dungeon walls or floors. The Target breaking or slipping through all the walls along the way.
Number for traps and locks is set such that success or failure Such methods as "double-walling the walls and installing
is possible, and the Standard Value is considered. poison gas" cannot solve this problem. PCs are masters at
However, at high levels, this approach can feel extremely detecting traps and dangers, and they will use [Airtight
cramped and unreasonable. It can strip players of their desire Armor] and other similar methods to become immune to
for adventure. poison once they are exposed. In a high-level adventure with
Imposing something stronger without considering the many countermeasures on the PCs' side, attempts to
character's position, limiting what they can do, and setting preemptively destroy shortcuts will only lead to a game of
numbers relative to the character's higher abilities can ruin chess. It becomes a war of attrition where the GM is tired of
the strengths and advantages of high-level characters. thinking, the players are frustrated by paranoid tricks, and
It can also be mentally painful for players to have what neither is happy.
they are good at crushed and pushed down. This is a foolish
policy that goes against the principle of "making the game
fun".

Not only dungeon walls but also the idea of "limiting the
player's movement and actions to control the game" becomes
A common adventure setting in TTRPGs is the dungeon, useless in high-level adventures.
also known as a labyrinth. This type of adventure takes place You cannot create mysterious incidents and leave behind
in an enclosed space, which creates a unique and engaging mysterious traces. Reclusive sages cannot send high-level PCs
atmosphere. Many movies have explored the theme of on mysterious quests. As you may have already noticed, this
exploring ruins, and haunted houses are a popular trope. approach will not work. A double roll from [Sage's Wisdom]
TTRPGs, with their strong emphasis on virtual experiences, on the Insight check will destroy any mystery.
can leverage this power to create immersive adventures. The GM should be open to suggestions and let the
Players are often motivated to explore dungeons, but the players do what they want. The way they think will lead them
GM also appreciates this setting. In a normal adventure, the to success. Whether the PCs continue through the dungeon
PCs will not try to destroy the walls and ceilings of a dungeon corridor or go through the wall, it is up to them to decide
because it is difficult and usually futile. As a result, the GM which is better. Don't try to "judge" them for it. As a result,
can restrict the PCs' choices to some extent and limit their they may end up behind the monster or in front of it. You
movement paths. This makes it easy to structure the can judge that mechanically by looking at the dungeon map.
adventure as "A, then B, then C" and to tell a compelling If they want to do it, they can go ahead.

132
The GM must be willing to adopt the player's ideas and levels, it's best to have obstacles that can be steadily
should not unreasonably deny them. It's okay to pay attention conquered by following a procedure or by controlling the
to one or two things to keep the game on track. PCs' movement behavior. This approach is still challenging
enough to keep the game interesting and safe.

SUMMARY
- Be clear about the objective of your adventure.
- Do not limit PCs capabilities.
In some TTRPG scenarios, the true purpose of the - Use impossible tasks as obstacles.
adventure may be unclear at the start or may contain - Actively adopt players' ideas.
misleading elements. In dungeon exploration scenarios
where the players do not know what is hidden at the deepest GM GUIDE! DON'T SKIMP ON R EWARDS
level, or in mystery scenarios where the identity of the culprit Ultra-high-level adventures are designed to be tackled
is unknown, the unexpected truth can be a pleasant surprise only by player characters (PCs). Therefore, they must be
to the players if used well. engaging enough for players to take on willingly.
However, this is only true "if it is used well." It is a double- While responsibilities to the world (see p. 136) may make
edged sword that can lead to failure if not careful. This type it difficult to reject a quest, they do not necessarily lead to
of scenario does not go well with ultra-high-level adventures. player motivation.
Misleading very high-level PCs who can do anything can lead To ensure player engagement, be generous with
to misunderstandings and cause the adventure to go in the monetary rewards. For particularly challenging quests that
wrong direction. You can normally correct the course in may be difficult to find a client for, consider offering a large
some way or prepare a device to solve a fatal reward, such as a high chance of finding treasure upon
misunderstanding ahead of time, but even such a device may completion.
be broken through by force (!?).
It is understandable to be tempted to be ready for the
possibility that ultra-high-level PCs may break through in a
straight line, but as mentioned earlier, this way of thinking
can lead the GM into an endless and barren war of attrition.
In ultra-high-level adventures, it is important to dare to
give the PCs a clear objective. The PCs may not know what
to do, or the first direction that comes to mind is the wrong
one. These tricks increase the possibility that the PCs will go
in an unexpected direction.
You cannot bend the will of ultra-high-level PCs. A
straight breakthrough path is a prerequisite. Then, the
directions must be aligned from the beginning.

However, if you allow a straight line to break through, the


scenario will not be a game. It would instead be a combat
game with only the final battle remaining.
To ensure that PCs feel they've enjoyed the adventure,
there should be obstacles that are appropriate even for ultra-
high levels.
Consider implementing "one impossible task," something
that seems "out of our control" within the bounds of common
sense. Then, think about whether PCs can break through it
with their own abilities. If you have even one idea, it can be
incorporated into the scenario. If you have three or four,
raise the bar a little so that one or two of them will not be
possible, and PCs should estimate their power before
attempting them.
Be careful to consider the identified method in advance
as "one of a myriad of options." There should not be only one
correct answer. They should serve as safety valves in case of
emergency. During actual play, players will come up with
their own ideas on how to break through the game. Mastering
is the process of actively adopting their ideas.
This method can also be used at lower levels, but there is
a risk of game stagnation when PCs can do less. At lower

133
Part 3 Campaigns

Sword World 2.0 offers combat as the most important


means of problem solving. In many scenarios, the climax is
the battle against the so-called Last Boss. This is true even in
very high-level scenarios. GMs may have a hard time deciding which monster to
choose to appear in the scenario. In addition, when preparing
an adventure scenario of this level, GMs often try to create
their own original monsters.

Currently, "Sword World 2.0" offers three types of M ONSTER L EVEL


combat regulations: "Simplified Combat," "Standard Generally, when the adventurer level of a PC and the
Combat," and "Advanced Combat." The GM decides which monster level are the same, the PC is stronger than the
of these regulations to adopt. monster. Monsters of the same level are usually considered
"Simplified Combat" is a safe choice when players have as minions.
low skill levels. If the tactical aspect of battle is important, As the level increases, this tendency becomes more
"Advanced Combat" may be a better option. apparent. At 15 levels or higher, monsters of the same level
"Advanced Combat" is the right choice for very high-level are hardly a challenge. For the sample characters in this
adventures. "Simplified Combat" is too rough to handle the book, it's appropriate to consider monsters up to about 20
numerous effects of high-level spells, combat feats, and items. levels as minions. They don't appear alone, and their role is
These ultra-high-level adventures are intended for players to follow the boss at best.
who have already played "Sword World 2.0" multiple times. For a boss-level character, a higher-level monster must be
If an inexperienced player is given a very high-level character selected. Assuming that the Sword Shards are used to
sheet, they will be stuck and not know what to do. enhance the character, monsters of levels 23 to 24 are
Ultra-high-level adventures in "Sword World 2.0" are not required. For the 16th level, 25-26 level monsters will work.
inherently good or bad but are suited for demanding, data- If your character level is 17 or higher, you must prepare a
loving game players. Advanced Combat is inevitably monster of a higher level than the ones in this book.
required. Of course, compatibility factors such as unique skills also
exist, so this is just a general rule. Additionally, the strength
of a PC cannot be measured by the adventurer level alone.
Even with the same level of 15, a character "focused on a
single class" is much weaker than the sample character in this
High-level battles can be time-consuming. The intense book, and the level setting above needs to be lowered by 2 to
battle against the final boss is expected to take about 3 hours 3 levels.
of real-time, although it may only last 30 seconds in-game.
The first step is for the magician to select their spells, but COMPATIBILITY WITH M ONSTER UNIQUE SKILLS
each player character has many options, and it takes time to The party composition of PCs can vary widely in terms of
decide on the best course of action. There are also many class, ability scores, combat feats, and items in their
resources to manage, such as HP, MP, consumables, and possession, resulting in significant differences in their skills,
item usage limits, which can be challenging to keep track of. strengths, and weaknesses. As a result, the tactics used by the
The same is true for the opponents of the PCs, and the party will also differ.
GM's efforts are extraordinary. If the frontline members of a party focus on their own
defensive abilities while maintaining a certain level of
ONE T OUGH B ATTLE PER SCENARIO offensive ability, such as with Evasion or Defense, the party's
In a high-level adventure, combat can be a time- compatibility with monster abilities may be compromised if
consuming event that is taxing on both the players and the only a few party members focus on Defense and protect
GM. In a typical scenario, there are two preliminary battles others with abilities like [Cover] or [Guardian], while the
and one climactic battle. However, in a high-level other members specialize in dealing damage. Generally, the
environment, it is realistic to have only one final battle. latter party is more stable than the former, but if the monster
PCs may have other battles, but they should not be as has unique skills like a high-damage ranged attack or forced
severe in terms of level or number. It is sufficient for the PCs movement effect on hit, the party may suddenly find
to take the first move and finish the first round with a total or themselves in a difficult battle.
near-total victory. The GM needs to check whether the monster's unique
skills may cause unexpected situations, taking into account
the party composition.
This rule of thumb applies to all level ranges. However,
the range of variation of this rule becomes wider as the level
range increases, and it becomes more extreme for very high-
level parties.

134
B E CAREFUL WITH COUNTERMEASURES SUB-MASTER
The compatibility between a monster and a party can be One way to reduce the burden on the GM is to assign a
categorized as either "good" or "bad". At very high levels, the sub-master to manage a part of the monster group. However,
compatibility can be extremely high, and the GM needs to be the sub-master will be somewhat isolated because they cannot
careful. The GM should pay attention to the possibility that directly participate in the game except for managing the
the monster may suffer a complete defeat, or on the other battle. In the first half of the game, until the climax of the
hand, the party may be defeated and left at wit's end. It is battle, they will be almost completely passive. Therefore, it is
meaningless to have a battle in which participants can tell who best for the sub-master to avoid interfering with the progress
won or lost without rolling any dice. Especially, it is a big deal of the game until then, as it would constitute outside
if the PCs lose. interference.
However, it is problematic to be too eager for At most, the sub-master can speak for some NPCs, but
countermeasures. For example, if a GM tries to counter a only with the main GM's approval. If you ask a sub-master to
character who specializes in Evasion, they may use "Can't" manage a group, the GM and the sub-master should have
effects too often. Similarly, if a GM tries to counter a complete control over the group, including tactics. If the GM
character with high defense, they may use magic damage too and the sub-master start discussing tactics, it may take extra
much. This can lead to the player feeling undermined and time, which is not desirable. In some cases, it may take quite
their character strengths becoming irrelevant. a long time.
On the other hand, when there is a weakness exposed by
the PCs, it is just indulgence not to exploit it. It is also a DISCLOSURE OF HP I NFORMATION
pleasure for a player to consider the risk and return and find When playing "Sword World 2.0", applying this rule of
ways to exploit the monster. If you say, "You don't have to thumb is important, especially in high-level battles where
take any risks," the fun itself will disappear. time-saving is crucial.
※Even if you are a GM, you should always consider the If the "Monster Knowledge check" is successful and the
perspective of the PCs when discussing win-loss situations. monster's data is known, the amount of damage dealt to the
There is no such thing as a "GM win" in the first place, as it is monster's HP should be recorded and disclosed if possible.
no fun to wipe out the whole party in a battle. As a GM, it is The process of determining damage and the total damage
important to always think about "how to lose well as an dealt is public information. The monster's ability to reduce
adversary" when considering combat. damage, such as Defense, is also public information
assuming the data is visible, as is the applied damage.
The current HP value of the monster is a crucial factor in
tactical considerations. Even if it's blurred, a careful player
Managing a big climax battle at an ultra-high level is an will try to recalculate and confirm it from memory and
important skill for the GM. This scene involves a great deal records. Wasting time on this is harmful, especially in high-
of data to think about and manage, and carelessness can lead level battles that are known to take a long time.
to wasted time. Unless there is no room on the table or some other
However, there is no need to rush. If the players know reason, it's better to make the current HP value of the
that the GM is doing their job well, they can trust the GM to monster public information so that all players can easily
run the game, even if it takes a little longer. This is much check it. If a player asks a question, please be open about it.
preferable to trying to do things quickly and making mistakes
one after another. USE OF F IXED VALUES
The monster data includes basic information such as
CREATE A P OLICY OF ACTIONS FOR M INIONS Accuracy and Evasion, as well as a fixed Success Value for
To create a proper combat scenario, a large number of use with unique skills.
monsters that are hostile to the PCs is required. However, GMs are encouraged to make active use of these fixed
configuring a scenario that requires fewer steps and can be values, as rolling dice to determine the Accuracy and Evasion
easily neutralized by concentrating damage can make it easier of minions can be time-consuming.
for the PCs to deal with, thereby reducing the tension of However, bosses, especially those enhanced by "Sword
battle. Shard" (※), may have a fixed Success Value that is too high,
Simultaneously, managing a large number of enemies can leading to despair on the player's side. In these cases, the GM
be quite burdensome. In such cases, it is effective to reduce can roll dice to widen the range of random numbers, can
the burden on the so-called "minions" by defining their action enhance the enjoyment of the game.
policy in advance and having them act in a mechanical
※ When using rules for resistance enhancement from WT,
manner.
It is important to decide in advance which monster will p. 19.
act and how it will act. If you have to think about each Translator’s Note: This rule is now a default part of SW2.5.
monster individually, GMing will become difficult to manage.

135
Part 3 Campaigns

SUMMARY
- Limit each scenario to one tough battle with a climactic
ending.
- Be mindful of the party's strengths and weaknesses, and
avoid battles that could result in a complete defeat.
- Don't over-compensate for PCs strengths, and don't overuse
PCs weaknesses.
- Develop strategies to streamline battles.

TTRPGs are a collaborative effort between the GM and on people's expectations will be regarded is a matter of
the players. The workload of the GM can be very heavy, debate. Above all, the consequences of the failure of those
especially in high-level adventures. Therefore, players are who should have faced this unprecedented crisis are to be
expected to be aware of this and do their best to help out. expected.

Ultra-high-level characters are special figures in the world Very high-level PCs do not have any NPCs to directly
who typically hold positions of power and prestige. Even if stop them. This fact can put them in danger of doing
they do not hold such positions, they must have a high level "whatever they want."
of fame and high Reputation. However, this approach will never lead to an enjoyable
An ultra-high-level character who possesses the ability to game.
"do anything" is subject to strict social responsibility and
limitations. I F Y OU P USH T HROUGH...
PCs at very high levels are nearly unique in their local
T HINGS TO P ROTECT area, and are often the only ones who can stand up to danger
Being in a high position comes with great responsibility, when the world is threatened.
especially if you are the king of a country or the lord of a This position is, so to speak, like “holding the world
territory. In these roles, you are responsible for the peace and hostage.” As a result, they hold a powerful position that can
security of the people and the land. Similarly, the head of an lead to demands for compensation or other rewards.
organization must oversee its activities and take care of However, this is a risky action that can damage the
external negotiations. heroism of the PCs, disillusion people, and leave a lasting
However, Sword World 2.0 does not have any rule-based impact. While "Sword World 2.0" rules do not define this
treatment for such matters. The game's main focus is on process, it is up to the GM to decide how to handle it.
adventure, rather than the pursuit or reproduction of the Unfortunately, the GM is in a weak position when faced
behavior of a character who holds a position and how it with such grievances. In the real world, the actions of the PCs
affects their organization. As a result, there are no rules for would be akin to "holding the game opportunity hostage".
this purpose. It is important not to unilaterally impose a burden on the
Players are assumed to perform their roles in a normal GM who is trying to advance the game. Players should
way, and incidents are caused by external factors that lead to remember that the main principle is to enjoy playing and
adventures. In a very high-level adventure scenario, the PCs weaving a story together as a group.
may face an incident that could lead to a world crisis.
If a PC is responsible for a large number of people, they L EAVE THE DATA UP TO THE GM
should approach their role with this premise in mind. While Very high-level characters possess various abilities, and
they can add some characterization, they should avoid using the GM may present quite challenging scenarios based on
excessive tyranny or darkness. these abilities. It is up to the player to think about how to
Translator’s Note: For a darker approach see Barbarous overcome these challenges. It is a pleasant surprise for the
Book and Natural History of Dilfrum. GM when players come up with ideas that were not planned.
Although players come up with ideas, it is up to the GM
P EOPLE'S E XPECTATIONS AND ATTENTION to make the final decision. The GM decides whether the idea
Among the PCs, there may be some characters who do is valid or not, whether any checks are necessary, and what to
not have a direct position but live their lives as adventurers. do if checks are required.
However, even such characters can have high Reputation, If a player feels that the Target Number of a check is too
which is a symbol of fame, and their names can be known by high, they may consider finding ways to get a bonus.
many people. Their actions attract people's attention. However, arguing with the GM over a ruling is not
A character who reaches level 15 or higher is regarded as recommended.
a hero by people. This fact creates an atmosphere of The worst thing a player can do is to hide the truth, ask
welcoming PCs as saviors when a great threat comes to the leading questions, or try to "get the GM to agree". Doing so
world. will only cause the GM to suspect the player's words and
It is up to the players to decide how they will go along resolve various declarations in the most negative terms
with this trend. However, how heroes who turn their backs possible, making any ideas ineffective.

136
GMs and players are not adversaries. Rather, they should SUMMARY
trust each other and play and master the game in a mutually - You are the only ones who can solve the problem.
trustworthy manner. - That's why you need to act.
- Trust the GM and be trusted by the GM.

SHORT CAMPAIGN R ECOMMENDATIONS


In ultra-high-level scenarios, it can be challenging to
create detailed situations within a single flow and transition
between them.
This can result in difficulty differentiating between
scenario layers. Finding suitable enemies for very high-level
adventures can also be difficult.
While this book provides additional monsters that can
serve as enemies in this level range, it may not be sufficient
to cover a double-digit number of adventures under a single
theme.
Moreover, designing high-level monsters can be a
burdensome task for GMs. Additionally, the story's global
crisis tends to limit the time available for resolving campaign
ideas.
Given these challenges, a short campaign format with a
few episodes at most is suitable for a very high-level
adventure.
In the case of a "one-shot scenario," PCs tend to use up
expensive consumables without considering the
consequences, which can lead to a less engaging scenario.
Despite the urgency of saving the world from crisis, it may
feel unsatisfying without proper planning and consideration.

137
Part 4 Monsters

Part 4 Monsters

138
See page 36 of BT for how to read monster data in this ○Magic Power Restoration = ** points
book.
At the end of the character's turn, the MP is restored by
the indicated value.

○Magic Damage Reduction = ** points


All damage received, regardless of the source, is reduced
Here are the new elements added to the monster data by the specified number of points.
that you might find.
○ Attack Obstacle = **•**/Target: [Section:
▽ Intellect: Unmeasurable
**]/Loss Condition: HP of [Section: **] is 0 or less
It is assumed that intelligence is greater than "Intellect: A section with this unique skill prevents attacks on other
High". However, the level of intelligence has reached such a sections. The first entry indicates the order of "Melee Attack
high degree that it cannot be measured by Humanoid • Ranged Attack". If a number is given, the section specified
standards. as a target (or all of them, if more than one is listed) receives
a bonus to the Evasion check for an attack of that type (for
▽ Perception: ** & ** example, +4•+2, means +4 against melee attacks and +2
Monster possesses multiple perception methods. If it against ranged attacks). The word "Impossible" indicates that
suffers an unfavorable effect due to poor visibility, it must be the unique skill must be lost for that section to be selected as
applied to all of the perceptions; otherwise, you will not suffer the target of the attack.
any unfavorable effect. The Loss Condition indicates the condition under which
this unique skill will be lost.
▽Disposition: Unknown
This is indicated when the number of existing monsters ○ Magic Obstacle = **•**/Target: [Section:
is small, and their disposition cannot be defined. **]/Loss Condition: HP of [Section: **] is 0 or less
This ability does not attack but acts as an obstacle against
▽Languages: All spells. If a Spellcasting check includes a section marked as
"Target" in this ability, the check is penalized by the specified
Understand and use all existing spoken and read texts in
number. A target marked as "Impossible" indicates that it
all existing languages. Any new languages added after this
cannot be selected as a spell target.
date will be assumed to be understood and used.
The Loss Condition indicates the condition under which
this unique skill will be lost.

○Flight (II) /Loss Condition: HP of [Section: **] is


Here, the general abilities of monsters that are not listed
in BT as generic. Even those that have been described as 0 or less
unique skills in the past follow this notation instead. All sections gain a +1 (+2 if [Flying II)) bonus to Accuracy
checks and Evasion checks for melee attacks.
Flying (II) has an additional loss condition that causes this
○☑↝Magic Aptitude = All unique skill to be lost.
Among the Combat Feats classified as Magic Feats in IB,
knows [Multi-Action], [Guided Magic], [Magic E FFECTS WITH M ULTIPLE T YPES
Convergence], [Magic Control], [Hawk Eye], Some effects of monsters, such as unique skills, have
[Metamagic/Power Assurance], [Metamagic/Targets], more than one type.
[Metamagic/Distance], [Metamagic/Time], - “XX type and YY type”
[Metamagic/Area], [Critical Cast], [Double Cast], Effects with multiple types in this notation are handled on
[Marionette], [Rune Master], and [Wordbreak]. a per-target basis, selecting the less favorable type for the
To ease the management of monster data and its MP, this target without affecting the Success Value of resistances,
unique skill doesn’t give [MP Save/**], [Capacity], [Mako Defense, or type-independent damage reduction effects.
Stones Master], or [Mana Save]. - “XX+YY type”
The only effect with multiple "+" types is "curse +psychic".
○** Immunity To remove this effect, an effect that can remove the curse
It is not affected by any damage or adverse effects of the effect is required, and an effect that removes the psychic
specified type. effect cannot remove the curse+psychic effect. On the other
hand, resistance/immunity to psychic is effective when
○Regeneration = ** points resisting the effect.
At the end of the character's turn, the HP is restored by
the indicated value.

139
Part 4 Monsters

19 Yuan Fomor 19 Cave Giant


Intelligence: Average Perception: Five senses Disposition: Hostile Intelligence: Average Perception: Five senses (Darkvision)
Language: Barbaric, Giantish Habitat: Various Disposition: Neutral Language: Barbaric, Giantish Habitat: Cave
Rep/Weak: 24/28 Weak Point: Accuracy +1 Rep/Weak: 21/25 Weak Point: Energy type damage +3
Initiative: 30 Movement Speed: 27 Fortitude: 25(32) Willpower: 23(30) Initiative: 24 Movement Speed: 25 Fortitude: 26(33) Willpower: 26(33)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist (Upper Body) 24(31) 2d+26 23(30) 16 172 60 Weapon (Upper
24(31) 2d+27 23(30) 23 169 91
Kick (Lower Body) 23(30) 2d+27 23(30) 16 155 60 Body)
Kick (Lower Body) 23(30) 2d+25 22(29) 23 190 32
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body

Unique Skills Unique Skills


●All Sections
●All Sections
○Chain Attack ○Poison, Disease Immunity
After an attack, Yuan Fomor can attack the same target again, regardless
of its success or failure. This ability can add only one additional attack per
round. ▽Continuous Attack
If Cave Giant successfully hits a target in melee, it may make a second
attack against the same target.
▼Counter
A Yuan Fomor can use [Counter] combat feat (see CR II: p. 156-161).
●Upper Body
●Upper Body ↝Divine Magic 14 Level/Magic Power 19(26)
☆Techniques &○Muscle Mystery
They may use the [Cat's Eyes], [Beetleskin], [Bear Muscle], [Giant Arms],
○☑↝Magic Aptitude
[Titan's Foot], [Troll Vitals], [Recovery (15 points)] Techniques. They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
These techniques have doubled duration. Convergence], [Magic Control], [Metamagic/Targets], [Wordbreak].

↝Thrust/25(32)/Evasion/Neg
☆Stratagems
The targets are forced to move backward by the sudden arms thrust. All
Can use all Stratagems up to 5 ranks of "attack", "evasion," and "defense"
characters in the skirmish area must make an Evasion check and fall prone
types are used within one full battlefield. These Stratagems can be used from
if they fail.
2nd rank (skipping 1st rank).
If all targets fail the check, the coordinates of the center of the skirmish
area are moved 3 meters in the direction desired by the Cave Giant. This
☑Improved Throw Attack II effect does not occur if any of the targets have succeeded in the check.
Yuan Fomor can throw enemies with its Fist attacks (and counters). If at
least 1 applied damage is done to the target, it will be knocked prone.
●Lower Body
All characters with 3 or fewer sections can be targeted. If the target is a
multi-section character, a single hit will damage all sections and cause them ○Attitude Control
to fall prone. In this case, the target performs an Evasion check with any Cave Giant cannot fall prone.
Evasion of any section.
No additional attacks can be added to this unique skill by [○Chain Attack]. ○Attack Obstacle = Impossible • +4
Target: [Section: Upper Body]/Loss Condition: HP of [Section: Lower
●Lower Body Body] is 0 or less.
○Twin Strike & Double Attack
Yuan Fomor can make two Kick attacks each round, though each attack
requires its own Accuracy check. They may choose to attack different Loot
characters with each attack. Always Dark Crystal (1,600G/Gold S) x 1d
2 – 11 Giant's Treasure (10,000G/Gold SS)
○Attack Obstacle = +4 • +4 12+ Greatest Giant's Treasure (28,000G/Gold SS)
Target: [Section: Upper Body]/Loss Condition: HP of [Section: Lower
Body] is 0 or less.
Description
These giants, who dwell deep underground, are about 5 meters tall and
Loot smaller in size than other giants due to their habitat. Most of them are devout
2–7 Bag of Silver (300G/-) x 2d followers of Kaorlupte and are usually found in a state of shallow sleep in
8 – 13 Bag of Silver (500G/-) x 2d the depths of the earth. Their eyesight is almost completely degenerated, but
14+ General's Insignia (19,000G/Gold White SS) they have a keen sense of hearing and smell, allowing them to easily detect
the slightest sound or smell in their territory.
Often, they guard the altars of gods and their offerings. If skilled
Description adventurers venture deep into the earth's depths in search of these treasures,
Yuan Fomors are rare and experienced generals among the Fomors. As they may encounter these giants.
strong individuals, they cannot be completely controlled by Drake and
others and must be kept within reach to make the best use of their abilities.
Fomors who are given the name Yuan serve as spiritual pillars for other
Fomors, but they are unable to leave their own superiors. The Fomor clan
has not been able to establish an organization centered around them.

140
Loot
20 Hippotaur Always Elaborate Axe and Spear (5,100G/Black White S)
Intelligence: Average Perception: Five senses Disposition: Neutral 2–6 None
Language: Barbaric, Giantish, Centaurian Habitat: Meadows, Rivers 7 – 10 Strange Holy Symbol (3,300G/White S)
Rep/Weak: 25/29 Weak Point: Earth Damage +3 points 11+ Evil Holy Symbol (22,200G/White SS)
Initiative: 29 Movement Speed: 25/25 (Swimming)
Fortitude: 25 (32) Willpower: 24 (31)
Description
F Style Accuracy Damage Evasion Def. HP MP This monster resembles a Centaur but has an upper body akin to that
Axe and Spear of a Troll and a lower body similar to that of a giant Hippopotamus. Its head
23(30) 2d+20 23(30) 23 144 73
(Upper Body) is about 8 meters high, and its weight is so immense that a ground rumble
Trample (Front) 25(32) 2d+22 22(29) 20 127 33 can be heard in the surrounding area just by galloping in this form.
Trample (Rear) 24(31) 2d+24 24(31) 20 117 26 Although it can move both underwater and on land, the monster is
Sections: 3 (Upper Body / Front / Rear) Main Section: Upper Body rarely seen in the water because only its upper body is visible from the
surface.

Unique Skills
●All Sections 22 Mondo Basilisk (Human Form)
○Underwater Aptitude Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade Common, Barbaric, Arcana, Basilisk, Drakish, Youma
↝Trample Habitat: Deserts, Ruins
Hippotaur runs forward with “Range: 75m” and “Area: Breakthrough” Rep/Weak: 24/31 Weak Point: Water/Ice damage +3 points
and tramples everyone with either the front or rear hoofs (selected by the Initiative: 29 Movement Speed: 15
monster for each character). In this case, the effects of [▽Continuous Attack Fortitude: 28 (35) Willpower: 29 (35)
II] and [☑Power Strike III] of each section do not occur.
This ability may only be used if the Hippotaur is not in the skirmish at F Style Accuracy Damage Evasion Def. HP MP
the beginning of its turn and is ready to make a Full Move. The use of this Weapon 27(34) 2d+28 26(33) 25 189 167
ability is declared before the move, and once it is used, a Full Move is
considered to have been made. At the same time, all section actions are
completed, and the turn ends. Unique Skills
↝Truespeech Magic 17 Level/Magic Power 25(32)
●Upper Body Can cast all Truespeech Magic up to the 15th level and all Truespeech
spells for Transcendents from this book.
↝Divine Magic 13 Level/Magic Power 18(25)
○☑↝Magic Aptitude = All
○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided Magic
Metamagic/Targets], [Wordbreak]. ○Divination Mastery
Knows [Fated Crossing], [Accidental Dignity II] Combat Feats.
○Balance
It can cast magic and make Normal Moves. ☆Full Moon Gaze/26(33)/Willpower/Neg
Twice per round again, different targets, the Mondo Basilisk (Human
Form), can attempt to petrify a target within 50m with this Curse-type effect.
○Greater Elevated Attack The target needs to roll a Willpower Check or receive effects of Petrification
Increases damage by +8. (Dexterity, Agility/-6) (see BT, p. 28). This effect can be cured with [Cure
Stone] (see CR II, p. 127).
▽Charge&○Rampage The target can reflect the gaze with a mirror in hand and with a
If the attacker moves and attacks, the damage is increased by +1 for successful Willpower check 4 or higher than the target number. With
every 5 meters moved. The distance traveled is measured in a straight line successful reflection, Mondo Basilisk was affected by Petrification instead of
from the start point to the endpoint. the target without a Willpower check.
In addition, the Major Action can be made again after a melee attack. This unique skill works even if Basilisk is blinded.

●Front & Rear ↝Crescent Moon Gaze/26(33)/Willpower/Half


Within "Range: 50m" and "Area: Line", it shoots a beam of red light,
○Sorrow dealing "2d+35" slashing magic damage.
If the HP of either the Front or Rear section falls to 0 or lower, the
Upper Body loses [Balance], [Greater Elevated Attack], [▽Charge& ○ ↝Gibbous Moon Gaze/26(33)/Willpower/Neg
Rampage] unique skills. With "Range: 50m" and "Area: Target", stares at two targets, and their
consciousness are merged into one body. Mondo Basilisk must keep staring
○Attack Obstacle = +4 • +4 for 1 minute (6 rounds) for this ability to take effect.
Target: [Section: Upper Body]/Loss Condition: HP of [Section: Front] Once the effect occurs, both targets will merge their consciousnesses
or [Section: Rear] is 0 or less. into one body. Each target can only exert their will during either daytime
(6:00 to 18:00) or nighttime (18:00 to 6:00). The daytime is the
●Front consciousness of the original character, while the nighttime is the
consciousness of the merged character. The character that cannot exert its
▽Continuous Attack II own will is considered to be in a sleeping state.
If the Front section successfully hits a target in melee, they may make a The ability scores of each character, including dexterity, agility, strength,
second attack. If a second attack hits, they can make a third attack against and vitality, will be changed to those of the fused body. However, intelligence
the same target. and spirit will remain unchanged from their respective values. If a character
has fixed ability scores, the GM will decide the details.
●Rear Mondo Basilisk can choose which body to merge the consciousnesses
☑Power Strike III into. The body of the character not chosen will be transformed into a squat
The Rear section can deal an additional +20 damage on their next mineral of unknown material.
attack. However, any Evasion Check made by the Rear this turn receives a - This effect is treated as a curse type.
2 penalty.

141
Part 4 Monsters

This effect is only effective when the curse is released on either the ●Head
mineral of unknown material or the body that houses the consciousness of ↝Truespeech Magic 17 Level/Magic Power 25(32)
both characters, and both characters are restored to their original state. Can cast all Truespeech Magic up to 15th level and all Truespeech
spells for Transcendents from this book.
▽New Moon Gaze/Can’t
Knows Divinations [Vision of Defeat], [Vision of Sundering] (see p. 36)
can be learned and used. In addition, the Divination check is treated as a ○☑↝Magic Aptitude = All
Transcendent check with a Standard Value of 26.
●Body
▽Poison Blood/26 (33)/Fortitude/Neg ▽Weakening
Anyone who deals damage to this monster in the same skirmish will When the Body section is reduced to 0 HP or fewer, all other sections
receive 2d+18 poison magic damage at the end of their turn. receive a -2 penalty to Evasion.

▽Sword's Revelation/Monstrous Form ☆Humanification


When its HP falls below 0, it automatically changes to monstrous form A Mondo Basilisk (Monstrous Form) can change from a monstrous
at the beginning of its next turn, recovering HP and MP to their maximum form to a human. However, any HP lost by the Body section is carried over
values and awakening, and any effects on itself by spells or other means as a human and any lingering magical effects remain affecting the Mondo
disappear. Once transformed, the Basilisk cannot return to human form for Basilisk, which may cause death or make unconscious if enough HP is lost.
1 hour.
Loot
Loot Always Basilisk Pureblood (1,000G/Red S)
Always Basilisk Pureblood (1,000G/Red S) Always Crescent Moon Eyes (20,000G/Black Red SS)
2–8 Full Moon Eyes (15,000G/Black Red SS) 2–8 Full Moon Eyes (15,000G/Black Red SS)
9 – 12 Gibbous Moon Eyes (45,000G/Black Red SS) 9 – 12 Gibbous Moon Eyes (45,000G/Black Red SS)
13+ New Moon Eyes (95,000G/Black Red SS) 13+ New Moon Eyes (95,000G/Black Red SS)

23 Mondo Basilisk (Monstrous Form) Description


Intelligence: Low Perception: Five senses Disposition: Hostile This is a high-level Basilisk with four malevolent eyes. The first eye can
Language: Trade Common, Barbaric, Arcana, Basilisk, Drakish, Youma turn its target into a block of stone, the second releases red rays, the third
Habitat: Deserts, Ruins curses two souls to share one body, and the fourth can alter the immediate
Rep/Weak: 22/31 Weak Point: Water/Ice damage +3 points past through divination.
Initiative: 30 Movement Speed: 12 When in its monstrous form, four malevolent eyes appear
Fortitude: 29 (36) Willpower: 30 (37) simultaneously on the forehead, shimmering and shining like the shape of
the moon, which changes its form from moment to moment.
F Style Accuracy Damage Evasion Def. HP MP
Axe and Spear
23(30) 2d+20 23(30) 23 144 73
(Upper Body)
Trample (Front) 25(32) 2d+22 22(29) 20 127 33
Trample (Rear) 24(31) 2d+24 24(31) 20 117 26
Sections: 6 (Upper Right Evil Eye / Lower Right Evil Eye / Upper Left Evil
Eye / Lower Left Evil Eyes / Head / Body) Main Section: Head

Unique Skills
●All Sections
○Poison, Disease Immunity

▽Poison Blood/27 (34)/Fortitude/Neg


It is the same as Mondo Basilisk (Human Form) except for the different
target number.

●Upper Right Evil Eye


☆Full Moon Gaze/27(34)/Willpower/Neg
It is the same as Mondo Basilisk (Human Form) except for the different
target number.

●Lower Right Evil Eye


↝Crescent Moon Gaze/27(34)/Willpower/Half
It is the same as Mondo Basilisk (Human Form) except for the different
target number.

●Upper Left Evil Eye


↝Gibbous Moon Gaze/27(34)/Willpower/Neg
It is the same as Mondo Basilisk (Human Form) except for the different
target number.

●Lower Left Evil Eye


↝▽New Moon Gaze/Can’t
It is the same as Mondo Basilisk (Human Form).

○Divination Mastery
Knows [Fated Crossing], [Accidental Dignity II] Combat Feats.

142
23 Chaos Troll 24 Goun Fomor
Intelligence: High Perception: Five senses (Darkvision) Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Hostile
Language: Trade Common, Barbaric, Giantish Habitat: Ruins Language: Barbaric, Giantish Habitat: Various
Rep/Weak: 23/27 Weak Point: Magic Damage +2 points Rep/Weak: 30/34 Weak Point: Accuracy +1
Initiative: 28 Movement Speed: 26 Fortitude: 29(36) Willpower: 26(33) Initiative: 35 Movement Speed: 30 Fortitude: 21(39) Willpower: 30(37)

F Style Accuracy Damage Evasion Def. HP MP


F Style Accuracy Damage Evasion Def. HP MP
Weapon 29(36) 2d+29 27(34) 22 248 102
Fist (Upper Body) 32(39) 2d+32 30(37) 18 261 72
Kick (Lower Body) 30(37) 2d+34 30(37) 18 217 72
Unique Skills Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
○2 Actions

○Multiple Declarations = 3 times


Unique Skills
●All Sections
○Dark Regeneration = 20 points ○Chain Attack
At the end of each round, a Chaos Troll recovers 20 HP. This has no After an attack, Goun Fomor can attack the same target again, regardless
effect if the Chaos Troll is at 0 HP or lower or is under sunlight. of its success or failure. This ability can add only one additional attack per
round.
○Weakened
▼Phantom Counter
As long as a Chaos Troll is under sunlight, it receives a -2 penalty to all
A Goun Fomor can use [Phantom Counter] combat feat (see p. 27).
Accuracy and Evasion Checks.
●Upper Body
○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic ○Multiple Declarations = 2 times
Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Distance], [Double Cast], [Wordbreak]. ☆Techniques &○Muscle Mystery
They may use the [Cat's Eyes], [Beetleskin], [Bear Muscle], [Giant Arms],
↝Divine Magic 16 Level/Magic Power 22(29) [Titan's Foot], [Troll Vitals], [Recovery (20 points)], [All-seeing Eye]
One basic 16th-level Divine Magic is determined by the GM. Techniques.
These techniques have doubled duration.
☑Greater Mana Strike =+6 Accuracy・+22 damage
Chaos Troll gets a +6 bonus to its Accuracy check and +22 points to its ☆Stratagems
damage. At the same time, it receives a -2 penalty to its Evasion check Can use all Stratagems up to 5 ranks of "attack", "evasion," and "defense"
Fortitude, Willpower. types are used within one full battlefield. These Stratagems can be used from
the 3rd rank (skipping 2nd and 1st rank).
☑Power Strike III
Chaos Troll can deal an additional +20 damage on their next attack. ☑Armor Piercer
However, any Evasion Check made by the Chaos Troll this turn receives a - If the roll of damage determination is "10 or more", the damage is
2 penalty. increased by +10 points, and the target's Defense is ignored.

▼Counter ☑Improved Throw Attack II


Chaos Troll can use [Counter] combat feat (see CR II: p. 156-161). Goun Fomor can throw enemies with its Fist attacks (and phantom
counters). Damage is increased by +6. If at least 1 applied damage is done
☆Technique &○Muscle Mystery to the target, it will be knocked prone.
Can use all Techniques, including Technique for Transcendents. If the target is a multi-section character, a single hit will damage all sections
If a class level is required for these Techniques, Chaos Troll is treated and cause them to fall prone. In this case, the target performs an Evasion
as a 20-level Enhancer, and their duration is twice as long as usual. check with any Evasion of any section.
No additional attacks can be added to this unique skill by [○Chain Attack].
Loot
Always Blood of Chaos Troll (7,300G/Red S) ●Lower Body
2–8 Strange God Statue (6,200G/Gold White S) ○Twin Strike & Double Attack
9 – 12 Golden God Statue (9,000G/Gold White S) Goun Fomor can make two Kick attacks each round, though each attack
13+ Baptismal God Statue (32,000G/Gold White SS) requires its own Accuracy check. They may choose to attack different
characters with each attack.

Description ☑Sealing Strike


Chaos Troll is a new species of Trolls named by Dalkhrem. They are If the attack hits, Goun Fomor specifies the name of one of the target's
so strong and majestic that they are worshipped as demigods by other Trolls. active combat feats and disables it for 10 seconds (1 round).
Their existence represents chaos and freedom, which opposes order and The Goun Fomor must be seen using the combat feat once to use this
restrictions. effect. Also, the target’s damage reduced by -8 points.
It is rare for humanoids to encounter them, but if they do, they will be
overpowered by their strength as if they were facing the God of War himself. ○Attack Obstacle = +4 • +4
In terms of pure fighting power, Chaos Troll is considered to be more Target: [Section: Upper Body]/Loss Condition: HP of [Section: Lower
threatening than Methuselah Fleur Vampire and Mondo Basilisk. Body] is 0 or less.

Loot
2–9 Bag of Silver (1,000G/-) x 2d
10 – 12 General's Insignia (19,000G/Gold White SS)
13+ Insignia of the Grand Marshal (36,000G/Gold White
SS)

143
Part 4 Monsters

Description 24 Gandharva
Goun Fomor is the highest ranking member of the Fomor clan, Intelligence: High Perception: Five senses Disposition: Hostile
recognized by the king of Barbarous, and has their own army. At times, they Language: Barbaric, Lycan Habitat: Mountain
lead their entire army to overrun the battlefield. Although they are not Rep/Weak: 25/30 Weak Point: Bludgeoning type damage +3
scholarly, their battle strategy is to crush the enemy from the front with a Initiative: 33 Movement Speed: 40/80(Flying)
large force. Despite lacking in strategic finesse, the army commanded by Fortitude: 28(35) Willpower: 28(35)
Goun Fomor is fearless and will continue to fight bravely, even if the
opponent is a god.
F Style Accuracy Damage Evasion Def. HP MP
Beak (Head) 31(38) 2d+28 32(39) 16 187 110
Weapon (Body) 32(39) 2d+26 30(37) 18 251 79
Sections: 2 (Head / Body) Main Section: Head

Unique Skills
●Head
▽Continuous Attack II
If Gandharva successfully hits a target in melee, it may make a second
attack. If a second attack hits, it can make a third attack against the same
target.

▽Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +20 points.

☆Techniques
They may use the [Cat's Eyes], [Bear Muscle], [Beetleskin], [Recovery
(20 pts.)], [Troll Vitals], [All-seeing Eye] Techniques.

↝Wind Favor/29(36)
Gandharva and any other characters within a radius of 50m from the
Gandharva are given [○Wind Immunity] for 10 seconds (1 round).

●Body
☆Champion's Storm/30(37)/Fortitude/Half
Turbulent winds are created in a “Radius 50m/All” around the
Gandharva, dealing 2d+24 wind magic damage to the targets. If the target
fails to resist, it falls prone.
This ability can only be used once per round.

↝Cutting Storm/31(38)/Willpower/Half
Within "Range: 30m" and "Area: Target", razor wind cuts through 2
enemies, dealing 2d+30 slashing magic damage.

○Flight II
Loss condition: HP of [Section: Body] is 0 or less.

Loot
2–8 None
9 – 12 Wind-Edge Feathers (3,500G/Red S) x 4
13+ Stormblade Feathers (26,800G/Red SS)

Description
Gandharva is the king of the sky and the most powerful member of the
Garuda tribe. Feared as a near-god among their flock, Gandharva favors all
Barbarous in the sky and loves them equally.
It is said that there are hanging gardens in the high sky inhabited by
Garuda and Harpies, but no humanoids have been able to locate them.

144
26 Methuselah Fleur Vampire ▼Entanglement
A successful hit from a Thorn Whip Vampire can choose this unique
(Vampire Form) skill or [▼Vampire Bite]. If it chooses this ability, the target will be
Intelligence: Unmeasurable Perception: Five senses (Darkvision) & Magic entangled. Each round, the entangled target is hit automatically by the Thorn
Disposition: Neutral Language: All Habitat: Various Whip and makes all Accuracy and Evasion Checks with a -2 penalty.
Rep/Weak: 27/41 Weak Point: Physical damage +2 points When the target tries to escape, use de-bonding (see BT, p. 29).
Initiative: 35 Movement Speed: 32/64(Flying) Up to 5 characters can be entangled with this ability. When Methuselah
Fortitude: 33(40) Willpower: 33(40) Fleur Vampire itself wants to release a target, it can do so automatically by
Minor Action.
F Style Accuracy Damage Evasion Def. HP MP
Thorn Whip 32(39) 2d+29 31(38) 30 324 324 ▼Vampire Bite
When dealing damage with a Thorn Whip, Vampire can either use this
unique skill or use [▼Entanglement].
Unique Skills If this unique skill is used on a successful Thorn Whip attack, the
○Normal Weapon Immunity Methuselah Fleur Vampire can choose to drink blood instead, dealing 2d +
40 damage. The Methuselah Fleur Vampire heals HP equal to the applied
damage dealt.
○3 Actions If the target is reduced to 0 HP or lower from this attack, they receive a
-20 penalty to their next Death Check. If the character fails this Death Check,
○Flight II they receive an extra 5 soulscars and rise as an Empusa (see p. 153). A
character killed by this effect cannot use [Sword's Revelation/Transcend
○Regeneration = 18 points Fate].
If Methuselah Fleur Vampire does not use this unique skill at least once
every 7 days, they lose 18 HP and MP per week (cumulative) that they do
○Vampire Body
As long as a Vampire Rose (Vampire Form) is under sunlight, it receives not drain blood, and also cannot use their [○Regeneration] unique skill.
a -2 penalty to all Accuracy and Evasion Checks. Additionally, the These penalties immediately go away once the Vampire Rose successfully
drains blood.
Methuselah Fleur Vampire cannot use their [ ○ Regeneration] or [ ○
Normal Weapon Immunity] abilities, and at the end of each round, the
☆Bat Form
Methuselah Fleur Vampire is dealt 18 magic damage. This damage cannot
A Methuselah Fleur Vampire transforms into a myriad of bats, each
be reduced in any way.
about 10cm long. For more information, see the Methuselah Fleur Vampire
(Bat Form) data.
○Immortal A Methuselah Fleur Vampire cannot transform during the same turn
When Methuselah Fleur Vampire's HP falls to 0 or below, it is they use their [☆Vampire Form] unique skill.
immediately enveloped in thorns and transforms into a cocoon-like form.
The thorns cannot be destroyed by ordinary means. From the thorny
cocoon, a vast number of thorns continue to grow for seven days, eventually Loot
reaching the size of a city. Always Phantom Moonflower (27,000G/Green SS)
After seven days, a flower will bloom somewhere beyond the fully grown 2–9 None
thorns, and the Methuselah Fleur Vampire will emerge in all its glory. The 10 – 13 Cloak of Eternity (16,600G/White SS)
location of the flower is unknown and can only be found if tens of thousands 14+ Crest of Eternal Flowers (95,200G/Gold White SS)
of people monitor the thorns until the flower blooms.
This ability cannot be prevented. However, exposing the thorny cocoon
to sunlight for at least three hours per day and dousing it with at least ten
liters of fresh water for seven consecutive days will cause it to die and rot on
the spot, preventing new flowers from blooming.
Note that if the Success Value of the Monster Knowledge check is not
greater than this monster's weakness, characters will not know how to prevent
its immortality. Even if they try the above methods, they cannot prevent it.

○Colorful Flowers Fragrance/33(40)/Willpower/Neg


Fills the area around Methuselah Fleur Vampire with the scent of sweet
flowers. Any target within a radius of 6m/20 from the Methuselah Fleur
Vampire's center will be misidentified as a target of worship, such as a deity,
for io seconds (1 round) if the target fails the Willpower. The target cannot
move, take Major Actions, or take Minor Actions as long as it is in range.
This effect is treated as psychic type.
This ability occurs automatically once, at the beginning of Methuselah
Fleur Vampire's turn.

○☑↝Magic Aptitude = All


↝Truespeech Magic, Spiritualism Magic, Deep Magic, Divine
Magic 20 Level/Magic Power 30(37)
Can casts all Truespeech Magic, Spiritualism Magic, Deep Magic,
Divine Magic up to 15th level and Truespeech Magic, Spiritualism Magic,
Deep Magic, and Divine Magic for Transcendents from this book.

↝The Creation of Empusa


Dripping its own blood onto thorns, it creates an Empusa (see p. 153).
Using this ability consumes 30 points of HP and MP. Also, they can use this
ability only once per round.

145
Part 4 Monsters

26 Methuselah Fleur Vampire (Bat


Form)
Intelligence: Unmeasurable Perception: Five senses (Darkvision) & Magic
Disposition: Neutral Language: All Habitat: Various
Rep/Weak: 27/41 Weak Point: Physical damage +2 points
Initiative: 36 Movement Speed: 20(Flying)
Fortitude: 33(40) Willpower: 33(40)

F Style Accuracy Damage Evasion Def. HP MP


None - - 31(38) 30 324 324

Unique Skills
○Normal Weapon Immunity

○Flight II

○Immortal

○☑↝Magic Aptitude = All


↝Truespeech Magic, Spiritualism Magic, Deep Magic, Divine
Magic 20 Level/Magic Power 30(37)
Same as for Methuselah Fleur Vampire (Vampire Form).

○Swarm
When targeting the Methuselah Fleur Vampire (Bat Form) or another
character in the same skirmish, the Combat Feats [Precise Shot], [Guided
Magic] cannot be used. And [Hawk Eye] will not allow to see beyond the
area.

↝Bat Dance/Can't
The Methuselah Fleur Vampire (Bat Form) swarms around a single
target in the same skirmish, dealing equal to 1/5 the Methuselah Fleur
Vampire’s Current HP (rounded down) + 20 physical damage.

☆Vampire Form
A Methuselah Fleur Vampire transforms into its original vampire form.
For more information, see the Methuselah Fleur Vampire (Vampire Form)
data.
A Methuselah Fleur Vampire cannot transform during the same turn
they use their [☆Bat Form] unique skill.

Loot
Always Phantom Moonflower (27,000G/Green SS)
2–9 None
10 – 13 Cloak of Eternity (16,600G/White SS)
14+ Crest of Eternal Flowers (95,200G/Gold White SS)

Description
Methuselah Fleur Vampire is a rumored Nosferatu who has yet to be
directly sighted by humanoids. Information leaked from the Barbarous
territory has led to highly accurate guesses about its existence. Its power far
surpasses that of any other identified Nosferatu.
While not a perfect match, Methuselah shares many characteristics with
the Frau clan, leading the wise to believe that they are the founders of the
Frau clan, which has disappeared from the world.

146
26 Drake Duke (Human Form) 26 Drake Duke (Dragon Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: All Habitat: Unknown Language: All Habitat: Unknown
Rep/Weak: 26/32 Weak Point: Magic Damage +2 points Rep/Weak: 27/33 Weak Point: Magic Damage +2 points
Initiative: 34 Movement Speed: 30/60(Flying) Initiative: 34 Movement Speed: 30/60(Flying)
Fortitude: 33(40) Willpower: 34(41) Fortitude: 34(41) Willpower: 35(42)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 34(41) 2d+30 33(40) 25 336 221 Bite (Body) 35(42) 2d+35 33(40) 27 305 197
Wing (Wing) 36(43) 2d+29 31(38) 21 168 64
Unique Skills Wing (Wing) 36(43) 2d+29 31(38) 21 168 64
○2 Actions Sections: 3 (Body / Wing x2) Main Section: Body

○Multiple Declarations = 3 times Unique Skills


●All Sections
↝Spiritualism Magic 20 Level/Magic Power 28(35) ○Energy Immunity
Can cast all Spiritualism Magic up to the 15th level and all Spiritualism
Magic for Transcendents from this book.
☆Techniques
They may use the [Beetleskin], [Cat's Eyes], [Recovery (20 pts.)], [Giant
○☑↝Magic Aptitude = All Arms], [Sphinx Knowledge], [Wendigo Hide] Techniques.

☑Greater Mana Strike = +8 Accuracy, +28 Damage ☆Humanification


Gains a +8 bonus to Accuracy checks, and damage is increased by +28. A Drake Duke can change from a draconic form to a human. However,
At the same time, the Drake Duke gains a -2 penalty to Fortitude Willpower. any HP lost by the Body section is carried over as a human, and any lingering
magical effects remain affecting the Drake, which may cause death or make
○Flight II them unconscious if enough HP is lost.

☆Techniques ●Body
They may use the [Beetleskin], [Cat's Eyes], [Recovery (20 pts.)], [Giant ○Multiple Declarations = 3 times
Arms], [Sphinx Knowledge], [Wendigo Hide] Techniques.
↝Spiritualism Magic 20 Level/Magic Power 28(35)
▽Sword's Revelation/Resurrective Dragonification Can cast all Spiritualism Magic up to the 15th level and all Spiritualism
When Drake Duke's HP falls to 0 or below, at the beginning of its next Magic for Transcendents from this book.
turn, it automatically becomes a Dragon; its HP and MP are restored to their
maximum values, it awakens, and any effects, magical or otherwise,
disappear. ○☑↝Magic Aptitude = All
This unique skill can be performed at will with Minor Action, and the
effect will be the same. ↝Twin Strike & Double Attack
A Drake Duke cannot transform for an hour after using this unique A Body section can make two Bite attacks each round, though each
skill. The effect of automatic Dragonification is limited to once a day. attack requires its own Accuracy check. They may choose to attack different
characters with each attack.
Loot
↝Burning Breath/34(41)/Fortitude/Half
Ring of the Magic Civilization Period (30,000G/Gold Within "Range: 50m" and "Area: Shot", it spits out a mass of pure energy
Always
White SS) that explodes at the point of impact, dealing "2d+40" fire and energy magic
2–8 None damage in a radius of 6m/20.
9 – 11 Noble Draconian Horn (12,600/Red SS) This ability cannot be used on consecutive turns.
12+ Great Draconian Horn (48,500G/Red SS)
●Wing
○Flight II
Loss condition: HP of one or more [Section: Wing] is 0 or less.

☑Greater Mana Strike = +8 Accuracy, +28 Damage


Gains a +8 bonus to Accuracy checks and damage is increased by +28.
At the same time, the Drake Duke gains a -2 penalty to Fortitude Willpower.

Loot
Ring of the Magic Civilization Period (30,000G/Gold
Always
White SS)
2–8 None
9 – 11 Noble Draconian Horn (12,600/Red SS)
12+ Great Draconian Horn (48,500G/Red SS)

Description
Drake Duke is the highest-ranking noble among the Drakes, with the
title of Duke. Its individual strength is unparalleled in the realm of the
Barbarous, and it is said that no one can match it in a one-on-one battle.
Its mere presence is capable of conquering an entire region, and there
are very few Barbarous that would dare to oppose it directly.

147
Part 4 Monsters

21 Monstrous Hornet 22 Ancient Wormfish


Intelligence: Animal Perception: Five senses Disposition: Hostile Intelligence: Animal Perception: Five senses (Darkvision)
Language: None Habitat: Forests, Grasslands Disposition: Hungry Language: None Habitat: Oceans
Rep/Weak: 26/29 Weak Point: Bludgeoning type damage +3 Rep/Weak: 29/32 Weak Point: Physical damage +2 points
Initiative: 33 Movement Speed: 40(Flying) Initiative: 20 Movement Speed: 50 (Swimming)
Fortitude: 28(35) Willpower: 26(33) Fortitude: 30 (37) Willpower: 26 (33)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Needle 28(35) 2d+27 26(33) 10 88 9 Bite (Head) 28(35) 2d+26 22(29) 20 266 31
Slam (Body) 26(33) 2d+22 20(27) 15 319 20
Unique Skills Slam (Body) 26(33) 2d+22 20(27) 15 319 20
Slam (Body) 26(33) 2d+22 20(27) 15 319 20
○Flight II Slam (Body) 26(33) 2d+22 20(27) 15 319 20
Tail (Tail) 28(35) 2d+24 23(30) 18 232 16
○☑One Swoop
Sections: 6 (Head / Body x 4 / Tail) Main Section: Head
Knows Combat Feats [Hit and Run] (see p. 27) and [Shadow Sneak] is
mastered.
Unique Skills
▽Deadly Poisonous Blow/Can’t ●All Sections
A target hit by a Needle attack should make a Fortitude attack with a
Target Number of 34 at the end of its turn each round for 3 minutes (18
○Underwater
No penalty is applied to underwater activities. However, once it gets out
rounds). If failed, the target dealt 2d+10 poison magic damage at the end of
of the water, it cannot take any actions.
its turn. If successful, this effect ends.
A character who has resisted this effect gains a +4 bonus to Fortitude.
○Attitude Control
▽Relaxing Blow/Can’t Ancient Wormfish cannot fall prone.
If the roll of the damage decision is 10 or more, the target will drop all
items in its hand, such as weapons and shields with "Stance: 1H" and "Stance: ○Deep-Sea Creature Body
2H", in addition to the normal damage. It is covered with a skin that can withstand even deep sea.
It does not suffer any disadvantageous effects from attacks, magic, or
↝Disturbing Buzz/26(33)/Willpower/Neg any other effects from different coordinates from its own, and all applied
Monstrous Hornet ruffles its wings and makes a noise that disturbs damage to HP and MP is halved (rounded up).
concentration. All characters within a 10-meter radius of the Monstrous A character residing at the same coordinates as this monster can declare
Hornet must make a Willpower check, and if they fail, they take a -2 penalty "entering" or "exiting" the body with a Major Action. While inside the body,
to skill checks based on intelligence and dexterity for 10 seconds (1 round). the character will not be able to move, but the effect of [○Deep-Sea Creature
This effect is not cumulative, but if other Monstrous Hornets are already in Body] can be ignored.
the same range and have used [↝Disturbing Buzz], each character increases
the Success Value of this ability by +2. This bonus is cumulative up to a ●Head
maximum of +6.
↝Inhale/30(37)/Fortitude/Neg
All nearby targets are sucked into the body, along with surrounding
Loot water. All targets within a radius of 20m are forced to move to the same
2–9 None coordinates as this monster and are sucked into the body. While the target
10 – 12 Rare Sharp Needle with Poison (8,500G/Red S) is sucked into the body, it is subject to the effect of the [○Solution] of the
13+ Rare Sharp Needle with Twisted Poison (22,500G/Red Body section.
SS) This ability can be used only when the Ancient Wormfish’s mouth is
open at the beginning of its turn and cannot be used in consecutive turns.
Description
This bee is enormous, measuring up to 5 meters in length. Its venomous ☆Open/Close Mouth
patterns adorn its abdomen, and it flies through the air with the rasping Opens and closes the mouth.
sound of its wings. They hunt in groups of about five, using the sound of If its mouth is open, the Head section can perform melee attacks, but
their wings to stop their prey before killing it with poison by piercing it with other characters can declare that they enter or exit the body. Also, if the
a stinger as large as a spear. They then bring their prey, which can include mouth is open at the beginning of its turn, it can use the [↝Inhale] ability.
elephants and other large animals, back to their nest. The nests are about If the mouth is closed, the Head section cannot make melee attacks, but
the size of a small castle in a small country and offer prey to the queen, who characters cannot exit or enter the monster’s body.
resides in the deepest part of the nest. When the mouth is closed, character groups inside and outside the
monster's body cannot see or touch each other. The effects with "Area: Shot"
cannot reach each other either.
The closed mouth is automatically opened when the HP of the Head
section is reduced by more than 30 points after closing the mouth.

●Body
○Wriggling Body
Body section can declare entering the body and target a character inside
the body.

○Solution
A character inside the body is doused with the solution. A character in
a body caused by a Head section [↝Inhale] or entering on its own is dealt

148
2d+10 magic damage at the end of its turn, equal to the number of Body ●Head
sections with HP 1 or more. ↝Fire Breath/29(36)/Fortitude/Neg
It spits out a large amount of fire, dealing 2d+23 fire magic damage to
○Limited Attacks all characters in a 20m radius centered on itself.
The body is too large to concentrate attacks on the same spot. In one
round, body sections can only make two melee attacks on the same target. ○Long Neck
Bite attacks can attack any character within 10 meters, ignoring
●Tail skirmishes.
↝Sweeping Attack
The Tail makes a Tail attack against all enemies in the same skirmish. ●Body
This unique skill cannot target characters that are inside the body. This
unique skill cannot be used on consecutive turns.
○Attack Obstacle = Impossible • Impossible
Target: [Section: Head]/Loss Condition: HP of all [Section: Body] is 0
or less.
Loot
Always Dee-Sea Resistant Shell (2,000G/Red Black S) x 2d ○Magic Obstacle = +4
2–6 Grinding Teeth (3,300G/Red S) Target: [Section: Head]/Loss Condition: HP of all [Section: Body] is 0
7 – 12 Pearly Teeth (8,200G/Red S) or less.
13+ Alabaster Teeth (18,000G/Red SS)
●Leg
Description ▽Less Mobile
The Ancient Wormfish is a massive deep-sea fish that can only survive Each time the HP of a Leg section falls to 0 or below, the movement is
at the bottom of wide open seas. It reaches a total length of 50 meters, with reduced by -6 for each such section.
a width of 10 meters at the deepest point of its girth. It was once mistaken
for a sea serpent but is now recognized as a type of fish. ○Attack Obstacle = Impossible • Impossible
These fish live in narrow areas on the sea floor and in ocean trenches Target: All [Section: Body]/Loss Condition: HP of 2 or more [Section:
and are usually completely immobile. To feed, they simply open their Leg] is 0 or less.
mouths wide and suck in water, consuming shellfish, eggs, and young of
other deep-sea fishes, and other prey. Their skin is so strong and flexible ●Tail
that it is hard to believe that it is actually fish skin. When found in the deep
sea, they can be mistaken for other fish, such as those found on rocks at the
○Long Tail
Tail attacks can attack any character within 10 meters, ignoring
bottom of the sea.
skirmishes.
Because of their majestic appearance, the discoverer often mistakes
them for underwater caves and enters them.
↝Blow Away/29(36)/Evasion/Neg
Hits all characters in the skirmish area in which it resides.
24 Ultra Treidon The targets suffer 2d+25 physical damage and are blown 50m to the
ground and forcibly removed from the skirmish area. The direction of the
Intelligence: Animal Perception: Five senses Disposition: Hostile blow is determined by the monster for each target.
Language: None Habitat: Forests
Rep/Weak: 25/29 Weak Point: Magic Damage +2 points
Initiative: 26 Movement Speed: 27 Fortitude: 32(39) Willpower: 33(40) Loot
2–5 Flame Bag (2,550G/Red S)
F Style Accuracy Damage Evasion Def. HP MP 6 – 10 Bloated Flame Bag (7,690G/Red S)
Bite (Head) 28(35) 2d+26 22(29) 20 266 31 11+ Perfect Flame Bag (22,500G/Red SS)
Slam (Body) 26(33) 2d+22 20(27) 15 319 20
Slam (Body) 26(33) 2d+22 20(27) 15 319 20 Description
Slam (Body) 26(33) 2d+22 20(27) 15 319 20
The Ultra Treidon is the largest herbivore on Raxia, measuring at least
Slam (Body) 26(33) 2d+22 20(27) 15 319 20
30 meters in length. The largest recorded specimen is said to have exceeded
Tail (Tail) 28(35) 2d+24 23(30) 18 232 16 100 meters. The name of this monster varies depending on its size, with
Sections: 8 (Head / Body x 2 / Leg x 4 / Tail) Main Section: Head Ultra Treidon being the name of the largest individual that has grown to this
size.
Unique Skills Although herbivorous, Ultra Treidons are sensitive to enemies and try
to drive them out as soon as others enter their territory. Due to their
●All Sections enormous size, their attacks primarily target their legs and body.
○Limited Attacks In the digestion of food, Ultra Treidons are assisted by symbiotic
Its body is too large to concentrate attacks on the same spot. Can only bacteria and store combustible gases produced in one of their organs. Highly
make two melee attacks on the same target in one round. fire-resistant, they are sold at a high price as a material for accessories and
building materials.
↝Giant Runaway/Can’t
Within “Range: (movement speed x 3)m" and "Area: Breakthrough," it
deals "2d+25" physical damage for each remaining Body section and then
makes targets fall prone. When running through, it specifies the direction of
movement, but it doesn’t need to specify the coordinates of the endpoint of
the movement (it does not need to see it).
In order to use this ability, the Full Move must be available, and at least
one Body section and one Legs section can perform a Major Action. After
using this ability, all sections complete Major Action.
This ability can be used from within the skirmish area. After using the
ability, Ultra Treidon moves to the target position of the charge, and if it is
outside the skirmish area, it automatically succeeds in leaving the skirmish
area.
This ability cannot be used on consecutive turns.

149
Part 4 Monsters

Loot
24 Megaton 2–8 Mega Beast Thunder Horn (2,500G) x 1d
Intelligence: Animal Perception: Five senses Disposition: Hungry 9 – 10 Mega Beast Thunder Horn (2,500G) x 1d
Language: None Habitat: Grasslands, Wastelands 11+ Mega Beast Fierce Thunder Horn (38,000G)
Rep/Weak: 29/32 Weak Point: Magic Damage +2 points
Initiative: 10 Movement Speed: 30 Fortitude: 32(39) Willpower: 30(37)
Description
F Style Accuracy Damage Evasion Def. HP MP Megaton is a dinosaur-like monster with a body length of nearly 20m. It
Bite (Head) 32(39) 2d+22 30(37) 25 244 54 is said to inhabit the central plains of the Terastier continent but has rarely
None (Body) - - 26(33) 30 331 40 been seen by humanoids. When it moves, earthquakes can be felt around
Trample it.
31(38) 2d+25 28(35) 25 193 31 Its stout figure has twelve short and thick legs arranged in six pairs to
(Right Leg)
Trample support its weight. Each leg moves in pairs. On its back, it has a power-
31(38) 2d+25 28(35) 25 193 31 generating organ that is hidden in its body hair. When attacked, Megaton
(Right Leg)
Trample can protect itself by releasing lightning around its body.
31(38) 2d+25 28(35) 25 193 31
(Right Leg)
Trample (Left
31(38) 2d+25 28(35) 25 193 31
Leg)
Trample (Left
31(38) 2d+25 28(35) 25 193 31
Leg)
Trample (Left
31(38) 2d+25 28(35) 25 193 31
Leg)
Sections: 8 (Head / Body / Right Leg x 3 / Left Leg x 3) Main Section: Head

Unique Skills
●All Sections
○Lightning Immunity

○Full Attitude Control


Megaton cannot fall prone under any effects, and it will not suffer any
adverse effects from bad footing. Also, it is immune to any effects that force
it to move.

○Freedom of Movement
Megaton movement cannot be blocked by any character and it cannot
be prevented from moving.

●Head
↝Lightning Breath/34(41)/Fortitude/Half
Attacks the targets within "Range: 50m" and "Area: Line" by spitting out
a lightning breath. Deals 2d+35 lightning magic damage to the targets.
This ability cannot be used on consecutive turns and cannot be used on
the turn in which the Megaton used the [↝Electric Field] with Body section.

●Body
↝Electric Field/33(40)/Willpower/Half
Megaton attacks by scattering electricity from its body generator within
a 20m radius around itself. Targets within range are dealt 2d+25 lightning
magic damage.
After using this ability, for 10 seconds (1 round), the ranged attacks or
"Area: Shot" from outside the range will not be able to target any character
within the range. Also, the effects with "Area: Line" and "Area: Breakthrough"
will not be able to target points within the range.
This ability cannot be used in consecutive turns, nor can it be used when
the Head section is used [↝Lightning Breath].

●Right Leg/Left Leg


○Too Big
Right Leg and Left Leg sections cannot target the same character with a
Melee Attack. But Right Legs or Left Legs can target the same character
(separate for each).

○Attack Obstacle = Impossible • Impossible


Target: [Section: Head], [Section: Body]/Loss Condition: HP of 3 or
more [Section: Leg] is 0 or less.

○Magic Obstacle = +4
Target: [Section: Head], [Section: Body]/Loss Condition: HP of 3 or
more [Section: Leg] is 0 or less.

○Large Body
When applying the wide-area effect to the Right Leg section, the effect
will not affect the Left Leg. Same is true when applying the other way.

150
○Attack Obstacle = Impossible • Impossible
24 Hamadryus Target: [Section: Flower]/Loss Condition: HP of all [Section: Thorn] is
Intelligence: None Perception: Magic Disposition: Neutral 0 or less.
Language: Sylvan Habitat: Forests
Rep/Weak: 22/27 Weak Point: Fire damage + 3 ○Magic Obstacle = Impossible
Initiative: 0 Movement Speed: 0 Fortitude: 30(37) Willpower: 32(39) Target: [Section: Flower]/Loss Condition: HP of all [Section: Thorn] is
0 or less.
F Style Accuracy Damage Evasion Def. HP MP
None (Flower) - - 0(7) 0 50 320 ▽Entanglement
Thorn (Thorn) 29(36) 2d+26 27(34) 21 192 96 A successful hit from a Thorn target will be entangled. In each round,
Thorn (Thorn) 29(36) 2d+26 27(34) 21 192 96 the entangled target is hit automatically by the Thorn Whip and makes all
Thorn (Thorn) 29(36) 2d+26 27(34) 21 192 96 Accuracy and Evasion Checks with a -2 penalty. From the next turn, the
Thorn (Thorn) 29(36) 2d+26 27(34) 21 192 96 target is automatically hit by this Thorn section attack. Even if the character
Thorn (Thorn) 29(36) 2d+26 27(34) 21 192 96 is hit by multiple Thorns at the same time, the penalty is not cumulative.
Sections: 6 (Flower / Thorn x 5) Main Section: Flower When the target tries to escape, use de-bonding (see BT, p. 29).
Up to 5 characters can be entangled with this ability. When Hamadryus
itself wants to release a target, it can do so automatically by Minor Action.
Unique Skills
●All Sections
▽Green Lifeforce
○Attitude Control If the Thorns section is removed at the end of the turn, the MP of the
Hamadryus cannot fall prone. Flower section is regenerated by 10 points for each removed section.

○Mimicry/33(40)/Danger Sense/Neg Loot


It hides behind trees and grass, under the soil, and disguises itself as an Always Queen Flower of the Ancient Forest (12,000G/Green
ordinary flower or grass. While mimicking, characters cannot perform a SS)
Monster Knowledge check on this monster. If a character approaches it 2–8 None
unintentionally, they need to make a Danger check with a Target Number 9 – 12 Thorn of the Ancient Forest (3,000G/Green S)
of 40, and if it fails, they will be surprised. Mimicry will be automatically
13+ Beautiful Thorn of the Ancient Forest (7,500G/Green
ended once the monster starts to act.
S)

○Wrath of the Forest


Each time a Flower or Thorn section receives damage, the flower turns Description
red. The GM must record the total amount of applied damage received by This monster takes the form of a flower that quietly blooms in the
each section of Hamadryus. depths of an ancient forest. Hamadryus has six pale red petals and is known
The flower section gains "+1/100 of the total damage received (rounded as the "Queen Flower" because it resembles a graceful lady, noble and
down)" on the Spellcasting check when it casts Fairy Magic. Also, the Thorn beautiful, facing the sky with elegance. However, the flower is surrounded
section gets a bonus to Accuracy check of "+1/50 of the total damage received by thorns with vicious barbs, which attack unsuspecting prey from below or
(rounded down)," and damage is reduced by "+1/10 of the total damage above, entangling and killing them. The poor prey then becomes
received (rounded down)". nourishment to maintain the beauty of the Queen Flower.
When the Flower section performs Fairy Magic, its Success Value is According to an old tradition, Hamadryus is closely related to Fey, but
increased by a bonus equal to the number of Thorn sections whose HP is the exact nature of this relationship is unknown. Some scholars say that
100 or less (max. +4). Also, Thorn sections with HP 100 or less get +2 to Hamadryus grows to become a totem (such as an old tree, a tranquil stream,
their Accuracy check and +6 points to their damage. or a volcanic crater), while others claim that Hamadryus is responsible for
protecting Fey's hiding place from foreign enemies. Even if one tries to verify
●Flower which theory is correct, there is no way to be sure since few people have seen
○Multiple Declarations = 2 times Hamadryus in the deepest part of the primeval forest and survived.

○Fairy Magic 17 Level/Magic Power 28(35)


Can cast Fairy Magic up to 16 ranks of earth, water/ice, wind, and light
types.

○☑↝Magic Aptitude = All


↝Thorn Growth
Creates any number of 1 to 5 Thorn sections. Each new Thorn section
consumes 20 MP (up to 100). With this effect, the monster can have 6 or
more Thorn sections during one turn.
At the end of Hamadryus' turn, if there are more than 6 Thorn sections,
remove the excess number of Thorn sections so that there are 5. The GM
decides which Thorn sections to remove (see [▽Green Lifeforce]).

●Thorn
○Long Thorns
Thorn attacks can attack any character within 10 meters, ignoring
skirmishes.

151
Part 4 Monsters

26 Parasitic Tree Nursery ↝Draining Root/Danger Sense /26(33)/Neg


Intelligence: None Perception: Magic Disposition: Hostile Entangling root emerges from the target's feet into the target's blind spot
Language: None Habitat: Yggdrasil and drains the vitality of target 1 character within 30 m. If the Danger Sense
Rep/Weak: 28/32 Weak Point: Fire damage + 3 points check fails, the target's HP and MP are reduced by 30 points in total. The
Initiative: 33 Movement Speed: 26 Fortitude: 34(41) Willpower: 33(40) value of HP and MP to be reduced is decided by the target.
Root section using this unique skill recovers 10 points of MP.
F Style Accuracy Damage Evasion Def. HP MP
None (Core) - - 30(37) 24 320 120 Loot
Branch (Branch) 35(42) 2d+31 32(39) 22 160 60 Always Small Fruits of the Yggdrasil (6,000G/-)
Branch (Branch) 35(42) 2d+31 32(39) 22 160 60 2–8 None
Branch (Branch) 35(42) 2d+31 32(39) 22 160 60 9 – 12 Parasitic Seeds (3,400G/Green S)
Branch (Branch) 35(42) 2d+31 32(39) 22 160 60 13+ Black Parasitic Seeds (22,300G/Green SS)
Root (Root) 33(40) 2d+28 29(36) 26 240 40
Root (Root) 33(40) 2d+28 29(36) 26 240 40
Root (Root) 33(40) 2d+28 29(36) 26 240 40 Description
Root (Root) 33(40) 2d+28 29(36) 26 240 40 This is a plant that has grown to an unusual degree of parasitic growth
on other plants, such as mistletoe. The growth of these parasitic plants is a
Sections: 9 (Core / Branch x 4 / Root x 4) Main Section: Core result of their ability to move around and wrap themselves around other
plants and to function as roots for sucking up nutrients.
Unique Skills The size of the trees varies from individual to individual, but the length
●All Sections of branches and roots can easily exceed 30 meters, and some can reach 50
meters or more.
○Poison, Disease, Curse, Psychic Immunity Parasites are not limited to plants but can also target large animals and
mana-powered magitech. The above data are for individuals large enough to
●Core parasitize "Yggdrasil Sapling".
○2 Actions

○Fairy Magic 17 Level/Magic Power 30(37)


Can cast Fairy Magic up to 16 ranks of earth, water/ice, and dark types.

○☑↝Magic Aptitude = All


●Branch
○Attack Obstacle = Impossible • Impossible
Target: [Section: Core]/Loss Condition: HP of 2 or more [Section:
Branch] is 0 or less.

○Magic Obstacle = Impossible


Target: [Section: Core]/Loss Condition: HP of 2 or more [Section:
Branch] is 0 or less.

○Steal Mana
Physical damage from melee attacks of the Branch section is dealt to
both HP and MP.

↝Spiral Branches/Can’t
The branch section attacks the target with a whip made from a bundle
of branches, dealing 2d+40 physical damage to target 1 character in the same
skirmish area. This ability requires 3 not acted Branch sections. When the
ability is used, the 3 Branch section spends their Major Actions to use this
ability.

●Root
○Attack Obstacle = Impossible • +4
Target: [Section: Branch]/Loss Condition: HP of 2 or more [Section:
Root] is 0 or less.

○Long Roots
Root attacks can attack any character within 30 meters, ignoring
skirmishes.

○Attitude Control
The Root section cannot fall prone.

↝Drain Life
It sucks nutrients from the earth or the parasitic source and distributes
them to other sections. Geals the HP of one Core or Branch section by
"Power 100 + 30" points. Using this ability consumes 30 MP.

152
○Attack Obstacle = +4 • +4
21 Phantom Aggregate Target: [Section: Core]/Loss Condition: HP of 2 or more [Section:
Intelligence: None Perception: Magic Disposition: Hostile Phantom] is 0 or less.
Language: None Habitat: Ruins, Labyrinth Loot
Rep/Weak: 29/33 Weak Point: HP Recovery (deals damage instead), +3 pts.
Initiative: 29 Movement Speed: 24 (Floating) 2–8 Enchanted Object (2,000G/Gold White S)
Fortitude: 26(33) Willpower: 28(35) 9 – 13 Strongly Enchanted Object (11,000G/Gold White SS)
14+ Binding Contract (28,000G/Gold White SS)
F Style Accuracy Damage Evasion Def. HP MP
None (Core) - - 26(33) 0 260 164
None
- - 26(33) 0 222 108
Description
(Phantom) This is a gathering of Undead who have left behind grudges. The
None monster has a spherical shape with a diameter of about 5 meters. Humanoid
- - 26(33) 0 222 108
(Phantom) spirits appear to be protruding from it, and then they return to the sphere.
None The nucleus, which is the center of the monster, is surrounded by several
- - 26(33) 0 222 108 phantoms that cannot be easily interfered with.
(Phantom)
These creatures have no intelligence; their only behavioral principle is
None
- - 26(33) 0 222 108 to indiscriminately attack nearby living creatures. They project their spiritual
(Phantom)
bodies from all parts of their spheres when attacking living creatures and
Sections: 5 (Core / Phantom x 4) Main Section: Core then attack the minds of the victims with their vindictive voices and thoughts.
Unique Skills
●All Sections 23 Dullahan Hierophant
○Psychic Immunity Intelligence: High Perception: Magic Disposition: Hostile
Language: Arcana, Magitech Habitat: Unknown
○Normal Weapon Immunity Rep/Weak: 30/37 Weak Point: Energy type damage +3 points
Initiative: 34 Movement Speed: 30 Fortitude: 29(36) Willpower: 30(37)
○Spirit Body
When physical damage is received by Phantom Aggregate, the applied F Style Accuracy Damage Evasion Def. HP MP
damage is determined by halving the combined damage (rounding up). None (Core) - - 26(33) 0 260 164
None
- - 26(33) 0 222 108
○Magic Damage Reduction = 10 points (Phantom)
None
- - 26(33) 0 222 108
●Core (Phantom)
○☑↝Magic Aptitude None
- - 26(33) 0 222 108
They can use the Combat Feats [Metamagic/Power Assurance], (Phantom)
[Metamagic/Accuracy], [Metamagic/Targets], [Metamagic/Distance], None
- - 26(33) 0 222 108
[Metamagic/Time], [Metamagic/Area]. (Phantom)
Sections: 3 (Rider / Right Half / Left Half) Main Section: Rider
↝Spiritualism Magic, Summoning Arts 16 Level/Magic Power
24(31)
[Temporary Resurrection] and [Garm's Gate] have been mastered
Unique Skills
among the Transcendent spells, ●All Sections
○Normal Weapon Immunity
↝Spiritual Resonance/25(32)/Willpower/Half
Phantoms surround the target, damaging them. All targets in a 20m ○Flight II
radius around the target suffer “2d x Number of Spirit Sections” curse magic
damage. This damage is dealt to both HP and MP.
○Attitude Control
●Phantom Dullahan Hierophant cannot fall prone.
↝Mental Decay/26(33)/Willpower/Neg
●Rider
The target is made to listen to the vindictive cries of the phantom and
its mind breaks. Target 1 Character within 30m has "Spirit" reduced by 6 ↝Truespeech Magic, Divine Magic, Magitech 15 Level/Magic
points. If the spirit is reduced, the maximum MP, current value, and Power 23(30)
Willpower are also recalculated based on the reduced values.
This effect does not reduce the Spirit to less than 0, but if it reaches 0, ○☑↝Magic Aptitude
the target loses consciousness and cannot be awakened by any means until They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
Phantom Aggregate is defeated. Convergence], [Magic Control], [Metamagic/Targets],
In the case of a fixed-value character, if the effect is applied "Willpower [Metamagic/Distance], [Double Cast], [Wordbreak].
- monster level" times, it is also assumed to lose consciousness.
This effect is treated as a curse+psychic type with Target Number 33 ☆True Branding/30(37)/Willpower/Neg
and is cumulative. Dullahan Hierophant brands target character. The target 1 character
within “Range: 50m”, “Area: Shot”, cannot move and cannot take Minor
↝Control Transfer Action for 10 seconds (1 round).
Increases the number of Major Actions of the Core section by one. This This effect is treated as a psychic type and consumes 10 MP when used.
effect is applied for 1 round (10 seconds). Only one Phantom section can This effect can be used up to twice per round on different targets.
use this unique skill each round.

153
Part 4 Monsters

☑Power Strike II ↝Dark Blood Bloodsucking/27(34)/Willpower/Half


Dullahan Hierophant can deal an additional +12 damage on their next Characters around are struck by a reddish darkness from the Empusa’s
attack. However, any Evasion Check made by the Dullahan Hierophant this body within a Radius of 50m/All around it, as Empusa is sucking blood from
turn receives a -2 penalty. any number of targets. The target suffers 2d+25 points of curse magic
damage. Empusa's HP is instantly restored, equal to the sum of the applied
●Right Half/Left Half damage.
Using this effect consumes 50 points of MP.
○Iron Body
It is immune from critical damage from edged weapons.
☆Dark Blood Alter Ego
Creates a copy of itself. In this case, the current values of HP and MP
○Attack Obstacle = +4 • +4 are divided by half (rounding down). However, the enhancement by Sword
Target: [Section: Rider]/Loss Condition: HP of [Section: Right Half] or Shard, etc., is only applied to the original character. The newly created
[Section: Left Half] is 0 or less. Empusa can perform the action immediately, but it cannot use [☆Dark
Blood Alter Ego] on the turn it was created.
●Right Half This ability cannot be used if Empusa HP is 0 or less and can be used
↝Laser Gun/29(36)/Evasion/Neg only once per round.
Shoots a laser. The effect is treated as a "Range: 50m" or "Area: Line"
effect, dealing the target "2d+25" energy magic damage. Loot
Using this effect consumes 10 MP of the Rider section. Always Pale Heart (10,000G/Red White SS)
2–6 None
●Left Half
7 – 12 Dark Blood (1,000G/Red White A) x 1d
↝Self-Repair v.2 13+ Dark Blood (1,000G/Red White A) x 2d
Repairs damage done to itself with a Major Action.
The HP of the Right Half or Left Half sections can be recovered by
“2d+20” points. Description
Using this effect consumes 5 MP of the Rider section. Empusa are vampires created through the mystic arts of Nosferatu.
They often take the form of beautiful young women with translucent, pale
Loot skin and glowing red eyes.
Always Magitech Car Parts (3,000G/Black White A) The secret of creating Empusa is believed to have been invented almost
2–8 None simultaneously with the birth of Nosferatu. However, there are few heirs to
9 – 11 Pure Mithril (8,800G/Gold S) this secret, most of whom are said to be Methuselahs - high-ranking
12+ Mithril of the Highest Purity (36,800G/Gold SS) Nosferatu with thousands to tens of thousands of years of age.
Empusa serve Nosferatu, their creator, and are responsible for their
personal care and protection from enemies. As such, Empusa rarely leave
Description their master's side. If you see an Empusa, it is likely that the mighty Nosferatu
is nearby.
The Dullahan hold this individual in such high esteem that it is
Unless their master, Nosferatu, is destroyed, Empusa will not die. They
nicknamed "The Pope". It is rarely seen, and its existence is only hinted at in
can even be resurrected from a piece of flesh to their full form in a very short
the Magic Civilization period documents. It was so powerful that even some
period of time. Some scholars consider Empusa as part of their creator
wizard-kings were afraid of it at the time.
Nosferatu, rather than as individuals. However, attacking a particular part
This individual controls a uniquely enhanced Magitech Car nicknamed
can destroy an Empusa, although the part is said to be different for each
"The Throne". Its own head is positioned beside the driver's seat, glaring at
individual.
anyone who confronts it.
The terrifying abilities of Empusa do not stop there. They emit a blood-
colored darkness from their bodies, sucking blood from those around them
24 Empusa and causing themselves to regenerate. Additionally, they can create and
control countless copies of themselves. Therefore, those unaware of
Intelligence: High Perception: Magic Disposition: Hostile Empusa's weakness will be confronted with an infinite number of them.
Language: Trade Common, Barbaric, Nosferatu, Arcana Habitat: Various
Rep/Weak: 30/35 Weak Point: HP Recovery (deals damage instead), +3 pts.
Initiative: 37 Movement Speed: 56(Floating)
Fortitude: 31(38) Willpower: 31(38)

F Style Accuracy Damage Evasion Def. HP MP


Claws 33(40) 2d+26 31(38) 15 256 288

Unique Skills
●All Sections
○Normal Weapon Immunity

○Blood Bond
If the Nosferatu that created this Empusa is within a "100m radius" with
HP 1 or more, Empusa does not die even if its HP falls to 0 or below, nor
does it become unconscious, but it continues to be active.
This ability is lost if any character succeeds in the Monster Knowledge
check at the beginning of the battle with a Success Value of 35 or more. The
Monster Knowledge check for this ability requires a separate Success Value
for each Empusa. This monster will die immediately if this ability is lost,
Nosferatu is no longer near, or if Nosferatu HP becomes 0 or less.

○Dark Blood Regeneration = 10 points


At the end of its turn, it regains 10 points of HP and MP. This ability is
not lost even if HP becomes 0 or less.

154
●Body
25 Megaton Zombie ↝Noxious Gas/34(41)/Fortitude/Neg
Intelligence: Animal Perception: Five senses Disposition: Hungry The Noxious Gas comes from the hole in the body and fills the area
Language: None Habitat: Grasslands, Wastelands within 20 meters around the Megaton Zombie. The area will be filled with
Rep/Weak: 29/32 Weak Point: Magic damage +2 points Noxious Gas for 3 minutes (18 rounds).
Initiative: 10 Movement Speed: 30 Fortitude: 32(39) Willpower: 30(37) A character under the influence of the gas needs to make a Fortitude
check at the end of each turn, receiving on fail 2d+12 disease magic damage,
F Style Accuracy Damage Evasion Def. HP MP and one of the randomly chosen ability scores is reduced by -12 points. This
Bite (Head) 33(40) 2d+24 30(37) 22 284 65 effect is treated as a disease type, and the ability score is randomly selected
None (Body) - - 26(33) 24 368 56 each time the resistance fails until the character is out of the range of Noxious
Gas. The reduction of the same ability score is cumulative.
Trample 28(35) 20 245 38
32(39) 2d+28 A successful resistance only saves from this round effect but does not
(Right Leg)
remove the effect already suffered.
Trample
33(39) 2d+28 28(35) 20 245 38 In addition, characters cannot see into gas while being outside it.
(Right Leg)
This Noxious Gas is lost by reducing this monster's Body section HP
Trample
33(39) 2d+28 28(35) 20 245 38 by 100 points or more or by using [↝Miasmic Bomb Breath].
(Right Leg)
Trample (Left
Leg)
33(39) 2d+28 28(35) 20 245 38 ●Right Leg/Left Leg
Trample (Left ○Too Big
33(39) 2d+28 28(35) 20 245 38
Leg) Right Leg and Left Leg sections cannot target the same character with a
Trample (Left Melee Attack. But Right Legs or Left Legs can target the same character
33(39) 2d+28 28(35) 20 245 38
Leg) (separate for each).
Sections: 8 (Head / Body / Right Leg x 3 / Left Leg x 3) Main Section: Head
○Attack Obstacle = Impossible • Impossible
Target: [Section: Head], [Section: Body]/Loss Condition: HP of 3 or
Unique Skills more [Section: Leg] is 0 or less.
●All Sections
○Bludgeoning Immunity ○Magic Obstacle = +4
Target: [Section: Head], [Section: Body]/Loss Condition: HP of 3 or
○Curse, Psychic Immunity more [Section: Leg] is 0 or less.

○Full Attitude Control ○Large Body


Megaton Zombie cannot fall prone under any effects and will not suffer Applying the wide-area effect to Right Leg section will not affect the Left
any adverse effects from bad footing. Also, it is immune to any effects that Leg. Same is true when applying the other way.
force it to move.
Loot
○Freedom of Movement 2–8 Giant Beast Black Hide (5,550G/Red S)
Megaton Zombie movement cannot be blocked by any character and 9 – 10 Giant Beast Polluted Hide (21,400G/Red SS)
cannot be prevented from moving. 11+ Giant Beast Rot-Resistant Hide (51,900G/Red SS)

●Head
Description
↝Miasmic Bomb Breath/35(42)/Fortitude/Half
Lightning ignites the air around the target and bombs the area around The Megaton has become Undead. Its flesh is rotting, and its very
the target. All targets within a 20m radius are dealt "2d+40" points of presence is enough to infect surrounding creatures. Its hair has fallen out,
bludgeoning disease magic damage. and nerves and blood vessels can be seen through its bare skin.
The power-generating organs on its back are rotten and defunct, and its
This ability only works if the area is under the effect of [↝Noxious Gas]
cavities emit a high concentration of noxious gas like smoke. This gas is
and [↝Noxious Gas] is lost when this ability is used.
combustible and can be easily ignited by breath emitted from its head,
causing an explosion.

155
Part 4 Monsters

26 Lich Description
Intelligence: Unmeasurable Perception: Magic Disposition: Hostile Liches were the wizard-kings of the Magic Civilization Period who
Language: All Habitat: Unknown dedicated their lives to cultivating magic. Despite their completely skeletal
Rep/Weak: 36/52 bodies, they remain connected to this world through magic.
Weak Point: HP Recovery (deals damage instead), + 3 points Liches possess an unparalleled understanding of the logic of this world
Initiative: 40 Movement Speed: 40 and continue to develop advanced spells. Ruthless and cold-hearted, they
Fortitude: 30 (37) Willpower: 36 (43) view all living creatures as nothing more than worthless research materials.
They keep them alive only because they have no reason to eliminate them.
Liches even consider gods to be mere mechanisms that run this world
F Style Accuracy Damage Evasion Def. HP MP and leave them alone to not interfere with their own advancements.
Staff 30(37) 2d+22 31(38) 16 346 582

Unique Skills
○Regeneration = 20 points

○Magic Power Restoration = 20 points

○Multiple Declarations = 2 actions

○Magic Damage Reduction = 20 points

○Knowledge Incarnate
Lich can do a check using Sage class with Standard Value 35. In this
case, these checks are treated as Transcendent checks (see p. 25), and it is
treated as if they have mastered Combat Feat [Sage's Wisdom].

○Lost Spells/Magic Power 38(45)


The GM may set the effect and range of the spells, but a character who
successfully completes a Monster Knowledge check against this monster will
be given the details of the spells. The GM may set the effect, range, etc., of
the spells known to the Lich.

○☑↝Magic Aptitude = All


↝Omnipotent Sorcerer/Magic Power 38(45)
Lich may cast up to 20 levels of Truespeech Magic, Spiritualism Magic,
Divine Magic, and Summoning Arts at Magic Power 38. For Specialized
Divine Magic, use Metissier.

☑Vigorous Chanting
Lich can cast 3 spells with one Major Action, and the name and target
of the 3 spells may be different. Casting spells with [☑Vigorous Chanting] is
treated as if its Magic Power is 8 points Low. If they declare [Double Cast]
Combat Feat, Lich can cast 6 spells of 10 level or lower with one Major
Action, but their Magic Power will be -18 lower.

↝Death Lord Power/34(41)/Willpower/Half


Targets 1 undead monster under the control of the Lich within visual
“Range: 500m” and "Area: Target".
The controlled monster absolutely obeys Lich's commands. Even in the
absence of commands, they will prioritize Lich's interests and protection.
Once the monster is under Lich's control, it will not lose this link no matter
how far the distance is, and it will be permanent.

○Death Lord Watch


Lich senses and knows the exact location of every Undead monster that
exists within a 500m radius of it.
It also shares its vision with one of the monster characters within its
range that are under its control of [↝Death Lord Power]. Only one
character can share the vision at the same time, but it can be switched to any
other character with a Minor Action without limitation.
It is possible to avoid this effect using spells or items inhibiting sensing
or detection.

Loot
Always Omnipotent Staff (80,000G/Green Gold SS)
2 – 12 None
13+ Crystallized Wisdom (128,000/Gold White SS)

156
L IST OF E NHANCING ITEMS FOR SILVER GOLEM
16 Silver Golem The Silver Golem requires the "Maximal" version of the Enhancing
Int: Servant Perc: Magic Disp: Instructed Items. Most of them are the same as other Golem Enhancing Items except
Lang: None Hab: Various for the price, and some of them have stronger effects.
Rep/Weak: 20/26 W.P.: Energy damage +3 points Here is a list of available Enhancing Items and their effects for the
Initiative: 22 Movement Speed: 15 created Silver Golem.
Fortitude: 21 (28) Willpower: 20 (27)
F Style Accuracy Damage Evasion Def. HP MP Maximum of Enhancing Items = 6
Fist (Right ※Any Section
19(26) 2d+18 16(23) 22 130 -
Side) Obsidian Shield (Maximal) (12,000)
Fist (Left Side) 19(26) 2d+18 16(23) 22 130 - ☑Cover III
Golem can use [Cover III] combat feat (see IB, p. 38).
Sections: 2 (Right Side / Left Side)
Main Section: None Corundum Protection (Maximal) (8,000)
○Iron Wall
Unique Skills Golem gains the effect of the [Iron Wall] combat feat (see IB, p. 31).
●All Sections Diamond Protection (Maximal) (8,000)
○Familiars Knowledge = Conjurer class ○Guardian
Golem gains the effect of the [Guardian] combat feat (see p. 31).
○Silver Body
The Silver Golem is immune to criticals from edged weapons and all Sunstone Brilliance (Maximal) (24,000)
non-Energy-type Magic damage. ↝Brand
This monster's melee attacks are treated as if they were made with silver The Golem takes a large stance in preparation for the next attack. The
weapons. next round's attack always hits and cannot be evaded, and the damage is
increased by +6 points.
↝Twin Strike & Double Attack
Silver Golem can make two Fist attacks each round, though each attack Amber Eye (Maximal) (40,000)
requires its own Accuracy check. They may choose to attack different
characters with each attack.
○Ultimate Aim
Golem gains +4 to Accuracy checks.
☑Improved Aimed Attack
Garnet of Vitality (Maximal) (16,000)
When attacking, the Iron Golem can gain a +4 bonus to Accuracy but
receives a -8 penalty for damage dealt when doing so. ○HP Enhancement
Golem’s Maximum HP increased by +20 points.
Loot
Focused Garnet of Vitality (Maximal) (24,000)
Always Enhanced Silver (1,500G/Gold Black S)
Always Silver Nugget (1,700G/Black S) x 1d ○Improved HP Enhancement
Golem’s Maximum HP increased by +20 points. [○HP Enhancement]
Description and this effect are cumulative.
This is a 6-meter tall silvered golem, not much different from other
Shimmering Onyx (Maximal) (12,000)
golems, but it is very durable and will not be defeated by half-hearted attacks.
It is a bit expensive for a conjurer's golem, but it is expected to be useful ○Mana Coating
for its price. Any magic damage the section suffers is reduced by -3.

DATA FOR USING SILVER GOLEM ※All Section Must be Equipped


A character with a Conjurer class of 16 levels or higher can create a Coral Branch (Maximal) (8,000)
Silver Golem with Spiritualism Magic [Create Golem]. ○Block
This section describes the materials required to create a Silver Golem Golem gains the effect of the [Block] combat feat (see IB, p. 31).
with [Create Golem].
Red Iron Blood (Maximal) (8,000)
Req. Normal Materials Advanced Materials
Monster
Level
MP
(Price) (Price)
○Mobility Enhancement
Golem gains +5 to movement speed.
Silver Enchanted Pure Strongly Enchanted Pure
16 44
Golem Silver (25,000) Silver (100,000)
Moonstone of Serenity (Maximal) (20,000)
Golem loses its Weak Point (it becomes "None").

Quartz Disruptor (Maximal) (20,000)


When creating a golem, the conjurer must determine one specific type
of resistance from earth, water/ice, wind, fire, lightning, and energy.
However, the type that is a golem’s weak point cannot be selected.
○Type Resistance
When the golem receives the damage of the selected type, it is
automatically halved. In the case of this damage halved by the
Fortitude/Willpower check, no damage will be dealt at all if the resistance
succeeds.The item has no effect other than damage and the golem will
receive full effects from that type.

157
Part 4 Monsters

22 AT-TACH 25 CONN-ECTOR
Intelligence: Servant Perception: Mechanical Disposition: Instructed Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins Language: None Habitat: Ruins
Rep/Weak: 28/31 Weak Point: Lightning damage + 3 Rep/Weak: 32/35 Weak Point: Lightning damage + 3 points
Initiative: 29 Movement Speed: 30 Fortitude: 26(33) Willpower: 26(33) Initiative: 35 Movement Speed: 30 Fortitude: 33(40) Willpower: 33(40)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Head Butt
Slam 26(33) 2d+26 26(33) 20 191 - 35(42) 2d+30 33(40) 25 196 -
(Head)
Main Gun
34(41) 2d+25 32(39) 30 266 -
Unique Skills (Body)
Fist (Right
○Mechanical Body Arm)
36(43) 2d+33 30(37) 20 188 -
It is immune to criticals from edged weapons. Fist (Left
36(43) 2d+33 30(37) 20 188 -
Arm)
↝Circuit Coupling
It can touch (couple) a magitech character (or its section) and strengthen Sections: 4 (Head / Body / Right Arm / Left Arm Main Section: None
it. The AT-TACH cannot move or perform Major Action by its own will. Unique Skills
At the same time, the AT-TACH gives [○Attack Obstacle = Impossible • ●All Sections
Impossible] and [○Magic Obstacle = Impossible] to the coupled character. ○Mechanical Body
This effect cannot be used on other AT-TACH. Also, this effect cannot be It is immune to criticals from edged weapons.
used on magitech, which is already under the effect of [↝Circuit Coupling].
This effect is lost when the AT-TACH HP becomes 0 or less. ☆Attachment Regeneration
A section receiving [↝Circuit Coupling] can recover 40 points of HP
☆Overload from AT-TACH bound to the section by reducing their HP by 20 points.
AT-TACH overloads and works beyond its limits. Roll 1d, for 10 This effect can be used only once per round for each section.
seconds (1 round), the AT-TACH gets the effect corresponding to the
following "Overload Table" rolls. ●Body
If a magitech is bound to another magitech with [↝Circuit Coupling],
this effect is given to the coupled magitech. ○Gun
This ability is cumulative only for effects of different rolls. It also The Main Gun is a Gun weapon that has a range of 50 meters and a
consumes 10 points of HP when used. maximum magazine of 1.

Overload Table ○Precise Shot & Hawk Eye


1d Name Effect Attacks fired into a skirmish cannot cause Stray Shots. Also, it can shoot
1 Smart Link Accuracy +4 through covers.
Sphere
2 Damage +10 ↝Reload
Spread
Motion Fully reloads the Main Gun.
3 Evasion +4
Blur
Material ↝Genocide Bullet/35(42)/Evasion/Neg
4 Defense +10 Fires with Main Gun at a "Range: 15m" and "Target: Radius 6m/20",
Shield
Exceed Melee Attacks can reach 20m away & Range of Ranged dealing "Power 100 + 30" magic damage to everyone within the area of effect.
5 The Critical Threshold for this effect is treated as 10.
Arm Attacks +20m
When damage is determined, an additional "Power 100 + This effect can be used only twice per combat.
6 Explosive 20" points of bludgeoning magic damage is dealt. The
same damage is also dealt to its HP. ●Right Arm/Left Arm
○Attachment High Speed Processing
Loot If the effect of [↝Circuit Coupling] is obtained, one additional Major
Always Iron Ingot (100G/Black A) x 1d Action to the Body section is added. This effect is cumulative for the Right
2–6 None and Left Arm sections.
Mysterious Magitech Components (2,400G/Black White S) x
7 – 12 ☑Cleave II
1d
High-Quality Magitech Components (7,600G/Black White S) The Arm section can attack with a Fist up to 5 target characters within
13+ the skirmish in which it resides.
x 1d

☑All-Out Attack II
Description A Fist can deal an additional 24 damage on its next attack. However,
This magitech device created during the Magitech Civilization Period any Evasion check made by this section this turn receives a -4 penalty.
can change its shape at will. In its normal state, it resembles a spider with a
thick torso and legs, measuring about 1 meter in length. Loot
When transformed, the armor is made of incredibly strong materials Always Iron Ingot (100G/Black A) x 1d
and can be used for offensive, defensive, and other purposes. It also has a 2–8 Mysterious Magitech Components (2,400G/Black White S)
built-in mechanism that serves as an escort for other magitech devices, 9+ High-Quality Magitech Components (7,600G/Black White S)
improving its performance or extending its functionality by attaching to the
relevant section.
Description
This humanoid magitech was produced during the Magitech
Civilization Period. It stands about 3 meters tall and has a huge cannon
attached to its abdomen. According to records, it was prepared as a
prototype, and there are no existing working models.
CONN-ECTOR was designed to operate in support of AT-TACH,
operating simultaneously with them. When encountered alone, they may be
treated as manageable obstacles by Transcendents. However, when
encountered with a large number of AT-TACH, they can defeat even large
armies of Barbarous.

158
by receiving fire-type's damage. The maximum number of Heat Points is 8
26 Gigant Shooter and it cannot have more.
Intelligence: Servant Perception: Mechanical & Magic When operating this monster, always be sure to know how many Heat
Disposition: Instructed Language: None Habitat: Unknown Points are accumulated in the Body section.
Rep/Weak: 37/41 Weak Point: Magic Damage +2 points
Initiative: 35 Movement Speed: 18 Fortitude: 33(40) Willpower: 33(40) ○Thermal Overload
F Style Accuracy Damage Evasion Def. HP MP At the beginning of each round, roll 2d, and if the roll is less than the
Head Butt current Heat Point, the Gigant Shooter goes into Thermal Overload, and all
32(39) 2d+25 31(38) 24 192 131 its sections' HP are reduced by 20 points.
(Head)
Twin Gun
34(41) 2d+30 30(37) 20 210 88 ○Attack Obstacle = +4 • +4
(Right Arm)
Cannon (Left Target: [Section: Head]/Loss Condition: HP of [Section: Body] is 0 or
34(41) 2d+30 30(37) 20 210 88 less.
Arm)
None (Body - - 29(36) 30 336 105
↝Release Heat/30(37)/Fortitude/Half
Sections: 4 (Head / Right Arm / Left Arm / Body)
It removes the heat accumulated in itself, which inflicts damage to its
Main Section: Head, Body (All)
surroundings. At the same time, it disperses hot air around it and deals to all
nearby characters in the same skirmish area as itself “2d x Current Heat
Unique Skills Points)” fire and wind magic damage. Using this effect consumes 20 MP,
●All Sections and the Heat Points of Body section returns to 0 point.
○Magic Damage Resistance ↝Full Reload
It is immune to criticals from magic damage.
Completely reload the ammunition of the Twin Gun and Cannon of
the Right and Left Arm sections.
○Precise Shot & Hawk Eye
Attacks fired into a skirmish cannot cause Stray Shots. Also, it can shoot
through covers.
Loot
Always Iron Ingot (100G/Black A) x 2d
●Head 2–8 High-Quality Magitech Components (7,600G/Black White S)
9+ Marvelous Magitech Components (44,400G/Black White SS)
○Fire Immunity
↝Sonic Blaster/31(38)/Willpower/Half Description
It emits a sonic blast. The arms of this 8-meter tall giant each transform into a gigantic cannon
All targets within a 20m radius of the Gigant Shooter center suffer barrel. The head and arms are magitech, but the torso is a built body like
"2d+20" bludgeoning magic damage. In addition, targets that fail resistance the Flabby Golem. Although the head and arms are designed to resemble a
are deafened for 10 seconds (1 round). human body, they lack internal organs. Destroying parts of the head and
In addition, this effect will cause Spellsongs, Stratagems, Divine Magic torso will not completely stop this monster.
[Battle Hymn], [Battle Hymn II] to lose their effects within the area. The The Golem was originally designed as a continuous-use base defense
Success Value of each effect is compared with this unique skill. weapon by refining giant golems and attaching a magitech weapon to it.
Using this effect consumes 10 MP and increases the Heat Points of the While its combat power is enough to overwhelm Barbarous's army or a herd
Body section by 2 points. of dragons, its structural defects make it impossible to operate for a long
This unique skill cannot be used on consecutive turns. period of time.
Currently, there are no operating Gigant Shooters, and the
●Right Arm manufacturing process for them has been lost.
○Gun
The Twin Gun is a Gun weapon that has a range of 30 meters and a
maximum magazine of 6.

↝Sweeping Fire
Uses its gun against all targets within 30m, consuming bullets equal to
the number of targets. Also, this effect will increase the Heat Points of Body
section by the same number of points as that of the targets.

●Left Arm
○Gun
The Cannon is a Gun weapon that has a range of 100 meters and a
maximum magazine of 2.

↝Plasma Gun/34(41)/Evasion/Neg
Makes a ranged attack with "Area: Line" at "Range: 100m" from the
cannon. Consumes one bullet.
Deals "2d+30" energy and bludgeoning magic damage to the targets.
Using this effect consumes 10 MP and increases the Heat Points of the
Body section by 1 point.

●Body
○Fire Vulnerability
When Gigant Shooter is hit by Fire-type damage, it takes an extra 3
damage. Whenever the fire type receives physical or magical damage, the
Heat Points of the Body section are increased by 1 point.

○Heat Storage Control


The body section accumulates Heat Points. At the beginning of the
battle, it has 0 points, but it accumulates Heat Points by its own actions and

159
Part 4 Monsters

Loot
23 Ceilios Always Celestial Beast's Magic Fur (8,000G/Red S)
Intelligence: High Perception: Magic Disposition: Neutral 2–6 None
Language: All Habitat: High Altitudes 7 – 12 Discolored Celestial Beast's Magic Fur (16,000G/Red SS)
Rep/Weak: 24/31 Weak Points: Accuracy +1 13+ Celestial Beast's Front Fangs (25,000G/Red SS)
Initiative: 42 Movement Speed: 50/100(Flying)
Fortitude: 31(38) Willpower: 34(41)
F Style Accuracy Damage Evasion Def. HP MP Description
Bite (Head) 29(36) 2d+27 31(38) 24 192 192 This Mythical Beast takes the form of a wolf, sometimes growing up to
Claws (Front) 31(38) 2d+21 29(36) 25 224 160 10 meters tall, but usually reaching a height of 5 meters. Its fur is said to
Claws (Back) 30(37) 2d+23 29(36) 25 224 160 become soft when it's in contact with those it trusts, and sharp as a blade
Sections: 3 (Head / Front / Back) Main Section: Head when it's in contact with its enemies. Its coat changes color depending on the
time of day: gold during the day, silver under the moonlight, and jet black in
the dark.
Unique Skills Ceilios are said to live high in the sky, beyond the reach of human eyes,
●All Sections and are therefore sometimes called "celestial wolves." According to an
ancient poem, they serve the chiefs of the Mythical Beasts, who are as
○Normal Weapon Immunity powerful as the Ancient Dragons, and appear on earth at the turn of an age
or as omens of bad luck. If ancient records are correct, Ceilios' gaze seems
○Fast Action to have the power to bring death to those who look into its eyes. However,
Knows the Combat Feat [Fast Action]. there have been no known sightings of Ceilios in the last several hundred
years, and no further details are known.
○Flight II
↝Super Charge & Trample
With "Range: 300m" and "Area: Breakthrough", it makes a melee attack
against the targets. If the target is hit, the damage is increased by +60 points.
This ability can be used only when all sections are ready to act and are
not in a skirmish area at the beginning of its turn and when Full Move is
possible. The use of this ability is declared before the move, and once it is
used, the Full Move is considered to have been made, and at the same time,
the actions of all sections are completed.

○Discolored Beast Hair


When damage is dealt to Ceilios by using the power table, the Critical
Threshold is increased by 2 (it is less likely to be critical) when the power
table is used to determine the result of the damage. This effect means that
the attack will never be critical if the Critical Threshold is 13 or more.

●Head
↝Death's Roar/25(32)/Willpower/Neg
The Ceilios emits a terrifying, chilling roar that echoes within a radius
of 200 meters around it. Thereafter, the affected targets receive +3 points to
any physical damage and magic damage it receives.
This effect is cumulative. This effect is removed when the Ceilios who
used [↝Death Roar] dies.

●Front/Back
○Multiple Declarations = 2 times

☑Power Strike III


Can deal an additional +20 damage on their next Claws attack.
However, any Evasion Check made by the Rear this turn receives a -2
penalty.

☑Cleave II
It can attack with Claws up to 5 target characters within the skirmish in
which it resides.

☑Repeated Strike II
Can make two Accuracy checks. If either check succeeds, the Claws
attack hits; if the first Accuracy check succeeds, it deals +3 damage; if the
second check succeeds, the damage is determined as usual.

☑Aimed Attack III


Gives a +3 bonus to the Accuracy check.

160
↝Control Transfer
27 Ancient Dragon (Dormant Period) Increases the number of Major Actions of the Head section by one.
Intelligence: Unmeasurable Perception: Five senses (Darkvision) & Magic
Disposition: Unknown Language: All Habitat: Unknown ○Attack Obstacle = Impossible • Impossible
Rep/Weak: 10/40 Weak Point: Physical damage +2 points Target: [Section: Head]/Loss Condition: HP of [Section: Body] is 0 or
Initiative: 36 Movement Speed: 30/60(Flying) less.
Fortitude: 36(43) Willpower: 35(42)
F Style Acc. Dam. Evasion Def. HP MP ○Magic Obstacle = Impossible
Bite (Head) 35(42) 2d+34 35(42) 30 203 340 Target: [Section: Head]/Loss Condition: HP of [Section: Body] is 0 or
Talons (Body) 36(43) 2d+32 33(40) 34 381 244 less.
Wing (Wing) 33(40) 2d+29 34(41) 28 170 138
Wing (Wing) 33(40) 2d+29 34(41) 28 170 138 ●Wing
Tail (Tail) 34(41) 2d+31 34(41) 31 269 166
○Flight II
Sections: 5 (Head / Body / Wing x 2 / Tail) Main Section: Head
☆Mana Collapsing Wing
Unique Skills Changes the damage type of Melee Attack to magic damage. Using this
●All Sections effect consumes 20 MP.

○Fire, Energy, Poison, Disease, Curse Immunity


☑All-Out Attack II
○Ancient Dragon's Majesty A Wing can deal an additional 24 damage on its next attack. However,
Ancient Dragon does not suffer any damage or disadvantage from the any Evasion check made by this section this turn receives a -4 penalty.
characters with adventurer level or monster level 15 or lower.
●Tail
●Head ↝Sweeping Attack
Ancient Dragon makes a Tail attack against all enemies in the same
○Lost Spells/Magic Power 36(43)
skirmish.
The GM may use Magic Power 36 for Ancient Dragon to cast spells
This unique skill cannot be used on consecutive turns.
unknown to Humanoids, Barbarous. The GM may set the effect and range
of the spells, but a character who successfully completes a Monster
Knowledge check against this monster should be given the details of the ▽Painful Strike
spells. If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +24 points.
○☑↝Magic Aptitude = All
Loot
↝Truespeech Magic, Spiritualism Magic, Deep Magic 20 Level Always Giant Dragon Fang (4,800G/Red S) x 1d
/ Magic Power 36 (43) Always Dragon Scale (5,000G/Red S) 1d
Can cast all spells of Truespeech, Spiritualism, and Deep Magic up to 2 – 10 Dragon Jewel (10,000G/Gold SS)
the 15th level and from this book for Transcendents. 11 – 13 Greater Dragon Jewel (50,000G/Gold SS)
14+ Brilliant Greater Dragon Jewel (100,000G/Gold SS)
↝Plasma Breath/36(43)/Fortitude/Half
The Ancient Dragon spits a large fireball in “Range: 100m” and “Area: Description
Shot”, dealing 2d + 35 energy and fire magic damage to all targets within a When an Elder Dragon is in a transitional state, it becomes an Ancient
50m radius of the explosion. Dragon. To reach this state, it must rest for thousands of years and is forced
This unique skill cannot be used on consecutive turns. to wake up and be active during its dormant period. While most of its
abilities are still those of an Elder Dragon, its mere movement can cause
damage not unlike that of a natural disaster.
●Body The full form of an Ancient Dragon is as powerful as a Major God or
↝Break Code even an Ancient God.
Removes all effects of any unwanted spells within a radius of 6m/20"
from the center of the spells with a Success Value of 40.

161
Part 4 Monsters

21 Paantu Earth
●Body
Intelligence: High Perception: Five senses Disposition: Neutral ○Regeneration = 30 points
Language: Sylvan Habitat: Various
Rep/Weak: 24/28 Weak Point: Wind type damage +3 points ○Attack Obstacle = +4 • +4
Initiative: 26 Movement Speed: 19 Fortitude: 28(35) Willpower: 26(33) Target: [Section: Head]/Loss Condition: HP of [Section: Body] is 0 or
F Style Acc. Dam. Evasion Def. HP MP less.
Mask (Head) 25(32) 2d+19 26(33) 17 163 1312
Slam (Body) 26(33) 2d+18 24(31) 23 208 114 ○Sacred Mud Domain
Staff (Staff) - - 25(32) 20 124 253 The ground within a radius of 20m centered on the Paantu turns into a
muddy area where it is difficult to stand. All characters within the range
Sections: 3 (Head / Body / Staff) Main Section: Head receive a penalty modifier of -2 due to poor footing if they have their feet on
the ground.
Unique Skills
●All Sections ↝Bury In Mud/26(33)/Fortitude/Neg
Paantu extends its mud arm from the area of the [○Sacred Mud
○Earth Immunity
Domain] and captures the target. If the character fails the resistance, they are
buried in the mud up to their waist, cannot move by normal means, and
○Mud Body suffer a penalty of -4 for not being able to use both legs.
Bludgeoning weapons treat the Paantu’s Defense as 10 points higher. A character buried in the mud can escape with a Major Action by
successfully checking with "Adventurer Level + Strength modifier" as a
○Wind Vulnerability Standard Value and Target Number of 33.
When the Paantu is hit by Wind-type damage, it takes an extra 3 This ability cannot be used on consecutive turns.
damage.
●Staff
●Head ○2 Actions
☆Shape Change
Swaps the current HP values of the Head and Body sections. Using this ○☑↝Magic Aptitude = All
effect consumes 10 MP.
↝Limited Fairy Magic 16 Level/Magic Power 26(33)
↝Masked Gaze/27(34)/Willpower/Half Can cast earth-type fairy magic spells up to 16th level.
Paantu glares with eyes behind the mask, dealing 2d+22 psychic magic
damage. A target who fails resistance suffers Petrifaction (agility/dexterity -
↝Magic Power Increase
12) (see BT, p. 28) in addition to damage.
For 3 minutes (18 rounds), this effect raises the Magic Power of all
Using this ability costs 10 MP.
characters within a radius of 6m/All around Paantu by +1 and gives a +1
bonus to the Success Value of its unique skills [↝Masked Gaze] and [↝Bury
In Mud]. This effect is cumulative up to +3.
This effect can be used only once per round. It also consumes 20 MP
when used.

Loot
None

Description
Paantu is a powerful earth fairy, appearing as an old man with a crooked
back dressed in rags. It carries a twisted plant staff under its right arm and
wears a metallic mask that covers its entire face. Paantu is considered to be
in charge of the earth and ground, and in some regions, its rituals are
believed to symbolize earthquakes and fertility.

162
21 Fenrir Water/Ice 21 Phoenix Fire
Intelligence: High Perception: Five senses Disposition: Neutral Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Various Language: Sylvan Habitat: Various
Rep/Weak: 24/28 Weak Point: Fire damage + 3 points Rep/Weak: 23/28 Weak Point: Water/Ice damage + 3 points
Initiative: 27 Movement Speed: 24/24 (Swimming) Initiative: 27 Movement Speed: 39 (Flying)
Fortitude: 27(34) Willpower: 27(34) Fortitude: 29(36) Willpower: 26(33)
F Style Acc. Dam. Evasion Def. HP MP F Style Acc. Dam. Evasion Def. HP MP
Bite (Body) 26(33) 2d+22 24(31) 18 252 120 Bike (Body) 25(32) 2d+20 25(32) 18 199 199
Chain (Chain) 27(34) 2d+20 25(32) 20 188 85 Wing (Wing) 26(33) 2d+18 24(31) 16 164 164
Chain (Chain) 27(34) 2d+20 25(32) 20 188 85 Wing (Wing) 26(33) 2d+18 24(31) 16 164 164
Sections: 3 (Body / Chain x 2) Main Section: Body Sections: 3 (Body / Wing x 2) Main Section: Body

Unique Skills Unique Skills


●All Sections ●All Sections
○Water/Ice Immunity ○Fire Immunity

○Ice Body ○Water/Ice Vulnerability


If Fenrir takes damage from a bludgeoning weapon, it is treated as if When Phoenix is hit by Water/Ice-type damage, it takes an extra 3
Fenrir had an additional 5 points of Defense. damage.

○Fire Vulnerability ●Body


When Fenrir is hit by Fire-type damage, it takes an extra 3 damage. ○Holy Flame Born
At the end of the turn, characters within a radius of 6m/All from
●Body Phoenix and in the same faction as the Phoenix healed 10 points of HP, and
○☑↝Magic Aptitude = All characters of the opposite faction are dealt 10 points of fire magic damage.
However, this HP recovery effect is not working on Undead,
Constructs, and Fallen characters.
↝Limited Fairy Magic 16 Level/Magic Power 26(33)
Can cast water/ice type fairy magic spells up to the 16th level.
○☑↝Magic Aptitude = All
↝Fenrir's Roar/27(34)/Fortitude/Neg
Fenrir roars, freezing the source of the target's magic. ↝Limited Fairy Magic 16 Level/Magic Power 26(33)
Any target within a radius of 6m/20 from the Fenrir can spend only 10 Can cast fire-type fairy magic spells up to the 16th level.
points of MP per turn for 3 minutes (18 rounds) if the target fails the
resistance. MP consumption by Mako Stones, etc., is allowed. ●Wing
In addition, all MP items, such as the Mako Stone held by the character
who failed resistance, will have their current value reduced by 1 point. ○Flight II
When this effect is used, the MP of the Body section is reduced by 20 Loss condition: HP of any [Section: Wing] is 0 or less.
points.
↝Holy Flame Resurrection/26(33)
Recovers 30 HP of any target within a radius of 10m from the Phoenix
●Chain and awakens the target from sleep, unconsciousness, etc. At the same time,
○Attack Obstacle = Impossible • +4 it removes one effect that the target is unwillingly undergoing. At the same
Target: [Section: Body]/Loss Condition: HP of one or more [Section: time, it removes one unwanted effect from the target.
Chain] is 0 or less. The effect requires a Success Value comparison to be removed. Using
this effect consumes 40 MP.
○Critical Immunity
The Chain section does not receive a critical hit from any effect. Also, ☑Aimed Attack II
it is immune to damage increases from unique skills like [Painful Strike]. Wing gains a +2 bonus to the Accuracy check. This ability has no effect
on characters equipped with metal armor.
▽Continuous Attack II
If Chain successfully hits a target in melee, it may make a second attack. Loot
If a second attack hits, it can make a third attack against the same target. None

↝Chain Barrier
Creates a chain barrier to shield target 1 character within 30m. The Description
chain barrier blocks all ranged attacks and Area: Shot effects that the target Phoenix is a large fairy of fire, measuring about one meter in length.
does not want, and the chain section takes its place but does not interfere However, the golden fire that covers its entire body gives the illusion that it
with visibility. It also does not block the target's attempts. is more than twice as large. According to legend, the fire released by Phoenix
contains magical regenerative powers. It is said that even the souls of those
Loot who have been scarred can be purified and returned to the normal flow of
None life.

Description
Fenrir is a higher fairy that embodies water and ice. It is believed to have
been created by combining the soul of a legendary magical beast inhabiting
the frozen earth and mana. Fenrir is about three meters long, with shining
blue-silver body hair and long, jet-black chains clinging to its body. Fenrir's
will can move the tips of the chains freely, but it is also said that Fenrir
controls them with its own powerful mana.

163
Part 4 Monsters

21 Zephyr Wind
Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Various
Rep/Weak: 24/28 Weak Point: Earth damage + 3 points
Initiative: 30 Movement Speed: 30/60 (Flying)
Fortitude: 27(34) Willpower: 26(33)
F Style Acc. Dam. Evasion Def. HP MP
Head Butt (Head) 25(32) 2d+18 27(34) 17 177 144
War Spear (Right) 26(34) 2d+22 25(32) 19 203 95
Warhammer (Left) 28(36) 2d+20 25(32) 19 203 95
Sections: 3 (Head / Right / Left) Main Section: Head
Unique Skills
●All Sections
○Wind Immunity

○Razor Wind Body


All characters in the same skirmish area as Zephyr suffer 2d+10 wind
magic damage at the end of their turn.

○Earth Vulnerability
When Fenrir is hit by Earth-type damage, it takes an extra 3 damage.

●Head
○☑↝Magic Aptitude = All
↝Limited Fairy Magic 16 Level/Magic Power 26(33)
Can cast wind-type fairy magic spells up to the 16th level.

☆Storm Blade Magic


For 10 seconds (1 round), if Zephyr casts Fairy Magic referring to the
power table, it can exercise Fairy Magic with the power 20 higher than the
original power (power 20 becomes 40, power 40 becomes 60, and so on).
Using this effect consumes 10 MP. It cannot be used in consecutive
turns.

●Right
▽Continuous Attack II
If War Spear successfully hits a target in melee, it may make a second
attack. If a second attack hits, it can make a third attack against the same
target.

▽Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased
by an additional +20 points.

☑Storm Blow
Changes War Spear damage to wind magic damage.
Declaring this effect consumes 20 MP. Also, all sections have a -1
penalty to Fortitude and Willpower.

●Left
○Multiple Declarations = 2 times
☑Warhammer Wielder
Zephyr has mastered [Cleave II], [Power Strike III], [Cover III] Combat
Feats.

▼Phantom Counter
Zephyr can use [Phantom Counter] combat feat (see p. 27).

Loot
None

Description
Zephyr is a powerful wind fairy that takes the form of a giant standing 5
meters tall. In its presence, the wind blows around it, and when it is angry, it
can create storms and tornadoes. It wields a war spear longer than its own
body in its right hand and a warhammer the size of a large tree in its left.

164
21 Oberon Light 21 Vujato Dark
Intelligence: High Perception: Five senses Disposition: Neutral Intelligence: High Perception: Five senses (Darkvision) & Magic
Language: Up to GM Habitat: Various Disposition: Neutral Language: Sylvan Habitat: Various
Rep/Weak: 25/29 Weak Point: Accuracy +1 Rep/Weak: 25/29 Weak Point: Accuracy +1
Initiative: 27 Movement Speed: 25 (Flying) Initiative: 29 Movement Speed: 25 (Floating)
Fortitude: 26(33) Willpower: 28(35) Fortitude: 26(33) Willpower: 29(36)
F Style Acc. Dam. Evasion Def. HP MP F Style Acc. Dam. Evasion Def. HP MP
Weapon (Body) 25(32) 2d+20 26(33) 18 184 263 Ray (Large Eye) 25(32) 2d+22 26(33) 20 184 255
Wing (Wing) 26(33) 2d+18 25(32) 16 130 114 Ray (Right Eye) 27(34) 2d+24 25(32) 18 168 139
Wing (Wing) 26(33) 2d+18 25(32) 16 130 114 Ray (Left Eye) 27(34) 2d+24 25(32) 18 168 139
Sections: 3 (Body / Wing x 2) Main Section: Body Sections: 3 (Large Eye, Right Eye, Left Eye) Main Section: Large Eye

Unique Skills Unique Skills


●All Sections ●All Sections
○Light Protection ○Psychic Immunity, Curse Immunity
An Oberon takes 21 less damage from all Magic effects, regardless of
type. ○Glimmering Eyes
The fighting style "Ray" of all sections is treated as a ranged attack with a
○Undaunted Spirit range of 30m dealing physical damage. Also, applied damage it deals with is
Oberon does not receive any effects of any psychic type you do not wish applied to both HP and MP.
to receive, and you are free to cancel the effects of any psychic type it has
already received. It is not necessary to compare Success Value, and it does ○Precise Shot & Hawk Eye
not matter if the effect has an additional curse type.
●Large Eye
●Body
○2 Actions
○☑↝Magic Aptitude = All
↝Limited Fairy Magic 16 Level/Magic Power 27(34)
○Multiple Declarations = 2 times
Can cast light-type fairy magic spells up to the 16th level.
○☑↝Magic Aptitude = All
↝Light Barrier
Creates a light barrier that prevents physical damage to target 1 character ↝Limited Fairy Magic 16 Level/Magic Power 27(34)
within 30m. Oberon can completely block physical damage only once within Can cast dark-type fairy magic spells up to the 16th level.
10 seconds (1 round). Using this effect consumes 20 MP.
↝Visual Deprivation/Willpower/27(34)/Neg
●Wing Deprives the target of its vision. The target 1 character is completely
blinded for 10 seconds (1 round).
↝Pillar of Light/28(35)/Willpower/Half This effect is treated as curse + psychic type. It has no effect on targets
With "Range: 50m" and "Area: Target", it causes a pillar of light to fall with "Mechanical" perception.
on target 1 character from overhead, dealing 2d+30 energy magic damage. Using this effect consumes 10 MP.
This ability cannot be used on consecutive turns.

○Attack Obstacle = Impossible • +4


●Right Eye/Left Eye
Target: [Section: Body]/Loss Condition: HP of one or more [Section: ○Magic Damage Reduction = 10 points
Wing] is 0 or less.
☆See Through/Can’t
○Flight II Observe the target 1 character in detail within "Range: 50m" and "Area:
Loss condition: HP of any [Section: Wing] is 0 or less. Shot". Within the next 10 seconds (1 round), if the target is to make a
contested check against Vujato, it needs to roll twice and select the lowest
☆Blessing of Light result.
[Sword's Grace/Change Fate] can be used after taking the lower result.
Wraps the whole body in a dazzling light.
This effect is treated as an effect with a Success Value of 34 of the curse
The HP and MP of the Body section are restored by 10 points. Using
+ psychic type. Also, each section can use this unique skill once per round.
this ability consumes 20 MP of the Wing section. Wing can use this ability
only once per round.
○Barrier Protection
Loot The magic barrier protects the Large Eye.
None Large Eye section has [○Magic Damage Reduction = 10 points]. This
effect is cumulative for the Right and Left Eye sections (20 total). This effect
is lost if the HP of the Eye section falls to 0 or lower.
Description
Oberon is a high fairy of light, standing at about two meters tall. He is a Loot
male figure who wears a robe of light and has large, graceful wings that allow None
him to move slowly through the sky. Oberon is gentle and dignified, as well
as loving and cool-headed. He is recognized as a king-like leader of the fairies
of light. Description
Vajuto is a higher fairy of darkness that resembles a floating eyeball with
a diameter of approximately one meter. Small eyeballs trail the central
eyeball on either side. It communicates with others as if it is speaking directly
into their minds. Legend has it that Vajuto can see the future as well as the
emotions and thoughts of others. Should you encounter it, resisting its will
may prove challenging.

165
Part 4 Monsters

16 Nauvezul 20 Ergadiar
Intelligence: Average Perception: Five senses (Darkvision) Intelligence: High Perception: Magic Disposition: Hostile
Disposition: Hostile Language: Daemonic Habitat: Oceans Language: None Habitat: Labyrinths, Ruins
Rep/Weak: 22/27 Weak Point: Bludgeoning type damage +3 Rep/Weak: 23/28 Weak Point: Earth damage + 3 points
Initiative: 28 Movement Speed: 20 Fortitude: 26(33) Willpower: 21(28) Initiative: 24 Movement Speed: 10(Floating)
F Style Acc. Dam. Evasion Def. HP MP Fortitude: 26(33) Willpower: 25(32)
Bite (Body) 20(27) 2d+16 20(27) 30 135 68 F Style Acc. Dam. Evasion Def. HP MP
Bracelet (Right None (Flesh
22(29) 2d+21 19(26) 15 97 33 - - 24(31) 0 250 222
Arm) Tube)
Bracelet (Left Bite (Black
22(29) 2d+21 19(26) 15 97 33 23(30) 2d+20 25(32) 20 104 46
Arm) Wolf)
Sections: 3 (Body / Right Arm / Left Arm) Main Section: Body Sections: 3-5 (Flesh Tube / Black Wolf x 2 - 4) Main Section: Flesh Tube

Unique Skills Unique Skills


●All Sections ●All Sections
○Shell Body ○Magic Damage Reduction = 10 points
It is immune from criticals from edged weapons.
○Bludgeoning Immunity, ○Slashing Immunity
●Body
↝Breath of Magic Dissipation/21 (28)/Fortitude/Neg ●Flesh Tube
Nauvezul emits a bubbling breath that dissipates magic at “Range: 30m” ○Regeneration = 60 points
and “Area: Shot”. The target loses all bonus modifiers to checks with the
Standard Value of Dexterity and Agility that it has gained from its spells or
technique. ○Magic Power Restoration = 10 points
This effect is treated as a water/ice type. It cannot be used on
consecutive turns. ○2 Actions
↝Shell Dispersion ○Advent of the Other World I/Can’t
Nauvezul can float its own shell at will to serve as additional armor for Summons a part of the other world, the world where Daemons live, to
others. Up to three characters within a radius of 30m can receive an this world and releases the abilities of the Daemons around it.
additional 10 Defense. The Defense of Nauvezul's body section is reduced Roll 1d at the beginning of combat and refers to the following "Advent
by the same amount as the total Defense points given by this effect. of the Other World". All Black Wolf sections within a radius of 50m from
Nauvezul can retrieve the shell with a Minor Action. This unique skill the Ergadiar and all Daemon and Fallen characters except the Ergadiar gains
can only provide the Defense that Nauvezul currently possesses, providing the effect.
less than 10 if its current Defense is lower. This effect is treated as Success Value 30 and lasts until the beginning
of the Ergadiar’s next turn.
●Right Arm/Left Arm
▽Armor Ripping Advent of the Other World
If the roll of the damage decision is 10 or more, the target's Defense is 1d Effects and Abilities
reduced by 5 points for 10 seconds (1 round) after the damage is applied. 1 Accuracy +4 & Damage +8
This effect is cumulative. This effect does not reduce Defense to less than 0. 2 Evasion +4 & Fortitude +4 & Willpower +4
3 Defense +10 & gains [○Magic Damage Reduction = 10 points]
Loot Magic Power +4 & +4 bonus to Success Value of all unique
4
Always Dissipating Bubble Bag (3,000G/Red S) skills
2 – 10 None Gains [○Regeneration = 30 points] and [○Magic Power
11 – 12 Shiny Black Shell (1,600G/Black Red S) 5
Restoration = 30 points]
13+ Jet Black Shell (4,800G/Black Red S) Skill checks and damage are made on a "1d+6" basis instead of
6 2d; a roll of 12 on a skill check is treated as an automatic
success.
Description
This is a four-legged walking Daemon that is 5 meters long. Its torso is ↝Advent of the Other World II/Can’t
similar to that of a human, with a wide-open mouth in the center that is Renew some of the effects of the other world and release Daemon's
separate from the face. The silhouette of its entire body resembles that of a abilities.
crab. A black shell grows on the torso, overlapping and attaching to the body, Roll 1d and refers to the following "Advent of the Other World". If this
which can be freely floated at will. After removing the shell, the soft body effect is used more than once, it is duplicated as long as different rolls are
muscle fibers are exposed. Both arms are made of iron, are almost the same obtained with 1d.
size as the body, and serve as a powerful means of attack. This effect is treated as Success Value 30 and lasts until the beginning
The Daemon spits bubbles from its body that dissipate mana's magic of the Ergadiar’s next turn.
and the magical effects of any object that comes in contact with them. Using this effect consumes 20 MP.

↝Black Wolf Creation


Ergadiar creates 1 Black Wolf section. The created Black Wolf appears
at the same coordinates as Ergadiar with the maximum HP and MP.
This effect cannot be used when there are already 4 Black Wolf
sections. This effect costs 30 MP.

166
Ergadiar can make the created Black Wolf section learn Combat Feat
[Shadow Sneak] by spending an extra 10 points of MP at the time of creation. 24 Garm
If there is already a Black Wolf section that has [Shadow Sneak], you cannot Intelligence: Average Perception: Magic Disposition: Hostile
spend extra MP. Only one section can have this Combat Feat. Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 27/34 Weak Point: Accuracy +1
●Black Wolf Initiative: 36 Movement Speed: 40 Fortitude: 33(41) Willpower: 31(38)
○Limited Attack Obstacle = Impossible ・ Impossible F Style Acc. Dam. Evasion Def. HP MP
If there are two or more Black Wolf sections with the same coordinates Bite (Head) 31(38) 2d+28 29(36) 24 224 179
as the Flesh Tube section, the Flesh Tube section cannot be the target of Claws (Body) 33(40) 2d+25 30(37) 26 288 172
melee and ranged attacks.
Sections: 2 (Head / Body) Main Section: Head
○Separable Section
The Black Wolf section does not exist at the same coordinates as Flesh Unique Skills
Tube and can move away from with movement. If it moves to different ●All Sections
coordinates, it is treated as a different character with the same combat data
and abilities as the Black Wolf section. ○Fire Immunity, Water/ice Immunity
The movement speed of the Black Wolf section is treated as 30. If the
Black Wolf section is more than 50 meters from the Flesh Tube section, it ○Teleportation
disappears regardless of the current HP value.
When moving, it moves instantly to any location within 40m. It has no
restrictions when moving through or leaving a skirmish area.
▽Continuous Attack II
If Black Wolf successfully hits a target in melee, it may make a second
▽Magic Reflection
attack. If a second attack hits, it can make a third attack against the same
If Garm succeeds in Willpower against the spell, it does not receive any
target.
effect, regardless of the type of resistance of the spell. The spell is reflected
back to the caster, and the caster must perform Willpower against it.
▽Painful Strike If the reflected spell's caster is initially one of the targets, the spell affects
If the 2d roll of the damage roll is 10 or more, the damage is increased the caster only once.
by an additional +14 points.

Loot
●Head
Always Great Daemon’s Crystal (1,600G/Red S) ↝Black Flame Breath/30(37)/Fortitude/Half
Within "Range: 100m" and "Area: Line", it spits out a jet-black fire in
Always Otherworld Flesh (33,000G/Red Gold SS)
three directions simultaneously, dealing "2d+28" fire magic damage.
2 – 10 None
It's important to note that each firing direction must be different. If a
11 – 13 Remnants of the Otherworld (4,500G/Gold White S) x 1d character is within multiple effect areas, they must roll 1d for each area. On
14+ Otherworld Egg (40,000G/Gold White SS) a roll of "1-3," the character will be affected once, and on a roll of "4-6," they
will not be affected.
Description
Ergadiar is a Daemon that appears as an irregularly shaped lump of flesh ●Body
with a radius of about 2 meters. Its body surface is black and flickering, and ☑Onslaught of the Dark Beast
it floats almost motionless. With tremendous force, Garm can attack 4 times per round, all 4
The otherworld itself is contained inside the flesh and can be released attacks being made against the same target; if the target is successfully evaded,
into the surroundings at will. However, its range is limited and cannot be Garm gets a +2 bonus to its Accuracy check and +4 points to its damage for
fully reproduced. the same turn of attack. This effect is cumulative each time the target evades.
The number of black wolf sections that appear is determined by the This effect is lost once the attack hits.
GM. It may be “2 + half of 1d” at random, or the GM may choose any
appropriate number. ○Attack Obstacle = +4 • None
Target: [Section: Head]/Loss Condition: HP of [Section: Body] is 0 or
less.

Loot
Always Great Daemon’s Crystal (1,600G/Red S)
2–6 Black Beast Claws (3,200G/Red S)
7 – 11 Black Beast Fangs (6,400G/Red S)
12+ Black Beast Cursed Fur (12,800G/Red SS)

Description
Garm is a daemon in the form of a large dog, about the size of a human
adult, covered with jet-black hair all over its body, with crimson hair only on
its chest. It is believed that this crimson hair is dyed by the blood of Garm's
victims and is thought to possess powerful curse powers.
Many daemon researchers believe that Garm sits between the daemon
world and Raxia, monitoring comings and goings. Those who are unfit to
enter the daemon world are either driven away by Garm or torn apart by its
sharp fangs and claws. However, being an evil daemon, Garm is also willing
to overlook those whom it deems harmful to other worlds. As a result,
otherworldly evils are supposed to pass through the daemon world to other
worlds.
In labyrinths and ruins, Garms are responsible for guarding the most
important places. In many cases, they guard the gates to the otherworld.

167
Part 4 Monsters

Loot
25 Graabadon Always Crystallized Great Daemon’s Blood (1,600G/Red S)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile 2–9 Great Daemon's Insect Wings (8,900G/Red S)
Language: Daemonic Habitat: Daemon World 10 – 12 Great Daemon's Insect Wings (8,900G/Red S) x 1d
Rep/Weak: 22/29 Weak Point: Bludgeoning type damage +3 13+ Great Daemon's Insect Poison (22,000G/Red SS)
Initiative: 30 Movement Speed: 30(Floating)
Fortitude: 31(38) Willpower: 31(38)
F Style Acc. Dam. Evasion Def. HP MP Description
Bite (Head) 31(38) 2d+27 30(37) 28 210 168 Graabadon is a Daemon who appears as a giant armored warrior
Weapon (Upper standing at about 6 meters tall. Countless jet-black locusts seemingly gather
32(39) 2d+29 31(38) 28 230 86
Body) together to form its body. He is one of the Daemon generals under the direct
Kick (Lower command of the Daemon King known as the “Four Daemon Generals of
30(37) 2d+27 29(36) 28 220 74
Body) Apocalypse.” Graabadon is also referred to as the "Famine Locust General,"
Sections: 3 (Head / Upper Body / Lower Body) Main Section: None as it represents the calamity of famine.
Wherever Graabadon passes through, it leaves nothing but a desolate
wasteland and leads a host of starving fowls, beasts, and insects, devouring
Unique Skills everything in its path.
●All Sections
○Poison, Disease, Psychic Immunity

○Locust Body
The Graabadon does not receive a critical hit from edged weapons, and
its Defense is treated as 5 points higher.

○Flying Daemon Locusts


Each character that attempts a melee attack on this monster, regardless
of success or failure, suffers 2d+10 slashing magic damage.

○Swarm
For each round at the beginning of each turn, the HP of each section is
totaled and can be distributed freely. The HP of each section cannot be
more than the maximum value. The section whose HP is 0 or less cannot
be targeted by this ability.

●Head
○Multiple Declarations = 2 times

○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets], [Hawk Eye],
[Wordbreak].

↝Divine Magic 20 Level/Magic Power 27(34)


Can cast Divine Magic up to 15 levels and all Divine Magic for
Transcendents listed in this book.

●Upper Body
↝Locust Swarm/26(33)/Fortitude/Half
Graabadon shoots countless locusts, and they devour anyone in their
path. Deals "2d+25" slashing magic damage at "Range: 50m" and "Area: Line".
This ability cannot be used on consecutive turns. Also, it consumes 10
HP of Upper Body section when used.

↝Sweeping Attack
Upper Body makes a Weapon attack against all enemies in the same
skirmish.
This unique skill cannot be used on consecutive turns.

☑Power Strike III


Can deal an additional +20 damage on their next Claws attack.
However, any Evasion Check made by the Rear this turn receives a -2
penalty.

●Lower Body
○Attack Obstacle = +4 • None
Target: [Section: Head] and [Section: Upper Body]/Loss Condition:
HP of [Section: Lower Body] is 0 or less.

↝Ravenous Locust/Can’t
Within “Range: Touch" deals to the target 1 character "1d x (1/10 of
current HP, rounded up) points of physical damage (up to 100).

168
Loot
25 Pregfelgor Always Crystallized Great Daemon’s Blood (1,600G/Red S)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile 2–9 Great Daemon's Mask (6,800G/Red S)
Language: Daemonic, Arcana Habitat: Daemon World 10 – 12 Great Daemon's Crystal of Diseases (9,900G/Red S)
Rep/Weak: 22/29 Weak Point: Physical damage +2 points 13+ Great Daemon's Crystal of Humanoid Diseases
Initiative: 34 Movement Speed: 25(Floating) (19,000G/Red SS)
Fortitude: 30(37) Willpower: 32(39)
F Style Acc. Dam. Evasion Def. HP MP
Weapon 31(38) 2d+30 30(37) 24 258 211 Description
Pregfelgor is a Daemon with a sinister figure that floats in the air. It is
Unique Skills clad in a jet-black mask, tattered robe, and deadly disease crystals. As a ghost,
○Poison, Disease, Psychic Immunity it cannot be touched. Pregfelgor is one of the "Four Daemon Generals of
Apocalypse" under the Daemon King. It is called the "Plague Spirit General,"
○Normal Weapon Immunity as it embodies the plague of pestilence. Pregfelgor is happy to spread death
and suffering by simply being present and spreading a terrible pestilence.
○Multiple Declarations = 3 times
25 Ahrizaharik
○Cure for Mortality/27(34)/Fortitude/Neg Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
It is covered with noxious gas filled with a powerful germ. A character Language: Daemonic, Arcana Habitat: Daemon World
in the same skirmish area as the monster needs to make Fortitude check at Rep/Weak: 22/29 Weak Point: Water/Ice damage + 3
the end of its turn, and if it fails, it takes 2d+10 disease magic damage. Initiative: 32 Movement Speed: 25/50(Flying)
Fortitude: 30(37) Willpower: 32(39)
○☑↝Magic Aptitude F Style Acc. Dam. Evasion Def. HP MP
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic Bite (Head) 31(38) 2d+28 28(35) 24 182 201
Convergence], [Magic Control], [Metamagic/Targets], [Metamagic/Time], Claws (Body) 32(39) 2d+29 28(35) 27 246 172
[Metamagic/Area], [Mana Save], [Hawk Eye], [Wordbreak]. Wing (Wing) 30(37) 2d+26 26(33) 22 130 81
Wing (Wing) 30(37) 2d+26 26(33) 22 130 81
☆Vindictive Diseases
Sections: 4 (Head / Body / Wing x 2) Main Section: Head
For 10 seconds (1 round), this monster's damage and [○Cure for
Mortality], [↝March of the Black Death], and [☑Sickness Strike] will Unique Skills
become curse type. Using this effect consumes 10 MP.
●All Sections
☑Sickness Strike ○Poison, Disease, Psychic Immunity
Weapon attacks are changed to magic damage of the disease type. At
the same time, the Pregfelgor takes a -3 penalty to Evasion, Fortitude, and ○Fire Absorption
Willpower checks.
Ahrizaharik is immune to fire-type damage and effects and instead
healed for the applied fire-type damage dealt.
☑Cleave II
Pregfelgor can attack with a Weapon up to 5 target characters within the
skirmish in which it resides. ●Head
○Multiple Declarations = 2 times
↝Spiritualism Magic, Divine Magic 20 Level/Magic Power
29(36) ○☑↝Magic Aptitude
Can cast Spiritualism and Divine Magic up to 15 levels and all They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
Spiritualism and Divine Magic for Transcendents listed in this book. Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Distance], [Metamagic/Time], [Hawk Eye], [Wordbreak].
↝March of the Black Death/27(34)/Fortitude/Half
Pregfelgor scatters disease while flying with "Range: 75m" and "Area: ↝Truespeech Magic, Divine Magic 20 Level/Magic Power
Breakthrough", and deals "2d+28" disease magic damage. 28(35)
A character who fails resistance rolls 1d and suffers an effect according Can cast Truespeech and Divine Magic up to 15 levels and all
to the "Black Death Disease Table" below. This effect is permanent. The Truespeech and Divine Magic for Transcendents listed in this book.
Target Number for removing it is 35.
No other Major Actions may be taken in the round in which this ability
↝Breath of the Drought Wind/28(35)/Fortitude/Half
is used, and it cannot be used in consecutive turns.
Within "Range: 50m" and "Area: Shot", it spits out hot, concentrated air
If this effect is received more than once, only the different effects are
in in a radius of 6m/20, dealing 2d+26 fire and wind magic damage.
duplicated.
This ability cannot be used on consecutive turns.
Black Death Disease Table
1d Symptoms Effect ●Body
1 High fever Cannot take Minor Actions. ○Attack Obstacle = +4 • None
Numbness in Target: [Section: Head]/Loss Condition: HP of [Section: Body] is 0 or
Checks based on dexterity and agility are
2 the hands and less.
subject to a -2 penalty.
feet
Cannot move with Normal or Full
3 Diarrhea
Movement.
○Realm of the Drought King
Within a radius of 50m from the Ahrizaharik, water is rapidly lost, and
-4 penalty to Accuracy checks, and [Guided
the intensity of fire increases. Within this area, damage by water/ice type is
4 Blurred eyesight Magic], [Magic Control], [Precise Shot], and
reduced by 10 points, and no disadvantageous effects other than their
[Hawk Eye] Combat Feats lose their effect.
damage occur. Damage by fire type is increased by 10 points.
Spellcasting and Willpower checks receive a
5 Headache
-4 penalty.
You cannot use effects that require speech, ○Curse of Drought/26(33)/Fortitude/Neg
6 Nausea such as casting spells, Spellsongs, and The raging hot winds deplete water. All characters within 10m from this
Stratagems. Also, you will not be able to eat. monster need to make Fortitude checks at the beginning of their turn, and

169
Part 4 Monsters

if they fail, their maximum and current HP are reduced by 5 points for a day
unless they drink at least 1 glass of water in their turn.
Consumption of a Potion is also effective, but does not include Magic
Perfume.
This effect is treated as a curse type and is cumulative as long as the
character is within the range.

●Wing
○Flight II
Loss condition: HP of any [Section: Wing] is 0 or less.

☑Wings of Burning Fire


Enhances the wing's fire and strikes with it. Changes Wing section melee
attack to fire magic damage, with a -3 penalty to Evasion checks.

Loot
Always Crystallized Great Daemon’s Blood (1,600G/Red S)
2 – 10 Great Daemon's Claws (4,800G/Red S)
11+ Great Daemon's Flaming Mane (16,000G/Red SS)

Description
Ahrizaharik is a six-meter-tall Daemon with the appearance of an erect,
tail-less dragon. He has a mane and wings made of fire and is one of the
"Four Daemon Generals of Apocalypse," subordinate to the Daemon King.
Ahrizaharik is known as the "Drought Dragon General" and embodies the
disaster of drought.
He takes pleasure in depriving all things in the forest of water, burning
them with searing fire, and turning their surroundings into a wilderness of
death. Ahrizaharik shows no mercy to those who stand in his way.
Due to its nature, Ahrizaharik is at odds with Nativier, one of the "Four
Daemon Generals of Apocalypse," and they rarely cooperate with each
other.

170
●Upper Body
25 Nativier
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile ○4 Attacks (Free)
Language: Daemonic Habitat: Daemon World Each Major Action can be used to launch four melee attacks, one at a
Rep/Weak: 22/29 Weak Point: Earth Damage +3 points time, with the results of each attack being rolled to determine whether the
Initiative: 35 Movement Speed: 40 Fortitude: 32(39) Willpower: 30(37) next attack should be launched at the same target or at a different target.
F Style Acc. Dam. Evasion Def. HP MP ☆Soaking Scales
Bite (Head) 31(38) 2d+28 28(35) 24 182 201 By covering the entire surface of the body with water, it weakens weapon
Weapon (Upper attacks. 10 seconds (1 round), all sections are immune to all physical damage
32(39) 2d+29 28(35) 27 246 172
Body) magic damage. Using this ability consumes 10 MP. It cannot be used at the
Tail (Lower
30(37) 2d+26 26(33) 22 130 81 same time as [☆Daemonic Water Membrane].
Body)
Sections: 3 (Head / Upper Body / Lower Body) Main Section: Head
☆Daemonic Water Membrane
Covers the whole body with a water membrane that disrupts magic,
Unique Skills giving all sections [○Magic Damage Reduction = 10 points] for 10 seconds
●All Sections (1 round). Using this ability consumes 10 points of MP. This ability cannot
○Poison, Disease, Psychic Immunity be used at the same time as [☆ Soaking Scales].

○Underwater Aptitude ●Lower Body


It is able to move in water without penalty.
○Attack Obstacle = +4 • None
Target: [Section: Head]/Loss Condition: HP of [Section: Lower Body]
○Water/Ice Absorption is 0 or less.
Nativier is immune to water/ice-type damage and effects and instead
healed for the applied water/ice-type damage dealt.
○Submerged Land
Water always rises up from the feet of this Nativier, making it difficult
☆Technique&○Muscle Mystery to get a good foothold. If the character is standing on ground within a radius
Can use all Techniques, including Technique for Transcendents. of 10m from the Nativier, they will receive a penalty of -2 for being waist-
If a class level is required for these Techniques, Nativier is treated as a deep in water. For being within 10m to 20m, the penalty is reduced to -1.
20-level Enhancer, and their duration is twice as long as usual.
↝Sweeping Attack
●Head Lower Body makes a Tail attack against all enemies in the same
☆Dreadful Serpent Gaze/29(36)/Willpower/Neg skirmish.
Nativier stares at the target 1 character within "Range: 50m" and "Target: This unique skill cannot be used on consecutive turns.
1 Character", and the target tenses up due to fear and suffers a -2 penalty on
skill checks for 10 seconds (1 round). If the target fails the resistance check Loot
with the target's Success Value less than 30, the target is bound by fear and Always Crystallized Great Daemon’s Blood (1,600G/Red S)
acts to fulfill the monster's command for 30 seconds (3 rounds). 2 – 10 Great Daemon's Scales (4,800G/Red S)
This effect is treated as psychic type. It can be used only once in 10 11+ Great Daemon's Water Scales (16,000G/Red SS)
seconds (1 round).

↝Tyrannical Inundation/27(34)/Fortitude/Half Description


Nativier creates a raging flood in a space with a radius of 30m around Nativier is a Daemon with eight eyes, four arms, and six legs. It has the
itself. Any targets within the radius are dealt 2d+28 water/ice-type magic bizarre appearance of an erect serpent, standing at about 8 meters tall and
damage and are knocked prone at the same time. more than 10 meters long, including its tail.
As one of the "Four Daemon Generals of Apocalypse" directly under
the Daemon King, it is called the "General Flood Snake," embodying the
disaster of inundation. Nativier is the leader of all aquatic Daemons and one
of the most powerful fighters among the "Four Daemon Generals of
Apocalypse." However, its fighting style is far from that of a noble warrior.
Nativier prefers to torture and unilaterally kill its enemies by restricting their
movements with water or gaze.
Due to its nature, Nativier is at odds with the "Four Daemon General of
Apocalypse," Ahrizaharik, and rarely cooperates with it.

This section describes the offerings required for Warlock to summon the Daemons listed in this book using [Daemon's
Gate].

Summoning Daemons Listed in Fortuna Code


Additional Offering Vessel Total Daemon
Lv Daemon MP Essential Offerings
Cost Cost Cost Seminarium
16 Nauvezul 40 Live crustaceans (5,000) 70,000 40,000 115,000 Stage 5
Ergadiar
20 - - - - - -
(Unsummonable)
Crystallized Great Daemon’s Blood x 10
24 Garm 48 100,000 50,000 166,000 Stage 5
(16,000)
25 Graabadon 50 (X) Corpse of Transcendent 100,000 50,000 150,000 Stage 5
25 Pregfelgor 50 (X) Corpse of Transcendent 100,000 50,000 150,000 Stage 5
25 Ahrizaharik 50 (X) Corpse of Transcendent 100,000 50,000 150,000 Stage 5
25 Nativier 50 (X) Corpse of Transcendent 100,000 50,000 150,000 Stage 5

171
Part 4 Monsters

14 Savior Hero Warrior 15 Unrivaled Brawler


Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Arcana, Regional dialect Habitat: Various Language: Trade Common, Regional dialect Habitat: Various
Rep/Weak: 17/- Weak Point: None Rep/Weak: 18/- Weak Point: None
Initiative: 21 Movement Speed: 24 Fortitude: 20(27) Willpower: 21(28) Initiative: 25 Movement Speed: 30 Fortitude: 21(28) Willpower: 21(28)

F Style Acc. Dam. Evasion Def. HP MP F Style Acc. Dam. Evasion Def. HP MP
Weapon 20(27) 2d+26 18(25) 16 109 77 Fist 21(28) 2d+18 20(27) 6 86 42

Unique Skills Unique Skills


○Multiple Declarations = 2 times ○Twin Strike & Double Attack

○Delicate Loot ○Fast Action


Mako Stone (20 pts.) loot is determined by the use of [▼Mako Stone]. Has mastered [Fast Action] Combat Feat.

☆Technique
○☑↝Magic Aptitude Knows [Gazelle Feet], [Cat’s Eye], [Strong Blood], [Beetleskin], [Bear
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic Muscle], [Centaur Legs], [Giant Arms], [Daemonfinger], [Recovery (10
Convergence], [Magic Control], [Metamagic/Targets], points)] Techniques.
[Metamagic/Distance].
▽Armor Piercer
↝Truespeech Magic 13 Level/Magic Power 18(25) If the 2d roll of the damage roll is 10 or more, Defense is ignored, and
the damage is increased by +6 points.
☑Greater Mana Strike = +5 Accuracy・+18 damage
Savior Hero Warrior gains a +5 bonus to Accuracy checks for Melee ▼Sword's Grace/Change Fate
Attack, increasing damage by +19 points. Using this effect, the Savior Hero Once per day, they may choose to change the result of a Skill Check or
Warrior takes a -2 penalty to their Fortitude, Willpower, and Evasion. Damage roll by switching the faces of the rolled 2d to the opposite sides.

▼Sword's Grace/Change Fate ▼Counter


Once per day, they may choose to change the result of a Skill Check or Can use [Counter] combat feat.
Damage roll by switching the faces of the rolled 2d to the opposite sides.

▼Mako Stone = 20 points x 1


Loot
Has one Mako Stone with 20 points. 2–7 None
8 – 11 Bag of Silver (1,000G/-) x 1d
12+ Bag of Silver (1,000G/-) x 2d
Loot
Always Mako Stone (20 pts.) (4,000G/-)
2 – 10 Customized Weapon (5,000G/Black White S) Description
11+ Highest Quality Magic Sword (25,000G/-) This character has been trained as a Grappler and has attained strength
close to its limit. While they may struggle against multiple opponents, they
excel in one-on-one battles by relentlessly attacking their opponents.
Description If the "Optional Rule: Enhanced Racial Abilities" is used, this character's
This adventurer is a magic warrior whose adventurer level is about to
[▼Sword's Grace/Change Fate] ability is treated as if it were enhanced to the
reach 15. They are capable of handling some missions on their own and
have already saved countless people across multiple nations. Their 11th level.
reputation is widely known throughout the continent.
If the "Optional Rule: Enhanced Racial Abilities" is used, this character's
[▼Sword's Grace/Change Fate] ability is treated as if it were enhanced to the
11th level.

172
16 Transcendental Warlord 16 Transcendental Archmagi
Intelligence: Average Perception: Five senses Disposition: Neutral Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional dialect Habitat: Various Language: All Habitat: Various
Rep/Weak: 19/- Weak Point: None Rep/Weak: 19/- Weak Point: None
Initiative: 27 Movement Speed: 42 Fortitude: 23(30) Willpower: 22(29) Initiative: 20 Movement Speed: 30 Fortitude: 21(28) Willpower: 25(32)

F Style Acc. Dam. Evasion Def. HP MP F Style Acc. Dam. Evasion Def. HP MP
Weapon 30(37) 2d+25 24(31) 20 135 35 None 0(7) 2d-2 0(7) 10 85 155

Unique Skills Unique Skills


○Multiple Declarations = 2 times ○Multiple Declarations = 2 times

○Delicate Loot ○Delicate Loot


Mako Stone (20 pts.) and Guardian Stone (10 pts.) loot is determined Mako Stone (20 pts.) and Guardian Stone (10 pts.) loot is determined
by the use of [▼Mako Stones] and [▼Guardian Stones]. by the use of [▼Mako Stones] and [▼Guardian Stones].

○Indomitable ○☑↝Magic Aptitude


It does not become unconscious even if its HP falls to 0 or below. If it They can use the Combat Feats [Guided Magic], [Magic Convergence],
fails a Death Check, it dies. [Magic Control], [Metamagic/Distance], [Metamagic/Time], [Double Cast],
[Critical Cast].
☑Transcendental Swordsmanship
Knows [Power Strike III], [Cleave II] and [Severe Blow] (see p. 27) ↝Truespeech Magic, Spiritualism Magic, Deep Magic 16
Combat Feats. Level/Magic Power 26(33)
The GM needs to decide on acquiring one for each Truespeech Magic,
☆Technique Spiritualism Magic, and Deep Magic spells at the 16th level.
Knows [Gazelle Feet], [Cat’s Eye], [Strong Blood], [Beetleskin], [Bear
Muscle], [Centaur Legs], [Giant Arms], [Daemonfinger], [Recovery (16 ▽Transcendent
points)], [Kraken Stability], [Troll Vitals], [Healthy Body], [All-seeing Eye] If Accuracy, Evasion, Fortitude, and Willpower rolls are 10 or more, an
Techniques. additional 2d is added. This effect is applied until the 2d rolls 9 or less.

▽Transcendent ▼Sword's Grace/Change Fate


If Accuracy, Evasion, Fortitude, and Willpower rolls are 10 or more, an Once per day, they may choose to change the result of a Skill Check or
additional 2d added. This effect is applied until the 2d rolls 9 or less. Damage roll by switching the faces of the rolled 2d to the opposite sides.

▼Sword's Grace/Change Fate ▼Sword's Revelation/Transcend Fate


Once per day, they may choose to change the result of a Skill Check or Immediately after failing a Death Check with HP 0 or less, or at the
Damage roll by switching the faces of the rolled 2d to the opposite sides. beginning of the Transcendental Warlord’s turn, they can optionally declare
this effect to recover HP and MP to their maximum values without dying
▼Sword's Revelation/Transcend Fate and to remove all disadvantageous effects. This effect can be used only once
Immediately after failing a Death Check with HP 0 or less, or at the a day.
beginning of the Transcendental Warlord’s turn, they can optionally declare
this effect to recover HP and MP to their maximum values without dying ▼Mako Stones = 20 points x 3
and to remove all disadvantageous effects. This effect can be used only once Has three Mako Stones with 20 points.
a day.
▼Guardian Stones = 10 points x 3
▼Mako Stones = 20 points x 3 When Transcendental Archmagi receives magic damage, it is reduced
Has three Mako Stones with 20 points. by any number of points from 1 to 10. This effect is controlled by the GM.
Transcendental Archmagi has three Guardian Stones (CR III, p. 212 or
▼Guardian Stones = 10 points x 3 AW, p. 140), each containing 10 points, and can be used for up to a total of
When the Transcendental Warlord receives magic damage, it is 30 points.
reduced by any number of points from 1 to 10. This effect is controlled by
the GM. Transcendental Warlord has three Guardian Stones (CR III, p. Loot
212 or AW, p. 140), each containing 10 points, and can be used for up to a Always Mako Stone (20 pts.) (4,000G/-) x 3
total of 30 points.
Always Guardian Stone (10 points) (5,000G/-) x 3
2–8 None
Loot 9+ Gems (10,000G/-) x 1d
Always Mako Stone (20 pts.) (4,000G/-) x 3
Always Guardian Stone (10 points) (5,000G/-) x 3
2–8 None Description
9+ Gems (10,000G/-) x 1d This is a wizard who has gained experience and knowledge of magic,
becoming a Transcendent. They use appropriate magic according to the
situation and support their companions. They rarely appear alone, instead
Description always accompanied by their fellow adventurers or a golem of their own
This is a Human warrior who has awakened as a Transcendent. They creation.
possess exceptional abilities and use them to the fullest. They have high If the "Optional Rule: Enhanced Racial Abilities" is used, this character's
offensive and survival capabilities, as well as the ability to succeed through [▼Sword's Grace/Change Fate] ability is treated as if it were enhanced to the
[Sword's Revelation/Transcend Fate], which only Transcendents are allowed 16th level.
to use.
If the "Optional Rule: Enhanced Racial Abilities" is used, this character's
[▼Sword's Grace/Change Fate] ability is treated as if it were enhanced to the
16th level.

173
Part 4 Monsters

22 Angel of the Ancient God 24 War Angel on the Divine Beast


Intelligence: High Perception: Five senses & Magic Disposition: Neutral Intelligence: High Perception: Five senses & Magic Disposition: Neutral
Language: Trade Common, Ancient Celestial Habitat: Unknown Language: Drakish, Ancient Celestial Habitat: Unknown
Rep/Weak: 30/34 Weak Point: Accuracy +1 Rep/Weak: 32/36 Weak Point: Accuracy +1
Initiative: 30 Movement Speed: 30/30 (Flying) Initiative: 33 Movement Speed: 45/45 (Flying/Swimming)
Fortitude: 27(34) Willpower: 27(34) Fortitude: 30(37) Willpower: 30(37)
F Style Acc. Dam. Evasion Def. HP MP F Style Acc. Dam. Evasion Def. HP MP
Weapon (Body) 27(34) 2d+22 26(33) 20 222 100 Weapon (Angel) 32(39) 2d+36 30(37) 23 248 84
Wings (Wings) 28(35) 2d+20 25(32) 16 158 80 Wings (Wings) 33(40) 2d+33 29(36) 20 176 48
Bite (Mount
Sections: 2 (Body / Wings) Main Section: Body 29(36) 2d+26 28(35) 22 130 26
Head)
Hoofs (Mount
30(37) 2d+23 26(33) 23 178 28
Unique Skills Body)
●All Sections Sections: 4 (Angel/Wings/Mount Head/Mount Body) Main Section: Body
○Ancient God Majesty (Imperfect)
It automatically succeeds without rolling the dice when it makes Unique Skills
Evasion, Fortitude, or Willpower against a character with adventurer level ●All Sections
15 or lower or monster level 15 or lower.
○Ancient God Majesty (Imperfect)
It automatically succeeds without rolling the dice when it makes
●Body Evasion, Fortitude, or Willpower against a character with adventurer level
○Multiple Declarations = 2 times 15 or lower or monster level 15 or lower.

↝Divine Magic 14 Level /Magic Power 20(27) ○Underwater Aptitude


Can cast Basic and Specialized Divine Magic of its Ancient God up to It is able to move in water without penalty.
14th level.
☑Reckless Strike
○☑↝Magic Aptitude Knows [Super Charge], [Trumble] Stunts. When using these Stunts, the
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic damage of each section is increased by +10 points.
Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Distance], [Double Cast], [Wordbreak]. ●Angel
☑Cleave II
○Multiple Declarations = 2 times
Angel of the Ancient God can attack with a Weapon up to 5 target
characters within the skirmish in which it resides. ↝Divine Magic 15 Level /Magic Power 22(29)
Can cast Basic and Specialized Divine Magic of its Ancient God up to
15th level.
●Wings
↝Light Projectiles/27(34)/Willpower/Half ○☑↝Magic Aptitude = All
It creates and projects light projectiles from its wings.
With "Range: 50m" and "Area: Shot", it deals 2d+22 energy magic
☑Repeated Strike II
damage to up to 2 targets. Using this effect consumes 20 MP.
Knows [Repeated Strike] Combat Feat.

○Flight II ☑Cut in Half


Loss condition: HP of [Section: Wings] is 0 or less. Knows [Cut in Half] Combat Feast.

Loot ●Wings
Always Purifying Holy Symbol (6,900G/-)
↝Light Projectiles/29(36)/Willpower/Half
2 – 10 None It creates and projects light projectiles from its wings.
11+ Blessed Weapon (14,000G/Black White SS) With "Range: 50m" and "Area: Shot", it deals 2d+25 energy magic
damage to up to 2 targets. Using this effect consumes 20 MP.
Description
☆Light Projectile Protection
This is an angel sent by the Ancient God to serve as a messenger when
It produces a single light projectile from its wing and uses it to deflect
they speak to their worshippers, including Humanoid and Barbarous. They
attacks. The created light projectile is floating around the War Angel on the
are about three meters long, winged, and almost human-like in appearance,
Divine Beast for 30 seconds (3 rounds). This light projectile has "300 HP
similar to Valkyrie, but differ from Valkyrie in their genderless appearance.
and 0 Defense" and is treated as a structure that cannot be targeted by attacks,
Their roles include acting on behalf of God's power and watching over
spells, unique skills, etc.
people. They carry out their duties solemnly and sometimes cold-bloodedly
If any section of this monster is reduced by damage to its HP, this light
to fulfill their assigned roles. Angels generally do not appear before people,
projectile can take the applied damage. If more damage is applied than the
and their main roles are the purification of souls and the management of
HP of the light projectile, it will be destroyed, and the extra damage when
reincarnation. They appear only in special cases, such as to deliver the voice
the HP is reduced to 0 will not be applied anywhere.
of God or to call people to God.
The substitution effect is limited to once per round per section. Angel
This information is standardized for the lowest angels. The appearance and
may substitute damage to a section different from the previous one.
abilities of angels tend to vary according to the rank, doctrine or role of the
Using this effect consumes 30 points of MP of the Wings section. Also,
deity they serve.
they cannot use [↝Light Projectiles]" and [☆Light Projectile Protection]
while light projectiles are being produced.

174
○Flight II This effect is applied when the Minor God Avatar of the first or third
Loss condition: HP of [Section: Wings] is 0 or less. sword uses it. When the Minor God Avatar of the second sword uses this
effect, this unique skill is called "Hammer on the Weak," and the damage to
the target is "(5 - number of soulscars of the target) x 10".
●Mount Head This effect can be used only once per round and consumes 30 MP when
○Dismounting used.
If the HP of the Mount Head section falls to 0 or below, the Accuracy
and Evasion Body and Wings sections is reduced by -2, and damage is ●Right Barrier
reduced by -8 points.
○Minor God's Protection
A golden barrier protects the Body.
Loot The Body section does not lose HP or MP due to physical damage.
Always Purifying Holy Symbol (6,900G/-) This ability is lost when the HP of the Right Barrier section falls to 0 or
2–6 Shining Golden Fur (2,400G/Gold Red S) below.
7+ Glittering Golden Fur (9,600H/Gold Red S)
●Left Barrier
Description ○Magic Damage Reduction = 20 points
This highly skilled fighter is among the angels who serve God and
control a Mount. They ride Gullinbursti, a divine beast whose soul has been ○Minor God's Warding
raised to that level. Its powerful movement and extermination abilities, A silvery-white barrier protects the Body.
including [Trample] and other attacks, are capable of overwhelming unholy The Body section does not lose HP or MP due to magic damage.
beings. This ability is lost when the HP of the Left Barrier section falls to 0 or
below.

25 Minor God Avatar Loot


Intelligence: Unmeasurable Perception: Five senses (Darkvision) & Magic None
Disposition: Neutral Language: Ancient Celestial Habitat: Unknown
Rep/Weak: 35/39 Weak Point: Accuracy +1
Initiative: 33 Movement Speed: 30 (Floating) Description
Fortitude: 32(39) Willpower: 32(39)
This is an avatar of the Minor Gods. The data shown here represent the
F Style Acc. Dam. Evasion Def. HP MP average data of those who participated in the war of the gods as Minor Gods
Weapon (Body) 33(40) 2d+28 32(39) 25 300 300 during the Divine Civilization Period. It is difficult for a non-transcendent
Right Barrier character or an ordinary Barbarous to defeat or even touch the main body
- - 0(7) 25 250 -
(Right Barrier) of the Avatar.
Left Barrier Even if the Minor God itself does not disappear when the Avatar is
- - 0(7) 15 150 -
(Left Barrier) defeated, its existence will be weakened unless it goes to sleep or relies on
Sections: 3 (Body / Right Barrier / Left Barrier) Main Section: Body the Ancient God, Major God, etc., to save its strength.

Unique Skills
●All Sections
○Normal Weapon Immunity

○Poison, Disease, Curse, Psychic Immunity

○Minor God Majesty


It automatically succeeds without rolling the dice when it makes
Evasion, Fortitude, or Willpower against a character with adventurer level
15 or lower or monster level 15 or lower.

●Body
○2 Actions
↝Divine Magic 20 Level/Magic Power 30(37)
Can exercise all Divine Magic and Specialized Divine Magic of their
own.

○☑↝Magic Aptitude = All


↝Summon an Angel
Summons an Angel of the Ancient God or a War Angel on the Divine
Beast within the range of "Range: Touch". The summoned angel can
perform actions immediately according to the Minor God Avatar's
instructions.
This unique skill has no effect if the summoned angel is already on the
battlefield.
Summoning "Angel of the Ancient God" with this effect consumes 30
MP, and summoning "War Angel on the Divine Beast" consumes 50 MP.

↝Hammer of Absolution (Hammer Against the Weak)/Can’t


Within "Range: 100m" and "Area: Target" will deal target 1 character
magic damage equal to the “number of soulscars of the target x 10” points.

175
Appendix

Appendix

176
The Bonuses and Penalties Sheet is used to keep track of The Mount Data Control Sheet is used to keep track of
all bonuses, penalties, damages, magic damage reductions, the combat data of the mounts that PC has contracted or
and other modifications that each character receives during proprietary.
combat. This helps to clarify the type of magic, effects, and
other factors that affect your character, and prevents E NTRY OF B ASIC DATA
miscalculations. First, the data of each mount is written in the
In addition, if you are running a campaign, you can plan corresponding section of the sheet. The "Mount Level" is
in advance what kind of support you will receive from your basically the same as the "Adventurer Level" of the Jockey,
companions and what abilities you will use to increase your but if the Jockey has learned Stunt [True Potential], it is
own abilities. This makes it easier to establish a battle plan "Adventurer Level + 1".
and avoid forgetting to use effects before they are needed.
F ILL IN THE M ODIFIED DATA
F ILL B ASIC VALUES Write here data of each section of Mount modified by
Fill in basic values from the character sheet. Stunts, Mount equipment, and so on.

F ILL T OTAL M ODIFICATIONS T OTAL VALUES


Enter any effects used in your turn, in the turns of your Enter the Standard Value of the combat data plus the
allies, or unwanted effects received from the enemy in the modified value in the "Total Value" columns.
"Name" column. Then, enter the modification as "+2", "-1", or To manage the current values of HP and MP, use the
any other relevant value. "HP/MP Columns" in the lower left corner of the sheet.
Finally, enter the total of all the above modifications in
the "Total Modifications" column at the bottom.

CUSTOMIZATION M ODIFICATION N OTES


Enter here the base value plus the sum of all the
modifiers, the value actually used in combat. The multiple
columns are for characters with multiple weapons or for
characters that use different effects, such as Techniques
depending on the situation, and should be used as a place to
enter several variations.

E LAPSED COMBAT R OUNDS COUNTER


This is a field that needs to be checked after each round
has elapsed. If you use different colors to indicate the effect
and paint the color on the round counter where the effect is
scheduled to end, it will be easier to know when the effect
has expired.

COMBAT R ECORDS
After the battle, these completed sheets for each
character can be used as a record of the battles.

177
Appendix

Mag. Damage
Ph. Damage
Start Round

End Round

Willpower

Reduction
Accuracy

Fortitude
Duration

Defense

Damage
Evasion

Magic
Name Notes

Customization Modifications Notes


Magic
Crit Ph. Mag.
Stance Power Accuracy Evasion Fortitude Willpower Defense Damage Notes
Value Damage Damage
Reduction

Other Modifications Notes

178
179
Appendix

By Auquid L EARNING F AIRY MAGIC AND ABOUT THE SUMMONABLE


Although I had many reasons for wanting to translate this F AIRIES
book, the main reason was to make it accessible to English- Homebrew Degree: Minor
speaking players and GMs. Unfortunately, with the release of Once characters gain the 16th level in Fairy Tamer class
the Sword World 2.5 translation, this book has become less and reach the 16th level, they will first learn the basic 16th
relevant since it is not fully usable in Sword World 2.5 games. rank [Fairy King] spell (see p. 31). Then, they can summon
To address this issue, I have included this section that the 21st-level Fairies from this book. See 16th level Typed
attempts to patch existing materials in this book and add Fairy Magic at p. 31.
missing high-level parts for classes and races unique to
SW2.5. Additionally, the Fairy Magic Rank Chart from Magus
Arts, p. 136, is expanded as follows:

Fairy Magic Rank Chart


Throughout this section, I will use the following tags to Fairy Tamer 4 Systems 3 Systems All Systems
indicate the degree of changes I had to make so that you can Class Level Pattern (Basic) Pattern Pattern
1 1 –*2 –*2
decide which parts to use while staying as close to the original 2 2 –*2 –*2
as possible or which parts you can change since they were 3 3 4 2&1
fully homebrewed to begin with. 4 4 5 3&1
5 5 6 4&1
6 6 8 4&2
N O CHANGES 7 7 9 5&2
This section can be used as described in Part 1 of this 8 8 10 6&2
book without any changes. You may encounter a spell range 9 9 12 6&3
description of SW2.0 without a simplified area and only in 10 10 13 7&3
11 11 14 8&3
meters, but it should not cause any issues. 12 12 15 8&4
13 13 15 9&4
M INOR 14 14 15 10&4
15 15 –*3 10&5
Some minor changes have been made to reflect one or 16 16 –*3 11&5
two rule changes in SW2.5, such as the addition of Combat *1 For “X&Y”, X indicates the Typed Magic Rank Limit, and Y indicates
Preparation or changes to Combat Feats. These changes the Special Fairy Magic rank limit.
were clear and would have been handled similarly if *2 Cannot be selected
*3 There is no point in selecting (4 Systems Pattern is just better). It wasn't
converted by Group SNE. expanded to the 16th level because 16th-level spells require a 16th-class
level.
M AJOR
Part of the rules or data used this element underwent a ABOUT DAEMONS THAT CAN BE SUMMONED WITH
complete change in SW2.5 or were removed, requiring a SUMMONING ARTS
complete rewrite. The general direction is still the same as in Homebrew Degree: Minor
the original, but be aware that a large part had to be rewritten. Instead of summoning new Daemons (see p. 166) from
this book, SW2.5 uses Daemon Action Charts for
F ULL summoned Daemons. Luckily, Monstrous Lore already
This element was not present in SW2.0, such as new race contains 16th-level Daemon Lada Adroda, so no additional
ability enhancements or spells for new classes. I have tried to changes are needed.
remain as close in spirit and power level to the original
material in SW2.5 and in this book, but it is still an unofficial ABOUT WIZARD AND OTHER -T YPE CLASSES
homebrew that has not been tested and may change to Homebrew Degree: Minor
improve balance or fix errors. When any of the Wizard-Type Classes reaches 16 or
more levels, "Transcendent Spells" can be learned in addition
to the increase in Magic Power. Starting at the 16th level or
higher, for each additional class level, a character can learn
one of the Transcendent Spell of their advanced class (this is
This section can be used without any changes except for the same as learning Techniques, Spellsongs, etc.).
the following: Among Other-Type Classes, Enhancer, Bard, Rider,
Alchemist, Tactician, and Geomancer classes will learn one
of Technique, Spellsong, Stunts, Evocation, Maneuver, and
Aspect per class level increase, as in their rules. Their basic
rules are the same as in part I at p. 22.
You find on p. 182 updated these skills for SW2.5.

180
Homebrew Degree: Minor
No changes are needed for existing races, as they had
almost no changes in SW2.5. However, new SW2.5 races Battle Hymn II Cost MP18

need to be addressed. For Barbarous races at the 16th level, Range/ 1 area (6m
Tar. Caster/- Duration Special Res. N/A
please wait for the Natural History of Dilfrum to be Area Radius)
translated. Sum. Accuracy +3, Damage +3 for any character
Caster offers a battle song to the gods and receives their blessings.
Suppose a character within the area of effect makes a melee or
Homebrew Degree: Full ranged attack. In that case, the character receives a +3 bonus to its
Accuracy check, and all physical and magical damage dealt is
Lykant increased by +3 points. However, the caster can arbitrarily decide
whether or not to give this effect at the beginning of each affected
[Beast Form] will be enhanced. Eff. character's turn.
16th Level This spell lasts as long as the caster continues to sing. The caster
Allows you to now use [Beast Form] as a Minor Action cannot take a Major Action on their turn as long as they are still
singing.
or during Combat Preparation. Returning to human form
This spell does not interfere with the effects of Spellsongs.
still requires a Major Action. Conversely, it is not inhibited by Spellsong. Also, the caster's voice
does not need to be heard by the target.
Meria
[Thriving Life] will be enhanced.
16th Level
Homebrew Degree: Minor
You now gain a +4 bonus to Willpower in natural
environments and under sunlight. Garm's Gate Cost MP48
Instant/3
Range/
Tiens Tar. Touch Touch/- Duration minutes (18 Res. Can’t
Area r)
[Intercommunication] will be enhanced.
Sum. Summons Garm (see p. 166)
16th Level Summons Garm. The Garm follows the caster's instructions for
The Accuracy and Evasion bonus granted to inspired 3 minutes (18 rounds). The summoning is immediate and no
mounts by [Intercommunication] is further increased by +1 offerings are required.
Eff.
(+3 in total). After 3 minutes (18 rounds) have elapsed after the summoning,
the summoned Garm becomes free and can act on its own free will
(usually hostile to non-Daemons).
Alv
[Spirit Drain] will be enhanced.
16th Level
“Range/Area” will be changed to "2(20m)/Target".
Homebrew Degree: Full
Heat Radiation Cost MP40

Any Range/ 2(30m)/ Fortitude/


Tar. Dur. Instant Res.
Point Area Line Half
No changes are needed for this section. Sum. Deals Power 50
Golgaus’s Spirit appears and exhales heat, dealing Power 50 +
Magic Power fire magic damage to the targets.
Eff. Power Crit
③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Value
50 5 6 8 10 10 12 12 13 15 15 ⑩
Homebrew Degree: Major
Only one Combat Feat required changes.
⏩△Big Defender/Tyrant
Cost MP24
VITAL AIM Regilex
Fencer class level 16 or Fencer class, 1 Entire Range/ 2(30m)/ 10 seconds
Req. Use Tar. Duration Res. Optional
higher, [Lethal Strike] [Lethal Strike] Character Area Target (1 r)
When [Lethal Strike I, II, or III] is declared, the bonus Target cannot be targeted by any unique skills, melee or ranged
Sum. Sum.
becomes +2 attacks
When the master declares [Lethal Strike I, II, or III], the Tyrant Regilex’s Spirit protects the target, which cannot be the
Effect power roll receives a +2 bonus instead of +1 (up to 12 target of any unique skills, melee, or ranged attacks, regardless of the
maximum). Eff.
source. It can still be affected by spells.
This is a “Symbolic Lore” spell (see ML, p. 17).

Here are spells requiring changes or spells for classes new


to SW2.5.

181
Appendix

Hollow Tree Gate II Cost MP11 ⏩Maneuver: [Maneuver:


Conditions Careful
1 Large Range/ Careful Guard III Guard II]
Tar. Touch/- Duration Permanent Res. N/A
Tree Area Prer. None (used with Minor Action)
Sum. Can affect up to 5 trees at the same time Edge
This spell is the same as [Hollow Tree Gate] (see ML, p. 25), 5 Edge
Cost
except that the caster can affect up to five trees with the spell. By
Eff. casting this spell on a tree, the caster can decide to which other from Sum. Physical and magic damage reduced by 12 points
the affected by this caster’s spell trees this gate will lead. Tactician predicts all enemy attacks against them.
One tree can only have one gate active at the same time. For 10 seconds (1 round), when Tactician themself
Effect receives physical or magical damage, the damage is
reduced by 12 points. Note that poison, disease, or curse
damage cannot be reduced.

⏩Maneuver: [Maneuver:
Here are non-magical skills that require changes or skills Conditions Resistance
for classes that are new to SW2.5.
Resistance III III]
Prer. None (used with Minor Action)
Edge
5 Edge
Cost
Homebrew Degree: Full Sum. Fortitude and Willpower +10
Instead of Stratagems of 5th rank, which are already The Tactician can predict enemy magic and unique
present in SW2.5 Tactician one new Maneuvers available for skills to prepare for them.
each level for Tacticians of 16th level or higher. Effect
For 10 seconds (1 round), the Tactician gains a +10
bonus to either their Fortitude or Willpower.
△Maneuver: [Maneuver:
Sweeping Conditions Sweeping ⏩Maneuver: [Maneuver:
Victory II Victory] Concentration Conditions Concentration
II]
Prer. When a Tactician reduces an enemy to 0 HP or less III
Edge Prer. None (used with Minor Action)
None
Cost Edge
5 Edge
Sum. Edge +2 Cost
When a Tactician defeats an enemy, their next plan is Sum. Once +4 to Spellcasting check
sped up. The Tactician can declare the use of this The Tactician uses prepared incantation to greatly
Maneuver when they have reduced an enemy Character's increase the spell success rate.
HP to 0 or less through a Melee Attack, Ranged Attack, For 10 seconds (1 round), once when the Tactician
Effect Effect
or spell casting. The Tactician will accumulate 2 Edge themself makes a Spellcasting check, they gain a +4 bonus
points. This Maneuver can be used exceptionally, once to the success value of the Spellcasting check. Once this
per fulfillment of the conditions, ignoring the limit on the bonus is applied, the effect disappears.
number of times it can be used.
⏩Maneuver: [Maneuver:
Conditions
⏩Maneuver: [Maneuver: Efficiency III Efficiency II]
Unexpected Conditions Unexpected Prer. None (used with Minor Action)
Blow II]
Blow III Edge
5 Edge
Prer. None (used with Minor Action) Cost
Edge Sum. Once +12 to magic damage or recovery
5 Edge The Tactician uses carefully prepared incantations to
Cost
Sum. One time Accuracy check +8 and physical damage +8 enhance the effects of their spells. For 10 seconds (1
round), the Tactician gains either +12 to magic damage or
The Tactician themself demonstrates a strategy to
greatly take advantage of the enemy's weakness. Effect +12 to HP recovery from their own spells. If multiple
targets are affected by the spell, this bonus is applied to any
For 10 seconds (1 round), when the Tactician themself
Effect character among them. Once the bonus is applied, the
makes a melee or ranged attack, they gain a +8 bonus to
effect disappears.
Accuracy checks and +8 points of physical damage dealt
per attack. This effect is lost after one use.

⏩Maneuver: [Maneuver:
Conditions
Foresight III Foresight II]
Prer. None (used with Minor Action)
Edge Cost 5 Edge
Sum. Evasion +10
Tactician predicts attacks in greater depth.
Effect For 10 seconds (1 round), the Tactician gets a
+10 bonus to Evasion checks made themself.

182
Homebrew Degree: Full
Heavenly Domain: Heavenly
Cost Qi
Falling Sky 1–4
Duration Instant
Target falls prone and takes
Sum damage and deals “Heavenly Qi Type Bludgeoning
consumed x 4” fixed damage
Sky falls on the target.
Effect It falls prone and takes “Heavenly Qi consumed x
4” fixed damage.

Earthly Domain: Earthly Qi


Cost
Blessed Earth 1–4
Duration Instant
Sum Restores “Earthly Qi consumed x 2” HP
This ability absorbs the vigor of the earth and heals
wounds. When used, the target regains double the
Effect
amount of Earthly Qi consumed in HP.
This Aspect can only be used three times per day.

Spirit Domain: Voice of Spirit Qi


Cost
Cardia 1–4
Duration 10 seconds (1 round)
Sum Restores “Spirit Qi consumed” MP
This Aspect restores inner balance within the
target, allowing them to recover MP equal to the
Effect
amount of “Spirit Qi consumed”.
This Aspect can only be used three times per day.

No changes are needed for this section.

183
Appendix

Designer's Notebook
Kei Kitazawa Tanaka Kouji
Fortuna Code is now available, a supplement that delves In the past of SW2.0, a 15-level character was the
beyond the ordinary and into the uncharted territory of 16 strongest title and a goal to be achieved. But what lies beyond
levels. This book, entitled Fortuna, represents the fourth that? In the world of Raxia, where "man becomes god," what
sword that symbolizes fate and opens up destiny. It is truly a is the process?
book that leads you into the world of Transcendents. We This book, which resulted from the designer's trial and
hope you will experience the realm between man and God. error, embodies "divine guidance" to answer such questions.
Tanaka Kouji produced this book for the production of Due to its concept, this book may seem challenging for those
16+ level data, Miyuki Kiyomatsu for Reputation Business who are just starting with SW2.0 today. However, if you
Rules, and I contributed to the world-building. Ryu Kuroi, dream of one day using the data in this book and saving the
Tanaka Kouji, Miyuki Kiyomatsu, and I all worked on the world from crises, you will surely become proficient. With
sample campaigns, and Tadaaki Kawahito, Bethe Yuli this book, you will be able to save the world from crises and
Kurosaki, and other SW2.0-related staff members explore the "mysteries of the world" hidden beyond them.
contributed to the high-level monster data. We would like to express our gratitude to the Group SNE
Each time we tested characters at the 15+ level, it was staff, editors, and test players who checked the data and
surprising, fun, and very exciting. We hope that you will provided invaluable assistance in preparing this book. Thank
experience the adventures of Transcendents. Of course, it is you very much.
also good to use Transcendents as powerful enemies as well. So, when your characters become Transcendents and
There are as many Fortunas as there are adventures, as save the world, and when you realize the identity of the fourth
many legends as there are. Enjoy your own truly legendary "Swords of Genesis," we will meet again.
adventures.
May the sword of destiny guide you all!

Staff List Web Content


Supervision/Writer: ……………………..Kei Kitazawa
(Group SNE site)
Data Preparation: ……..…………..….… Miyuki Kiyomatsu,
Tanaka Kouji
http://www.groupsne.co.jp/
You can find here errata and FAQ, and interviews.
Campaign Scenario Creation: ………. Kei Kitazawa, Miyuki
Kiyomatsu, Ryu Kuroi,
(Fujimi Shobo official TRPG ONLINE Introduction page
Tanaka Kouji
of “Sword World 2.0”)
Development: ……………………….…… Group SNE
https://fujimi-trpg-online.jp/game/sw.html
This page contains information on downloads for various
Cover Illustration:………………….……. Kususaga Rin, Anji sheets and new releases.
Majima
Color Illustrations:…………………….… Teruko Arai, Ishosho, (SNE's “Sword World 2.0 Days”)
Usui Rina, Kankuro, http://sw2.blog.shinobi.jp/
Konno Takashi, The development diary of Group SNE staff is posted here.
Shiroichi Ohno, Jun
Suemi
Text Illustrations: ……………………...…Teruko Arai, Ishosho,
Original Release Date: 2015/08
Usui Rina, Kankuro,
Translation Release Date: 2023/09
Konno Takashi,
Shiroichi Ohno, Jun
Suemi, Tai Nakajima,
This is a free, unofficial, fan-based translation.
Tomokazu Hara
Please support original creators by buying
Main Map Illustration: ..……………… Yuya Kobayashi Sword World books and supplements
Text Logo Design.:……………………… Rio Toyomoto
Text Design:……………..……………..… Takahiro Sato
Editing:……………………………………… Henshall Eiman

Translation & Editing:….................... Auquid


SW2.5 Homebrew:……………………… Auquid

184
185

You might also like