(ED3) Earthdawn Gamemaster's Companion
(ED3) Earthdawn Gamemaster's Companion
E d i t i o n
Gamemasters
Companion
CREDITS
E a rthdaw n
Thir d
Edition
Gamemasters
Companion
Contact: info@earthdawn.com
G a m e m a sT e rs Com pa n ion
Contents
When beginning a search, it helps if one knows for
what he is searching.
Merrox, Master of the Hall of records
Introduction.................................................. 5
HowtoUseThisBook...................................................... 5
AstralSpace.....................................................6
UsingAstralSpaceinAdventures&Campaigns...... 6
ExploringAstralSpace...................................................... 6
AstralDenizens...................................................................8
AnAstralSpaceGazetteer................................................9
BloodMagic...................................................13
UsingBloodMagicinAdventures&Campaigns......13
History.................................................................................14
DeathMagic.......................................................................15
CreatingNewBloodCharms........................................16
TheHealingArts......................................... 19
TheImportanceofEarlyTreatment.............................19
NaturalMedicines........................................................... 20
HealingMagicandGarlensBlessing..........................24
Resurrection.......................................................................24
LegendaryTreasures............................... 27
AmuletofAgamon........................................................... 27
BandsofFortune............................................................... 27
Bloodwall.............................................................................28
BracersofFirewind..........................................................28
DennasBrooch..................................................................29
DevastatorSpear...............................................................29
DragonMail...................................................................... 30
FarlissDagger.................................................................... 31
KegelsSword..................................................................... 31
KolldarsGloves.................................................................32
LormsAxe..........................................................................32
MaskofOltion...................................................................32
Mirror...................................................................................33
MonturksCarpet.............................................................33
Neverburn...........................................................................34
Nightscar.............................................................................34
NiokusBow........................................................................35
Pathfinder............................................................................36
Purifier................................................................................. 37
Smoke................................................................................... 37
Soulsafe................................................................................ 37
StaffofVylir.......................................................................38
TheBladeofAlemvor.......................................................38
TheIceBladeofOmifan.................................................39
TheLittleTrollsHelm.....................................................39
TheScarabofIlithor........................................................ 40
TheSockofGranak......................................................... 40
TheSwordofFentheri..................................................... 40
TheTalismansofDianuus.............................................. 41
The Amulet of Dianuus..................................................... 41
TheTwilightStaff..............................................................42
TomeofMemory...............................................................43
Truefang.............................................................................. 44
VennasArmor................................................................... 44
CreatingMagicalTreasures..............46
TypesofThreadedItems.................................................46
DesigningThreadedItems.............................................46
Designing Legendary Treasure..................................... 50
Airships&Riverboats.............................. 57
Airships................................................................................ 57
Riverboats.......................................................................... 60
ShipStatistics.....................................................................62
TravelHazards...................................................................63
ShipCombat......................................................................64
ShipWeapons....................................................................66
CustomizingShips..........................................................68
RepairingDamagedShips..............................................69
ShipMaintenance.............................................................70
Gamemaster Characters........................76
Roles.....................................................................................76
Types.....................................................................................76
CreatingGamemasterCharacters............................... 80
GameBalance.................................................................... 81
AdeptGamemasterCharacters.....................................82
Non-AdeptGamemasterCharacters...........................82
TrollCityWatch................................................................83
HumanHorror-ScarredMadman................................83
HumanFoulFolk..............................................................84
HumanCultMember......................................................84
OrkMercenary..................................................................85
DwarfMerchant................................................................85
ObsidimanMessenger.....................................................86
TskrangRiverPirate.......................................................86
ElfSage................................................................................87
OrkScorcher......................................................................87
DwarfScribe......................................................................88
TheranWindlingSpy.......................................................88
HumanTavernOwner....................................................89
HumanVeteranGuard....................................................89
HumanAirSailor............................................................. 90
WindlingArcher................................................................ 91
ElfBeastmaster..................................................................92
OrkCavalryman...............................................................93
OrkElementalist...............................................................94
WindlingIllusionist..........................................................95
TskrangNethermancer...................................................96
HumanScout.....................................................................97
TrollSkyRaider.................................................................98
DwarfSwordmaster..........................................................99
HumanThief................................................................... 100
ElfTroubadour................................................................ 101
ElfWarrior....................................................................... 102
TrollWeaponsmith.........................................................103
HumanWizard............................................................... 104
CreatingCreatures...............................105
DetermineAttributes.....................................................105
DetermineCharacteristics...........................................105
DetermineCreatureTraits.......................................... 106
DetermineAttackStep..................................................107
DetermineKarma...........................................................107
DeterminePowersandSpells......................................107
DetermineLegendAward............................................107
WriteCommentary........................................................ 109
CustomizingCreatures................................................ 110
CReatures.....................................................112
CreatureDescriptions...................................................112
Great Dragons............................................124
OntheAbilitiesofGreatDragons............................ 124
OntheRoleofGreatDragons................................... 124
TypicalGreatDragon.....................................................125
Aban....................................................................................125
Alamaise............................................................................127
Earthroot.......................................................................... 128
Icewing.............................................................................. 129
Mountainshadow............................................................ 131
Usun.................................................................................. 132
Vasdenjas.......................................................................... 133
Vestrivan............................................................................135
NAMED Horrors.......................................... 137
AazhvatMany-Eyes........................................................137
Artificer............................................................................. 139
BoneCrowntheUsurper.............................................142
Buualgathor..................................................................... 144
ChantrelsHorror.......................................................... 146
DespoileroftheLand................................................... 149
Druistadt.......................................................................... 150
Giftbringer....................................................................... 153
Hate....................................................................................155
Joie.......................................................................................155
Nebis.................................................................................. 158
Nemesis............................................................................. 161
Ristul..................................................................................163
Taint....................................................................................165
TheTempter..................................................................... 166
Ubyr................................................................................... 168
Verjigorm........................................................................... 171
Ysrthgrathe........................................................................173
Creating Disciplines............................... 176
WhyNewDisciplines?...................................................176
DesigningaDiscipline...................................................177
DesigningaSpecialist.................................................... 181
DesigningTalents.......................................................... 182
Index.................................................................184
Chapter One
Introduction
...and each page turned revealed yet another nameless terror from that black
realm, and once his mind touched that grim beyond it could not return, not as
it was. Thus we should all beware before seeking knowledge we have no right
to obtain; we should all think twice before exploring the vast infinity and
unknowable vistas that exist in the cold reaches just outside our understanding...
Ivinius, Grand Scholar of the Night Sages
HowtoUseThisBook
C H A P T E R 1 | Introduc tion
Chapter Two
AstralSpace
An interesting question comes to mind.
Is astral space a reflection of our world?
Or is our world merely a reflection of the astral one?
Jandar of Urupa, Human Nethermancer
UsingAstralSpacein
AdventuresandCampaigns
s described in the Players Guide, astral space is intimately connected with the physical world. Because
of this connection, and the abilities of adepts to view
astral space, the gamemaster often needs to provide descriptions
and details for this realm. This section will provide some advice
and suggestions for incorporating astral space and astral sensing into your games.
First of all, like many other aspects of the Earthdawn rules, only
use as much detail as you (and your players) are comfortable with.
If your group doesnt show a lot of interest in the astral counterparts
of the places they visit, dont emphasize it too much. As the players
gain experience with the Earthdawn setting, and gain familiarity
with how the physical and astral worlds are connected, they are
likely to begin exploring it in more depth. You can add more detail
as your game progresses to keep your players interested, as well as
provide clues for their characters to follow up.
At the same time, dont allow astral sensing to give everything
away. Astral sensing is a useful tool, but it cant do everything
there are talents and spells better suited to learning certain types
of information, so dont allow astral sensing to duplicate those
effects (at least without achieving higher result levels). This is
especially true when it come to detecting or analyzing Horror
taint. While the general level of astral corruption can indicate the
presence or influence of a Horror, astral sensing shouldnt reveal a
Horror mark or Horror corruption except in remarkable circumstances. Part of the reason the Horrors are so feared is because
their presence and influence is so hard to detect.
One advantage to the progression of characters through their
Disciplinesfrom Initiate to Masteris that their ability to
view and interact with astral space grows with them. As novices,
the duration and step number of their astral sensing talents are
C H A P T E R 2 | A stral Space
ExploringAstralSpace
EnteringAstralSpace
Astral Projection
NamegiversinAstralSpace
To enter astral space, an adept must transform from a physical being into an astral being. Most often, adepts accomplish this
transformation by using the Spirit Portal spell or Astral Portal spirit
power, but certain legendary artifacts and powers are said to create
similar effects. During the transformation, an adept actually refocuses his pattern, removing his body from the physical world and
converting it to astral energy. Then he joins this astral energy with
his astral imprint to create an astral form for himself.
The adepts life essence provides his astral form with definition, and because the adepts mind and consciousness enter the
astral form during the transformation as well, the adept can control the form as he would control his physical body. Like astral
imprints, an astral form resembles its subjects true nature. Only
the most powerful disguises or illusions can alter the appearance of an adepts true form. Radical alterations to an adepts
pattern will produce a blurred, double-image astral form, but
other characters will be able to discern the two images in the
form (see True to Form in the Workings of Magic chapter on
p.110 of the Players Guide).
Dete cting T h r e a d s
Optional Rule: As adepts gain more proficiency
at astral sensing, one piece of information you may
wish to reveal to them is the presence of permanent
threads attached to patterns. This optional rule provides some guidelines for detecting and analyzing
permanent threads.
An adept may detect a thread if he achieves an
Excellent or better result when examining a subjects pattern. If the thread is active (for example,
an adept is using a magical sword he has woven a
thread to), the magical energy traveling into the pattern from the thread causes the thread to glow more
brightly, lowering the required result to Good or
better. Success on this test only detects the presence of the thread, however; the adept would need
to examine the thread more directly with astral sensing in order to gain more information.
To examine a thread more closely, the adept
makes Astral Sensing Tests against the Spell
Defense of the being (adept, dragon, Horror, and
so on) that wove the thread to the subject. Sometimes these tests require a Good result or higher
to learn any information (some Horrors are very
good at hiding their influence).
What a thread looks like depends on who (or what)
wove it. Most threads resemble small bits of astral
string tied around a portion of the subjects pattern.
The characteristics of the thread, such as color, texture, and shape, vary widely according to the nature
of the thread weaver. For example, threads woven by
a dragon may appear in the shape of a small dragon
holding on to the pattern in some wayt hough
threads rarely identify their weaver so obviously. A
characters ability to gain information from a permanent pattern thread should not be used to identify
other adepts, unless the gamemaster considers such
a development appropriate to the story.
Threads do not establish actual lines between the
weaver and the target. Even if a thread is active, the
connection cannot be followed back to the weaver
like a trail. The weaving being merely attaches a bit
of his astral energy to the target. These bits of energy
tend to share certain characteristics, however, and
may be used by the gamemaster as clues to send the
player characters in a certain direction (whether on
or off the right track). For example, a rough, green,
scaly thread may have been woven by a Beastmaster, a dragon, or even a reptilian Horror. Details
like this can work especially well if they remind the
characters of other unusual details they may have
encountered. The appearance of an unfamiliar or
unusual thread may foreshadow an encounter with
the being that wove it.
The gamemaster determines the specific details a
character learns when examining the thread using
astral sensing based on the result level and the needs
of the story.
C H A P T E R 2 | A stral Space
A stral S pace
Note that an adepts astral form is not the same as his True pattern. A True pattern only represents its subject. The astral form is
the subject completely present in astral space. The subject is alive,
solid and can interact with other purely astral forms.
Namegivers may also transport inanimate objects or matter into
astral space. In such cases, the object or matter ceases to exist in
the physical world and takes on an astral form. Any astral being
can pick up the astral form by making a conscious effort and may
then carry the item with no further thought.
C H A P T E R 2 | A stral Space
TravelinAstralSpace
AstralDenizens
Spirits
A stral S pace
OtherAstralDenizens
AnAstralSpaceGazetteer
Horrors
The most sinister and abhorrent creatures known to exist, Horrors prove especially dangerous in astral space, where they
may take on a wide variety of forms. The more powerful
Horrors can alter their astral forms at will, making
it extremely difficult for astral travelers to recognize the true nature of these foul entities, or to
recognize the same Horror twice.
Countless minor Horrors roam astral space
and, in some instances, the netherworlds,
searching for ways to defile the physical
world. Fortunately for astral beings, this
search consumes most Horrors beyond their
ability to pursue any other goal, and so they
devote little time or attention to actively seeking out astral explorers.
Most of the powerful Horrors that remain in or
near Barsaive, especially Named Horrors, appear
to follow private agendas consisting of devious,
corrupt plans (see the Named Horrors chapter
on p.137). These Horrors rarely roam astral space
without purpose, and so the likelihood of astral
travelers encountering such a Horror by chance
remains slim. However, these Horrors frequent
certain places in astral space that eventually
take on their own taint. Nethermancers call
these locations astral lairs.
An astral lair is an area of astral space
that a Horror has corrupted by its own
deeds and presence, creating for itself a sort
C H A P T E R 2 | A stral Space
NamedAstralLocations
Well of Souls
Of all the Corrupt regions of astral space, the site known as the
Well of Souls is probably the darkest. The Well of Souls corresponds
with the physical location of Mesaloc Kaer, in the present-day
Poison Forest.
During the early years of the Scourge, the kaer
was breached by a powerful Horror that fed
off the pain and anguish of the kaers residents, then bound their spirits to the
ruined kaers pattern so that it could
feed on their tortured souls even
after death.
The severe corruption of the
Well of Souls manifests as
swirling patterns of black and
violent reds that cascade in a
turbulent wash of pain and
anguish. This intense flood
of feelings has been known to
strike uncontrollable terror
into the soul of adepts, and
the warped nature of the
landscape threatens the sanity
of any who behold it. Indeed,
only the bravest and most powerful adepts dare penetrate very
far into the Well of Souls, as the
entire surrounding area is a Corrupt region as well.
On rare occasions, magicians successfully summon Namegiver spirits from
the Well. Invariably, such spirits prove eager to
serve their summoners in return for a few hours of freedom from torment. Unfortunately, none of these spirits has ever
been permanently freed. They must always return to their astral
hell, a pattern indicating that the legendary Horror still resides in
its astral lair, hidden deep within the center of the Well of Souls
or perhaps in the ruins of Mesaloc Kaer.
Idyllic Gardens
10
C H A P T E R 2 | A stral Space
TheNetherworlds
Sylvar
A stral S pace
Cadence
Throne
11
Tekksint
Very few adepts who set out to find Tekksint return, for the high
magic levels make this a veritable Horror haven. In this netherworld,
various types of Horrors exist as the dominant life form and live
according to the laws of survival of the fittest. The strongest mark
large areas as their own; those who fail to submit to their dominance are simply devoured.
The astral space that corresponds to this netherworld is a Corrupt region, and all gateways to Tekksint lie in Corrupt regions.
These conditions make Tekksint one of the most inaccessible of
the charted netherworlds, though particularly skilled adepts travel
here to hone those talents most suited for killing Horrors.
TheElementalPlanes
12
C H A P T E R 2 | A stral Space
Of all the elemental planes, the plane of True earth draws more
adepts than any other. Numerous pockets of True air and True
water exist in this plane, but passing between them is impossible
for any being unable to move through solid earth. Adepts who
make the journey to contact elemental spirits and who survive the
planes harsh conditions will find the spirits that inhabit the Plane
of Earth to be quite cooperative.
Of all the elemental planes, the Plane of Earth suffered the most
during the Scourge, and nearly all its gateways appear in Tainted
or Corrupt regions of astral space.
The Plane of Fire is the most hostile of the elemental planes. Most
everything that enters this planebe it Namegiver, spirit (save
for fire spirits), even a small amount of True wateris immediately consumed by the True fire of the plane. Any character foolish
enough to enter the Plane of Fire would be incinerated almost
instantly, though some powers and spells may grant protection
from the planes dangers for brief periods of time.
The plane is home to several Horrors that apparently relish the
painful burning sensation of its True fire. Other Horrors find pleasure in transporting hapless adepts to the Plane of Fire and feeding
off the brief moment of terrible anguish and pain these Namegivers suffer before dying.
Gateways to the Plane of Fire are generally found in Open regions,
though occasionally they are located in Tainted astral space.
Chapter Three
BloodMagic
Many say that slavery is the worst thing the Therans
brought to Barsaive. I for one, disagree. The worst
they have done still remains among us. It is the use
of our own blood in our magic
Vercian, Wizard of Throal and author of Thoughts Concordia
UsingBloodMagicin
AdventuresandCampaigns
GamemasterConsiderations
13
selves from the Scourge. Blood magic is one of the scars the
Scourge left on this world, one created not by the Horrors, but
by Namegivers themselves.
Whenever player characters use life magic, they should feel
uneasy about doing so. Even their choice to use life magic and
what that choice requires them to do to themselves should disturb the player characters.
Though the world of Earthdawn is trying to recover from a great
physical disaster, its people are also trying to redeem themselves
for the actions they took to fend off the Scourge and the Horrors. Even in pursuit of this noble goal, the ends may not
justify the means, and the player characters should recognize that possibility.
History
TheDissemination
Research
14
C H A P T E R 3 | Blood M ag ic
using blood magic to power existing items, but discovered methods of creating magical items powered solely by blood magic. This
research resulted in what are now known as blood charms and living
armormagical charms and armor that offer their users powerful
benefits or protection when imbued with blood magic.
During the years when research was producing blood charms,
adventurers also found (some say formed) another type of blood
magic. Heroes found that sacrificing their own blood allowed
them to improve their talents and magical abilities beyond their
races physical and mental limits. Magicians used blood magic to
increase the duration of spells, while the followers of other Disciplines used it to enhance the effects of their magical talents. In
a familiar cycle, the widespread use of blood magic strengthened
its power and caused it to manifest in still other forms. Unfortunately, this increased access to blood magic came at a time when
the people of Barsaive were becoming desperate, aware that the
Scourge would soon overtake them.
Protection
TypesofBloodMagic
The use of blood magic has evolved into two distinct practices.
Most characters practice a type of blood magic whose power comes
from small personal sacrifices of ones own life energy. This type of
blood magic has come to be known as life magic. Though all uses of
blood magic permanently mark the user both physically and mentally, the practice of life magic is considered relatively safe.
The term blood magic now refers almost exclusively to magic that
draws its power not from the self-sacrifice of personal life energy,
but from the sacrifice of unwilling victims. Though it is no longer
practiced in Barsaive, rumors say the Therans still use this type
of blood magic. Indeed, many attribute the Therans ages-long
pre-eminence in the magical arts to their continued practice of
sacrificial blood magic.
One faction of magical scholars believes that blood magic poses
no hazard to its users when employed in its original formfor
oaths, charms and so on. These scholars propose that blood magic
serves simply as an extension of the basic tenets of magic, and
that its use poses no more danger to adepts than the use of patterns and threads.
Other scholars claim that blood magic originated with the Horrors. These scholars insist that any use of blood magic draws the
user closer to the Horrors and that those who practice blood magic
must themselves be corrupted. The scholarly world does not fall
strictly into these two camps, however.
A third faction has seen blood magic used for both good and evil.
Though the Blood Wood offers an ever-present example of blood
magic gone horribly wrong, others have benefited from life magic
and suffered no ill effects. These individuals agree that blood magic
offers great power, but also stress that such power demands great
responsibility of those who would use it.
DeathMagic
ecause of its strong association with the painful, horrifying memories of the Scourge, Throal and nearly every
city in Barsaive forbid the use of death magic and exact
extremely serious penalties for its practice. Death magic often
attracts the attentions of the Horrors, and so most Barsaivian practitioners of death magic take care to conceal their activities from
others. We suggest that only gamemaster characters can use the
form of blood magic known as death magic, since characters who
use death magic draw on the life force of other Namegivers to
power acts of magic.
The magicians of Thera still practice death magic, usually using
slaves as sacrificial victims, and this practice serves as another
reason for Throals opposition to Theran rule of Barsaive. The
Therans continue to use death magic solely to gain the power it provides, but even Theran magicians work very hard to avoid attracting
the attention of Horrors when performing death magic.
Death magic is often used in complicated ritual magic. The durations for the use of death magic presented below represent their
use outside of ritual magic. During a magic ritual, making the tests
required to attune to a victim becomes part of the ritual in such a
manner that it can be made at the appropriate time to enhance the
tests for the ritual itself. For example, attuning a victim for shifting the Blood Magic Damage from boosting a ritualistic, hour-long
Thread Weaving Test to it becomes part of the ritualistic Thread
Weaving procedure, but separate tests are still required.
B lood M agic
RawMagicFilter
KarmaBoost
Gamemaster characters may also use death magic to drain a characters life force and boost their own Karma. This use of death magic
mimics the Horror power of Energy Drain, and many scholars
believe that the first characters to use the technique learned it from
Horrors or developed it in an effort to imitate their abilities.
C H A P T E R 3 | Blood M ag ic
15
+5
successful Thread Weaving Test against
Recovery
Test
0
+2
the victims Spell Defense. The victims
Variable Bonus
1/+1
+3
pattern remains attuned for a number of
Choice Between
minutes equal to the magicians Thread
+2
Related Tests
Weaving rank.
One-time Boost
0
+2
Next, the character inflicts damage on
the victim using a weapon or spell, gaining
Bonus Split (Fend)
+2
1 Karma Point for each attack if it inflicts
a Wound. The character may damage the
victim multiple times, until he reaches his Maximum Karma Points.
as the available Karma charms cover pretty much everything that
The character may use this Karma as normal.
can be done with Karma and blood charms. Likewise, there are
some charms that dont fit any category due to their unique nature:
Garlen stones and blood matrices are good examples of these, since
DamageShift
both can only be created by a specific group of people. Improvise
Gamemaster character magicians may use death magic to supply
if a blood charm of your own design cant be created using these
the necessary life force to perform substantial acts of blood magic,
guidelinesuse the following rules as an example and extraposuch as powerful ritual magic. To accomplish damage shift magic,
late where necessary.
the gamemaster magician must first attune the victims pattern
For more information on the game terms used, refer to the Blood
by making a successful Thread Weaving Test against the victims
Charms section in the Goods and Services chapter on p.257 of
Spell Defense.
the Players Guide.
The victims pattern remains attuned for a number of minutes
equal to the magicians Thread Weaving rank. As long as the victims pattern remains attuned, the magician may draw Damage
Alteration
Points from the victim to fulfill any damage requirements (i.e.,
Blood Magic Damage: 1, 2, or 3
Strain or Wounds) of the blood magic rituals or other acts of magic
Strain: 1
that he is performing.
Depatterning Rating: 2
The magician takes no damage himself. If the gamemaster charEnchanting Difficulty: 15+Blood Magic Damage Cost
acter magician is using blood magic to bind an enchantment or
ome blood charms change a users body forever. These charms
magical item to a character, the character receiving the enchantare always susceptible to stress depatterning, but provide
ment or item must take at least 1 Strain in order for the binding
extra abilities in exchange. These charms go beyond what is posto occur.
sible with the other blood charms, but trade greater power for a
higher risk of depatterning. An Alteration charm can provide the
same bonuses as other charms; feel free to alter the base values
given above with any of the modifiers given in the tables for the
other blood charm types. Each bonus provided is increased by one
lood charms are minor magical items that require a small
additional unit, however. If the charm provides an extra ability
amount of the wearers life force in order to bond to the
that the character can use automatically (and doesnt involve any
wearer and to activate the charms magical power. Fretests, such as modified Movement rates), the Blood Magic or Perquently used in the days before the Scourge, blood charms have
manent Damage cost is always 3. Alteration charms are the most
remained popular and enjoy widespread use in Barsaives burgeonlikely group of charms to not be removable and cause Permanent
ing age of exploration, despite the very real cost they exact from
Damage
that can never be healed.
those who wear them.
While player and gamemaster characters can purchase, find, or
even re-create existing blood charms through the use of different
The wings of fire charm grants the ability of flight to a charenchanting techniques, this section is intended to give gamemasters
acter. The gamemaster decides that the Blood Magic Damage
guidelines for the creation of new charms with unique effects.
cost is 3.
Creating a new blood charm follows a series of three steps:
CreatingNewBloodCharms
DeterminetheTypeofEffect
While blood charms have a wide variety of effects, their uses are
usually simple. The first thing that needs to be determined when
creating a new blood charm is the effect the charm provides its
wearer. Most blood charms fit into one of the categories below, but
note that this list is by no means exhaustivefeel free to add your
own categories. For example, we havent added a Karma category,
16
C H A P T E R 3 | Blood M ag ic
Booster
B lood M agic
Enhancement
Involves
+1
+2
Action Test
Poison
C H A P T E R 3 | Blood M ag ic
17
the Step Number or Spell Defense by +1, or the range of the effect
by an additional +5 yards, as shown on the Poison Charm Modifiers Table.
+1
DetermineCharmCharacteristics
18
C H A P T E R 3 | Blood M ag ic
Blood Charm
Cost Table
Type
Cost
Alteration
1001,000
Booster
100500
Enhancement 3001,200
Poison
5002,000
Enchanting
WriteBloodCharmDescription
Chapter Four
TheHealingArts
Nearly every adventurer will undoubtedly suffer injuries or illnesses
at some point during his explorations. To lessen the chance that such
occurrences will prove fatal, we have provided the following excerpt from
A Study of the Healing Arts, a work in progress by Loragale of Travar,
a renowned healer, scholar and questor of Garlen. We are honored
that she chose to grace this volume with her work. In her studies, Lady
Loragale has documented the medicinal properties of more than three
hundred different plants and animals in Barsaive, as well as dozens of
different illnesses and treatments for many kinds of injuries. We have
included a sampling of the Ladys fine work on these subjects, but the
constraints of space prevent us from going into exhaustive detail. Those
seeking to learn more should read the Study when it is completed (at
which time it will be made available from the Great Library, of course).
Thom Edrull, Archivist and Scribe of the Hall of Records
TheImportance
ofEarlyTreatment
19
FirstTreatment
RestandRecovery
Rest and recovery is the best prescription for healing damage. Characters can recover from damage by using their allotted daily Recovery
Tests. At least one hour must pass between each test, and characters
who have lapseed into unconsciousness must wait at least one minute
before making the first Recovery Test. If a character is injured (takes
any damage that is not Permanent or Blood-Magic), he must make a
Recovery Test after each night of rest. Characters with only 1 Recovery
Test per day use their test each morning and can only recover after a
full nights rest. If a character has more than one Recovery Test per day,
the player may make tests during the day as per the rules for Recovering from Damage in the Players Guide, p. 220.
20
C H A P T E R 4 | T he Healing A r t s
Characters often use healing aids, such as booster and healing potions,
to enhance their Recovery Tests. However, a character must be conscious and able to swallow to use such a potionthese healing aids
cannot be poured down an unconscious characters throat. Doing so
inflicts suffocation/drowning damage on the character.
NaturalMedicines
AdeptsBlood
Aloe
Bloodwort
BogMoss
Found in large quantities in marshes along the lakes and tributaries of the Serpent River, bog moss is excellently suited for dressing
wounds. When dried and cleaned, a small amount of bog moss can
absorb a vast amount of liquid. Wounds dressed with bog moss
(and regularly cleaned and changed, of course!) are far less prone
to infection and heal more swiftly and cleanly than wounds not
so treated. The dry moss can be easily stored in loose cloth bags.
Take care to keep it dry, however, as wet bog moss is useless as a
healing aid.
Effect: Bog-moss dressings prevent most infections and help
keep wounds clean if used and changed regularly. They also grant
an additional bonus Recovery Test to the injured character every
second day of treatment. This effect ceases once a character has
healed all of his Wounds and damage which have been treated
with the moss.
Coreliander
DragonsTongue
T h e H e a l i n g A r t s
Eyebright
This small, thorny bush grows amid various species of brambles. Its brilliant violet flowers can be dried and then steeped to
make a tea that improves the imbibers night vision, thus enabling
humans to see at night as well as an elf or an ork. The tea makes
the drinkers eyes unusually wide and sparkling, and its effects
generally last for several hours.
Though the dried flowers retain their potency for months, the
tea loses its effect an hour or two after brewing.
Effect: Fresh eyebright tea gives a human drinker Low-Light
Vision like that of an elf or ork for 2 hours after the tea is taken.
This effect shows itself by a slight shine and sparkle to the drinkers
eyes. Eyebright tea has no effect on other Namegivers.
GarlensHand
Garlic
21
HelmetMushrooms
JikarRoot
The jikar plant is mostly long, wide leaves that spring from a
white, fleshy root. Whether cooked or eaten raw, fresh jikar root
serves as a powerful heart tonic, granting the eater great vigor
and energy. The root can be used to counteract the sleep-inducing effects of some poisons and diseases, as well as to maintain
wakefulness for a full day and night without sleep.
When the effects of the root wear off, the patient will feel tired,
listless and irritable. Prolonged use of jikar root can endanger ones
health, causing chronic nervousness and bouts of irrational terror.
Effect: Fresh jikar root gives the character a powerful energy boost
that allows him to immediately recover all damage from Strain and
Fatigue. However, when the root wears off, the character gains all that
damage back again and must recover it normally. This can be dangerous if the character has continued to exert himself since taking the
root; the accumulated damage can render the character unconscious or even kill him if it exceeds his Death Rating.
MahoganyTrinrose
MistBlossoms
22
C H A P T E R 4 | T he Healing A r t s
MynbrujesBalm
Sarfran
Also known as bone stem, the sarfran plant has a thin, brittle,
cream-colored stem and broad, jagged leaves. When broken in
pieces and boiled, the stem and leaves yield a milky broth that pro-
SerpentVine
induce a state of single-minded concentration on whatever objective those who consume it have in mind. This stubborn attention
to one single thing tends to make a character who eats surrunic
rude and thoughtless toward others, especially if those others are
attempting to change his mind. According to persistent rumor,
Theran spies use surrunic to resist interrogation.
Effect: Surrunic seeds give a character who chews them or drinks
them in tea a +3 bonus to his Social Defense for all Interaction Tests
made against him. However, surrunic also imposes a 3 penalty
on all of the characters own tests against other characters Social
Defense and makes the character single-minded, brusque and rude.
These effects usually last for a couple of hours.
Thalen
SkyLotus
Trailfruit
Sindolin
The sky lotus is a rare water-lily species that grows only in the
calm eddies near the banks of the Tylon River north of Kratas. The
sky lotus bears a beautiful blue flower sometime after midsummer.
Soon after the flower opens, the lily begins to float above the surface
of the water, with only a thin, threadlike stem connecting the bloom
to its roots. By late summer, the flower typically hovers 10 yards or
so above the water. This phenomenon is caused by the small pockets
of elemental air that sky lotuses trap within their bulbs. As summer
progresses, the sky lotus bulbs expand, absorbing yet more of the
precious elemental substance and causing the lotuses to float ever
higher. Astellan of Kratas has observed that when fall comes and the
lotuses wither, their bulbs simply drift away on the wind.
Effect: Alchemists and magicians across Barsaive will pay up to
12 silver pieces for a sky lotus bulb. 10 to 12 such bulbs allow the
magician to extract one kernel of True air.
StarRoot
A low-growing forest plant, star root has silvery leaves covered with
delicate hair and bears a small, star-shaped flower. The fruit of the
flower, a dark blue berry, can be crushed and the juice mixed with
wine to make a tincture that helps to counteract the effects of poisons
and cleanse them from the body. However, star root closely resembles
night root, which is a deadly poison if taken internally. Thus, one must
gather star root with great care to avoid making a potentially fatal mistake. The leaves of night root are lighter on the underside than those
of star root, and the berries are somewhat darker in color.
Effect: Consuming the juice of star root berries lets the character make an immediate Toughness Test against the Spell Defense
of any poison in his body.
Surrunic
The surrunic plant has a hard, brown stalk that produces pods
filled with small black seeds. When roasted, these seeds can be
chewed or brewed into a dark tea. In either of these forms, the seeds
T h e H e a l i n g A r t s
Tranceweed
Vreela
Vreela grows in a thin, woody stalk one to two feet tall, from
which spring thin leaves that are slightly curled along the edges.
Fresh leaves, bruised and then boiled in water, make a poultice
that relieves the pain of many wounds. This poultice will make the
patient slightly drowsy and disoriented, however.
If taken internally, vreela induces convulsions and vomiting,
followed by unconsciousness. If enough is consumed, the victim
C H A P T E R 4 | T he Healing A r t s
23
HealingMagicand
GarlensBlessing
24
C H A P T E R 4 | T he Healing A r t s
Though the power of Garlen allows us to work seeming miracles, it is not without limit. Questors of the healing Passion must
all learn the hard lesson that we cannot cure all the worlds suffering or even all the suffering we see. Few questors can halt the
ravages of disease or poison without the aid of herbal medicines
and other non-magical cures, and even Garlen cannot always hold
back the specter of Death.
Resurrection
ertain Earthdawn talents, spells and items enable characters to cheat death by avoiding it at the moment it comes
knocking or even resurrecting dead characters. Both methods are difficult, but the former is more common than the latter.
Death cheat blood charms, the Life Check talent and last chance
salves all enable a character to escape death at the moment of reckoning by allowing the character to make an immediate Recovery
Test. If the test result heals enough of the characters Total Damage
to prevent it from exceeding his Death Rating, the character lives.
Resurrecting characters who have been dead for some time
from hours to centuriesrequires even more powerful magic.
When using spells such as Journey to Life, the subject can have
been dead only a short time. For characters who have been dead
for a long time, returning them to life is best handled as a special
adventure in which the dead characters companions and friends
travel into the realm of Death and attempt to return their loved
one to the world of the living.
T h e H e a l i n g A r t s
BloodMagicandSpells
TheKingdomofDeath
Of the form and substance of Deaths realm, we can know nothing for certain. Of traveling to and from it, we know a little. Death
comes to Namegivers when the body can no longer sustain its
True patternwith the pattern broken, the spirit f lees its confines and enters the Kingdom of Death. (Some spirits remain in
the world of the living as creatures of astral space, bound to life
by some vow or strong magic, such as the workings of Horrors
but such things are the province of Nethermancers and beyond
the scope of this work.)
Once the spirit has f led, only powerful magic can bring a
Namegiver back to life. Some charms, magical salves and whatnot
can prevent the spirit from fleeing the dying body, if they are administered in time. I know certain Warrior adepts who use their fierce
magic to come back from the brink of death in battle or bargain
with Death, gaining themselves longer life by promising to surrender to Death when their last battle is over. Other enchantments of
even greater power can allow a spirit to return from Deaths kingdom. However, retrieving a spirit that has fallen under Deaths
4
dominion is a heroic task that only the strongest magic and bravest heart can accomplish.
Long ago, before the Scourge, the Thief adept Josara lived in the
human kingdom of Landis. Josara had performed many a daring
deed and was far advanced in the ways of her Discipline. So skilled
a Thief was she that she could steal the sun and the moon from the
sky if she chose to.
Of all the treasures Josara ever stole, the one she loved most was
the heart of her husband, the Air Sailor Orlan Windrunner. Now
C H A P T E R 4 | T he Healing A r t s
25
26
C H A P T E R 4 | T he Healing A r t s
Chapter Five
LegendaryTreasures
Keep that gleam in your eye, boy. Treasure such as I
have seen gleams even more. See what I have seen and
you too will risk death to hold it, to call it yours.
Garlthik One-Eye, Ork Thief
AmuletofAgamon
Maximum Threads: 2
Spell Defense: 24
Legend Point Cost: Master
This amulet consists of a ruby gem fastened into a gold setting
fashioned in the shape of a scarab. The amulets red cord boasts a
number of smaller gems, all in settings similar to that framing the
large gem. The amulets settings are made of a gold/orichalcum
alloy that gives the jewelry an unusual luster and means that the
metal never needs polishing and cannot be scratched.
This rare treasure is one of relatively few magical items created
since the Scourge. The magician Agamon hailed from a citadel
nestled in the Thunder Mountains. He led a party of heroes out
into Barsaive shortly after the end of the Scourge. He created this
amulet during his travels as a means of storing additional spell
matrices, but the amulet gained additional defensive power as
his journeys continued.
Key Knowledge: The wearer must learn the Name of the place
where Agamon created the amulet.
Effect: The amulet now holds a spell matrix of a rank equal to
the thread rank. This is treated as if the amulet was also a Spell
Matrix Object (Players Guide, p.280).
BandsofFortune
Maximum Threads: 1
Spell Defense: 18
Legend Point Cost: Warden
The Bands of Fortune are a mismatched set of bandsa silver
circlet, an iron ring, a gold ring, a leather headband, and a bronze
forearm bracefirst wielded by an adventuring group called Fortunes Favorites. The group met its end at the hands of a Horror
that, ironically, defeated them primarily through its Cursed
Luck power. The bands are thought to have been scattered across
Barsaive since the demise of their original owners.
The bands were the adventurers group pattern items but have
since taken on additional properties. Each of the bands has
become a magical treasure in its own right, and can be used independently of the others. However, the bands can be used only by
characters who have woven threads to a group pattern.
Key Knowledge: The wearer must learn that his band is one
of the Bands of Fortune and must learn that specific bands
Name.
Deed: The wearer must have woven a thread to a Group True
Pattern item.
Effect: The wearer may store a number of Karma Points up to
the woven Thread Rank to the band; he decides whether Karma
is stored in the band or his normal Karma Pool when performing
his Karma Ritual. The wearer can transfer Karma Points between
his normal Karma Pool and the band as a Standard Action by
taking 1 Strain per Karma Point transferred.
Key Knowledge: The wearer must learn the Name, Discipline, and race of the member of Fortunes Favorites who wore
this particular band.
Effect: The wearer gains a +1 bonus to the Karma Step of any
Karma Points spent from the band.
27
Effect: For 3 Strain, the wearer spends all Karma Points stored in
the band on a single Action Test for which he can normally spend
Karma. Also, as a Standard Action, the wearer may transfer Karma
Points to another of the Bands of Fortune if its wearer has woven a
thread to the same Group True Pattern and is within line of sight,
taking 1 Strain per Karma Point transferred.
Bloodwall
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Warden
Bloodwall is a large oval shield made from translucent red crystal, with an inlay of beaten copper and gold around its rim. The
shields frame supports the crystal, enabling the wielder to see
through the shield as through red glass.
Bloodwall was made by the troll Weaponsmith Nemar Firewalker
in the years before the Scourge. Following an inspiration from his
Passion, Upandal, Nemar traveled on foot across the Twilight Peaks
to Deaths Sea. Filled with the Passions power, he walked across
the seas burning surface to a small fools island, where he discovered a sheet of living crystal as red as blood. He took the crystal
and returned safely to the shore, with an image of the crystals true
form burning in his mind.
Gripped by the fever of creation, Nemar set up his tools along
the shore of Deaths Sea. He worked tirelessly for days in the burning heat, carving and shaping the crystal and forging the frame to
hold it. When his work was finished, he returned to his trollmoot
bearing the finest shield that their Sky Raiders and Warriors had
ever seen. Nemar Named the shield Bloodwall and presented it to
Odan Astaru, the chief of his clan, as a gift. The chieftain was greatly
honored, and the story of Nemar Firewalker was told throughout
the trollmoots of the Twilight Peaks.
Bloodwall was lost when Firewalkers trollmoot was decimated
shortly before the Scourge. Though the tale of the Weaponsmith
and his magical creation have survived, no one has yet discovered
the fate of Bloodwall.
With no threads attached, the shield is treated as a standard
crystal raider shield.
Key Knowledge: The wielder must learn that the shields Name
is Bloodwall.
Effect: The shield is now Physical Armor 5 and Mystic Armor 5.
Deed: The wielder must travel to Deaths Sea and call upon the
Passion Upandal to witness the glory of Nemar Firewalkers creation. Then the wielder must step into the sea, trusting in the power
of Bloodwall and Upandal to protect him. The wielder makes a
Willpower (12) Test. If the test succeeds, he can walk across the
surface of the Deaths Sea and back without harm. If the test fails,
the wielder suffers Step 30 damage from the molten stone and
cannot attempt the Deed again for a year and a day.
Effect: The wielder gains the power Bloodwall Vision. While
looking through the crystal of the shield, the wielder gains a +3
rank bonus to his Astral Sight talent, but he can only see astral
space in the field of vision covered by the shield. Any Astral Sight
Tests made automatically counts as Sensing Tests for illusions in
the field of astral vision.
BracersofFirewind
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Warden
These two golden arm bracers were wielded by the legendary
Elementalist Aras Firewind, renowned before the Scourge for
her prowess with spells of fire and air. The details of her demise,
rumored to have occurred during the final days before the Scourge,
remain a mystery. Ornate engraving and gems decorate both bracers. The ruby-studded Fire bracer features images of flames. The
sapphire-studded Wind bracer features images of clouds and
storms.
Key Knowledge: The wearer must learn that the bracers are
Named the Bracers of Firewind.
Effect: The wearer gains a +1 bonus to his Spellcasting and
Thread Weaving (Elementalism) Tests.
Key Knowledge: The wielder must learn the story of Nemar Firewalker and how he created Bloodwall by the shores of Deaths Sea.
Effect: Bloodwall helps the wielder defend against attacks that
rely on eye contact (such as the Frighten or Steely Stare talents).
If the wielder views his opponent through the translucent crystal
of the shield, he may avoid any attack directed against his eyes or
relying on eye contact. The wielder may make an Avoid Blow or
Parry Test against his opponents Attack Test result to avoid being
affected, even if the attack targets his Spell or Social Defense. The
shield is now Initiative Penalty 1.
28
Effect: For 1 Strain, the wearer can throw a bolt of fire or air at
a target up to 50 yards away. The wearer makes a Spellcasting Test
against the targets Spell Defense. The wielder may use his Perception step to make the Spellcasting Test if he does not know the
Spellcasting talent. If the test succeeds, the target is struck; the type
of bolt determines the effect. With a fire bolt, the wearer makes a
Willpower+2 Test to determine how much damage is inflicted on
the target. Physical Armor protects against this damage. With an air
bolt, the wearer makes a Willpower Test, the result of which is the
Difficulty Number for a Knockdown Test the target has to immediately make, though the target takes no damage from the bolt.
Key Knowledge: The wearer must learn where the bracers were
created.
Effect: The wearer adds +1 to his Spell Defense. The wearer now
makes a Willpower+6 Test for the fire bolt, and a Willpower+4
Test for the air bolt.
Effect: The fire and air bolts range increases to 150 yards. The
wearer gains a +2 bonus to his Spellcasting and Thread Weaving
(Elementalism) Tests.
Deed: The wearer must find out what became of Aras Firewind
and pay tribute to her memory at the site of her demise.
Effect: The wearer adds +2 to his Physical and Spell Defense.
The wearer now makes a Willpower+2 Test for the fire shield and
wind shield powers.
DennasBrooch
Maximum Threads: 2
Spell Defense: 15
Legend Point Cost: Journeyman
Denna was an elven Elementalist who lived in Wyrm Wood before
the Scourge. Though she left the Wyrm Wood to find more reliable
protection against the Horrors, she remained loyal in mind and heart
to the Elven Court, hoping it would survive the coming devastation.
Determined to help if she could, Denna studied elemental wood
and its magics. Before she left Wyrm Wood, Dennas father, one of
Queen Alachias advisors, gave her this brooch to remind her of her
home. After leaving Wyrm Wood, Denna became a known scholar
of the history of the elven nations, recording a history of the Elven
court from the time of the Schism to the (then) present.
Dennas Brooch is made of silver edged with fine gold. The shape
of the brooch is an inverted triangle, two inches to each side. In the
center of the triangle is a starburst fashioned from red jewels.
Key Knowledge: The wearer must learn that the brooch is Dennas Brooch.
Effect: The wearer gains a +2 bonus to Spellcasting Tests when
casting Elementalism spells.
Deed: The wearer must travel to the site of Dennas home within
Wyrm Wood, now Blood Wood, and remain there for five days and
nights. During this time, the wearer can take no action against any
living denizen of the Blood Wood.
Effect: The wearer gains a +2 bonus to any Research or Knowledge Tests he makes while researching any aspect of the history
of Barsaive.
Effect: The wearer gains a +3 bonus to any Research or Knowledge Tests he makes while researching any aspect of the history
of the Elven Court or its legends.
DevastatorSpear
Maximum Threads: 2
Spell Defense: 14
Legend Point Cost: Journeyman
Frightening in appearance, this spear is an eight-foot length of
dark brown wood lined with runes that depict its origins. Rumor
claims that the spear was constructed using the blood of a Horror
as the source of its enchantment. The tip of the spear is made of
chiseled obsidian, polished to a blinding sheen. The magic of the
spear maintains the shine of its tip, which never dulls.
Despite its appearance and size, with no threads woven to it,
the spear has the same characteristics as a normal spear, including thrown Range.
Key Knowledge: The wielder must learn that the Name of this
spear is the Devastator Spear.
Effect: The spear is now Damage Step 7.
C H A P T E R 5 | L egendar y Trea sure s
29
Key Knowledge: The wearer must learn that the Name of the
armor is Trakir Elthro (the draconic words for dragon-proof ).
Effect: The armor is now Physical Armor 11.
Key Knowledge: The wielder must learn the Name of the first
victim slain by the spear.
Effect: The spear is now Damage Step 8.
Effect: The spear increases the wielders nimbleness when avoiding attacks. The wielder adds +2 to his Physical Defense while
wielding the spear.
Key Knowledge: The wielder must learn the Name of the Horror
whose blood was used in the construction of the spear.
Effect: The spear is now Damage Step 10. The wielder gains a +4
bonus to Throwing Weapons Tests when throwing the spear.
DragonMail
Maximum Threads: 1
Spell Defense: 21
Legend Point Cost: Master
The Dragon Mail is a suit of 6 to 8 layers of chain mail woven
from an extremely fine wire and forged of a black metal unlike any
commonly worked metal in Barsaive. The suit is tailored for an ork
or perhaps a human, though an elf could also wear it comfortably.
Astral examination of the armor or a successful Item History Test
against the armors Spell Defense reveals that it is saturated with
dragon or dragon-like magic.
This unique chain mail suit was created by a great dragon for
one of his servants to wear while in human-like form. The suit was
30
Key Knowledge: The wearer must learn the Name of the first
person to own the armor.
Effect: powers. The result level required to inflict an ArmorDefeating Hit against the wearer is now one higher (usually from
Excellent to Extraordinary instead of Excellent), and attacks made
by dragons cannot inflict Armor-Defeating Hits against the wearer.
The wearer is also immune to the Venom dragon power.
Key Knowledge: The wearer must learn the Name of the dragon
that created the armor.
Effect: The armor is now Initiative Penalty 1. The wearer adds
+6 to his Mystic Armor against magical attacks made by dragons
and drakes.
Key Knowledge: The wearer must learn that the person for
whom the armor was created was killed by a dragon.
Effect: The armor is now Physical Armor 12 and Mystic Armor 2.
Effect: The armor does not have an Initiative Penalty. The wearer
adds +8 to his Mystic Armor against magical attacks made by dragons and drakes.
Key Knowledge: The wearer must learn why the dragon created the armor.
Effect: The dragon to whom the wearer swore the blood oath
may give some of its own Karma Points to the wearer. These points
are stored in the armor, and the wearer can spend them as normal.
When the wearer spends these Karma Points, he uses the dragons
Karma Step instead of his own. If the armor stores a mix of the
dragons and the characters Karma Points, these are kept track of
separately, but both are added to count against the limit of 10.
FarlissDagger
Maximum Threads: 2
Spell Defense: 14
Legend Point Cost: Journeyman
Farliss the Great once wielded this dagger. A Troubadour in the
time before the Scourge, Farliss told stories describing the legends
of the Martyr Scholar and of Jaron the Everliving, and he personally battled the Horrors throughout Barsaive.
Farliss Dagger has an ebony handle distinguished by a deep
blue gem set in its pommel. The blade is made of shining steel, with
blackened runes etched on either side. Without any threads woven
to it, it has the same characteristics as a normal dagger.
Key Knowledge: The wielder must learn that the Name of this
weapon is Farliss Dagger.
Effect: The dagger is now Damage Step 3.
Key Knowledge: In the early days of the Scourge, Farliss traveled all across the province battling Horrors. At the end, when
he was forced to retreat into a kaer, he chose to join the village
of Tardim. The wielder must learn where Farliss lived during the
Scourge, and how he died.
Effect: The dagger is now Damage Step 5.
Deed: The wielder must locate and visit Farliss tomb. There he
must pledge to spread the legend of Farliss across Barsaive.
Effect: The dagger can now detect the presence of Horrors and
Horror constructs. For 1 Strain, the wielder makes a Perception Test
against the Spell Defense of the closest Horror or Horror construct
within 500 yards. If the test succeeds, the gem in the pommel of the
dagger glows a faint blue for 10 combat rounds. This ability does not
KegelsSword
Maximum Threads: 2
Spell Defense: 17
Legend Point Cost: Warden
The dwarf Warrior Kegel used this sword for nearly 20 years. It
was buried with him when he died, but stolen by tomb robbers.
Rumors of its subsequent appearances and disappearances still
make the rounds of tavern gossip.
Kegels Sword is a broadsword of shorter-than-average length.
The swords hilt contains a small ruby that glows when the swords
magic is activated. The blade is a dull steel-gray, with fine runes
carved along it. These runes describe some of Kegels adventures.
The tip of this sword is blackened, as if by long exposure to soot
and ash. With no thread woven it, the sword has the same characteristics as a normal broadsword.
Key Knowledge: The wielder must learn that the Name of this
sword is Kegels Sword. He must also learn the Name of Kegels
beloved, to whom he pledged the sword.
Effect: The sword is now Damage Step 8.
Effect: The sword is now Damage Step 9. For 1 Strain, the wielder
may make the tip of the sword blaze into flame, acting as if it were
a torch. Each use of this effect lasts for one hour, or until the flame
is extinguished.
Key Knowledge: The wielder must learn the Name of the swords
creator.
Effect: The wielder adds +1 to his Physical Defense. For 1 Strain,
the wielder can attach himself firmly to the earth. The wielder gains
a +6 bonus to his next Knockdown Test. The effect lasts for one
hour, or until used, whichever comes first.
31
Effect: The sword is now Damage Step 10. For 1 Strain, the
wielder can call on the power of the winds to chill the blade edge
to bone-freezing cold. When used against a target affected by cold,
the wielder gains a +6 bonus to his next Damage Test. The chilled
edge lasts for one hour, or until used, whichever comes first.
LormsAxe
Maximum Threads: 2
Spell Defense: 7
Legend Point Cost: Journeyman
Lorms Axe is a large battle-axe and belonged to Lorm, a fledgling
troll hero who died in Kaer Jalendale. The handle is made of lightcolored oak. The blade has large black stains along both edges.
With no threads woven to it, the axe has the same characteristics as
a normal battle-axe, but is extremely heavy, weighing 15 pounds.
KolldarsGloves
Maximum Threads: 3
Spell Defense: 18
Legend Point Cost: Warden
These gloves belonged to Kolldar the Thief, an ork who lived in
the ancient ork kingdom of Cara Fahd. The gloves once belonged to
a wealthy merchant who flaunted the gloves in public. Kolldar saw
the merchants attitude as a challenge, and stole the gloves to use in
his training as a Thief adept. The gloves are made of fine, light brown
leather, stitched with an intricate pattern in bright blue thread. Though
sized for an ork, the gloves magically adjust to fit any size hand.
Key Knowledge: The wearer must learn that the Name of the
gloves are Kolldars Gloves.
Effect: The wearer gains a +1 rank bonus to his Lock Picking
talent.
Key Knowledge: The wielder must learn the Name of the person
from whom Kolldar stole the gloves.
Effect: The wearer gains a +1 rank bonus to his Picking Pockets talent.
Key Knowledge: The wielder must learn that the Name of the
axe is Lorms Axe.
Effect: The axe is now Damage Step 12.
Deed: Lorms Axe is destined to blood Horrors and their constructs. The wielder must inscribe his own Name on the haft of the
axe. The wielder then hunts down a Horror or a Horror construct,
invokes Lorms name, and strikes his opponent in close combat.
Effect: The axe is now Damage Step 13.
Key Knowledge: The wielder must learn the Name of the axes
creator.
Effect: The wielder adds +1 to his Physical Defense.
Effect: The axe is now Damage Step 14. The wielder adds +1 to
his Spell Defense.
Key Knowledge: The wielder must learn the Name of the trollmoot to which Lorm belonged.
Effect: The wielder adds +2 to his Spell and Physical Defense.
Effect: The wearer gains a +2 rank bonus to his Picking Pockets talent.
Key Knowledge: Kolldar was also known for his talent for dealing
with traps, both magical and mundane. His prowess in this area is generally attributed to his gloves, which the ork considered a lucky charm.
The wearer must learn the nickname Kolldar gave his gloves.
32
MaskofOltion
Maximum Threads: 2
Spell Defense: 16
Legend Point Cost: Journeyman
Oltion was a Wizard known for his intricate devices and peculiar
sense of humor. He created dozens of items, most of them utilitarian, most not meant for use in combat. The Mask of Oltion is a
fine silken mask with eye and mouth slits. When affixed properly,
it covers a persons entire face. The mask is a deep royal blue, and
the eye and mouth slits are embroidered in pale blue.
Mirror
Maximum Threads: 1
Spell Defense: 15
Legend Point Cost: Journeyman
The ironwood buckler known as Mirror sports a dull iron plate
in its center, a reinforcing rim of bronze, and espagra-leather hand
straps. The Weaponsmith who forged this buckler created it as
a companion piece to the broadsword Named Smoke (p.203).
Without a thread attached to it, Mirror has the same characteristics as a normal buckler.
Key Knowledge: The wielder must learn that the Name of the
shield is Mirror.
Effect: The wielder adds +1 to his Physical Defense.
Key Knowledge: The wearer must learn that the Name of the
mask is the Mask of Oltion.
Effect: The wearer gains a +1 bonus to his Recovery Tests.
Effect: The mask will mimic the face of any character the wearer
can remember. The wearer gains a +2 bonus to any Charisma-based
Tests he makes when attempting to deceive others into believing
he is the person whose face he wears.
Key Knowledge: The wearer must learn the Name of the adventuring group to which Oltion belonged.
Effect: For 5 Strain, the wearer can create a giant column of
flame that erupts on top of a target up to 60 yards away. The wearer
makes a Spellcasting Test against the targets Spell Defense. The
wielder may use his Perception step to make the Spellcasting Test
if he does not know the Spellcasting talent. If the test succeeds, a
pillar of fire erupts from where the target is standing. The wearer
makes a Willpower+30 Test to determine how much damage is
inflicted. Physical Armor protects against this damage. (Oltion
built this last effect into the mask primarily because no one else
had figured out how to build such a big effect into a device with
so many other innocuous effects. He also apparently grew weary
Key Knowledge: The wielder must learn that the Name of the
shields creator is Vsthrix, a tskrang Weaponsmith.
Effect: The shield is now Physical Armor 4 and Mystic Armor
2. The wielder adds +2 to his Physical Defense.
Deed: The wielder must locate the sword Smoke and attach a
thread to it.
Effect: The shield gains the Blinding Reflection ability. For
1 Strain, the iron plate brightens. Any opponent who can see the
shield is distracted by light gleaming off the metal. The wielders
opponent must make a Perception (7) Test. If the test fails, the
wielder gains a +3 bonus to his next Attack Test against that opponent. If the sword Smoke is ever lost, the wielder cannot use the
blinding reflection ability until the sword is recovered.
MonturksCarpet
Maximum Threads: 2
Spell Defense: 19
Legend Point Cost: Warden
Monturk was a Theran Wizard, a dwarf killed for throwing his lot
in with the wrong Theran faction. Though he failed in his attempt
to create a permanent flying carpet, he ended up creating a far more
unusual object than just a flying rug.
Monturks Carpet is a small 6 foot by 4 foot carpet, its edges
fringed in fine golden silk. The multi-colored designs and patterns
on the carpet are of Theran origin, set against a striped background
of blue, red, and yellow. Woven into these stripes are threads of
gold and luminescent elemental air.
Key Knowledge: The owner must learn that the Name of the
carpet is Monturks Carpet.
Effect: The carpet is alive, but remains dormant until a thread
is attached to it. The mystical energy from the thread revives the
carpet. Monturks Carpet can fly, but is not strong enough to carry
much weight. In addition, its temperament is ill-suited for flying
carpet-hoodeven if able to do so, the carpet generally refuses
to carry other living beings, although it is sometimes willing to
carry letters or small packages weighing no more than five pounds.
Monturks Carpet will serve its master in other ways. It can scout
ahead, fight alongside its master, and use other abilities as the
thread rank increases.
C H A P T E R 5 | L egendar y Trea sure s
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Monturks Carpet
DEX: 5
STR: 2
PER: 5
WIL: 4
Initiative: 8
Actions: 1
Attack (1): 6
Damage:
Unarmed (2): 4
Death: 63
Unconsciousness: NA
Wound Threshold: 18
Legend Award: NA
Powers: Spellcasting (2): 7
TOU: 13
CHA: 4
Physical Defense: 7
Spell Defense: 9
Social Defense: NA
Physical Armor: 4
Mystic Armor: 3
Recovery Tests: 6
Knockdown: NA
Movement: 6*
Effect: The carpet gains the ability to make tones and whistles.
It cannot speak words, but will try to communicate simple ideas
through sounds that the owner will learn to understand in due
time. The carpet gains a +2 bonus to its Initiative, Attack, and
Damage Tests.
Key Knowledge: The owner must learn how and in what year
Monturk was killed.
Effect: The carpet may transfer Recovery Tests to its owner.
The carpet makes a Spellcasting Test against the owners Spell
Defense. If the test succeeds, one of the carpets Recovery Tests
is transferred to the character. The owner makes that Recovery
Test using the carpets Toughness step rather than the characters
Toughness step, but cannot use any other means to increase the
step. The carpet may transfer a number of Recovery Tests per day
up to the Thread Rank woven to the carpet.
Deed: The carpet was worked with threads of gold and elemental air, worth 2,500 silver pieces (500 for the gold, 2,000 for the
elemental air). Neglect and a harrowing escape from Monturks
enemies have damaged these threads. Having the rug rewoven
strengthens the magic in the carpet.
Effect: The carpet forms a telepathic link with its owner through
which both can transmit speech-like thoughts. The link has a range
of 250 yards, and is a Free Action to use. The carpet adds a +2 bonus
to its Physical and Spell Defense.
Neverburn
Maximum Threads: 2
Spell Defense: 14
Legend Point Cost: Novice
The magical torch called Neverburn was created as a dying legacy
by Gathrad, a troll Illusionist who was seriously wounded by ghouls
and succumbed to the ghoul poison in his system. Without a thread
woven to it, Neverburn looks like a normal torch.
Key Knowledge: The wielder must learn that the Name of the
torch is Neverburn.
Effect: As soon as a thread is woven to the torch, it glows in a
manner similar to the Light spell (Players Guide, p.181). The light
cannot be doused except by concealing the torch.
Key Knowledge: The wielder must learn that the Name of the
torchs creator was Gathrad.
Effect: The wielder may turn the torch on or off by speaking
its Name and giving the appropriate command: Neverburn off
turns off the torch; Neverburn on turns it on.
Key Knowledge: The wielder must learn that Gathrad was killed
by ghoul poison.
Effect: The wielder gains a +3 bonus to tests made to resist ghoul
poison.
Nightscar
Maximum Threads: 2
Spell Defense: 23
Legend Point Cost: Master
A Nethermancer named Noir Darkwind created Nightscar
during the Scourge as a weapon against Horrors. Darkwind imprisoned an ally spirit Named Gloom within the blade to give the
wielder additional powers to call upon and to give the sword its
own intelligence and experience. Gloom can telepathically communicate with anyone who has woven a Rank 2 or higher thread
to the sword, but the spirit has come to resent its imprisonment
after a few hundred years and wants only to be free from Nightscar.
Unfortunately, Glooms freedom would mean the destruction of
the sword, and so far no wielder has been willing to destroy Nightscar to release an ally spirit that might very well be insane after
centuries of imprisonment.
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NiokusBow
35
Horror, and to keep if he killed it. Impressed by her willing sacrifice, Talondel accepted the offer. The power of the oath somehow
allowed Talondel to use the bow while it still drew power from
Niokus thread.
Talondel slew the Horror, then disappeared. Nearly fourteen
months later he returned and gave the bow back to Nioku, saying
that from this day forward he must use his own magic. As Nioku
touched her bow, it began to glow, then became translucent with
a silvery sheen. The bow had taken its most powerful form. The
wielder must learn the legend, and the Name of Niokus elven
Archer competitor.
Deed: The wielder must give the bow to a previously defeated
enemy. The enemy will perform a Deed with the bow, and is then
entitled to keep the bow. Whether or not the enemy character ever
returns the bow is up to him. The wielder may not accompany the
other character, nor send anyone else along with him, either to help
or keep an eye on the enemy; the former enemy is on his own. The
bow continues to draw power from the wielders thread.
Effect: The wielder adds +2 to his Physical and Spell Defense.
Key Knowledge: The wielder must learn the Name of the Horror
that Talondel killed using Niokus Bow.
Effect: The bow is now Damage Step 14. The wielder gains a +2
bonus to his Willpower Tests when resisting the effects of spells
or other magical effects.
Effect: The bow becomes translucent and silvery like a silverspeckled moonbeam. The bow is now Damage Step 15. The wielder
gains a +3 bonus to Attack Tests made for the bow.
Pathfinder
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Warden
Pathfinder was made by the dwarf Scout Flannon Farseer, who
wandered the wilds of Barsaive not long after the Kingdom of
Throal opened its gates to the outside world. Farseer explored and
re-discovered much of northern Barsaive and recorded his journeys by carving them on his trusty walking stick.
Over time, the staff he Named Pathfinder became an important
part of Flannon Farseers legend and gained some aspects of the
Scouts magic and knowledge. An aging Farseer eventually returned
to Throal to spend his final few years at home-but without his magical staff. When asked what had become of it, he claimed that he
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Key Knowledge: The wielder must learn that the staffs Name
is Pathfinder.
Effect: The staff is now Damage Step 9.
Key Knowledge: The wielder must learn about Flannon Farseer, the first bearer of Pathfinder, and all of his journeys across
Barsaive.
Effect: The wielder gains a +2 rank bonus to the Astral Sight
talent.
Effect: The staff is now Damage Step 10. The wielder adds +1 to
his Physical Defense.
Key Knowledge: The wielder must learn the Name of the Wizard
who cast the illusion on the sword.
Effect: The wielder gains a +9 bonus to his Damage Tests against
Horrors and Horror constructs. For 4 Permanent damage that can
never be healed, the wielder can use blood magic to use Purifier
to deal a devastating strike to a Horror. When the wielder invokes
this power, the blade becomes searing hot; the wielder gains a +28
bonus to his Damage Tests against the target Horror or Horror
construct (instead of the +9 bonus), and even 1 Damage Point
from a successful attack against the Horror automatically inflicts
a minimum of 10 Wounds.
Smoke
Purifier
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Master
Purifier was created at the direction of King Varulus I of Throal
when the Horrors first began to enter the world, and was used by
many of the heroes of pre-Scourge Barsaive. According to legend,
a powerful Wizard cast a spell on the sword to make it look old
and rusted.
Purifier appears as a worn, rusty broadsword, damaged from several years use by many different heroes. Carved along the blades
flat side are runes bearing the symbols of the Kingdom of Throal
and of King Varulus I. With no thread woven to it, Purifier has the
same characteristics as a normal broadsword, but is only Damage
Step 2 (from the rust).
Before a character can weave any threads to Purifier, he must first
remove the spell that changes its appearance. The spell resists any
attempts to dispel it as if it were an Eleventh Circle spell. . Once the
spell is removed, the character can weave threads to the sword.
Key Knowledge: The wielder must learn that the swords Name
is Purifier.
Effect: The sword can be wielded by anyone, regardless of size
or strength. The sword is now Damage Step 8.
Effect: When used against Horrors, the blade glows red hot. The
wielder gains a +3 bonus to his Damage Tests against Horrors and
Horror constructs.
Key Knowledge: The wielder must learn the Name of the first
owner of the sword.
Effect: The sword can detect those who have been corrupted by
a Horror. The wielder makes a Spellcasting Test against the Horrors Spell Defense. The wielder may use his Perception step to
make the Spellcasting Test if he does not know the Spellcasting
talent. If the test succeeds, the wielder is alerted to the Horrors
corruption.
Maximum Threads: 1
Spell Defense: 15
Legend Point Cost: Journeyman
The broadsword called Smoke features a hilt wrapped in espagra
leather and a smoky-gray steel blade with a ruby-studded fuller. The
Weaponsmith who made this sword created it as a companion piece
to a buckler Named Mirror (p.199). Without a thread woven to it,
Smoke has the same characteristics as a normal broadsword.
Key Knowledge: The wielder must learn that the Name of the
sword is Smoke.
Effect: The sword is now Damage Step 8.
Key Knowledge: The wielder must learn that the Name of the
swords creator is Vsthrix, a tskrang Weaponsmith.
Effect: The sword is now Damage Step 10. The wielder gains a
+2 bonus to Attack Tests for attacks with the sword.
Deed: The wielder must locate Mirror and attach a thread to it.
Effect: The sword gains the Mystic Strike ability. For 2 Strain,
the sword blade becomes insubstantial for the next Attack Test. If
the attack succeeds, the wielder makes a Damage Test as normal.
Physical Armor provides no protection against this attack. If the
buckler Mirror is ever lost the sword loses the Mystic Strike ability until the shield is recovered.
Soulsafe
Maximum Threads: 2
Spell Defense: 16
Legend Point Cost: Journeyman
The origins of the windling-sized medallion known as Soulsafe
are unknown, though the protection it gives its wearer against
spells is well documented. The earliest mention of Soulsafe appears
in legends from the troll kingdom of Ustrect, where Gresham
Thunderstrike, a minor ruler, claimed it as a prize from a band of
windlings. After having the medallion redesigned to fit his huge
frame and emboldened by the windlings claims that it would make
him immune to magic, he was promptly fried to a crisp by the next
magician he met. The medallion is now part of a troll-sized pendant;
the fine chain that once graced it has long since disappeared.
Key Knowledge: The wearer must learn that the Name of the
medallion is Soulsafe.
C H A P T E R 5 | L egendar y Trea sure s
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StaffofVylir
Maximum Threads: 1
Spell Defense: 18
Legend Point Cost: Warden
The Staff of Vylir is actually a nondescript brown leather glove
fashioned by the legendary tskrang Elementalist Vylir of House
Vstrimon. Concerned that others might try to steal her fabulously
bejeweled staff, Vylir transferred the staffs enchantment into the
glove that she wore on the hand she used to hold the staff.
Key Knowledge: The wearer must learn that the Name of the
glove is the Staff of Vylir.
Effect: The wearer gains a +1 rank bonus to the Spellcasting
Talent. Once per day, for 1 Strain, the wearer may form a 6 foot long,
gilded, jewel-encrusted staff from any piece of wood at least 1 inch
thick and 8 inches long. In addition to the jewels, which cannot
be removed, the staff has several small indentations in its surface.
The staff reverts to its previous form if it remains out of contact
with the glove for a number of hours higher than the Thread Rank
woven. The staff is used like a normal quarterstaff.
Effect: For 1 Strain, the gloves wearer may throw the jeweled
staff as a spear. The staff acts like the Spear spirit power (Gamemasters Guide, p.216). The wearer makes a Spellcasting Test against the
targets Spell Defense. If the test succeeds, he makes a Willpower+2
Test to determine how much damage is inf licted on the target.
Physical Armor protects against this damage.
Effect: The wearer may use the Detect True Element spirit power
(Gamemasters Guide, p.213). Using this power requires the wearer
to place one kernel of the True element to be detected into one of
the indentations on the staffs surface. Each kernel so placed enables
the wearer to use the Detect True Element power for one day. The
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kernels are consumed at the end of the powers duration. The powers range is a number of miles equal to the Thread Rank woven.
TheBladeofAlemvor
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Warden
The Blade of Alemvor is an ancient broadsword of ork design,
with numerous small runes and symbols carved into its doubleedged blade and chain-wrapped cross-hilt. The pommel is carved
in the shape of a claw; it holds a blood-red stone the size and shape
of a robins egg. The blade looks battered and used but retains a
sharp edge.
The blade was wielded by the ork Warrior and Wizard Alemvor
in the years just before the Scourge. Alemvor lived in the ancient
kingdom of Cara Fahd in Barsaives southern reaches and was
renowned for his keen mind as well as his skill at swordplay. Alemvor spent much of his career as an adventurer fighting the Horrors
that were appearing in increasing numbers in the years before the
sealing of the kaers. He researched many spells and gathered arcane
knowledge to preserve it during the dark years, and he studied the
Horrors he fought to learn more about them.
Alemvors fate is unknown. None of the kaers in the region of
Cara Fahd claim to have housed him during the Scourge; most
Barsaivians therefore assume that the great hero failed to seek the
safety of underground shelter and perished. Alemvors sword was
discovered a few years ago by a band of adepts known as the Talons,
in the lair of the Horror Shastuk-Lor. The slain Horror was in no
position to reveal how it had come by the blade, but scholars at the
Great Library of Throal were able to accurately identify the sword
as Alemvors based on descriptions of the weapon in ork legend
and from the ork script along the flat of the blade.
A human Named Karim, a Swordmaster of the Talons, wielded
the Blade of Alemvor for several years before it was stolen from him
by thieves in the employ of an ork Wizard. This Wizard, Grole the
Gray, desired the sword for its magical lore. As the most common
story goes, Grole traded the blade to a Horror as part of a poorly
arranged deal that ended with the Wizards death at the hands of
the vengeful Talons. The Horror is said to have vanished with the
sword; no one knows the blades current whereabouts.
The Blade of Alemvor is a powerful magical item as well as a
repository of much of Alemvors accumulated magical knowledge.
The runes and symbols etched into the blade are the formulae
for various spells that the ork Wizard wished to preserve: Astral
Sense, Iron Hand, Combat Fury, Mage Armor, Delay Blow, or
any other spells the gamemaster wishes the blade to contain.
A Wizard who makes a successful Read and Write Magic Test
can learn these spells by studying the runes. With no threads
attached, the Blade of Alemvor has the same characteristics as
a normal broadsword.
Key Knowledge: The wielder must learn that the Name of the
sword is the Blade of Alemvor.
Effect: The sword is now Damage Step 8.
Deed: The wielder must have a new spell engraved on the blade of
the sword, either of his own creation or one freely given by another
magician.
Effect: The wielder gains a +1 rank bonus to his Spellcasting and
Thread Weaving (Wizardry) talents.
TheIceBladeofOmifan
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Warden
The Ice Blade of Omifan is a windling sword. The sword is
enchanted by an air elemental imprisoned within the small diamond embedded in its hilt. Once a thread is woven to the sword,
flashes and sparkles appear within the diamond. Without a thread
attached, the Ice Blade has the same characteristics as a windling
sword.
Key Knowledge: The wielder must learn that the Name of the
sword is the Ice Blade of Omifan.
Effect: The sword is now Damage Step 4. Its tip develops a
cold blue sheen and gives the wielder a power similar to the
Flameweapon spell, but inflicts cold damage instead. For 1 Strain
the wielder rolls a separate D6 Frost Die with the weapons next
Damage Test. Unlike the Flameweapon spell, the Frost die result
never does harm to the wielder.
ers Guide, p.280). The wielder may use his Perception step to make
the Spellcasting Test if he does not know the Spellcasting talent.
Key Knowledge: The wielder must learn that the spirit in the
blade is an air elemental.
Effect: The Frost Die is now a D8.
Key Knowledge: The wielder must learn that the Name of the
elemental spirit trapped in the blade is Dokelnacht.
Effect: The Frost Die is now a D10.
TheLittleTrollsHelm
Maximum Threads: 1
Spell Defense: 19
Legend Point Cost: Warden
The Little Trolls Helm, originally worn by an ork, is made of
iron plates sewn to a leather skullcap. The leather can be re-sized
to fit just about any character except for a troll. Two of the plates
have large iron troll horns on them, and the helm also sports a
chin guard that has two large tusks. This helm was originally worn
by an ork (the little troll) who joined a trollmoot and became
renowned among trolls for his ferocity.
Key Knowledge: The wearer must learn that the Name of the
helm is the Little Trolls Helm.
Effect: When using the Aggressive Attack combat option, the
wearer gains a +4 bonus to his close combat Attack and Damage
Tests, and suffers a 2 penalty to his Physical and Spell Defense.
The Strain cost remains unchanged.
Key Knowledge: The wearer must learn the Name of the ork
who first wore this helm.
Effect: The wearer gains a +3 rank bonus to the Battle Shout
talent.
Key Knowledge: The wearer must learn the Name of the trollmoot to which the ork belonged.
Effect: The wearer gains a +3 rank bonus to the Great Leap talent.
Key Knowledge: The wearer must learn the story of the battle
in which the ork was asked to join the trollmoot.
Effect: The wearer gains a +3 rank bonus to the Battle Bellow
talent.
C H A P T E R 5 | L egendar y Trea sure s
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TheScarabofIlithor
Maximum Threads: 1
Spell Defense: 16
Legend Point Cost: Warden
The Scarab of Ilithor is a beetle-shaped brooch made of tigers
eye in a gold setting. It was created by a group of four magicians
to help a Thief steal things for them. The Thief was given the item
in payment for his services.
The various Thread Ranks grant the wearer of the brooch access
to different spells. The wearer makes a Spellcasting Test as given
in the spells description, using his Perception step if he does not
know the Spellcasting talent. Abilities do not require
any spell threads to be woven; instead, the wearer
takes Strain damage, as noted below. The scarabs abilities can only be used by the wearer;
they do not affect others.
TheSockofGranak
Maximum Threads: 1
Spell Defense: 18
Legend Point Cost: Warden
The Sock of Granak is a thick woolen stocking dyed deep green.
Legend states that the sock was worn by the great troll Sky Raider
Granak, who managed to defeat a Horror in single combat, despite
being caught in the middle of the night with no armor or weapon.
The Sock was stained green by the ichors that oozed from the
Horror Granak fought.
When a thread is attached, the stocking automatically resizes
itself to fit the wearer.
Key Knowledge: The wearer must learn that the Name of the
stocking is the Sock of Granak.
Effect: The wearer gains a +2 rank bonus to the
Unarmed Combat Talent.
Key Knowledge: The wearer must learn the Name of the Wizard
who helped create the scarab.
Effect: For 1 Strain, the wearer gains access to the Leaps and
Bounds spell.
Key Knowledge: The wearer must learn the Name of the Illusionist who helped create the scarab.
Effect: For 2 Strain, the wearer gains access to the Nobody Here
spell.
Deed: The wearer must steal an item, using each of the scarabs
abilities for the task.
Effect: For 8 Strain, the wearer gains access to the Inventory
spell.
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TheSwordofFentheri
Maximum Threads: 1
Spell Defense: 23
Legend Point Cost: Master
Fentheri Sulphin was captain of the Eltanin, one of the elf sailing
ships that plied the Aras Sea before the destruction of the fleet at
Queen Alachias decree. One day the Passion Floranuus appeared
to Fentheri in the form of an elf maiden clad in flames, dancing on
a raft of flowers that was drawn through the water on oars of silk.
Fentheri followed this raft to the site of a battle between an
aquatic Horror and another elf ship, the Cirena. Fentheri joined
the battle and helped defeat the Horror, though both ships lost
many crewmen. The captain of the Cirena perished in the battle,
Key Knowledge: The wielder must learn that the Name of the
sword is the Sword of Fentheri.
Effect: The wielder gains a +2 bonus to Recovery and Toughnessonly Tests. If the sword is stolen while a thread is attached to it, the
lobsters claws pinch the hands of the culprit. The claws hang on to
the culprit until the sword is returned or the thread is unraveled. Each
round, the claws inflict damage to the thief with a Damage Step equal to
the Thread Rank woven. No armor protects against this damage, unless
the target is wearing metal gauntlets. Removing the claws requires a a
Strength (12) Test. If the sword is simply lost, and subsequently picked
up by someone, nothing happens to the character who finds it.
Key Knowledge: The wielder must learn the word for geyser
in Sperethiel.
Effect: The word acts as a command word for the sword. The
wielder speaks the word aloud and takes 2 Strain, whereupon the kernels of elemental water embedded in the swords hilt project a 4 foot
blade of solid water. The sword acts as a broadsword and is Damage
Step 8. Each use of this effect lasts for 1 hour or until the command
word is spoken again, which causes the blade to disappear.
TheTalismansofDianuus
TheAmuletofDianuus
Maximum Threads: 2
Spell Defense: 14
Legend Point Cost: Journeyman
Dianuuss amulet is made of gold, copper and orichalcum, set
with a piece of green jade carved in a finely detailed leaf shape.
The amulet is about the size of a humans palm and hangs from a
flat chain of orichalcum and gold links.
and the crew sank the ship as a memorial and tomb for him. The
crew then joined Fentheris ship, who re-Named it Maiden of the
Lilies in gratitude for the Passions aid against the Horror.
The sword is disguised as a work of artit is made of a single
piece of lapis, cunningly wrought into the shape of a stylized lobster. The lobsters body forms the hilt, while the crosspiece consists
of its outstretched claws. A faint bluish shimmer emanates from
the end of the crosspiece, at the lobsters head.
Key Knowledge: The wearer must learn that the Name of the
amulet is the Amulet of Dianuus.
Effect: The wearer adds +1 to his Spell Defense.
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Deed: The wearer must forge a pact, sealed with a blood oath,
with one spirit of each of the five elements, to carry out a task
given by the spirit.
Effect: Once per year, the wearer can summon a Strength Rating
3 elemental spirit from each of the five elements to perform a single
service. This summoning does not require a Summoning Test or a
Contest of Wills. The elemental spirit will appear the round after
it is summoned and carry out the wearers request to the best of
its ability. If the elemental is destroyed in the performance of the
service, the wearer permanently loses the ability to call upon that
type of elemental spirit using the amulet.
Maximum Threads: 2
Spell Defense: 16
Legend Point Cost: Journeyman
The Dagger of Dianuus is a double-edged blade made with an
orichalcum alloy that gives it a lustrous golden tint. Both sides of
the blade are engraved with the Sperethiel words, In Wisdom,
Strength. The dark wooden handle is inlaid with gold filigree and
worked to a fine polish. Without a thread attached, the dagger has
the same characteristics as a normal dagger.
Key Knowledge: The wielder must learn that the Name of the
weapon is the Dagger of Dianuus.
Effect: The dagger is now Damage Step 3.
Maximum Threads: 2
Spell Defense: 19
Legend Point Cost: Warden
The Robe of Dianuus is just the right size for a human or an elf and
is made of a dark green silken fabric decorated with embroidered
leaves, vines and flowers so lifelike that they seem to have grown
across the surface of the garment. Close inspection reveals that the
small stitches of the leaves and vines form tiny blocks of graceful,
poetic Sperethiel. The fabric is resistant to tears and appears to
shed dirt in a manner similar to an everclean cloak.
The Elementalist spells woven on the surface of the robe are:
Earth Blend, Plant Talk, Path Home, Plant Feast, Repair, Lighten
Load, Uneven Ground, Earth Staff and Ease Passage. A successful
Read and Write Magic Test enables an Elementalist to learn these
spells by studying the embroidered patterns.
Key Knowledge: The wearer must learn that the Name of the
robe is the Robe of Dianuus.
Effect: The wearer gains a +2 bonus to his Spellcasting Tests.
The robe acts as a Spell Matrix Object (Players Guide, p.280) in
addition to the other powers it bestows.
Key Knowledge: The wielder must learn the tale of how Dianuus averted the plague by using his dagger as part of a spell to seal
off a portion of Kaer Daralon.
Effect: The wielder gains a +3 rank bonus to the Matrix Strike
talent.
42
TheTwilightStaff
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Warden
The staff was created centuries ago by a group of Nethermancers
known as the Order of the Silver Twilight. The Order was devoted
to exploring the netherworlds and astral space, and their leader
wielded the Twilight Staff. In the early days of the Scourge, the
Order was decimated by a Horror named Thessail. The Orders last
grand master, Eolim Belial, used powerful magic to trap his own
spirit between life and death so that he could protect the secrets
of the Orders hidden sanctum as well as its treasures.
The Twilight Staff was taken from the sanctum by a f leeing
Nethermancer and has passed through the hands of many magicians over the years. None, however, have discovered the location
of the Orders sanctum or sought out the spirit of Eolim Belial. Legends and rumors connect possession of the Twilight Staff with the
fate of the spirits of the slain Nethermancers, and some fear that it
may attract the attention of the Horror Thessail as well.
The Twilight Staff is 6 foot long, carved from an unknown type
of wood and worn silvery-gray with age and use. Smooth and fea-
Key Knowledge: The wielder must learn that the Name of the
staff is the Twilight Staff.
Effect: The staff is now Damage Step 9. At the wielders command,
it sheds a silvery light equal to bright moonlight. Though bright
enough to see by, the light cannot be used as an offensive weapon.
the light of the full moon, the wielder must carve his own sigil
into the staff.
Effect: For 2 Strain, the wielder can make the astral aura of a
target within line of sight visible to others. The wielder makes a
Spellcasting Test against the targets Spell Defense. The wielder
may use his Perception step to make the Spellcasting Test if he does
not know the Spellcasting talent. If the test succeeds, the targets
aura becomes visible to normal sight for 10 minutes.
Effect: The staff is now Damage Step 10. The wielder gains a +1
bonus to his Damage Tests against Horrors, Horror constructs,
and undead.
Key Knowledge: The wielder must learn the Names of all of the
magicians who have owned the staff and whose sigils are engraved
upon it.
Deed: The wielder must travel to the Poison Forest, where the
piece of wood for the staff was cut before the Scourge. There, by
tureless, the staff is bound and shod in dark iron bands with magical
symbols inlaid in silver. When bathed in moonlight, the staff gives
off a faint silver glow. With no threads attached, the Twilight Staff
has the same characteristics as a normal quarterstaff.
Deed: The bearer must seek out Eolim Belials ghost and obtain
his blessing on the staff; this will permit the bearer to perform the
ritual of passing the staff on to a worthy successor.
Effect: The staffs magic can temporarily block a Horrors access
to astral space. The wielder takes 4 Strain and makes a Spellcasting
Test against the Horrors Spell Defense. The wielder may use his
Perception step to make the Spellcasting Test if he does not know
the Spellcasting talent. If the test succeeds, the Horror cannot move
into astral space for 10 rounds. The wielder gains a +3 bonus to his
Damage Tests against Horrors, Horror constructs, and undead.
TomeofMemory
Maximum Threads: 3
Spell Defense: 14
Legend Point Cost: Journeyman
The Tome of Memory was created by the Theran Nethermancer
Ulan Ya before the Scourge. Unsure of what to expect from the
Scourge and afraid of losing or forgetting his skills, he created this
tome to help him maintain the facilities to manipulate the facets
of magic. The Tome of Memory is a small book, only four inches
by six inches by two inches thick. The covers of the book are a flat
black, and the edges of the pages are blood red. The tome looks
very old and worn, as if it would fall apart if not handled properly.
Each page of the Tome of Memory contains a pictograph, drawing, maze, or other visual puzzle. In order to read this tome and
decipher the puzzles, the owner makes a Read/Write Magic Test
against the tomes Spell Defense, this counts as his allotted attempt
to learn a spell for the day. An Average result means the character
understands 25 percent of the puzzles; for each additional Result
Level, the character understands another 25 percent of the puzzles.
The owner can repeatedly attempt to understand the puzzles until
he solves all of them, but is required to sacrifice Recovery Tests if
using the Read/Write Magic Talent more than once per day.
Key Knowledge: The owner must learn that the Name of the
book is the Tome of Memory.
Effect: The owner of the tome gains a +1 rank bonus to his Read/
Write Magic and Read/Write Language talent when using the tome
to research lost knowledge or legends.
Effect: The owner of the tome gains a +1 rank bonus for every
25 percent of the tomes puzzles understood to his Read/Write
Magic or Read/Write Language talents. This bonus lasts for a
number of days equal to the thread rank, after which the puzzles
must be studied again.
C H A P T E R 5 | L egendar y Trea sure s
43
style of many elf and tskrang swords. The hilt itself is wrapped in
strips of soft dark leather, topped with a gold pommel in the shape
of a dragons head. An arrow pointing toward the blades tip is
engraved in the blade near the hand guard. The arrow is bisected
by a triangle and a circle, the mark of the blades maker. With no
threads attached, Truefang has the same characteristics as a normal
broadsword.
Key Knowledge: The wielder must learn that the Name of the
sword is Truefang.
Effect: The sword is now Damage Step 8.
Key Knowledge: The owner must learn how it was that the Tome
of Memory left Thera and ended up in Barsaive.
Effect: The owner adds +2 to his Spell Defense against
Nethermancy spells.
Truefang
Maximum Threads: 2
Spell Defense: 23
Legend Point Cost: Master
Truefang was forged by the elven Weaponsmith Lyranden of
Landis for the ork Swordmaster Morag Tarn after Morag saved Lyrandens life. The Weaponsmith had the bad fortune to insult Agimore,
known as the Mad Magician, and was suffering from the effects of a
powerful curse that Agimore had laid upon him. Morag Tarn sought
out Agimores hidden tower in the Lost Woods of Landis, where he
fought and overcame the Wizard and ended the curse. In gratitude,
Lyranden created for Morag the finest blade of his career.
Morag wielded Truefang for the rest of his life. He eventually
passed the blade on to his son, Kilas, who spent most of his days
working to keep his Discipline alive down in the darkness of the
kaer in which he lived. Kilas established a school of swordsmanship
in the kaer, and for the next four centuries Truefang was passed
from generation to generation of the Tarn family.
About fifty years ago, Grella Tarn, the most recent inheritor of
the blade, led a party of explorers out from her kaer to see if the
Scourge had truly ended. They never returned, and the kaer stayed
sealed for another ten years before finally opening its gates. The
fate of Grella Tarns expedition and the magical blade Truefang
remains unknown.
Truefang is a fine sword with a single edge and a chisel point.
Around the hilt is an elaborate basket-guard of gold, similar to the
44
Key Knowledge: The wielder must learn the Names of the creator and first owner of the sword.
Effect: The wielder gains a +2 bonus to his Initiative Tests.
Key Knowledge: The wielder must learn the Name of the swords
last owner.
Effect: The sword is now Damage Step 10. The wielder adds +1
to his Physical Defense.
Deed: The wielder must seek out the current living heir of the
Tarn family and offer to return Truefang to that person. If the heir
accepts, the sword continues to bestow its benefits upon the character, even though that character is no longer wielding the blade, as
long as his thread remains. If the heir finds the wielder sufficiently
worthy to return the blade to him or her, the wielder can continue
to weave his thread.
Effect: The sword is now Damage Step 12. The wielder may take
1 Strain, then makes his melee Attack Test with the sword. If the
attack causes a Wound, his opponent takes an additional 2 Damage
Points each round until he dies or makes a Recovery Test.
VennasArmor
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Warden
Vennas Armor is a set of finely wrought plate mail armor with
runes etched on its surfaces. The armor was worn by a female hero
named Venna nearly two millennia ago. Lost records leave it uncertain whether she was human or elven. The construction of this
armor is somewhat different than the plate mail found in Barsaive.
Though the armor looks old, it does not appear worn or damaged.
With no threads attached, Vennas Armor has the same characteristics as normal plate mail.
Key Knowledge: The wearer must learn that the Name of the
armor is Vennas Armor.
Effect: The armor is now Physical Armor 14.
45
Chapter Six
CreatingMagicalTreasures
The most precious masterpiece is not one any of us can craft.
Old Enchanters Proverb
TypesofThreadedItems
hile all threaded items have some general characteristics in common and are all powered by Thread
Magic, individual threaded items vary greatly in
power, accessibility, and availability. Five types of threaded magical items exist in the world of Earthdawn:
Typical Thread Items: These items are the most common
threaded items available, and the least powerful. They have a
low number of Thread Ranks, but are easy to weave threads to.
Typical items are available in Barsaives larger cities, but can
be commissioned for custom enchantment in most large cities,
provided a suitable enchanter is found. Thread Items are usually sold with the Key Knowledge necessary to weave threads
to them. Typical Thread Items can be created using these rules,
or by applying the templates found in the Goods and Services
chapter of the Players Guide.
Rare Thread Items: Some items of this type are available readyfor-purchase in metropolises such as Throal or Vivane, but can be
commissioned in any larger city if a suitable enchanter is found.
While they have similar characteristics to General Treasure (see
46
below), they do not have a legend of their own, and are hard to
find information about if found as loot.
Typical General Treasure: General Treasure is beyond any
item produced by normal enchanters. Very experienced enchanters sometimes make breakthroughs in studying magic items and
produce an item that becomes to be known as General Treasureit, or rather the group of items, develops a legend of its
own. General Treasure usually cannot be commissioned, supplies are limited to what the enchanter made during his active
period, which may be anything from half a dozen to three dozen
items. There are no custom recipes to re-create them either.
Unlike Typical or Rare Threaded Items, a character has a good
chance to find information on General Treasure to learn its
Key Knowledges. As General Treasure is usually found as loot
or treasure and not bought, example items are presented in the
Gamemasters Guide, p.132.
Rare General Treasure: These items are more powerful
General Treasure, not only breakthrough discoveries, but also
requiring expert enchantersa mix of skill, inspiration, and very
rare materials are necessary to develop them. The quantity in
which a Rare General Treasure exists is usually lower than that for
Typical General Treasure, usually below a dozen worldwide.
Legendary treasure: Legendary items are not created by
people, but by eventsthey spontaneously develop properties
and powers by taking part in famous exploits of heroic characters. They are not bound by the rules presented under Designing
Threaded Items directly below when designed, cannot normally
be bought anywhere, and are unique: no two of them exist. Legendary Items are the absolute domain of the gamemaster, and
example items are found in the Legendary Treasures chapter,
p.27. The gamemaster can, when designing a Legendary Item
of his own, fall back to the rules presented below to determine
the minimum of an items properties, but is encouraged to venture beyond them. Many Legendary Items started out as simple
Thread Items, though, developing additional abilities beyond
their limited nature.
DesigningThreadedItems
Availability
Rare
Very Rare
Very Rare
Very Rare
NA
Cost
3,000+
5,000+
10,000+
20,000+
NA
Item
Typical Thread Item
Rare Thread Item
Typical General Treasure
Rare General Treasure
Legendary Treasure
DetermineCharacteristics
47
makes it harder for a wielders opponents to use some magic abilities against the item, for example to magically wry an item from the
wielders grasp. The ranges shown for the different types of items
are typical ranges, they can be exceeded when great amounts of
magical material were used, and lower values can be chosen if the
item is atypically weak.
The items Legend Point Cost characteristic shows how costly
it is to weave threads to the item. For example, a Rare Thread Item
requires Legend Points to be spent when weaving ranks as if it
were a Journeyman talent to be increasedweaving the
Rank One thread costs 200 Legend Points, weaving
the Rank Two thread costs 300 Legend Points, and
so on. The cost shown should be seen as a very hard
guideline. Legendary items can have any of the
cost progressions, including Master, with
the cost determined by comparing the items
overall power to the power of the other item
types and by taking the items history into
account. For example, if a Legendary
Treasure started out as a simple Thread
Item, it might retain its low Legend
Point Cost progression (and even the
Effects at lower Thread Ranks), but if it
came into existence as part of a major
deed and instantaneously developed
a powerful effect, it might have a high
Legend Point Cost (and Effects at lower
Thread Ranks far exceeding what is supposed to be assigned to Thread Items or
General Treasure).
The items Availability determines how
hard it is to find a specific item or find
someone to commission it to. Note that
most threaded items have the maximum
Availability of Very Rare, but are still more
uncommon than any non-threaded item
with such an Availability Rating.
The items Cost shows a t y pical
entry-level price for the respective item
typesif the gamemaster decides an item
can be bought at all. The Cost for General
Treasure even assumes the adept does not
buy any Key Knowledges allowing them to
weave threads to the itemthe item is sold
as a mystery object. Note that the Cost shown
is the price of the enchantment alone. A character buying an enchantment has to supply the
item with all of its physical prerequisites (for
example, in the case of magical weapons, a weapon
treated with the Forge Weapon talent). Assume the
cost of enchantment to be half of what is shown if the
character enchants the item himself (he provides the
work, but still has to buy enchanting ingredients).
Additionally, every threaded item has a number of
Maximum Threads, the number of characters that can
Item
Typical Thread Item
Rare Thread Item
Typical General Treasure
Rare General Treasure
Legendary Treasure
48
weave a thread to the item without having to dislodge any existing threads. This number is not influenced by item type, but by its
function. It is typically 2, but if an item is supposed to be used by a
group of characters, increase it; if the item is supposed to be used
by only one character, decrease it to 1.
Note that the Maximum Threads, Spell Defense, and Legend
Point Cost characteristics can easily be adjusted or determined
after the other steps have been completed. The number of ranks
can be modified during design. The Cost and Availability usually
need not be determined if the item is not made for purchase by a
player character.
DetermineThreadRankProperties
CheckforStacking
WriteItemDescription
Not all Effects can be assigned to every Thread Rank. While most
Effects can be assigned to any Rank, the more powerful Effects can
only be assigned to higher Thread Ranks, which means they are
not available on all types of items.
R an k E f f e ct
S u btleti e s
While the list for different possible Effects that can
be assigned to a Thread Rank presents the alternatives as fairly equal, they are not. Rather, it depends
on the exact characteristic that is increased by an
Effect if one possible Effect is more beneficial than
another. For example, both a +1 bonus to a type of test
and a +1 rank bonus are presented as equal choices,
but are much different. The +1 bonus to tests covers
all Avoid Blow Tests made, with talent, skill, or by
default skill use rules. The +1 rank bonus directly
increases the rank of the Avoid Blow talent (or even
grants use of that talent in the first place to a character who does not know it without the item), which
means it does not enhance skill or default skill use,
but due to increasing the rank allows the adept to use
it one additional time per round. Other rank bonuses
may increase the range, duration, and similar effects
of talents. Similarly, increasing a weapons Damage
Step by 1 and enchanting an item to grant a +1 bonus
to Damage Tests seems equal on first glance, but the
bonus to the weapons Damage Step is only really
used when that weapon is swung, while an item that
increases Damage Tests would increase damage done
wielding any weapon.
When deciding what type of Effect is most fitting
for an item, it is suggested the Effect best suited and
most related to the nature of the physical item be
chosen. Also, items that are directly worn should
receive Effects considered more powerful than items
that are merely used; while items held or used can
be more easily taken away from a character, they
also do not occupy space on a characters body.
For example, a weapon should use increases to its
Damage Step and not to Damage Tests in general,
while a ring increasing Damage would increase all
Damage Tests in melee combat. A pair of magical
gloves might confer a Climbing Rank bonus, while
a rope that is a threaded item should only grant a
Climbing Test bonus.
49
Designing
LegendaryTreasure
LegendaryItemGenesis
50
LegendaryItemDevelopment
After its genesis, Legendary Treasure still has the potential to be expanded upon: it has the potential for its Pattern
Knowledge and magical power to grow. It can gain additional
Thread Ranks and associated Key Knowledges and
even change its characteristics like the Spell
Defense, Legend Point Cost, and others due
to its True Pattern being transformed by
further interaction with magic.
Additional Thread Ranks are added to
Legendary Treasure under circumstances
similar to those that allow an item to
become legendary in the first place, by
the item taking part in legendary events,
usually by someone who has a thread
woven to the item performing noteworthy deeds with it. As with Thread Items
and General Treasure being more likely
to become legendary, Legendary Treasure is more receptive to having its power
expanded through additional deeds performed with it, so events leading to the
development of additional Thread Ranks
need not necessarily be as great in magnitude as the one that created the legendary
item in the first place, especially if they
are similar in direction to the deed creating the item. Legendary Treasure is prone
to create its own destiny, and often shows
similarly aligned powers throughout all
of its Thread Ranks rather than very different ones.
Lorms Axe (p.32) developed its magic after the troll hero
Lorm wounded a Horror with it, helped by Blood Magic
(see Inheritance on p.5 of the Players Guide). The axe
is not said to be a threaded weapon in the story from Kaer
Jalendale, but its early Thread Ranks require Deeds and
show Effects pertaining to Lorms exploits during the battle
with the wormskull. It is safe to assume Lorms Axe was a
mundane weapon transformed to a Legendary Treasure as
a result of the events taking place at Kaer Jalendale.
EventsandRanks
At this point it has become obvious that eventsmost often legendary deedsare the mechanism inside the games world around
which Legendary Treasures evolve. The event or deed is what brings
a legendary item into existence and what allows it to develop its
powers. When designing a Legendary Treasure or using one of the
pre-generated Treasures found in official Earthdawn products, the
gamemaster needs to pay close attention to the connection of the
C H A P T E R 6 | Creating M ag ical Trea sure s
51
Lorms Axe might have been fully formed with all of its
Ranks by just the act of wounding the wormskull of Jalendale,
or its legend might have been expanded on by the dwarf Ragnar
telling the tale over and over, stressing the axes creation, being
a heirloom, and having a destinyonly the first couple of
Ranks would have been a result of the feats performed at
52
DesigningLoot
T h orn sli ng
Maximum Threads: 2
Spell Defense: 18
Legend Point Cost: Warden
Thornsling is a windling bow made from yew, the famous weapon
of the pre-Scourge windling Archer Jaarth. It is in good condition
and preserved by its magic, but shows signs of several years of use.
It is said that Jaarth used this bow many times while defending
his clan based in the Thronspike Jungle against Theran slavers
from Parlainth as well as to hunt to provide for his family. Jaarths
clan became a nuisance to the therans in Parlainth when it openly
rebelled and attacked slaver caravans the Therans led through its
land, but the clan survived the Scourge without Theran help when
a nearby elven settlement took it in for the Scourge. Thornsling
was used by other adepts from Jaarths clan after the Scourge and
was lost in Parlainth when one of the clan set out to explore the
Lost City, but perished in the attempt.
grants abilities against Horrors in a game centered on fighting Horrors. In other scenarios, a gamemaster may take a
piece of fiction as an inspiration to create an item, for example an event in the worlds history such as the Battle of Sky
Point (see p.15 of How it Came to Pass in the Gamemasters
Guide), and from there develop Key Knowledges and Rank
Effects pertaining to the trolls battle and sacrifices.
Key Knowledge: The wielder must learn that when Jaarth ran
out of ammunition while defending his clan against Theran slavers,
he used large thorns found on a local shrub as ammunition.
Effect: The wielder may use any solid, elongated part of a plant,
such as a thorn, branch, or stick as an arrow for the weapon without any penalty. The weapons Damage Step is now 7.
Deed: The wielder must learn the Alchemy skill and use it to
brew a poison that helps him defend a windling clan or be victorious over a band of Therans slavers. The poison must be crucial
to this endeavor.
Effect: The wielder gains a +4 bonus to Alchemy Tests made
to produce or analyze poisons or collect the ingredients for a
poison.
53
CharacterLegends
Some gamemasters may want to let items used by the player characters become Legendary Treasure. Many of the prerequisites for
this to happen have been discussed above, but not all scenarios
apply to this happening in the game. For example, it is often beyond
the scope of the game that such an item develops over a long period
of time or as a representation of a lifes work of an adept, as most
campaigns do not span the entire life of a player character. And
even if one did, what use would the item be to a character whose
lifes work had been done? Also, the gamemaster often cannot plan
ahead to decide what events will shape an item, he has to react to
a characters deeds and design the Legendary Treasure accordingly along the way, making it more difficult to develop a coherent
item. While coherency is not as necessary for an item developing
as part of a characters adventures as it is for items solely generated by the gamemaster ahead of time, as the character was part
of the items genesis and development and all the connections are
there for him, it is more difficult to judge what events and deeds
are worthy of developing a legendary item, as the group of characters may accomplish many legendary feats in their time, and
claim many of them to be worth of creating or expanding on a
legendary item. In other words, allowing one characters item to
become legendary after a specific event but not allowing the same
to happen to another characters item after a similar deed can lead
to jealousy, or the legitimate concern that the gamemaster does
not handle all deeds and events equally. To avoid this, especially
when first trying out this process, the gamemaster can introduce
mundane items that are said to have a destiny, justifying that for
the time being, only this one item will develop into a legendary
item, and also giving some sort of direction into which the item
will develop its legendary powers. Once the process is understood
sufficiently and a good measure of balance has been found, or if
players without their own legendary item are satisfied by receiving pre-designed legendary items, the gamemaster can create or
develop legendary items more freely.
Events that trigger an item in a characters hands to become legendary or develop legendary power are usually deeds performed by
that character that net an above-average amount of Legend Points
to be awarded (even if not awarded to that character individually)
or cause powerful opposition or obstacles to be overcome. In some
cases, a long-lasting habit may spawn a legend if it results in many
minor interesting events. Once an item develops legendary powers,
the character usually discovers that the item has developed magical properties instinctively after handling the item for some time.
He needs to confirm his suspicion by having the item examined,
for example by using the Astral Sight talent, and needs to learn the
Test Knowledge for the items Thread Ranks per standard rules. As
the item has developed in his own hands, he does not need to learn
any Research Knowledge; his own legend is interwoven with the
items Pattern Knowledge and he has witnessed any noteworthy
event. The character can weave a thread to the item by learning the
Test Knowledge for its Thread Ranks and spending Legend Points.
If the gamemaster decides a Deed has to be performed for the item,
it is up to the gamemaster if the event that created the item already
fulfills the requirements of the Deed. These liberties only apply to
the adept who performed the feats that made the item legendary. If
another player character wants to weave a thread to the item, the
gamemaster can require him to learn the Research Knowledge
and perform any Deeds necessary to weave a thread, although he
may decide that this other character already fulfilled the requirements by having adventured with the adept who made the item
legendary, depending on the special circumstances.
The creation of a magic item in this fashion is similar to the design
of any other legendary item, but stretches out over the course of a
54
Masterpieces
G e on el s F l a s k
Maximum Threads: 2
Spell Defense: 14
Legend Point Cost: Journeyman
This silver flask has long been in the possession of the
elven Swordmaster Geonel. It does not have any carvings or similar decorations on it, but has a dent where
it was once hit by the blow of a sword.
55
Tr an s f or m ing
Pattern Ite m s
In many instances where a characters item
has a chance to become legendary during that
characters adventures, the transformed item has
a good chance of also being a Pattern Item. Any
item can be a Pattern Item for only one True Pattern, though, and both the Legendary Treasure
and the character wielding it have True Patterns. If a Pattern Item becomes a Legendary
Treasure (or any kind of threaded item for that
matter), it becomes its own Pattern Item, and
stops being a Pattern Item for whatever or whomever it was before. Less powerful Pattern Items
(Minor ones rather than Major or Core Pattern
Items) are more likely to become threaded, however, despite being less magically powerful. This
is because powerful Pattern Items are already
tied to legendsthe legend of the character they
are Pattern Items toand are so connected to
a legend more powerful than one they could
develop from scratch.
The gamemaster should limit the genesis of
legendary items from Pattern Items, especially if
threads are woven to them, without the character
actively seeking the genesis of a threaded item.
In any case of a Pattern Item being transformed,
however, all threads woven to it are lost.
56
N aa rg s A x e
Maximum Threads: 2
Spell Defense: 16
Legend Point Cost: Master
This heavy troll battle-axe is carefully adorned
with trollish runes and appears to be tended to regularly. It bears the Name of its creator, Naarg, in the
center of the blade and has a ruby glowing with the
force of True fire set into the haft.
Chapter Seven
Airships&Riverboats
Welcome aboard, honored guests! Please allow me
to show you to your quarters, then Master Jikhavas
will explain how to use the oars while you listen to
the delightful tunes of his drum
Captain Trenjor, Captain of the vedette Intimidator
Airships
TheLawofSimilarity
One of the laws governing the use of the magic flowing through
the fabric of our universe is the Law of Similarity. This law states
that those things that look alike are alike; things that behave the
same way are the same. This law allows airships to float on air
using magic, for they look and act like ships that float on water.
Though the magical elements and orichalcum forged from all five
of them can be used to implement the Law of Similarity, it often
takes years to find the proper proportions of elemental magic
needed to achieve various effects. Many people have, for example,
tried to create ships able to sail through land as boats sail through
water and air, but no one has yet succeeded. The combination of
elemental earth and other magics needed to accomplish such a
feat have yet to be discovered.
In accordance with the Law of Similarity, a wooden airship
floats in the air as other ships float in water. Just as a waterborne
ship will sink if its hull is breached, so an airship will sink if its
hull takes too much damage. Whether damaged by fire cannons,
AirshipConstruction
57
WoodenAirships
Galleons
Galleys
Drakkars
The crystal raiders use a class of ship known as the drakkar. Airfaring trollmoots have built such ships for untold centuries, and
their skill continues to grow. Drakkars average 60 feet in length
and sometimes support a single mast. Some drakkars have masts
that can be taken down or raised as the situation demands. This sail
supplements the ships power, most of which comes from rowing
crews of approximately thirty trolls. The ships can carry cargo, but
usually use that space to transport additional crystal raiders.
Swiftness and maneuverability are the drakkars greatest advantages, but its light weight means the ship can flip over easily in a
high wind. It is a tribute to the skill of the crews that these ships
so rarely plunge to the ground and shatter. In contrast to the large
galleys, which feel much more substantial, little seems to hold the
vessel up; it rushes through the air at dizzying speed, and the cold,
sharp wind strikes your face like a surging wave.
Drakkars cannot carry fire cannons, but the crystal raiders have
no great love of such weapons. When raiding, they prefer to rush
slower vessels, evading the fireballs shot at them in defense. As
soon as they are close enough, the raiders throw grappling hooks
toward the other ship and use them to pull their own ship closer.
Rather than waiting for the ships to touch, some raiders throw
themselves across the space between the vesselsan extraordinary feat of courage when one considers that they are leaping over
a sickening drop of many hundreds of feet. At this point, the true
crystal raider battle begins, for the raiders excel at hand-to-hand
combat. Once boarded, few ships can defend against the crystal
raiders fierce, joyous attacks.
Many shipyards throughout Barsaive have begun to copy the
design of the drakkar since the end of the Scourge, as resources
were sparse in the first decades of rebuilding cities, nations, and
trade empires. Drakkars not built by troll clans usually feature a
below-decks area that acts as a cargo hold, while raider drakkars
58
Airboats
StoneAirships
Unlike wooden airships, stone ships have not the look of waterborne vessels. At best, they resemble flat-bottomed barges. Most
lack sails, and few have the rudders or keels common to wooden
ships. Many stone airships are powered by the physical strength
and life force of oarsmen, usually slaves. Rather than relying on
physical methods of navigation and steering, the Therans chart
and stay their course through magic.
Most stone ships are built like fortressesthick-walled, heavy,
and nearly impossible to keep aloft. The magical resources required
to construct such a ship and keep it airborne speaks well of Theran
wealth and ill of their wasteful habits.
A i r s h i p s & R i v e r b o a t s
Three types of stone airships cruise the skies above the Theran
Empire: behemoths, kilas, and vedettes. Though all stone airships
are classed as one of these three, the classes themselves are determined by size. Thus, the vedette, the smallest class of stone airship,
includes small warships as well as stone mining ships.
Behemoths
Kilas
Vedettes
Theran vessels. Vedettes also swiftly move strike forces where they
are needed and work as escorts for mining ships and behemoths.
Vedettes also make useful barges for gathering magical elements.
The sturdy stone hulls protect slaves and crews mining the Deaths
Sea for elemental fire, and the ships can rise high enough into the
sky to gather elemental air. Wooden variants of the vedette exist,
but resemble the stone construction more than they resemble
drakkars.
GhostShips
Legends and rumors tell of airships that fly without crews. Called
ghost ships, most such vessels ply the skies only briefly. Without
life force from a crew or regular replacement of the ships elemental air, a ghost ship will eventually crash to the ground like any
other airship. Travelers who have seen one tell that ghost ships are
created when a Horror invades an airship and kills the crew. The
Horror then abandons the ship for greener pastures or else waits
for salvagers to board the vessel and serve as its next victims. On
rare occasions, crystal raiders attack a ship, kill its crew, take its
riches, and leave the ship floating dead in the sky.
On occasion, more extraordinary events produce ghost ships
that roam the skies for many years. These ships stay afloat as long
as the spirits of the dead crew haunt the vessel. The Golden Cloud,
a Theran mining ship, is one famous long-lived ghost ship. Once
part of a fleet that used elemental fire charges to rip into the plane
of elemental air and gather the shards of that magical element, the
Golden Cloud fell victim to its success. The continuous mining ravaged a portion of the elemental plane beyond repair; angered by
the destruction, elemental air spirits manifested and slaughtered
the airships crew. They invested the ship with enough elemental air magic to keep the airship high in the sky over Barsaive. To
this day, so stories tell, the ship cuts a wide swath through the sky,
reminding those who live below that air miners harm the elemental planes at their own risk. Several heroes and Theran salvagers
have attempted to board the ship and capture its cargo, but none
have ever returned.
C H A P T E R 7 | A irships and R ive rboat s
59
AirshipNames
Because all airships are Named and have True patterns, they
can be affected by magic like other Named people, places and
objects. Though strictly speaking airships are closest to magical
items, in game terms they function more like Named places, with
their own pattern items.
Most Named airships have at least one pattern item, particularly if the airship is old or has been involved with many legendary
deeds on the part of its crew. These pattern items can be used to
study the True pattern of the airship and to weave threads to it. It
is common for the captain of an airship to hold one or more of its
pattern items and to have one or more threads woven to the ships
True pattern. These threads may be used to increase the weavers
abilities aboard ship, or the thread rank may be used to increase
one of the ships Attribute steps.
Crystal raider captains naturally guard the pattern items of their
ships very carefully to avoid having them fall into the hands of their
enemies. Since many of the crystal raider drakkars are connected
to and crewed by a particular clan, the ships themselves effectively
become pattern items for their clans.
HowAirSailingWorks
The most important talent for the operation of an airship is Air Sailing. The Air Sailing talent includes the practical knowledge of serving
on board an airship: how to row, trim sails, steer and perform all of
the functions necessary to keep an airship running. Air Sailor and Sky
Raider adepts are the primary characters who practice this talent, but
the talent can be learned as a skill by non-adepts and airship crewmen
of other Disciplines. Human adepts who serve on board airships often
learn Air Sailing through the use of their Versatility talent.
Air Sailing also provides much of the magic that allows an airship
to soar through the sky as easily as an ordinary ship sails across water.
A normal wooden oar rowed against nothing but air will do little to
move a massive ship, even a free-floating airship. But the symbolic
act of rowing combined with the power of the rowers will has magical effects. Rowing is a symbol of the rowers desire to move the ship.
Air Sailing takes this desire and magically translates it into motive
power that drives the airship. This is one of the reasons rowing is
60
commonly used to propel airships: the force of Air Sailing magic usually allows rowed ships to travel more quickly than airships under
sail. Air Sailing magic also comes into play in steering and the use of
sails, but airships under sail receive more of their impetus to move
from the winds than the efforts of the crew.
Even non-adepts trained in the Air Sailing skill can make use of
this magical aspect of the talent. Because the will of the rowers represents the most important factor in ship propulsion, using barely
trained rowers requires a much larger number of people; skilled
Air Sailors, of course, can move an airship with a fairly small crew.
The larger Theran stone ships, kilas and behemoths use large crews
of slave rowers as an additional means of propulsion along with
sails and life-draining magiccountless numbers of slaves have
lost their lives to propel Theran ships.
Riverboats
TheOccurrenceofMutiny
A i r s h i p s & R i v e r b o a t s
OntheConstructionofRiverboats
A typical tskrang riverboat has five decks; one lower deck, three
upper decks, and an aft castle from which the captain commands
the ship.
The lower deck fills the flat, wide bottom of the riverboat; on it
are stored the ships supplies. The three upper decks, covering half
the riverboats length, hold the crew quarters, the ships cargo, and
the fire cannons. The cargo holds have large doors cut into the side
of the riverboat, from which wide gangplanks are lowered during
loading and unloading. Because the plank lies at a steeper angle
against the uppermost deck, the crew stores lighter cargo items on
the highest deck and the heaviest items on the lower deck.
The mid-decks are terraced in such a way that the exterior walls
are set back a few yards from the ships edge. The entire surface of
the ship bristles with sturdy poles attached to hinged braces; from
each pole hangs a length of rope. To move around the ship, tskrang
sailors grab the end of a rope and swing out over the water, then
arc back toward the ship. If this swing leaves the sailor short of his
destination, he grabs another rope and swings further. Though the
interior of the ship provides corridors and stairs leading to every
part of the vessel, the tskrang prefer to swing around the ship
even if the trip takes longer.
Fire cannons stand along the decks and on the roof of the topside. First used hundreds of years ago when the first Theran Empire
dominated Barsaive, the fire cannons roaring explosions captured
the imaginations of the excitable, spectacle-loving tskrang. The
cannons are fixed in position, forcing the crew to turn the entire
ship in order to aim them. As one might expect, tskrang crews
quickly become expert at maneuvering in a fight.
The aft castle is a large room elevated on stilts a few yards above
the top deck. Windows line the bridge and provide a clear view of
the river in all directions. The controls for the elemental fire engine
and the ships rudders are in the bridge, allowing the captain to
determine where the ship goes and how fast it travels.
MethodsofPropulsion
61
ShipStatistics
ll ships have six Attributes: Speed, Maneuverability, Firepower, Hull, Damage and Crew.
Most of these Attributes are given as step numbers, and
are used in the same way as a characters Attribute steps are. Some
ship Attributes, however, represent other characteristics of the ship,
such as the amount of damage the ship can sustain before becoming derelict, or the strength of the ships armor. Each of these six
Attributes is described more fully below. The Ship Combat section,
p.64, includes specifics for how many of these Attributes are used
in the game, and the Using Talents in Ship Combat section, p.67,
details ways some of these Attributes can be increased for short
periods through use of talents. Always use the current Attribute
step (modified by Critical Hits, Air Sailing Tests and so on) when
making tests or using the Attribute as a Difficulty Number.
Unless stated otherwise, airships have a Spell Defense of 16 and
riverboats have a Spell Defense of 12. Ships are considered Locations for the purpose of developing Pattern Items.
Speed
Each ship has a Speed step that determines the speed at which
it can travel. This is the ships cruising speed under normal conditions. Speed steps may vary among different types of vessels,
and also depend on the environment. To reflect this in the game,
lower the Speed of ships traveling against the wind (or against
the river current) by 1. If a ship is traveling with the current (or
with the wind), add a +1 bonus to its Speed. A ships Speed step
is used when making certain tests for the ship while it is traveling or in combat.
The Ship Speed Table shows a ships actual speed (in both miles
per hour and yards per combat round) based on its Speed step,
as well as how far a ship can travel (in miles) during an eight- or
sixteen-hour period. Most ships travel for sixteen hours per day
under normal conditions.
Sailing Ships
The keeled sailing ships of the Aras Sea depend on the wind
to push them along the water. A sailing ships Speed step varies,
depending on the strength of the prevailing wind and whether the
ship is running with the wind or tacking against it. Appropriate
Speed steps are listed in the Sailing Speed Table. A sailing ships
Maneuverability step is usually the same as its Speed step.
Maneuverability
62
Speed
Step
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Firepower
Hull
Damage
Crew
Each ship has a Crew Attribute that represents the overall abilities of its captain and crew. A ships Crew Attribute includes four
factors: its Captain rating, Crew Size, Crew Rating and Morale.
A ships Captain rating represents the minimum talent or skill
rank a captain must possess to operate that type of ship. The
gamemaster can use this number as the captains rank in relevant
abilities to make tests for a ship when he has not fully fleshed out
the captains abilities and statistics.
The Crew Size represents a typical crew complement assuming
every member has an Air Sailing, Pilot Boat, or Sailing Rank of 1. It
does not have to be the actual number of crew members, but rather
serves as a base to determine the number of successful talent or skill
tests required to propel the ship (see the descriptions of the aforementioned talents or skills in the Players Guide). Because many sailors
have a higher rank, actual crew sizes are often smaller than the Crew
Size Rating. Ships using slaves for propulsion still need a regular crew
(that uses appropriate talents and skills) to perform maneuvers.
A ships Crew Rating is an abstract rating used in boarding maneuvers in much the same way Firepower is used in
ranged combat.
Lastly, a crews Morale is the amount of damage the ship and the
crew can sustain before the crew will consider surrendering. Any
damage done to the ships hull, or any damage done to the crew in
a boarding action are applied toward the Morale rating to determine if a crew will surrender. Consider hull and crew damage as
separate, not combined, for the purpose of this comparison. Of
course, player characters may always choose to keep fighting or
surrender. The Morale rating applies only to crewmen who are
gamemaster characters. Ships can take on additional crewmembers to fight boarding battles or just happen to be a troop transport
(this reduces available Cargo space, see above). For every 10 additional crewmembers, increase Morale by +1 for the purpose of
boarding battles (p.65) only.
TravelHazards
AirshipHazards
The skies of Barsaive require great skill and experience to navigate. The most common problems are storms or turbulence, and
airship crews constantly check the wind and weather to prevent
mishaps from occurring. Other hazards, like flying creatures, are
also a factor.
The various Hazard Levels of Barsaives major air routes are
shown on the Airship Hazard Table. The Hazard Level for most
of Barsaive is 7. Controlled territory is any region controlled by
the airships owners, such as a Stoneclaws airship flying over that
moots territory in the eastern Twilight Peaks or a Theran airship
over Vivane or Sky Point. Certain areas of Barsaive have higher
Hazard Levels, particularly regions of the Twilight Peaks and other
mountain ranges, the Mist Swamps, the Servos Jungle, the Liaj
Jungle and other regions where large numbers of aerial creatures
live, including Deaths Sea and the Scarlet Sea.
A i r s h i p s & R i v e r b o a t s
RiverboatHazards
Hazard
Level
5
Servos Jungle
Scarlet Sea
10
Deaths Sea
12
Riverboat Hazard Table
River Section
Serpent Lakes
South and Mid Reaches, Coil River, Aras Sea and
tributaries
North Reach and tributaries
Servos Jungle, west of Lake Pyros
Mist Swamps and nearby river
Hazard
Level
5
7
8
8
9
63
HazardTests
Hazard
Modifier
+1
+1
+1
+2
+3
+4
+3
+4
ShipCombat
64
Pursuit
When two or more ships meet, one or more may try to engage
another in battle. If one of the ships wishes to avoid combat while
another wishes to engage in combat, the ships desiring combat must
begin pursuit. Please note that the rules below only apply to ships
of the same type. Airships have a definitive advantage over riverboats because they can flyhence they can almost always escape
a riverboat attack without using the rules below. Riverboats usually cant escape an airship attack for the same reason.
Pursuit consists of a series of Speed Tests made by each side in
the combat. Every turn, each ship that is either pursuing or being
pursued makes a Speed Test, rolling its Speed step against a Difficulty Number equal to the opponents Speed step. If there is more
than one ship on each side, the Difficulty Number for the pursuer
is the lowest Speed step among the ships he is pursuing, while the
Difficulty Number for the fleeing side is the highest Speed step
among the pursuing vessels.
The first side to make three successful Speed Tests wins the pursuit; the victorious pursuing ship initiates combat or the fleeing
ship evades combat. If the two sides achieve three successes in the
same turn, the first ship to score one more success than its opponent
wins the pursuit. When there is more than one ship on each side,
the gamemaster may apply the results of the pursuit to all ships.
Once an airship successfully engages another, it is considered to
be roughly 500 yards away from its opponentthe maximum distance at which airships can engage in combat.
If the fleeing ships evade their opponent, the pursuer can make
another Speed Test after an hour has passed. If this test succeeds,
the pursuer may begin pursuit once again using the rules above.
If the test fails, the quarry has escaped.
CombatManeuvers
Alter Distance
Failure Modifier: +2
he Alter Distance maneuver allows the ship to close or extend
the distance between it and an opposing ship. The captain
makes a Speed Test for the ship against the Speed step of the opposing ship. Each result level allows the captain to alter the vertical
or horizontal distance between the two ships by 50 yards. This
distance can be split in increments of 50 yards between the vertical and the horizontal as desired. This maneuver is only available
against opposing ships of the same type (airships vs. airships and
riverboats vs. riverboats). Closing range with stationary targets
does not require an Alter Distance maneuver.
Board
Failure Modifier: +4
successful Boarding maneuver brings a ship up alongside
another, so the crews of the ships may battle directly. In order
to board and storm an opposing ship, the attacker makes a Maneu-
Boarding battles are an abstract representation of largescale combat. The crews morale and confidence plays a larger
role in it than the number of the crew or their fighting capability. The crews ability is expressed in their Crew Rating
(which is used for tests in boarding battles), while the confidence gained by being the crew of a mighty ship is expressed
by some ship Ratings being used to resist attacks (the more
powerful the ship, the more confident its crew). The Morale
Rating is a combination of both as well as an independent
measure of typical crew representatives will to fight (a troll
raider crew fighting to capture food for their families has more
will to fight than a merchantmans crew that is not usually
willing to risk their life for the employers cargo), and can be
influenced by actions of player characters.
In a boarding battle, both sides use their Crew Rating for
Initiative, Attack, and Damage Tests. They use their ships
Armor Ratings to reduce Damage, Armor-Defeating Hits
are possible. They use their ships Critical Thresholds and
Morale Ratings in a similar manner that characters use the
Wound Threshold and Unconsciousness Rating: if a Damage
Test is equal to or higher than the Critical Threshold, the crew
suffers a Critical Hit, 5% of the crew are now deadly injured
and require medical assistance to survive, the Crew Rating
is reduced by 1 (it is reduced directly, it does not receive an
Action Test penalty!); if the total Damage a crew has received
reaches its Morale Rating, it surrenders to the enemy. If a
crew takes no damage (after reduction by armor) for three
consecutive turns, it fully recovers, the current Damage Total
is reduced to 0. Previously suffered Critical Hits remain, however, until the crew has fully healed or replacement crew
members are found.
If player characters participate in boarding battles, the
gamemaster should allow them to influence the outcome,
which is determined through standard combat. A ship combat
turn covers ten standard combat rounds. The players should
fight for 9 normal combat rounds, and the tests for the boarding battle should be made in the tenth. For every enemy
crewman a player character eliminates, reduce the opposing
crews Morale by 1 (or alternatively, increase the own crews
morale by +1). The gamemaster can vary this procedure to
quicken to boarding battle by reducing the standard combat
rounds, or increase the characters influence by either modifying both Morale Ratings or using a higher modifier.
A i r s h i p s & R i v e r b o a t s
Break Off
Failure Modifier: +2
ship that wishes to Break Off from combat must
make a Speed Test against the highest Maneuverability step among the ships in the opposing fleet. The
fleeing ship must succeed at this test in three consecutive
turns before it may break off the combat and run. Because
a ship cannot act against another ship that has successfully performed its announced maneuver, any successful
Maneuver against the ship trying to break off resets the
countbreaking off is hard once engaged in combat.
In order to break off from an enemy that has successfully
boarded and grappled, a ship must achieve an Excellent
or better result on the first Speed Test for the Break Off
maneuver. (Remember that both ships will suffer a 4 penalty to their Speed and Maneuverability steps because they
are grappled.) If this happens, the enemy crew is assumed
to have returned to its own ship. A grapple broken once
is considered to be broken for following turns, except if
enacted again by an opponent.
Riverboats cant use this maneuver against an airship.
Airships using this maneuver against riverboats must succeed at a single Speed Test instead of three.
Fire
65
Ground Assault
Failure Modifier: +2
n a Ground Assault, the captain attempts to bring his airships
weapons to bear on a target on the ground. The idea is to swoop
in for a swift pass over the target, then veer off sharply to prevent
retribution. A riverboat using this maneuver swoops in toward
shore, fires at targets on the shore as it passes, then sharply veers
away from shore to avoid return fire. (If tests for firing are required,
the rules for the Fire maneuver are used.)
To use this maneuver, the captain makes a Maneuverability (5)
Test. If the test succeeds, the ship may fire its weapons as described
for the Fire maneuver, but at ground targets. If the test fails, the
ship is unable to achieve the correct angle for an attack and cannot
fire effectively. This maneuver can only be attempted against targets within 200 yards. Airships can use this maneuver against
riverboats only if the riverboat is stationary.
66
Ram
Failure Modifier: +6
ship that wishes to Ram its opponent makes a Speed Test
against the target ships Maneuverability step. If the test
succeeds, the attacker has struck the enemy ship, and makes a
Damage Test using its Ramming step. This damage is reduced by
the targets Armor as normal, but the Speed Test can result in an
Armor-Defeating Hit.
The Ram maneuver can only be attempted against targets within
100 yards This maneuver is only available against opposing ships of
the same type (airships vs. airships and riverboats vs. riverboats).
ShipWeapons
50
50
100
150
200
250
300
350
400
450
500
100
100
150
200
200
250
300
350
400
450
500
150
150
200
200
250
300
350
400
450
450
500
to the targeted ships Maneuverability for the next ship combat turn.
Thunderbolt throwers can only be recharged by an Elementalist or
Weaponsmith while the airship flies through a storm.
Fire Sheath: A fire sheath surrounds a ship with an elemental
shield that protects against fire cannons and flame weapons such as
Dragons Breath. It must be activated by a word of command, usually known only to the ships captain and mate. For each kernel of
elemental air and fire used, the sheath adds +1 to the ships Maneuverability and Armor against such attacks for three ship combat
turns, after which time the sheath burns out and must be refueled.
Fire sheaths can be recharged by an Elementalist or Weaponsmith
within an hour, but doing so requires True elements be at hand.
DamageinShipCombat
UsingTalentsinShipCombat
A ships crew can often affect the outcome of a battle by using their
talents and skills. There are two ways to use talents to influence
ship combat. First, a character can use a talent to increase the ships
characteristic. Second, characters can target a ship directly.
350
350
350
400
400
450
450
500
na
na
na
400
400
400
450
450
450
500
na
na
na
na
450
450
450
450
500
500
na
na
na
na
na
500
500
500
500
na
na
na
na
na
na
na
A i r s h i p s & R i v e r b o a t s
Horizontal
Distance
50
100
150
200
250
300
350
400
450
500
UsingShipWeaponsinRegularCombat
67
CustomizingShips
he following guidelines allow gamemasters to customize some of the ships found later in this chapter to better
fit the needs of their game. Please note that the following rules are only applicable to wooden airships and riverboats,
stone airships are built only by the Therans, who never sell them.
The cost of such ships can only be guessed at, but even a single
stone ship is undoubtedly worth several wooden airships. You
can modify them using these rules, but player characters normally
cannot buy them.
Customizing an airship consists of three simple steps:
Determine Ship Type
Equip and Modify Ship
Determine Price
DetermineShipType
EquipandModifyShip
DeterminePrice
68
Weapon*
Ram
Stronger Hull
CrewRepairs
A i r s h i p s & R i v e r b o a t s
RepairingDamagedShips
ShipyardRepairs
69
RecoveringCrews
70
Typically, tskrang covenants recruit young folk in small river villages with enticing stories of the adventurous life that awaits them
on the river. Then they pay these khamorro, or deck scrubbers, a
few coppers a day. In large ports, crews in need of recruits often
hold open houses on board their ships and use generous amounts
of food and drink to entice prospective crew members.
A seasoned sailor, however, will always hold out for a crew share
in the ships profitsand a wise one will demand to see the captains books before he accepts a job on a riverboat.
ShipMaintenance
FireEngines
Riverboat crews need to keep their ships fire engines supplied with ample amounts of elemental fire. Tskrang fire engines
consume a kernel of elemental fire every two hundred hours of
operation (about one thousand miles of travel under normal speeds).
Each time a captain or ships engineer increases a ships Speed step
beyond its regular rating, whether in combat or in the course of
travel, the kernel loses ten hours of life (fifty miles of travel). True
elements require special storage in an orichalcum container (Players guide, p. 264), and prices for True fire vary from place to place
(see Purchasing True Elements, Players Companion, p.161). Note
many that ship weapons also require True elements to work, see
the individual weapon descriptions, p.66.
he following profiles provide descriptions and game statistics for the most common types of airships that travel
the skies of Barsaive and the Theran Empire. These ships
only represent the baseline, or what is typical, for their type. Use
the options found under Customizing Ships, p.68, to alter the
statistics of these ships to more closely fit their role in your game.
Some ships are not normally engaged in combat and have an abbreviated set of game statistics. If these vessels are engaged in combat
with a vessel with full statistics, assume they lose without being
able to put up much of a fight.
Airboat
Drakkar
SmallDrakkar
A i r s h i p s & R i v e r b o a t s
Airship Descriptions
Galley
A galley is about thirty yards long and six yards wide, and typically appears in the fleets maintained by cities across Barsaive
for shipping goods. Most galleys have sails as well as oars, giving
them decent speed and maneuverability, and most mount fire cannons for defense against pirates and raiders. Galleys have enough
cargo space for up to 150 passengers or troops or large amounts
of cargo.
Generally, a galley will try to outrun or evade attackers. Combat
risks the loss of the ship and its cargo, and so most merchant captains will fight only if forced to do so.
Speed: 10
Base Price: 150,000
Maneuverability: 9
Firepower: 16/16
Hull:
Armor: 15
Ramming: 25
Cargo: 300
Damage:
Derelict: 65
Critical: 21
Destroyed: 72
Crew:
Captain: 4
Crew Size: 100
Morale: 55
Crew Rating: 15
Crystal raider crews are fierce combatants who fight savagely and
almost never surrender. To reflect this, crystal raider drakkars automatically add the Military Vessel modification (see Customizing
Ships, p.68) when crewed by troll raiders, but additional troops
taken on to achieve this modification lower the Cargo Capacity to
80. Additionally, almost all crystal raider drakkars have a crystal
figurehead on their prows whose enchantments add +1 step to a
ship Attribute of the gamemasters choice. Crystal Raider drakkars
come as different as crystal raider clans do. Some trollmoots, like
the famed Swiftwinds, are superior shipwrights. Others care less
about the construction of their ship and more about the raiders
they can put onto it. Use the rules for Customizing Ships, p.68,
to increase any characteristic of the basic drakkar, or lower it for
moots out of their luck. Most crystal raider drakkars have one or
two modifications, but only very rarely modify Firepower.
C H A P T E R 7 | A irships and R ive rboat s
71
Galleon
MilitaryVedette
TransportVedette
MiningVedette
72
Kila
A i r s h i p s & R i v e r b o a t s
Behemoth
GhostShip
These phantom airships fly through the skies over Barsaive, looking for living foes to kill and add to their crews of undead spirits.
Many ghost ships were created by Horrors; others were created by
blood magic or oaths of vengeance sworn by crystal raiders who
perished during the Orichalcum Wars or the Battle of Sky Point.
Crystal raiders consider seeing a ghost ship a bad omen; no raider
wants to meet one. A ghost ship normally sails through astral space,
but can materialize in the physical world to attack. The ghosts of
crystal raiders or Air Sailors that make up the ships crew can attack
like any living crew, but are more resistant to normal weapons and
possess a Chilling Touch power identical to that of a demiwraith.
Individual crew members of a ghost ship have the same statistics
as demiwraiths.
Ghost ships often carry cannons that fire blasts of pure darkness; these do damage to target airships and crews using the ghost
ships Firepower. Ghost ships can become immaterial while fighting, making them invulnerable to most reprisals from other vessels.
The only means of defeating a ghost ship is to board it in combat.
If the ghost ship is rendered derelict, it vanishes back into astral
space. If it is destroyed, it vanishes forever. Any character still on
board the ship has Step 9 rounds (not turns) to escape before the
ghost ship disappears into the netherworlds, taking the unlucky
character with it.
Characters trapped on board a ghost ship when it vanishes may
end up in the realm of Death or some other strange netherworld
at the gamemasters discretion.
Speed: 12
Base Price: NA
Maneuverability: 11
Firepower: 16/16
Hull:
Armor: 15
Ramming: 25
Cargo: NA
Damage:
Derelict: 65
Critical: 21
Destroyed: 72
Crew:
Captain: NA
Crew Size: 30
Morale: 62
Crew Rating: 20
Riverboat Descriptions
he following profiles provide descriptions and game statistics for the most common types of vessels that travel
the Serpent River system and the Aras Sea. All prices are
given in silver pieces.
Canoe
Rowboat
Sailboat
Sailboats are most often used on the open sea and the Serpent
Lakes. These craft range from three to fifteen yards in length. The
smallest sailboats carry only two human-sized passengers, while
the largest carry up to five crew, plus passengers. Refer to the Sailing Speed Table, p.145, when determining the Speed step and
Maneuverability Attribute of a particular sailboat.
Sailboat (Long)
Speed: Special
Maneuverability: Special
Captain: 1
Base Price: 80
Cargo: 10
Crew Size: 5
Sailboat (Small)
Speed: Special
Maneuverability: Special
Captain: 0
Base Price: 60
Cargo: 4
Crew Size: 2
73
Dreveki
DwarfBarge
CanalBoat
74
ScavianBarge
RiverFerry
Most of the Serpent Rivers ferry boats are small, older riverboats
no longer reliable enough to make journeys of any considerable
distance. These vessels have fire engines, but are usually stripped
of their fire cannons before entering ferry service. Most often these
ships ferry passengers across the river or to nearby towns and villages. On occasion, however, river ferries are used to transport
trade goods short distances.
Speed: 5
Base Price: 20,000
Maneuverability: 5
Firepower: None
Hull:
Armor: 10
Ramming: 12
Cargo: 200
Damage:
Derelict: 45
Critical: 15
Destroyed: 52
Crew:
Captain: 2
Crew Size: 7
Morale: 30
Crew Rating: 10
A i r s h i p s & R i v e r b o a t s
MerchantRiverboat
RiverWarship
The warships of the aropagoi are the undisputed masters of Barsaives waterways. The basic design of a warship differs little from
a merchant riverboat, but warships tend to be considerably larger
than merchant vesselssome, in fact, are up to one hundred yards
in length. Warships also carry more fire cannons, armor and crew
members than merchant vessels, which leaves them with less cargo
space than trading boats. Captains of aropagoi warships are among
the craftiest fighters and tacticians anywhere on the river, and their
crews are seasoned and fierce. This ship has the Military Vessel
modification (p.68) already applied.
Speed: 7
Base Price: 50,000
Maneuverability: 7
Firepower: 17/17
Hull:
Armor: 16
Ramming: 25
Cargo: 100
Damage:
Derelict: 69
Critical: 22
Destroyed: 76
Crew:
Captain: 7
Crew Size: 150
Morale: 70
Crew Rating: 18
RiverGalley
Free galleys, which use free men as oarsmen, are the norm
throughout Throal-dominated Barsaive. Slave galleys use slaves
as rowers and must employ small contingents of armed guards to
keep their oarsmen under control.
Speed: 5
Base Price: 100,000
Maneuverability: 5
Firepower: 12/15
Hull:
Armor: 14
Ramming: 16
Cargo: 200
Damage:
Derelict: 61
Critical: 20
Destroyed: 69
Crew:
Captain: 3
Crew Size: 100
Morale: 51
Crew Rating: 15
SailingShip
The keeled sailing ships of the Aras Sea depend on the wind
to push them along the water. Reportedly, some of these vessels
mount fire cannons, but few such ships have ever been seen in Barsaives Aras ports. The statistics represent a ship 24-yards long and
12-yards wide, with a 5-yard draft. A sailing ships Speed step varies,
depending on the strength of the prevailing wind and whether
the ship is running with the wind or tacking against it (see Speed,
p.145).
Speed: Special
Base Price: 30,000
Maneuverability: Special
Firepower: 12/12
Hull:
Armor: 12
Ramming: 16
Cargo: 50
Damage:
Derelict: 53
Critical: 17
Destroyed: 60
Crew:
Captain: 3
Crew Size: 30
Morale: 46
Crew Rating: 13
75
Chapter Eight
Gamemaster Characters
Follow me, my friends. I know this taverns owner, and
he always keeps a cask of a special brew behind the bar
for me Myrthion, my good man, five mugs of the good
stuff please. Zounds! Youre not Myrthion!
Swordmaster Luthan discovers
that change is inevitable
Roles
76
Types
G a m e m e a s t e r C h a r a ct e r s
Opponents
Patrons
Patrons are essentially gamemaster characters who help the players characters on an ongoing basis. Though similar to supporters
(see below), patrons perform a slightly different function: while supporters only help characters, patrons may also hire the characters
to perform missions or to undertake quests or journeys. For example, characters could enjoy the patronage of an important person
such as the head librarian of the Library of Throal. In exchange for
providing them assistance whenever the characters are in Throal,
the librarian might trade favors (see the Gamemastering chapter,
p.94) by asking the characters to journey to the rumored location
of a forgotten kaer to search for historically important records. The
librarian might also take advantage of the groups experience and
status and ask them to transport important documents from Throal
to Jerris, or Travar, or some other important city in Barsaive.
The gamemaster can use patrons as a springboard for adventures,
a technique especially useful for those times when you have to
nudge your players a bit to get them into an adventure. By establishing a patron, you essentially keep the characters on retainer;
they are available to be hired on short notice because they feel a
loyalty to and may owe their patron.
A word of warning, however; avoid using the patron to draw
the characters into the adventure too often. The characters may
begin to act as if every adventure must be predetermined, and the
players may feel that they have no control over which adventures
their characters participate in. This will take the fun out of the
game for everyone.
Patrons also provide a logical and convenient way to begin
an Earthdawn game by giving individual characters a common
purpose and goal. By the time theyve journeyed together on an
adventure or two, the characters may decide to stay together for
reasons unrelated to their patron. For example, the characters may
Supporters
77
Gaining Supporters
The taciturn dwarf hero Ulka spent six hours watching the
human Weaponsmith Thrit at work. Ulka sat silently, moving
only when he could no longer see Thrit work from where he
sat. Thrit worked as if the dwarf were not there. In the late
afternoon, Ulka cleared his throat. Thrit immediately stopped
hammering.
Figure I have a spell of fighting coming up, Ulka said.
Ive heard tell, Thrit replied. His hammer remained poised
as the Weaponsmith waited for Ulka to continue. The dwarf
said nothing. Thrit hammered for another hour.
As the sun set, Thrit polished his days work. Ulka stood.
Thrit glanced at him, his face impassive. Dying embers crackled in the stillness of the evening.
Figure I need some good weapons for the fightand a
Weaponsmith I can rely on, Ulka said. Thrit cracked a halfsmile that was all but invisible in the fading light.
You got one, he said.
Step
Number
2
3
4
5
6
7
8
9
10
11
12
78
Attribute
Value
13
46
79
1012
1315
1618
1921
2224
2527
2830
3133
The two men swore an oath of blood peace, sealing a relationship that they would forge into friendship.
Storytellers still recount the feasts and entertainments held
when Queen Alachia of the elves became a supporter of the
Elementalist Kirgravane. For six days the Elementalist strove
to prove himself worthy of the queens support by participating
in a series of games and dances chosen by Alachia.
On the first day, the queen commanded Kirgravane to join the
wrestling competition between the thorn men. The Elementalist
quickly discovered that much of his magic did not affect his
adversaries. Queen Alachia delighted in his immediate dismay,
but lowered the barrier she had raised against magic when one
of the thorn men grabbed Kirgravane by the throat. Though Kirgravane sensed his spells would now work, he was determined
to impress the queen, and so refused to help himself by casting
his spells. Instead, he gripped the hand crushing his throat and
rolled backward, using the thorn mans extended arm as a lever.
The thorn man, bracing himself to ward off a spell from the
Elementalist, was caught off guard and thrown to the ground.
Kirgravane quickly pinned his opponent to win the match and
stood, his throat bleeding, to bow low to the queen.
For five more days and five more nights Kirgravane did as the
queen commanded. Using skill or wit, the Elementalist won each
test Alachia devised. And with every trap he avoided, every challenge he overcame, the queens respect for Kirgravane grew.
On the final night, the queen commanded Kirgravane to join
in the Moons Flight, a dance performed by hundreds of winged
fairies who spun and flitted, weaving magic patterns in the air.
The patterns bent the moonlight into arcs of cascading sparkles
that lifted the dancers from the forest floor. Kirgravane first
danced with the ladies of the court. The steps were difficult, and
Kirgravane concentrated, lest he lose the rhythm and miss an
arc and step unsupported into the cold night air. Soon the arcs
spiraled upward, making a misstep that initially would have
been a mere embarrassment potentially injurious. As the dancers soared higher, any step he missed would become fatal.
When the moving figures cleared the tops of the trees of Wyrm
Wood, the ladies left Kirgravane. The queen commanded him to
dance with her, and the elven queen and the Elementalist drifted
higher into the darkness. What they spoke of no-one admits to
knowing. What was promised, and by whom, has not been told.
But when the pair descended, Queen Alachia announced her
undying support for the hero Kirgravane. The two swore an oath
of blood peace before the assembled ladies and lords.
Unconsciousness
Rating
1013
1417
1821
2226
2730
3134
3539
4043
4447
4851
5255
Wound
Threshold
34
56
67
89
910
1112
1213
1314
15
1617
1718
Not all gamemaster characters are created equal, and so the support they can provide may vary greatly. A kindly itinerant peddler,
for example, could not hope to equal the support of Queen Alachia.
The support of a Weaponsmith adept is probably worth more than
the peddlers, but less than the queens.
The blood magic of the blood peace oath is social magic. Because
player characters must perform certain actions to maintain supporters loyalty, the social differences between the characters swearing
the oath affects the cost to maintain these supporters.
Supporters are divided into three types, according to their stations in life and abilities. Peddlers, merchants, and others of a
similar social stratum are Type 1 supporters. Adepts and persons
employed within the lower levels of government are Type 2 supporters. Key members of governments, like Queen Alachia and
King Neden, are Type 3 supporters. Maintaining the support of
each type requires different actions.
Maintaining Supporters
Losing Supporters
A character can lose a supporter by failing to maintain the supporter, through the death of the supporter, or through the betrayal
of a traitorous supporter.
If a character fails to maintain a supporter, when the blood peace
oath ends after a year and a day, the character may then heal the 2
Permanent Blood Magic damage taken during the oath ceremony.
Most supporters resent being dumped by heroes, and may renounce
the blood peace oath before a year and a day has passed.
When a supporter dies, he automatically releases the player character from the oath of blood peace. The damage caused by the oath
is healed, and the character loses the advantage of the extra point
to his Death Rating.
A supporter who turns traitor and betrays the character has
broken the blood peace oath and suffers the magical Wound. The
2 Permanent Blood Magic damage the character suffered by taking
the blood peace oath are healed, but the character also loses the
advantage of the extra point to his Death Rating.
large favors with a character. These large favors exchanged, however, do not include those used to maintain the supporter.
G a m e m e a s t e r C h a r a ct e r s
Types of Supporters
The gamemaster decides the exact actions that a supporter will perform, but he should recognize that supporters will not throw their
lives away for a character. This does not mean a supporter will not sacrifice his life if that is the only way to save the hero. At the same time,
a supporter will not automatically open suspicious-looking chests
just because the character does not want to take the risk himself.
Though supporters are gamemaster characters, they, too, have individual lives in the world of Earthdawn. Supporters may not be able to
drop whatever they are doing to help a character every time she calls.
Friendly supporters accept some demands with grace, and Loyal supporters respond to their heros request every time, but even the most
loyal supporter has his limits. A character who willfully and carelessly
exceeds those limits may find his supporters much less helpful.
Ulka renews his oath of blood peace with Thrit for the first
time, equivalent to Rank 1 on the Talent Rank Cost Table.
Thrit is a Type 2 supporter, placing him in the Circle 58
column of the table. Thus, Ulka earns 200 Legend Points for
renewing the vow. If Ulka renews it next year, he will gain
300 Legend Points.
C H A P T E R 8 | Gamema ste r C harac te rs
79
Kirgravane renews his oath of blood peace with Queen Alachia for the eighth time. Queen Alachia is a Type 3 supporter,
and so Kirgravane earns 8,900 Legend Points. The fifteenth
time he renews the oath of blood peace with the elven queen
he will earn 258,400 Legend Points!
Each renewal beyond the fifteenth earns the same number of
Legend Points as if it was the fifteenth renewal. If a supporter is an
adept, renewing an oath of blood peace earns the supporter half
as many Legend Points as the character.
Only heroes who spend most of their time performing legendary
deeds can gain Legend Points from their supporters. Heroes who
retire to rule a land, found an academy, advise the King of Throal,
or simply settle down, do not earn Legend Points from their supporters. However, many retired heroes renew their oaths of blood
peace yearly for friendship or loyaltys sake. Many also continue
to maintain their supporters just in case their retirement proves
to be temporary.
Traitors
If a character attempts to gain the support of a gamemaster character whose attitude is Unfriendly or worse, the attempt will fail.
However, the gamemaster may lead the player character to believe
he has gained a supporter, when he has in fact decided to trust a
traitor. The gamemaster can lend credence to this deception by
presenting the supporter as a specific type and fleshing out the
supporters role completely. Then, naturally at an inopportune
time, the traitor betrays the character.
If a player character feels any doubt about the sincerity of the
attitude of a gamemaster character, he should not make that character a supporter.
Supporters who betray their hero must break their blood peace
oath by doing so and will suffer the consequences as a result.
Creating
GamemasterCharacters
PER (#): #
WIL (#): #
CHA (#): #
This information serves as the basis for fleshing out the character as the gamemaster sees fit; for example, making the character
more or less powerful, depending on the situation. The abbreviated stats give you the basic character information, but the rest
is up to you.
80
FleshingOutStatistics
We suggest two ways to flesh out these abbreviated stats. The first
is to consult the Step/Action Dice Table on p.14 of the Players
Guide to find the Attribute values associated with each given step
number. Using the Attribute values, find the appropriate characteristics in the Characteristics Table, also in the Players Guide,
on p.28. This method serves as a shortcut through the character
creation process.
One alternative, an even more quick-and-dirty way to generate the
values needed to play a character, uses the Step Number Conversion
Table below, which summarizes the Characteristics Table based on
step numbers rather than Attribute values. A gamemaster in need of
a specific number to resolve a situation involving his character simply
checks the step numbers provided and consults the Step Number
Conversion Table to find a range of appropriate values.
The Step Number Conversion Table on p. 78 provides values for
the most commonly used game statistics:
Attribute Value: This represents a range of Attribute values for
the given step number. Attributes represent a characters natural abilities.
Defense Ratings: This column represents a range of values for
Physical, Spell, and Social Defenses. Defense ratings determine
how well characters avoid certain types of attacks.
Mystic Armor: This provides a range of Mystic Armor ratings.
Mystic Armor helps protect the character from magical attacks.
Death Rating: This column provides an appropriate range of Death
Ratings. The Death Rating represents how much damage a character can take before dying.
Wound Threshold: This represents an appropriate range of
Wound Threshold values. Any single attack that inflicts a number
of Damage Points equal to or exceeding the Wound Threshold
causes a Wound.
Unconscious. Rating: This column provides a range of Unconsciousness Ratings. This number represents the amount of
cumulative damage it takes to knock a character unconscious.
CalculatingLegendPoints
forGamemasterCharacters
Damage Potential
To determine each sides damage potential, compare the average Damage step of each side to the average Toughness step of the
opposition. This comparison will show if one side has an advantage over the other.
To use an alternative method for judging damage potential, take
the average Damage step of the opponents and subtract the average
Physical Armor rating of the player characters, then divide the result
into the average Unconsciousness and Death Ratings of the player
characters. The final numbers provide an average of how many successful attacks are needed to render one of the player characters
unconscious or dead (respectively). Apply this same formula to the
player characters to determine how many successful attacks they
need to make to render an opponent unconscious or dead.
G a m e m e a s t e r C h a r a ct e r s
DeterminetheAdvantage
GameBalance
DetermineOpposingForces
Attack Potential
EventheOdds
To balance fights between unevenly matched groups of characters and opponents, simply adjust the number of opponents to
more closely match the number of characters. For example, a group
of Third Circle adepts would have to fight more than double their
number in skeletons in order for the fight to be fair.
If the difference in power, abilities, and numbers between the
characters and opponents is relatively minor; increase or decrease
(as appropriate) the number of opponents by a smaller margin.
AdeptGamemaster
Characters
81
If the adept gamemaster character will be First Circle, the archetypes can be used as is. If you want to play a higher-Circle adept,
choose the characters Circle and then find the minimum number
of talents and their minimum ranks for adepts of that Circle on the
Circle Advancement Table in the Building Your Legend chapter
on p.424 of the Players Guide. Select a number of additional talents from the appropriate Disciplines chapter in the same rulebook
to bring the characters total talents to the minimum for adepts of
the desired Circle. Assign each of the talents the minimum rank
for adepts of that Circle, then adjust the characters characteristics
according to his Circle and note any special abilities.
This system produces adept gamemaster characters that meet the
minimum requirements of the chosen Circle. If you want to give
your character more than the minimum statistics, simply choose
an additional 24 talents and assign each a Rank of 2 or 3. Feel
free to further tailor the archetype by increasing the ranks of the
characters other talents as well. You can further round out the
character by adding several talent knacks to provide specializations where you feel they are required.
As you create your gamemaster characters, particularly those
who will likely last longer than a single encounter or adventure,
fill out a Character Record Sheet. Note that all of the gamemaster
characters are able to read and write (Dwarf/Throalic) as well
as Speak (Dwarf/Throalic) and their racial language as General
skills, if these skills are not listed.
For adept gamemaster characters, Discipline talents are
listed with a superscript D and talents that require Karma are
italicized.
Non-AdeptGamemaster
Characters
he following profiles describe typical gamemaster characters for use as supporters, guards, opponents, and so
on. Feel free to alter these profiles to suit your game.
Gamemasters may like to modify these characters for
different Namegiver races. This is usually just a case
of adjusting the characters Attribute and associated Skill steps. Some Death Ratings take into
account permanent damage caused by using
blood magic (usually blood charms). These
are noted in the characters statistics. See the
descriptions of blood charms in the Goods
and Services chapter on p.257 of the Players Guide.
82
G a m e m e a s t e r C h a r a ct e r s
TrollCityWatch
The people pay me to keep their town secure, and roving bands of so-called heroes like you
make my life difficult. And when my life gets difficult, I get mad, and when I get mad, I like to
take it out on roving bands of heroes. So I only have one ruledont make my life difficult!
Attributes:
DEX: (10): 5
PER: (9): 4
Characteristics:
Initiative: 2
Physical Armor: 8
Mystic Armor: 0
Death: 37 *
Unconsciousness: 29 *
Wound Threshold: 11
STR: (18): 7
WIL: (9): 4
TOU: (16): 7
CHA: (8): 4
Physical Defense: 6
Spell Defense: 6
Social Defense: 5
Recovery Tests: 3
Knockdown: 7
Movement: 7
Skills:
Detect Weapon (2): 6, Disarm (2): 7, Local LoreK (3): 7, Local PoliticsK (3): 7,
Melee Weapons (3): 8, Parry (3): 8, Read/Write Language (1): 5(Dwarf/Throalic),
Riposte (3): 8, Search (3): 7, Speak Language (2): 6(Dwarf /Throalic, Troll),
Tactics (3): 7, Unarmed Combat (1): 6, Weapon Rune CarvingA (1): 5
A
Armor: Buckler (Phys 1; Deflect: +1/0; Shatter 17), Chainmail (Phys 7; Init 3)
Weapons: Club (Damage 10), Pole-Axe (Damage 15; Cannot use shield), 2 Spears
(Damage 11; Range 1020 yards/510 hexes)
Equipment: Absorb Blow Charm (2 Blood Magic Damage), Belt Pouch, Carving Tool,
Travelers Garb
Loot: 15 silver pieces
Legend Award: Second Circle
Notes: As a troll, the non-adept possesses the Heat Sight racial ability.
Commentary:
The troll city watchs job is to keep the peace, and if he has to break a few skulls to do it, so be
it. Hes got a bad attitude, a big weapon, and the law on his side. In short, hes your worst
nightmarea troll with a badge of office.
Quotes:
Meet my good friend Sir Pole-axe.
Youre beginning to make my life difficult, young sir.
Have you ever had a grown troll sit on your chest
until your face turned purple and you begged for
mercy? It can be easily arranged.
HumanHorror-ScarredMadman
The Horror lived in my brain, right here above my eye. Well, actually closer to my ear, but near
the top of my skull. HEY! WHAT ARE YOU LOOKING AT! You know, the Horror looked at
me the same way. Did I tell you he was in my brain?
Attributes:
DEX: (8): 4
Characteristics:
Initiative: 4
Physical Armor: 0
Mystic Armor: 0
Death: 27
Unconsciousness: 18
Wound Threshold: 6
WIL: (8): 4
TOU: (7): 4
CHA: (7): 4
Physical Defense: 5
Spell Defense: 10
Social Defense: 15*
Recovery Tests: 1
Knockdown: 4
Movement: 6
Skills:
Armor: None
Weapons: None
Equipment: Ball of String Painting Tools, Peasants Garb, Rock, Stick
Loot: 7 copper pieces
Legend Award: First Circle
Commentary:
Spared by a Horror (and no one knows exactly why), this poor fool was left part idiot and part
genius. If you can listen to his bewildering train of thought for any length of time, you may learn
more factual information about the Horrors than you believed was possible for any one person to
know. Of course, you may also learn the history of his rock, and his string, and his stick.
Quotes:
Dont touch my rock.
The Horror was in my friend Nevilles brain, too.
But that was before he exploded
Yes. I know how I got it out of my head. I used
my string. Want me to show you how?
83
HumanFoulFolk
I have no time for you and yours. You think you survived the Scourge, but you have no real idea
of what it actually took from us all.
Attributes:
DEX: (10): 5
Characteristics:
Initiative: 5
Physical Armor: 2
Mystic Armor: 0
Death: 31
Unconsciousness: 22
Wound Threshold: 8
CHA: (10): 5
Physical Defense: 6
Spell Defense: 6
Social Defense: 6
Recovery Tests: 2
Knockdown: 5
Movement: 6
Skills:
Battle Shout (1): 6, Horror LoreK(2): 7, Melee Weapons (2): 7, Read/Write Language (1):
6(Dwarf/Throalic), Scourge HistoryK(2): 7, Speak Language (2): 7(Dwarf/Throalic,
Human), Streetwise (2): 7, TattooingA (1): 6, Wilderness Survival (2): 7
A
Commentary:
Foul folk offers a catchall term to describe Namegivers corrupted by the Horrors. Though foul folk may
exist anywhere in Barsaive, many of them are drawn to the ruins of Parlainth. Most foul folk look very much
like normal Namegivers, except for a slightly crazed, somehow evil look in their eyes. Their corruption
robbed them of the last remnant of good, and only those foul folk with extremely high Charisma can
convincingly mimic positive emotions such as love or joy. Foul folk exist among all the Namegiver races,
and their statistics vary according to their race. The statistics given here represent an average human
member of the foul folk. A few of the foul folk are adepts. Use the Discipline archetypes in this chapter.
Quotes:
Yes, yes. I hear you talking but I care
nothing for what you have to say.
Pain? You have no idea what real pain is.
Here, let me show you
Mmmmmrmmmrmm Arrrrggghh!
HumanCultMember
Have you not heard of the Shield of Slangue the Merciless? Its ancient power would dwarf your
wildest imaginings. I will search for the Shield until my bones lie bleaching in the sun. Countless
others would also gladly give their lives to return the Shield to its faithful worshippers.
Attributes:
DEX: (7): 4
PER: (11): 5
Characteristics:
Initiative: 3
Physical Armor: 5
Mystic Armor: 2
Death: 28*
Unconsciousness: 19 *
Wound Threshold: 8
STR: (10): 5
WIL: (14): 6
TOU: (10): 5
CHA: (14): 6
Physical Defense: 5
Spell Defense: 7
Social Defense: 8
Recovery Tests: 2
Knockdown: 5
Movement: 6
Skills:
Commentary:
Hope drives the cult member. Striving against all odds, he searches for one legendary artifact,
though no proof exists to show that it is real. He believes the artifact holds the power to right the
evils the Horrors wrought, and he will spend his entire life on his sacred quest. Some people
question his sanity, others join him on his crusade, but none question his dedication.
84
Quotes:
What do you mean my map is wrong? Wheres
the town that should be here?
The Shield is holy, that is all an infidel like you
need know.
Only the holy Shield can remove the evil stain
the Horrors left on the world and make our
dwelling place pure again.
G a m e m e a s t e r C h a r a ct e r s
OrkMercenary
I fight for a living. Its never a pretty job and you only get paid if you survive, but I do it because
Im good at it. If you need an experienced fighter, Im your man. I dont do work that requires me
to think much, I dont look after mewling babes, and I dont fight for the Therans. Now, show me
your silver and well hammer out the terms.
Attributes:
DEX: (14): 6
PER: (10): 5
STR: (15): 6
Characteristics:
Initiative: 3
Physical Defense: 8
Physical Armor: 7 Spell Defense: 6
Mystic Armor: 4
Social Defense: 4
WIL: (9): 4
TOU: (12): 5
Death: 31*
Unconsciousness: 23*
Wound Threshold: 9
CHA: (6): 3
Recovery Tests: 2
Knockdown: 6**
Movement: 6
Skills:
Ancient WeaponsK (1): 6, Maneuver (2): 8, Melee Weapons (5): 11, Read/Write Language (1): 6
(Dwarf/Throalic), Second Attack (1): 7, Speak Language (2): 7 (Dwarf/Throalic, Orzet), Tactics (1): 6,
Unarmed Combat (2): 8, Weapon Rune CarvingA (1): 4, Weapon LoreK(1): 6, Wound Balance (1): 7
A
Armor: Crystal Ringlet (Phys 4; Myst 4; Init 2), Footmans Shield (Phys 3; Init 1; Deflect: +2/0; Shatter 19),
Dwarf Winternight Cloak (Phys +2; Myst +2 vs. WaterCold)
Weapons: 2 Daggers (Damage 8; Range 1020 yards/510 hexes), Short Sword (Damage 10),
Spiked Mace (Damage 12; Cannot use shield)
Equipment: Adventurers Kit w/Tent, Carving Tool, Death Cheat Charm (3 Blood Magic Damage),
Rope (15 yards), Trail Rations (1 weeks worth), Travelers Garb
Loot: 25 silver pieces
Legend Award: Second Circle (1 per 2 PC)
Notes: As an ork, the non-adept possesses the Gahad and Low-Light Vision racial abilities.
Commentary:
The ork mercenary knows only one thing, but he knows it wellhow to fight. Highly opinionated and
disdainful of anyone he considers incompetent, most employers value his skills enough to overlook his
often abrasive personality. The ork mercenary is no fool, and always demands handsome compensation
for high-risk tasks.
Quotes:
I have scars older than you, lad.
Sharpen your blades, here come the Therans.
Flank, shmankjust hit that fiend swinging
the big axe. Yes, the one in front of you trying to
take off your head.
DwarfMerchant
Welcome, welcome! Please take your time and browse. Youll find everything you want or need.
If its not here, it doesnt exist. You say your friend only speaks troll? Not to worry. I speak all
the languages of the land fluentlyjust another service that I am happy to provide. Oh, you
would like to trade? Please step into my office.
Attributes:
DEX: (10): 5
PER: (12): 5
Characteristics:
Initiative: 5
Physical Armor: 3
Mystic Armor: 0
Death: 35
Unconsciousness: 27
Wound Threshold: 9
STR: (13): 6
CHA: (9): 4
Physical Defense: 6
Spell Defense: 7
Social Defense: 6
Recovery Tests: 2
Knockdown: 6
Movement: 5
Skills:
Appraising GemsK (2): 7, CarvingA (1): 5, Conversation (3): 7, Dwarf Trade RoutesK (2): 7,
Haggle (7): 11, Read/Write Language (1): 6(Dwarf/Throalic), Speak Language (8): 13,
(Dwarf/Throalic, Human, Obsidiman, Orzet, Sperethiel, Troll, Tskrang, Windling)
A Artisan Skill; K Knowledge Skill
Commentary:
Anything and everything is the dwarf merchants motto. His shop is full to bursting with
supplies from all over Barsaive and select items from Thera. The merchandise ranges from the
mundane to the exotic: elven-made clothes, Theran tomes, tskrang spices, dwarf tools, windling
weapons. The merchant considers no item too bizarre to stock in his emporium, and sees every
person who steps into his shop as a potential sale. On rare occasions, he may offer a guarantee on
his product after the transaction is complete.
Quotes:
It is a well-known fact that the legendary hero Thom
Hammerblade bought 15 yards of rope from this length
right here.
Windling spears, windling spearslet me think.
Ah yes, I stock them near the toothpicks.
Im very sorry, but I do not have the item you seek at the
moment. It seems my supplier angered some river pirates.
We hope to find his body soon.
C H A P T E R 8 | Gamema ste r C harac te rs
85
ObsidimanMessenger
Trustworthy, honest, and reliableits not just a motto, its a way of life. Some messages I carry are inane, some are
matters of life and death. I dont care, I get them through all the same. Dont try and stop me. I can fight if need be.
Attributes:
DEX: (8): 4
PER: (8): 4
STR: (21): 8
Characteristics:
Initiative: 2
Physical Defense: 5
Physical Armor: 7 Spell Defense: 5
Mystic Armor: 4
Social Defense: 6
* These values have been adjusted for blood magic.
CHA: (10): 5
Recovery Tests: 4
Knockdown: 8
Movement: 5
Skills:
Avoid Blow (1): 5, Barsaive PoliticsK (3): 7, Climbing (1): 5, Conversation (3): 8, Crystal CarvingA (2): 7,
Detect Trap (1): 5, Detect Weapon (2): 6, Etiquette (3): 8, First Impression (2): 7, Graceful Exit (2): 7, Melee
Weapons (1): 5, Missile Weapons (1): 5, Read/Write Language (1): 5(Dwarf/Throalic), Speak Language (2):
6(Dwarf/Throalic, Obsidiman), Throal PoliticsK (2): 6, Throwing Weapons (1): 5, Trap Initiative (1): 5,
Unarmed Combat (1): 5
A Artisan Skill; K Knowledge Skill
Quotes:
I regret the damage to the guards, but I carry
a message addressed to you personally.
I am merely the messenger.
Greetings. I carry a message from the city of
Iopos. The missive is from Lady Nessel to one
Sir Flower-Of-My-Heart.
Commentary:
A strange single-mindedness seems to possess the obsidiman messenger when he carries a missive. These individuals consider their
tasks a sacred duty and perform them with unflagging dedication, regardless of the messages content. As a result of their impeccable
reputation and personal integrity, people throughout Barsaive accord them great respect and so keep their services in great demand.
Many obsidiman messengers have reached legendary status by overcoming tremendous obstacles to deliver messages.
TskrangRiverPirate
Greetings and salutations, friends. Do not let my appearance deceive you. The stories you have heard about
the tskrang are most untrue. The dwarfs started those vicious lies because they envy our ability to sail the
river. They accuse us of stealing because they envy our, ah, resourcefulness. Take these elegant elven cloaks,
for instance. I found them aboard an abandoned ship. Its not my fault the elves are so irresponsible as to
allow an unmanned ship to float down the Serpent River.
Attributes:
DEX: (19): 8
Characteristics:
Initiative: 8
Physical Defense: 10 Death: 34
Physical Armor: 4 Spell Defense: 6
Unconsciousness: 26
Mystic Armor: 1
Social Defense: 7
Wound Threshold: 9
CHA: (11): 5
Recovery Tests: 2
Knockdown: 6
Movement: 6
Skills:
Acrobatic Strike (2): 10, Bribery (2): 7, Engaging Banter (2): 7, Fishing (1): 6 , Entertainer (Singing)A(2): 7,
Haggle (4): 9, Melee Weapons (3): 11, Navigation (1): 6, Parry (3): 11, Pilot Boat (4): 9, Read River (4): 9,
Read/Write Language (1): 6(Dwarf/Throalic), Riposte (3): 11, Serpent River LoreK (3): 8,
Speak Language (2): 7(Dwarf/Throalic, Tskrang), Swimming (2): 8, Throwing Weapons (3): 11,
Unarmed Combat (3): 11
A Artisan Skill; K Knowledge Skill
Armor: Buckler (Phys 1; Deflect +1/0; Shatter 17), Espagra-Scale Cloak (Phys 3; Myst 1; Init 0/1; w/
Cloaksense Brooch)
Weapons: Broadsword (Damage 10), 2 Daggers (Damage 8; Range 1020 yards/510 hexes), 2 Spears
(Damage 10; Range 1020 yards/510 hexes)
Equipment: Belt Pouch, Climbing Kit, Fishing Kit, Navigation Charts in Map/Scroll Case, Travelers Garb
Loot: 10 silver pieces
Legend Award: First Circle
Notes: As a tskrang, the non-adept possesses the Tail Combat racial ability.
Commentary:
Quotes:
The tskrang river pirates charismatic and flamboyant personality disguises his formidable fighting prowess. He operates under his own code of
ethics, and no ship is safe from this scoundrel. On the whole an unpredictable lot, many pirate tales circulate through the land from the elven court to
Throal and Thera. Some stories recount tales of vile torture and ruthless cruelty, while others describe practical jokes perpetrated on unwary travelers
sailing the Serpent River. Though generalizing about such individualists is dangerous, most pirates harbor a strong sense of loyalty and will befriend
for life someone who does them right. On the other hand, they show double-crossers no mercy.
86
G a m e m e a s t e r C h a r a ct e r s
ElfSage
So you need to know if that old sword you acquired is the Great Blade of Sanquadra or just a
lump of forged metal? You have come to the right place, friend. All heroes need magic, and I
can tell you if you are holding it in your hands.
Attributes:
DEX: (11): 5
Characteristics:
Initiative: 5
Physical Armor: 0
Mystic Armor: 1
Death: 27
Unconsciousness: 18
Wound Threshold: 6
CHA: (10): 5
Physical Defense: 7
Spell Defense: 7
Social Defense: 6
Recovery Tests: 1
Knockdown: 4
Movement: 7
Skills:
Armor: None
Weapons: Dagger (Damage 6; Range 1020 yards/510 hexes)
Equipment: Arcane Tomes, Belt Pouch, Embroidery Tools, Scrolls in Map/Scroll Case,
Wealthy Travelers Garb, Writing Kit
Loot: 25 silver pieces
Legend Award: First Circle
Notes: As an elf, the non-adept possesses the Low-Light Vision racial ability.
Commentary:
Both a historian and a source of magical information, the elf sage links the arcane past with
the magical present. Magic and knowledge represent power throughout the land, and the elf
sage can provide access to both.
Quotes:
Remove this junk from my sight.
Runic carvings? Hmmm, very interesting. Hand me that book.
Power? You dont know the meaning of power until youve held
in your hands the Ruby Scimitar of Daeth!
OrkScorcher
Welcome to my territory. The upcoming terrain is filled with potential danger. I suspect youll need to hire
some bodyguards. We just happen to be available. Lets make camp here and negotiate our protection fees.
Attributes:
DEX: (13): 6
Characteristics:
Initiative: 2
Physical Armor: 10
Mystic Armor: 1
Death: 32
Unconsciousness: 24
Wound Threshold: 8
CHA: (9): 4
Physical Defense: 7
Spell Defense: 6
Social Defense: 6
Recovery Tests: 2
Knockdown: 6*
Movement: 6
Skills:
Animal Bond (2): 6, Animal Handling (1): 6, Caravan Trade RoutesK (3): 8, Charge (1): 7,
Haggle (2): 6, Melee Weapons (1): 7, Read/Write Language (1): 6(Dwarf/Throalic),
Speak Language (2): 7(Dwarf/Throalic, Orzet), Tactics (1): 6, TattooingA (1): 5,
Throwing Weapons (1): 7, Trick Riding (1): 7, Unarmed Combat (1): 7, Wound Balance (1): 7
A Artisan Skill; K Knowledge Skill
Armor: Chainmail (Phys 7; Init 3), Riders Shield (Phys 3; Init 1; Deflect +2/0; Shatter 19)
Weapons: Broadsword (Damage 11), Dagger (Damage 8; Range 1020 yards/510 hexes),
Long-Spear (Damage 11), Spear (Damage 10; Range 1020 yards/510 hexes)
Equipment: Adventurers Kit, Tattooing Tools, Trail Rations (2 weeks worth), Travelers Garb, Waterskin,
Riding HorseCombat Trained (Bit, Bridle, Harness, Large Saddlebags, Saddle, Stirrups, Blanket)
Loot: 5 silver pieces
Legend Award: First Circle
Notes: As an ork, the non-adept possesses the Gahad and Low-Light Vision racial abilities.
Commentary:
The ork described in this entry is the standard ork scorcher, standing approximately 6 feet 3 inches tall and
weighing 225 pounds. Sometimes mercenaries, often bandits, orks always negotiate if they sense potential
profit. If an ork thinks he can get a better deal by working with a party rather than jumping it, he will. Orks
roam all the lands of Barsaive in mercenary bands. These ork scorcher bands travel the countryside, seeking
employment. Some bands are cavalrymen, mounted on riding horses and occasionally on war horses or
massive thundra beasts. Ork cavalrymen often use lances and spears to charge their opponents.
Quotes:
I warned you of potential danger. Now hand
over your silvers or prepare to die, trespassers!
Treachery? I prefer to call it a switching of
business partners for profit.
87
DwarfScribe
Please speak slowly and clearly. Remember, this will be stored in the Great Library of Throal. Your stories
will be repeated throughout the land, and young and old alike will revere you for your deeds for
generations to come.
Attributes:
DEX: (8): 4
Characteristics:
Initiative: 4
Physical Armor: 10
Mystic Armor: 1
Death: 31
Unconsciousness: 22
Wound Threshold: 8
CHA: (10): 5
Physical Defense: 5
Spell Defense: 9
Social Defense: 6
Recovery Tests: 2
Knockdown: 5
Movement: 5
Skills:
Dwarf HistoryK (3): 10, Kaer LoreK (3): 10, Legends and HeroesK (4): 11, PoetryA(3): 8,
Read/Write Language (8): 15(Dwarf/Throalic, Sperethiel, Human, Obsidiman, Orzet, Troll, Tskrang,
Windling), Research (1): 8, Speak Language (4): 11(Dwarf/Throalic, Human, Troll, Tskrang)
A
Armor: None
Weapons: Knife (Damage 6; Range 816 yards/48 hexes)
Equipment: Arcane Tomes, Belt Pouch, Scrolls in Map/Scroll Case, Wealthy Travelers Garb, Writing Kit
Loot: 35 silver pieces
Legend Award: First Circle
Notes: As a dwarf, the non-adept possesses the Heat Sight racial ability.
Commentary:
The dwarf scribe is your ticket to immortality. He can transform a humiliating drubbing at the hands of a
group of gargoyles into an epic battle between good and evil. He rarely involves himself personally in
adventures, preferring to live vicariously through his employers adventures. If a story is boring, he can
make it interesting. And if a tale is interesting, he can make it legendary.
Quotes:
Of course my name goes at the top of the page.
Im doing all the writing, am I not?
If you kill a dragon in the deepest woods but
no one was there to write down the event, did
it really happen?
I would prefer you pay me in advance, good sir,
before you fight the Horror.
TheranWindlingSpy
Information can make you rich. Any information, no matter how trivial it might seem, is worth something to someone. Now,
the Therans reward loyalty very handsomely, so when you hear something, tell only me. I would truly grieve if compelled to
visit you in the dark of night. Hearing of a hero who dies in his sleep always saddens my heartsuch a waste of potential.
Attributes:
DEX: (15): 6
Characteristics:
Initiative: 6
Physical Defense: 10 Death: 26*
Physical Armor: 3 Spell Defense: 9
Unconsciousness: 17*
Mystic Armor: 1
Social Defense: 9
Wound Threshold: 6
* These values have been adjusted for blood magic.
** Flying Movement Rate
CHA: (17): 7
Recovery Tests: 1
Knockdown: 3
Movement: 3/8**
Talents:
Skills:
ActingA(2): 9, Bribery (2): 9, Conceal Object (2): 8, Detect Trap (2): 9, Disarm Trap (2): 8, Disguise (1): 8,
Fast Hand (1): 7, Forgery (1): 7, Lip Reading (2): 9, Lock Picking (2): 8, Melee Weapons (2): 8, Local LoreK (3): 10,
Picking Pockets (3): 9, Read/Write Language (2): 9(Dwarf/Throalic, Theran), Speak Language (3): 10 (Dwarf/
Throalic, Theran, Windling), Streetwise (3): 10, Surprise Strike (2): 5, Theran PoliticsK (2): 9, Throwing Weapons (2): 8
A Artisan Skill; K Knowledge Skill
Commentary:
The Theran windling spy is a master of stealth and cunning. Privy to some of the most closely guarded secrets in
Barsaive, he plays an essential part in the political ambitions of many Therans. A ruthless and deadly character, many
look at his unimposing appearance and judge him insignificant and harmless. Do not make this misjudgment. Many
heroes have paid for it with their lives.
88
Quotes:
If they catch us, rememberyou dont
know me and I dont know you.
We are only criminals if our side loses.
You must be mistaking me for another
windling. We all look very similar, you
know.
G a m e m e a s t e r C h a r a ct e r s
HumanTavernOwner
Sit down and have an ale. The meat is roasting and should be ready in a moment. Youre new to
this area, arent you? Looking to forge a legend of your own, I wager. Well, rumor has it
Attributes:
DEX: (9): 4
PER: (12): 5
Characteristics:
Initiative: 4
Physical Armor: 0
Mystic Armor: 0
Death: 31
Unconsciousness: 22
Wound Threshold: 8
STR: (9): 4
WIL: (9): 4
TOU: (10): 5
CHA: (10): 5
Physical Defense: 6
Spell Defense: 7
Social Defense: 6
Recovery Tests: 2
Knockdown: 4
Movement: 6
Skills:
Animal Handling (1): 5, Conversation (4): 9, Entertainer (Musician; Flute)A (1): 6, Entertainer
(Storytelling)A (1): 6, Legends and HeroesK(2): 7, Local LoreK (3): 8, Read/Write Language (1):
6(Dwarf/Throalic), Speak Language (7): 12(Dwarf/Throalic, Obsidiman, Orzet, Sperethiel,
Troll, Tskrang, Windling), Unarmed Combat (2): 6
A
Armor: None
Weapons: Club (Damage 7), Knife (Damage 5; Range 816 (48 hexes)), Sap (Damage 5)
Equipment: Belt Pouch, Flute, Travelers Garb, Guard Dog
Loot: 20 silver pieces
Legend Award: First Circle
Commentary:
Quotes:
Rumors are free. Facts, now thats another matter.
Bitter?! That ale has aged for well over three days, Sir
Connoisseur!
Hey! Keep your dirty hands off the servers!
People come to the tavern to eat, drink, be entertained, and to meet other people. The tavern owner
wears many hatsbartender, entertainer, rumormonger. He watches and remembers the comings
and goings of all characters who pass through his humble establishment and, with the help of some
silver pieces, may be persuaded to share this information.
HumanVeteranGuard
So you wish to see my master? Tell me the truth of why you want to visit him and I might allow it. Lie to me, and
Ill make sure you never pass this checkpoint.
Attributes:
DEX: (16): 7 PER: (13): 6 STR: (13): 6 WIL: (14): 6 TOU: (14): 6 CHA: (16): 7
Characteristics:
Initiative: 5
Physical Defense: 9 Death: 36
Recovery Tests: 3
Physical Armor: 7 Spell Defense: 7
Unconsciousness: 28 Knockdown: 6*
Mystic Armor: 2
Social Defense: 9
Wound Threshold: 10 Movement: 6
Skills:
Detect Weapon (2): 8, Disarm (2): 9, Local LoreK (3): 9, Local LoreK (3): 9, Melee Weapons (3): 10, Parry (3): 10,
Read/Write Language (1): 7 (Dwarf/Throalic), Riposte (3): 10, Search (3): 9, Speak Language (2): 8(Dwarf/
Throalic, Human), Tactics (3): 9, Unarmed Combat (1): 8, Weapon Rune CarvingA (1): 8, Wound Balance (1): 7
A Artisan Skill; K Knowledge Skill
Armor: Buckler (Phys 1; Deflect: +1/0; Shatter 17), Ring Mail (Phys 6; Init 2)
Weapons: Battle-Axe (Damage 14; cannot use shield), Club (Damage 9), Sap (Damage 7)
Equipment: Belt Pouch, Carving Tool, Travelers Garb
Loot: 25 silver pieces
Lucky Charm: Lucky charm valued at 2D6 silver pieces if not magical, 2D620 silver pieces if magical.
To determine the magical value of a guard veterans charm, the gamemaster makes a Step 4 Magic (10)
Test. If the test is successful, the charm is magical, and adds +1 to the veterans Physical and Spell Defense.
To activate the charm, the guard takes 1 Strain and makes a Perception (6) Test. If the test succeeds,
the charms protection lasts for a number of rounds equal to the Perception Test result.
Legend Award: First Circle
Commentary:
Quotes:
You speak of trust. The horrors and their pawns
shattered trust long ago. If you want to see my
master, youll prove yourself to be without taint.
If you lay even one finger on my master, Ill make
sure the last thing you see is my axe swinging at
your neck.
A soldier with years of experience, a guard veteran has loyally served his city, house, or master for a lengthy period of time. Most have encountered the Horrors or
their constructs at least once, and none care to repeat the experience. Though steadfast, guard veterans do not give their employers blind loyalty. Most consider
themselves guardians of justice, and if a character can prove that an employer has evil intentions, many guard veterans will cease to defend him. All guard veterans
possess the following ability:
Detect Deceit: Guard veterans have honed an uncanny judge of character into a magical ability. Whenever a character tries to deceive a guard veteran, the guard
makes a Perception Test against the characters Spell Defense. If the test succeeds, the guards suspicions are roused, although he does not determine the characters
true intent. The guard adds +5 to his Social Defense against the character, making him less likely to fall for the characters scam. This bonus lasts for a number of
days equal to the guards Perception Test result.
C H A P T E R 8 | Gamema ste r C harac te rs
89
HumanAirSailor
Attributes:
DEX (16): 7
PER (13): 6
STR (13): 6
WIL (12): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
2nd
5
10
7
7
6
1
42
33
10
3
6*
6
TOU (14): 6
CHA (13): 6
3rd
5th
7th
9th
11th
10
7
7
8
1
54
43
10
7
7
9
1
66
53
10
7
7
10
2
78
63
11
7
7
11
3
90
73
12
8
8
13
3
102
83
Karma Points:
Talents:
Air SailingD
Avoid BlowD
ClimbingD
Karma RitualD
Melee WeaponsD
Parry
DistractD
Durability [6/5]
Empathic SenseD
Wind Catcher
Thread WeavingD
Heartening Laugh
Swing AttackD
Acrobatic Strike
Wound BalanceD
Air Dance
Resist TauntD
Riposte
LeadershipD
Lion Heart
Thought LinkD
Second Weapon
Shield BeaterD
Cold Purify
RallyD
Down Strike
2nd
3/8
2/9
2/9
2/2
3/10
2/9
2/8
1/1
Skills:
AirshipsK
Barsaive HistoryK
Conversation
First Impression
Flirting
Haggle
Read/Write Language
Sail EmbroideryA
Seduction
Speak Language
Throwing Weapons
2nd
3rd
5th
7th
9th
3/9 4/10 5/11 6/12 7/13
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8(Dwarf /Throalic, Human)
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8(Dwarf /Throalic, Human)
2/9 3/10 4/11 5/12 6/13
11th
8/14
7/13
7/13
7/13
7/13
7/13
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award :
2nd
3rd
5th
7th
9th*
11th *
3rd
4/9
3/10
3/10
3/3
4/11
3/10
3/9
3/3
3/9
3/8
5th
6/11
5/12
5/12
5/5
6/13
5/12
5/11
5/5
5/11
5/10
5/11
5/11
5/12
5/12
7th
9th 11th
8/13 10/15 12/17
7/14 9/16 11/18
7/14 9/16 11/18
7/7
9/9 11/11
8/15 10/17 12/19
7/14 9/16 11/18
7/13 9/15 11/17
7/7
9/9 11/11
7/13 9/15 11/17
7/12 9/14 11/16
7/13 9/15 11/17
7/13 9/15 11/17
7/14 9/16 11/18
7/14 9/16 11/18
7/13 9/15 11/17
7/13* 9/15* 11/17*
7/12 9/14 11/16
7/14 9/16 11/18
9/15 11/17
9/14 11/16
9/15 11/17
9/16 11/18
11/11
11/16
11/17
11/17
7/13
7/13
7/14
Armor:
2nd
3rd
5th
7th
9th 11th
Buckler/ Thread Buckler
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
1/0
2/0
2/0
2/1
3/1
4/1
Deflect
1/0
Shatter
17
Hardened Leather Armor / Thread Hardened Leather Armor
F1
F2 Rank 1 Rank 2 Rank 3
Phys/Myst
5/0
6/0
7/0
8/0
8/1
9/1
Init
1
90
F1, F2: The Forge Armor talent has been used on this item to provide the bonus given
Weapons:
2nd
Broadsword/Thread Broadsword
Damage
11
Short Sword/Thread Short Sword
Damage
10
2 Daggers
Damage
8
3rd
5th
7th
9th 11th
F1
F2 Rank 1 Rank 2 Rank 3
12
13
14
15
16
F1 Rank 1 Rank 2 Rank 3 Rank 4
11
12
13
14
15
F1
9
F1, F2: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger 1020 yards/510 hexes
Attributes:
DEX (18): 7
PER (15): 6
STR (7): 4
WIL (12): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
2nd
7
13
8
7
3
1
37
27
8
2
4
3/8*
TOU (10): 5
CHA (13): 6
3rd
7
13
8
7
4
1
49
37
5th
7
13
8
7
5
1
61
47
7th
7
13
8
7
5
2
73
57
9th
7
14
8
8
6
2
85
67
11th
8
15
10
9
6
3
97
77
Talents:
Karma RitualD
Missile WeaponsD
Mystic AimD
Throwing WeaponsD
True ShotD
Astral Sight
Avoid Blow
Direction ArrowD
Durability [6/5]
Anticipate BlowD
Long Shot
Thread WeavingD
Flame Arrow
Stopping AimD
Melee Weapons
Bank ShotD
Detect Weapon
Impressive ShotD
Call Missile
Second ShotD
Sprint
Eagle EyeD
Quick Shot
Warning ShotD
Critical Hit
Dominate ArrowD
Trace Missile
2nd
2/2
3/10
2/8
2/9
2/9
2/8
2/9
2/8
1/1
9th
9/9
10/17
9/15
9/16
9/16
9/15
9/16
9/15
9/9
9/15
9/15
9/15
9/14
9/15
9/16
9/16
9/15
9/16
9/15
9/16
9/9
9/15
9/16
11th
11/11
12/19
11/17
11/18
11/18
11/17
11/18
11/17
11/11
11/17
11/17
11/17
11/16
11/17
11/18
11/18
11/17
11/18
11/17
11/18
11/11
11/17
11/18
11/17
11/11
11/16
11/17
Skills:
Barsaive HistoryK
Creature Analysis
Creature LoreK
Hunting
Read/Write Language
Silent Walk
Speak Language
Tracking
Wilderness Survival
Windling LoreK
Wood CarvingA
2nd
3rd
5th
7th
9th
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/9 3/10 4/11 5/12 6/13
2/8(Dwarf /Throalic, Windling)
2/9 3/10 4/11 5/12 6/13
2/8(Dwarf /Throalic, Windling)
2/8
3/9 4/10 5/11 6/12
3/9 4/10 5/11 6/12 7/13
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
11th
7/13
7/13
7/13
7/14
Loot:
Gold pieces
2nd
3
3rd
4
5th
9
7th
23
9th
57
11th
146
Legend Award:
2nd
3rd
5th
7th
9th*
11th*
2nd
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
4/0
5/0
5/1
6/1
6/2
3rd
3/3
4/11
3/9
3/10
3/10
3/9
3/10
3/9
3/3
3/9
3/9
5th
5/5
6/13
5/11
5/12
5/12
5/11
5/12
5/11
5/5
5/11
5/11
5/11
5/10
5/11
5/12
7th
7/7
8/15
7/13
7/14
7/14
7/13
7/14
7/13
7/7
7/13
7/13
7/13
7/12
7/13
7/14
7/14
7/13
7/14
7/13
*Group
Armor:
Phys/Myst
3/0
Thread Items:
2nd
3rd
5th
7th
Thread Boots
Social Defense/Spell Defense
9th 11th
Rank 1 Rank 2
1/0
1/1
F1: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Windling Spear 816 yards/48 hexes; Windling Bow 1224 yards/612 hexes,
Rank 2 1530 yards/715 hexes, Rank 4 1836 yards/918 hexes
Equipment: Adventurers Kit, Carving Tools, Windling Trail Rations (1 weeks worth),
Travelers Garb
Karma Points:
Weapons:
2nd
3rd
5th
7th
9th 11th
2 Windling Spears
F1
Damage
6
7
Windling Bow/Thread Windling Bow
F1 Rank 1 Rank 2 Rank 3 Rank 4
Damage
7
8
9
9
10
10
Quiver/Thread Quiver
Rank 1 Rank 2 Rank 3 Rank 4
Missiles Weight
75%
50%
25% 10%
(w/ 40 windling bow arrows)
G a m e m e a s t e r C h a r a ct e r s
WindlingArcher
Notes: As a windling, the adept possesses the Astral Sight, Flight, and Increased
Physical Defense racial abilities.
Discipline Abilities:
Second Circle: +1 Physical Defense
Fourth Circle: Karma on Dexterity-only Tests
Fifth Circle: Arrows Eye View
Sixth Circle: Karma on Perception-only Tests
Seventh Circle: Karma on ranged combat Damage Tests
Eighth Circle: +1 Physical Defense
Ninth Circle: Create Arrow; Karma on Recovery Tests
Tenth Circle: +1 Initiative step; +1 Physical Defense
Eleventh Circle: +1 Recovery Test/day; +1 Social and Spell Defense
7/14
7/13
8/14
7/13
7/13
F1: The Forge Armor talent has been used on this item to provide the bonus given
91
ElfBeastmaster
Attributes:
DEX (14): 6
PER (12): 5
STR (13): 6
WIL (14): 6
TOU (13): 6
CHA (17): 7
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
Karma Points:
2nd
5
9
7
9
6
2
42
33
9
2
6
7
8/8
Talents:
Animal BondD
Claw ShapeD
Creature AnalysisD
Karma RitualD
Unarmed CombatD
Sense Danger
Dominate BeastD
Durability [7/6]
Animal TrainingD
Borrow Sense
Thread WeavingD
Sprint
Heal Animal CompanionD
Animal Companion Durability [6/5]
Animal TalkD
Poison Resistance
Animal PossessionD
Tiger Spring
FrenzyD
Lion Heart
ChameleonD
Bestial Toughness
Animal LeadershipD
Incite Stampede
Develop Animal SenseD
Howl
2nd
2/9
2/8
3/8
2/2
3/9
2/7
2/8
1/1
3rd
3/10
3/9
4/9
3/3
4/10
3/8
3/9
3/3
3/10
3/9
9th
9/16
9/15
10/15
9/9
10/16
9/14
9/15
9/9
9/16
9/15
9/14
9/9
9/15
8/8
9/14
9/15
9/15
9/9
9/15
9/15
9/15
9/15
11th
11/18
11/17
12/17
11/11
12/18
11/16
11/17
11/11
11/18
11/17
11/16
11/11
11/17
10/10
11/16
11/17
11/17
11/11
11/17
11/17
11/17
11/17
11/18
11/17
11/16
11/18
Skills:
Creature LoreK
Fishing
Melee Weapons
Read/Write Language
Speak Language
Swimming
Throwing Weapons
Wild AnimalsK
Wood CarvingA
2nd
3rd
5th
7th
9th
3/8
4/9 5/10 6/11 7/12
2/7
3/8
4/9
5/10 6/11
3/9 4/10 5/11 6/12 7/13
2/7(Dwarf /Throalic, Elf/Sperethiel)
2/7(Dwarf /Throalic, Elf/Sperethiel)
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
3/8
4/9 5/10 6/11 7/12
2/9 3/10 4/11 5/12 6/13
11th
8/13
7/12
8/14
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th*
11th*
3rd
5th
7th
9th
11th
9
7
9
8
2
56
45
9
7
9
9
2
70
57
9
7
9
10
3
84
69
10
8
9
14
4
98
81
12
9
10
16
4
112
93
5th
5/12
5/11
6/11
5/5
6/12
5/10
5/11
5/5
5/12
5/11
5/10
5/5
5/11
4/4
7th
7/14
7/13
8/13
7/7
8/14
7/12
7/13
7/7
7/14
7/13
7/12
7/7
7/13
6/6
7/12
7/13
7/13
7/7
*Group
7/13
7/13
8/13
7/14
Armor:
2nd
3rd
5th
7th
9th 11th
Buckler/ Thread Buckler
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
1/0
2/0
2/0
2/1
3/1
4/1
Deflect
1/0
Shatter
17
Hardened Leather Armor / Thread Hardened Leather Armor
F1
F2 Rank 1 Rank 2 Rank 3
Phys/Myst
5/0
6/0
7/0
8/0
8/1
9/1
Init
1
F1, F2: The Forge Armor talent has been used on this item to provide the bonus given
92
Weapons:
2nd
Hand-Axe
Damage
10
Whip
Damage
9
Entangle
9
2 Daggers
Damage
8
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
11
12
13
14
15
F1
F2
F3
10
11
12
F1
9
F1: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger 1020 yards/510 hexes
Thread Items:
2nd
3rd
5th
7th
Thread Bracers
Spell Defense/Physical Defense
9th 11th
Rank 1 Rank 2
1/0
1/1
2nd
3rd
5th
7th
9th
11th
30
21
30
21
42
31
48
36
54
41
60
46
Notes: As an elf, the adept possesses the Low-Light Vision racial ability.
The eagle and monkey evenly split the Animal Companion Durability ranks.
Discipline Abilities:
Second Circle: +1 Physical Defense
Fourth Circle: Karma on Charisma-only Tests
Fifth Circle: Primal Urges
Sixth Circle: Karma on Willpower-only Tests
Seventh Circle: Karma on animal companion Action Tests
Eighth Circle: +1 Physical Defense
Ninth Circle: Karma on Recovery Tests; Tough Hide (Physical Armor +3)
Tenth Circle: +1 Physical Defense; +1 Recovery Test/day
Eleventh Circle: Karma on Toughness-only Tests; +1 Social and Spell Defense
Attributes:
DEX (13): 6
PER (11): 5
STR (16): 7
WIL (11): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
2nd
5
8
7
7
7
1
49
40
12
3
7*
6
TOU (18): 7
CHA (12): 5
3rd
5
8
7
7
9
1
63
52
5th
5
8
7
7
11
1
77
64
7th
5
8
7
7
11
3
91
76
9th
5
9
7
8
13
3
105
88
11th
6
10
9
9
13
5
119
100
Talents:
Animal BondD
ChargeD
Karma RitualD
Melee WeaponsD
Trick RidingD
Animal Training
Empathic CommandD
Durability [7/6]
Sure MountD
Blood Share
Thread WeavingD
First Impression
Wheeling AttackD
Mount Durability [6/5]
Armor MountD
Spirit Mount
Wheeling DefenseD
Heal Animal Companion
Double-ChargeD
Fearsome Charge
Critical HitD
Down Strike
UnmountD
Call Mount
Tame MountD
Lion Heart
2nd
3/8
2/9
2/2
2/8
3/9
2/7
2/7
1/1
9th
10/15
9/16
9/9
9/15
10/16
9/14
9/14
9/9
9/16
9/16
9/14
9/14
9/15
8/8
9/14
9/14
9/15
9/16
9/15
9/14
9/9
9/16
11th
12/17
11/18
11/11
11/17
12/18
11/16
11/16
11/11
11/18
11/18
11/16
11/16
11/17
10/10
11/16
11/16
11/17
11/18
11/17
11/16
11/11
11/18
11/18
11/16
11/16
11/16
Skills:
Ancient WeaponsK
Body PaintingA
Craftsman (Leatherworking) A
Read/Write Language
Speak Language
Tactics
Throwing Weapons
Tracking
Unarmed Combat
Weapon LoreK
2nd
3rd
5th
7th
9th
2/7
3/8
4/9
5/10 6/11
2/7
3/8
4/9
5/10 6/11
2/8
3/9 4/10 5/11 6/12
2/7(Dwarf /Throalic, Ork/Orzet)
2/7(Dwarf /Throalic, Ork/Orzet)
2/7
3/8
4/9
5/10 6/11
3/9 4/10 5/11 6/12 7/13
2/7
3/8
4/9
5/10 6/11
3/9 4/10 5/11 6/12 7/13
2/7
3/8
4/9
5/10 6/11
11th
7/12
7/12
7/13
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th*
11th*
3rd
4/9
3/10
3/3
3/9
4/10
3/8
3/8
3/3
3/10
3/10
5th
6/11
5/12
5/5
5/11
6/12
5/10
5/10
5/5
5/12
5/12
5/10
5/10
5/11
4/4
7th
8/13
7/14
7/7
7/13
8/14
7/12
7/12
7/7
7/14
7/14
7/12
7/12
7/13
6/6
7/12
7/12
7/13
7/14
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
12
13
14
15
16
F1
10
F1
F2
F3
12
13
14
F1F3: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger/Spear 1020 yards/510 hexes
Thread Items:
2nd
3rd
5th
7th
Thread Cloak
Social Defense/Spell Defense
9th 11th
Rank 1 Rank 2
1/0
1/1
Equipment: Adventurers Kit, Craftsman Tools, Painting Tools, Trail Rations (2 weeks
worth), Travelers Garb, Waterskin, Riding Horse (Combat Trained w/Bit, Bridle, and
Harness, Large Saddlebag, Saddle, Stirrups, and Blanket)
Karma Points:
Weapons:
2nd
Mace
Damage
11
2 Daggers
Damage
9
2 Spears
Damage
11
Mount:
Riding Horse
Death:
Unconscious:
2nd
3rd
5th
7th
9th
11th
44
36
44
36
44
36
78
56
90
66
102
76
G a m e m e a s t e r C h a r a ct e r s
OrkCavalryman
Notes: As an ork, the adept possesses the Gahad and Low-Light Vision racial abilities.
Discipline Abilities:
Second Circle: +1 Physical Defense
Fourth Circle: Karma on Charisma-only Tests
Fifth Circle: Masterful Horseman
Sixth Circle: Karma on Dexterity-only Tests
Seventh Circle: Karma on mount Attack and Damage Tests
Eighth Circle: +1 Physical Defense
Ninth Circle: Gain Mastery; Karma on Recovery Tests
Tenth Circle: +1 Initiative step; +1 Physical Defense
Eleventh Circle: +1 Social and Spell Defense
7/12
8/14
7/12
8/14
7/12
Armor:
2nd
3rd
5th
7th
9th 11th
Padded Leather Armor/ Thread Padded Leather Armor
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
4/0
5/0
6/0
6/1
7/1
7/2
Riders Shield / Thread Riders Shield
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
3/0
4/0
5/0
5/1
6/1
6/2
Init
1
Deflect
2/0
Shatter
19
F1: The Forge Armor talent has been used on this item to provide the bonus given
93
OrkElementalist
Attributes:
DEX (13): 6
PER (16): 7
STR (13): 6
WIL (14): 6
TOU (13): 6
CHA (11): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
Karma Points:
2nd
3rd
5th
7th
9th 11th
6
7
7
7
7
8
9
10
10
10
10
11
12
7
7
7
7
7
9
3
4
5
5
6
6
2
2
2
3
3
4
39
47
55
63
71
79
30
36
42
48
54
60
9
2
6
6
10/10 15/15 25/25 35/35 45/45 55/55
Talents:
Air SpeakingD
Karma RitualD
Read/Write MagicD
SpellcastingD
Spell MatrixD
Thread WeavingD
Spell Matrix
Fire HealD
Durability [4/3]
Elemental TonguesD
Spell Matrix
Elemental HoldD
Astral Sight
SummonD
Enhanced Matrix
Cold PurifyD
Willforce
Earth SkinD
Enhanced Matrix
TemperatureD
Steel Thought
Metal WardD
Armored Matrix
Endure ColdD
Plant Shelter
Reshape ObjectD
Armored Matrix
2nd
2/9
2/2
2/9
3/10
2/2
2/9
2/2
2/8
1/1
9th
9/16
9/9
9/16
10/17
9/9
9/16
9/9
9/15
9/9
9/16
9/9
9/15
9/16
9/15
9/9
9/15
9/15
9/15
9/9
9/15
9/15
9/16
9/9
11th
11/18
11/11
11/18
12/19
11/11
11/18
11/11
11/17
11/11
11/18
11/11
11/17
11/18
11/17
11/11
11/17
11/17
11/17
11/11
11/17
11/17
11/18
11/11
11/17
11/16
11/17
11/11
Skills:
Alchemy
Alchemy and PotionsK
Magical LoreK
Melee Weapons
Read/Write Language
Robe EmbroideryA
Speak Language
The HorrorsK
Throwing Weapons
Wilderness Survival
2nd
3rd
5th
7th
9th
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
3/9 4/10 5/11 6/12 7/13
2/9(Dwarf /Throalic, Ork/Orzet)
3/8
4/9 5/10 6/11 7/12
2/9(Dwarf /Throalic, Ork/Orzet)
2/9 3/10 4/11 5/12 6/13
2/8
3/9 4/10 5/11 6/12
2/9 3/10 4/11 5/12 6/13
11th
7/14
7/14
7/14
8/14
Loot:
Silver pieces
2nd
30
Legend Award:
2nd
3rd
3/10
3/3
3/10
4/11
3/3
3/10
3/3
3/9
3/3
3/10
3/3
5th
5/12
5/5
5/12
6/13
5/5
5/12
5/5
5/11
5/5
5/12
5/5
5/11
5/12
5/11
5/5
7th
7/14
7/7
7/14
8/15
7/7
7/14
7/7
7/13
7/7
7/14
7/7
7/13
7/14
7/13
7/7
7/13
7/13
7/13
7/7
Armor:
2nd
Leather Armor / Thread Leather Armor
Phys/Myst
3/0
7/14
7/13
7/14
3rd
40
5th
90
7th
230
9th
570
11th
1460
3rd
5th
7th
9th
11th
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
4/0
5/0
5/1
6/1
6/2
F1: The Forge Armor talent has been used on this item to provide the bonus given
94
8/13
Weapons:
2nd
Broadsword/Thread Broadsword
Damage
11
Quarterstaff
Damage
10
2 Daggers
Damage
8
3rd
F1
12
F1
11
F1
9
5th
F2
13
F2
12
7th
9th 11th
Rank 1 Rank 2 Rank 3
13
14
15
F3
F4
F5
13
14
15
F1F5: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger 1020 yards/510 hexes
Thread Items:
2nd
3rd
5th
7th
9th 11th
Thread Wand
Rank 1 Rank 2 Rank 3 Rank 4
Spellcasting Test bonus
+1
+1
+2
+2
Effect Test bonus
+1
+1
+2
Thread Cloak
Rank 1 Rank 2
Physical Defense/Social Defense
1/0
1/1
Elementalism Spells: Earthblend, Earth Darts, Flameweapon, Plant Talk, Purify
Water, Resist Cold, Resist Fire + spells of the gamemasters choice.
Equipment: Adventurers Kit, Alchemy Kit, Booster Potion, Embroidered Robe,
Embroidery Tools, Grimoire, Trail Rations (1 weeks worth), Travelers Garb
Notes: As an ork, the adept possesses the Gahad and Low-Light Vision racial abilities.
Discipline Abilities:
Second Circle: +1 Spell Defense
Fourth Circle: Karma on Perception-only Tests
Fifth Circle: Fire and Ice
Sixth Circle: Karma on Willpower-only Tests
Seventh Circle: Karma on spell Effect Tests
Eighth Circle: +1 Spell Defense
Ninth Circle: Earth and Wind; Karma on Recovery Tests
Tenth Circle: Karma on controlled creature or spirit Action Tests; +1 Spell Defense
Eleventh Circle: +1 Physical and Social Defense
Attributes:
DEX (11): 5
PER (16): 7
STR (5): 3
WIL (16): 7
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
Karma Points:
2nd
5
9
10
9
3
2
36
27
8
2
3
3/8*
TOU (11): 5
CHA (16): 7
3rd
5
9
10
9
4
2
44
33
5th
5
9
10
9
5
2
52
39
7th
5
9
10
9
5
3
60
45
9th
5
10
11
9
6
3
68
51
11th
6
11
12
11
6
4
76
57
Talents:
Karma RitualD
Read/Write MagicD
Speak LanguageD
SpellcastingD
Spell MatrixD
Thread WeavingD
Astral Sight
Spell Matrix
Disguise SelfD
Durability [4/3]
Dead FallD
Spell Matrix
False SightD
Mimic Voice
True SightD
Enhanced Matrix
Engaging BanterD
Willforce
Fast HandD
Enhanced Matrix
Power MaskD
Slough Blame
Detect FalsehoodD
Armored Matrix
Mind WaveD
Memorize Image
Multi-TongueD
Armored Matrix
2nd
2/2
2/9
2/9
2/9
2/2
2/9
2/9
2/2
2/9
1/1
9th
9/9
9/16
9/16
9/16
9/9
9/16
9/16
9/9
9/16
9/9
9/16
9/9
9/9
9/16
9/9
9/9
9/16
9/16
9/14
9/9
9/16
9/16
9/16
9/9
11th
11/11
11/18
11/18
11/18
11/11
11/18
11/18
11/11
11/18
11/11
11/18
11/11
11/11
11/18
11/11
11/11
11/18
11/18
11/16
11/11
11/18
11/18
11/18
11/11
11/18
11/18
11/18
11/11
Skills:
Alchemy
Alchemy and PotionsK
Magical LoreK
Magical TheoryK
Melee Weapons
Missile Weapons
Read/Write Language
Robe EmbroideryA
Speak Language
Streetwise
Throwing Weapons
Unarmed Combat
2nd
3rd
5th
7th
9th
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/7
3/8
4/9
5/10 6/11
2/7
3/8
4/9
5/10 6/11
2/9(Dwarf /Throalic, Windling)
2/9 3/10 4/11 5/12 6/13
2/9(Dwarf /Throalic, Windling)
2/9 3/10 4/11 5/12 6/13
2/7
3/8
4/9
5/10 6/11
2/7
3/8
4/9
5/10 6/11
11th
7/14
7/14
7/14
7/14
7/12
7/12
Loot:
Gold pieces
2nd
3
3rd
4
5th
9
7th
23
9th
57
11th
146
Legend Award:
2nd
3rd
5th
7th
9th
11th
2nd
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
4/0
5/0
5/1
6/1
6/2
3rd
3/3
3/10
3/10
3/10
3/3
3/10
3/10
3/3
3/10
3/3
3/10
3/3
5th
5/5
5/12
5/12
5/12
5/5
5/12
5/12
5/5
5/12
5/5
5/12
5/5
5/5
5/12
5/5
5/5
7th
7/7
7/14
7/14
7/14
7/7
7/14
7/14
7/7
7/14
7/7
7/14
7/7
7/7
7/14
7/7
7/7
7/14
7/14
7/12
7/7
Armor:
Phys/Myst
3/0
Weapons:
2nd
2 Windling Spears
Damage
5
Windling Bow/Thread Windling Bow
Damage
6
Quiver (w/ 20 windling bow arrows)
3rd
5th
7th
9th 11th
F1
6
F1 Rank 1 Rank 2 Rank 3 Rank 4
7
8
8
9
9
F1: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Windling Spear 816 yards/48 hexes; Windling Bow 1224 yards/612 hexes,
Rank 2 1530 yards/715 hexes, Rank 4 1836 yards/918 hexes
Thread Items:
2nd
3rd
5th
7th
9th 11th
Thread Wand
Rank 1 Rank 2 Rank 3 Rank 4
Spellcasting Test bonus
+1
+1
+2
+2
Effect Test bonus
+1
+1
+2
Thread Cloak
Rank 1 Rank 2
Physical Defense/Social Defense
1/0
1/1
G a m e m e a s t e r C h a r a ct e r s
WindlingIllusionist
Illusionism Spells: Assuring Touch, Best Face, Disguise Metal, Displace Image, Light,
Rope Guide, Unseen Voices + spells of the gamemasters choice.
Equipment: Adventurers Kit, Alchemy Kit, Booster Potion, Embroidered Robe,
Embroidery Tools, Grimoire, Rope (6 yards), Trail Rations (1 weeks worth), Travelers Garb
Notes: As a windling, the adept possesses the Astral Sight, Flight, and Increased
Physical Defense racial abilities.
Discipline Abilities:
Second Circle: +1 Spell Defense
Fourth Circle: Karma on Perception-only Tests
Fifth Circle: Glamour
Sixth Circle: Karma on Willpower-only Tests
Seventh Circle: Karma on spell Effect Tests
Eighth Circle: +1 Spell Defense
Ninth Circle: Hide Matrix; Karma on Recovery Tests
Tenth Circle: Karma on Charisma-only Tests; +1 Spell Defense
Eleventh Circle: +1 Initiative step; +1 Physical and Social Defense
7/14
7/14
7/12
7/12
F1: The Forge Armor talent has been used on this item to provide the bonus given
95
TskrangNethermancer
Attributes:
DEX (14): 6
PER (16): 7
STR (10): 5
WIL (14): 6
TOU (14): 6
CHA (14): 6
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
2nd
6
8
10
8
3
2
40
31
10
3
5*
6
3rd
5th
7th
9th
11th
8
10
8
4
2
48
37
8
10
8
5
2
56
43
8
10
8
5
3
64
49
9
11
8
6
3
72
55
10
12
10
6
4
80
61
Karma Points:
8/8
Talents:
Astral SightD
Karma RitualD
Read/Write MagicD
SpellcastingD
Spell MatrixD
Thread WeavingD
Spell Matrix
FrightenD
Durability [4/3]
Spirit TalkD
Spell Matrix
Spirit HoldD
Frighten Animals
SummonD
Enhanced Matrix
LifesightD
Willforce
Spirit DodgeD
Enhanced Matrix
Orbiting SpyD
Steel Thought
Bargain with Summoned CreatureD
Armored Matrix
Summoning CircleD
Astral Pocket
NetherwalkD
Armored Matrix
2nd
2/9
2/2
2/9
3/10
2/2
2/9
2/2
2/8
1/1
3rd
3/10
3/3
3/10
4/11
3/3
3/10
3/3
3/9
3/3
3/10
3/3
9th
9/16
9/9
9/16
10/17
9/9
9/16
9/9
9/15
9/9
9/16
9/9
9/15
9/15
9/15
9/9
9/16
9/15
9/16
9/9
9/16
9/15
9/15
9/9
11th
11/18
11/11
11/18
12/19
11/11
11/18
11/11
11/17
11/11
11/18
11/11
11/17
11/17
11/17
11/11
11/18
11/17
11/18
11/11
11/18
11/17
11/17
11/11
11/17
11/18
11/17
11/11
Skills:
Alchemy and PotionsK
Magical LoreK
Magical TheoryK
Melee Weapons
Missile Weapons
Read/Write Language
Robe EmbroideryA
Scourge HistoryK
Speak Language
Throwing Weapons
Unarmed Combat
Wound Balance
2nd
3rd
5th
7th
9th
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/9(Dwarf /Throalic, Tskrang)
2/8
3/9 4/10 5/11 6/12
2/9 3/10 4/11 5/12 6/13
2/9(Dwarf /Throalic, Tskrang)
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/7
3/8 4/10 5/11 6/12
11th
7/14
7/14
7/14
7/13
7/13
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th
11th
2nd
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
4/0
5/0
5/1
6/1
6/2
5th
5/12
5/5
5/12
6/13
5/5
5/12
5/5
5/11
5/5
5/12
5/5
5/11
5/11
5/11
5/5
7th
7/14
7/7
7/14
8/15
7/7
7/14
7/7
7/13
7/7
7/14
7/7
7/13
7/13
7/13
7/7
7/14
7/13
7/14
7/7
Armor:
Phys/Myst
3/0
7/13
7/14
7/13
7/13
7/13
F1: The Forge Armor talent has been used on this item to provide the bonus given
Weapons:
2nd
Quarterstaff
Damage
9
96
3rd
F1
10
5th
F2
11
7th
F3
12
9th
F4
13
11th
F5
14
Weapons:
2nd
Short Sword/Thread Short Sword
Damage
9
2 Daggers
Damage
7
Knife
Damage
6
Sling
Damage
7
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
10
11
12
13
14
F1
8
F1
7
F1
F2
8
9
F1F5: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger 1020 yards/510 hexes; Knife 816 yards/48 hexes; Sling 2040
yards/1020 hexes
Thread Items:
2nd
3rd
5th
7th
9th 11th
Thread Wand
Rank 1 Rank 2 Rank 3 Rank 4
Spellcasting Test bonus
+1
+1
+2
+2
Effect Test bonus
+1
+1
+2
Thread Cloak
Rank 1 Rank 2
Physical Defense/Social Defense
1/0
1/1
Nethermancy Spells: Bone Dance, Chilling Circle, Command Nightflyer, Detect
Undead, Experience Death, Spirit Grip, Undead Struggle + spells of the gamemasters
choice.
Equipment: Adventurers Kit, Alchemy Kit, Booster Potion, Embroidered Robe,
Embroidery Tools, Grimoire, Hooded Lantern, 2 Oil Flasks, Trail Rations (1 weeks
worth), Travelers Garb
Notes: As a tskrang, the adept possesses the Tail Combat racial ability.
Discipline Abilities:
Second Circle: +1 Spell Defense
Fourth Circle: Karma on Perception-only Tests
Fifth Circle: Decay and Renewal
Sixth Circle: Karma on Willpower-only Tests
Seventh Circle: Karma on spell Effect Tests
Eighth Circle: +1 Spell Defense
Ninth Circle: Karma on Recovery Tests; Otherworldly Control
Tenth Circle: Karma on controlled creature or spirit Action Tests; +1 Spell Defense
Eleventh Circle: +1 Initiative step; +1 Physical and Social Defense
Attributes:
DEX (16): 7
PER (14): 6
STR (13): 6
WIL (12): 5
TOU (13): 6
CHA (11): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
Karma Points:
2nd
3rd
5th
7th
9th 11th
6
10
10
10
10
11
12
8
8
8
8
8
9
7
7
7
7
7
8
5
6
7
8
8
9
1
1
1
1
2
2
41
53
65
77
89
101
32
42
52
62
72
82
9
2
2
2
2
2
3
6
6
10/10 15/15 25/25 35/35 45/45 55/55
Talents:
Climbing D
Karma RitualD
SearchD
TrackingD
Wilderness SurvivalD
Missile Weapons
Speak LanguageD
Durability [6/5]
NavigationD
Anticipate Blow
Thread WeavingD
Sprint
Evidence AnalysisD
Melee Weapons
Astral SightD
Sense Danger
Empathic SenseD
Direction Arrow
Safe PathD
Maneuver
Endure ColdD
Eagle Eye
True SightD
Tiger Spring
DefenseD
Sense Poison
2nd
3/10
2/2
2/8
3/9
2/8
2/9
2/8
1/1
9th
10/17
9/9
9/15
10/16
9/15
9/16
9/15
9/9
9/15
9/15
9/15
9/9
9/15
9/16
9/15
9/15
9/14
9/15
9/15
9/16
9/15
9/16
11th
12/19
11/11
11/17
12/18
11/17
11/18
11/17
11/11
11/17
11/17
11/17
11/11
11/17
11/18
11/17
11/17
11/16
11/17
11/17
11/18
11/17
11/18
11/11
11/11
11/18
11/17
Skills:
Avoid Blow
Barsaive HistoryK
Creature LoreK
Read/Write Language
Resist Taunt
Silent Walk
Speak Language
Streetwise
Swimming
Throwing Weapons
Unarmed Combat
Wood CarvingA
2nd
3rd
5th
7th
9th
2/9 3/10 4/11 5/12 6/13
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8(Dwarf /Throalic, Human)
2/7
3/8
4/9
5/10 6/11
2/9 3/10 4/11 5/12 6/13
2/8(Dwarf /Throalic, Human)
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/7
3/8
4/9
5/10 6/11
11th
7/14
7/13
7/13
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th
11th
3rd
4/11
3/3
3/9
4/10
3/9
3/10
3/9
3/3
3/9
3/9
5th
6/13
5/5
5/11
6/12
5/11
5/12
5/11
5/5
5/11
5/11
5/11
5/5
5/11
5/12
7th
8/15
7/7
7/13
8/14
7/13
7/14
7/13
7/7
7/13
7/13
7/13
7/7
7/13
7/14
7/13
7/13
7/12
7/13
Weapons:
2nd
3rd
5th
7th
9th 11th
Medium Crossbow/Thread Medium Crossbow
F1
F2
F3 Rank 1 Rank 2
Damage
10
11
12
13
14
14
Quiver/Thread Quiver
Rank 1 Rank 2 Rank 3 Rank 4
Arrow Capacity
125% 150% 175% 200%
Number of bolts
15
30
37
45
52
60
F1F3: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger 1020 yards/510 hexes; Medium Crossbow 4080 yards/2040 hexes,
Rank 2 50100 yards/2550 hexes
G a m e m e a s t e r C h a r a ct e r s
HumanScout
Discipline Abilities:
Second Circle: +1 Physical Defense
Fourth Circle: Karma on Perception-only Tests
Fifth Circle: Enhanced Senses
Sixth Circle: Karma on Dexterity-only Tests
Seventh Circle: Karma on companions environment interactive Action Tests
Eighth Circle: +1 Physical Defense
Ninth Circle: Blend; Karma on Recovery Tests
Tenth Circle: +1 Physical Defense; +1 Recovery Test/day
Eleventh Circle: Karma on Charisma-only Tests; +1 Social and Spell Defense
7/12
7/14
7/13
7/13
7/14
7/14
7/12
Armor:
2nd
3rd
5th
7th
9th 11th
Hardened Leather Armor / Thread Hardened Leather Armor
F1
F2 Rank 1 Rank 2 Rank 3
Phys/Myst
5/0
6/0
7/0
8/0
8/1
9/1
Init
1
F1, F2: The Forge Armor talent has been used on this item to provide the bonus given
Weapons:
2nd
Broadsword/Thread Broadsword
Damage
11
2 Daggers
Damage
8
3rd
F1
12
F1
9
5th
F2
13
7th
9th 11th
Rank 1 Rank 2 Rank 3
14
15
16
97
TrollSkyRaider
Attributes:
DEX (13): 6
PER (11): 5
* The number in brackets is the adepts Strength (value): step at Ninth Circle
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
2nd
3
8
7
7
8
4
50
40
12
3
8
7
3rd
3
8
7
7
10
4
66
52
5th
3
8
7
7
11
5
82
64
7th
3
8
7
7
13
5
98
76
9th
3
9
7
8
13
7
114
88
11th
4
10
9
9
14
7
130
100
8*
8*
9*
Karma Points:
6/6
9/9
Talents:
Air SailingD
Battle ShoutD
FirebloodD
Karma RitualD
Melee WeaponsD
Parry
Great LeapD
Durability [8/6]
Shield ChargeD
Wind Catcher
Thread WeavingD
Unarmed Combat
Battle BellowD
Wound Balance
Steely StareD
Swift Kick
Momentum AttackD
Lion Heart
Down StrikeD
Leadership
Thunder AxeD
Frenzy
Storm ShieldD
Air Dance
VitalityD
Endure Cold
2nd
3/8
2/8
2/9
2/2
3/9
2/8
2/8
1/1
3rd
4/9
3/9
3/10
3/3
4/10
3/9
3/9
3/3
3/11
3/8
5th
6/11
5/11
5/12
5/5
6/12
5/11
5/11
5/5
5/13
5/10
5/10
5/11
5/11
5/13
7th
8/13
7/13
7/14
7/7
8/14
7/13
7/13
7/7
7/15
7/12
7/12
7/13
7/13
7/15
7/13
7/13
7/13
7/12
9th
10/15
9/15
9/16
9/9
10/16
9/15
9/15
9/9
9/18
9/14
9/14
9/15
9/15
9/18
9/15
9/15
9/15
9/14
9/18
9/15
9/18
9/15
11th
12/17
11/17
11/18
11/11
12/18
11/17
11/17
11/11
11/20
11/16
11/16
11/17
11/17
11/20
11/17
11/17
11/17
11/16
11/20
11/17
11/20
11/17
11/16
11/15*
11/18
11/18
Skills:
Avoid Blow
Craft ArmorA
Hunting
Military History (Trollmoots)K
Missile Weapons
Read/Write Language
Speak Language
Throwing Weapons
Tactics
Troll LoreK
Wilderness Survival
Wood CarvingA
2nd
3rd
5th
7th
2/8
3/9 4/10 5/11
2/8
3/9 4/10 5/11
2/8
3/9 4/10 5/11
2/7
3/8
4/9
5/10
2/8
3/9 4/10 5/11
2/8(Dwarf /Throalic, Troll)
2/8(Dwarf /Throalic, Troll)
2/8
3/9 4/10 5/11
2/7
3/8
4/9
5/10
2/7
3/8
4/9
5/10
2/7
3/8
4/9
5/10
2/8
3/9 4/10 5/11
9th
6/12
6/12
6/12
6/11
6/12
11th
7/13
7/13
7/13
7/12
7/13
6/12
6/11
6/11
6/11
6/12
7/13
7/12
7/12
7/12
7/13
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th*
11th*
D
Discipline talent (the adept may spend karma on this talent)
Italicized talents require Karma (Except when also a Discipline talent)
* Talent modified by 2 Initiative penalty
*Group
98
Armor:
2nd
3rd
5th
7th
9th 11th
Crystal Raider Shield/ Thread Crystal Raider Shield
F1
F2
F3 Rank 1 Rank 2
Phys/Myst
3/3
4/3
4/4
5/4
5/5
5/5
Init
2
2
2
2
2
1
Deflect
3/3
Shatter
18
Hardened Leather Armor / Thread Hardened Leather Armor
F1
F2 Rank 1 Rank 2 Rank 3
Phys/Myst
5/0
6/0
7/0
8/0
8/1
9/1
Init
1
F1F3: The Forge Armor talent has been used on this item to provide the bonus given
Weapons:
2nd
Troll Sword/Thread Troll Sword
Damage
14
Club
Damage
11
Dwarf Sword
Damage
12
2 Spears
Damage
12
Troll Sling
Damage
12
Belt Pouch (w/15 sling stones)
3rd
F1
15
F1
12
F1
13
F1
13
F1
13
5th
F2
16
F2
13
F2
14
F2
14
F2
14
7th
F3
17
F3
14
14
F3
15
F3
15
9th 11th
Rank 1 Rank 2
19
20
15
15
16
F4
17
F1F4: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger/Spear 1020 yards/510 hexes
Thread Items:
2nd
3rd
5th
7th
Thread Boots
Social Defense/Spell Defense
9th 11th
Rank 1 Rank 2
1/0
1/1
Equipment: Adventurers Kit, Carving Tools, Craftsman Tools, Trail Rations (1 weeks
worth), Travelers Garb
Notes: As a troll, the adept possesses the Heat Sight racial ability.
Discipline Abilities:
Second Circle: +1 Physical Defense
Fourth Circle: Karma on Toughness-only Tests
Fifth Circle: Strike Without Warning
Sixth Circle: Karma on Dexterity-only Tests
Seventh Circle: Karma on melee
weapons Damage Tests
Eighth Circle: +1 Physical
Defense
Ninth Circle: Strength of
the Sky; Karma on
Recovery Tests
Tenth Circle: Karma on
Strength-only Tests; +1
Physical Defense
Eleventh Circle:
+1 Social and Spell
Defense
Attributes:
DEX (16): 7
PER (13): 6
STR (14): 6
WIL (11): 5
TOU (16): 7
CHA (13): 6
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
2nd
5
9
7
8
8
1
46
37
11
3
6**
5
3rd
5th
7th
9th
11th
9
7
8
10
1
60
49
9
7
8
12
1
74
61
9
7
8
13
2
88
73
9
7
9
14
3
98*
81*
10
8
10
15
4
112*
93*
Karma Points:
8/8
Talents:
Karma RitualD
ManeuverD
Melee WeaponsD
ParryD
TauntD
First Impression
Heartening LaughD
Durability [7/6]
RiposteD
Wound Balance
Thread WeavingD
Anticipate Blow
Second WeaponD
Tiger Spring
DisarmD
Graceful Exit
Resist TauntD
Lasting Impression
Second AttackD
Lion Heart
Impressive StrikeD
Pin
Champion ChallengeD
Critical Hit
Spot Armor FlawD
Whirlwind
2nd
2/2
2/9
3/10
3/10
2/8
2/8
2/8
1/1
3rd
3/3
3/10
4/11
4/11
3/9
3/9
3/9
3/3
3/10
3/9
9th
9/9
9/16
10/17
10/17
9/15
9/15
9/15
9/9
9/16
9/15
9/15
9/15
9/16
9/9
9/16
9/15
9/14
9/15
9/16
9/14
9/16
9/16
11th
11/11
11/18
12/19
12/19
11/17
11/17
11/17
11/11
11/18
11/17
11/17
11/17
11/18
11/11
11/18
11/17
11/16
11/17
11/18
11/16
11/18
11/18
11/17
11/11
11/17
11/18
Skills:
Avoid Blow
Barsaivian LegendsK
Conceal Object
DancingA
Dwarf LoreK
Etiquette
Read/Write Language
Speak Language
Streetwise
Throwing Weapons
Unarmed Combat
2nd
3rd
5th
7th
9th
3/10 4/11 5/12 6/13 7/14
2/8
3/9 4/10 5/11 6/12
2/9 3/10 4/11 5/12 6/13
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8(Dwarf /Throalic, Tskrang)
2/8(Dwarf /Throalic, Tskrang)
2/8
3/9 4/10 5/11 6/12
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
11th
8/15
7/13
7/14
7/13
7/13
7/13
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th*
7th*
9th* 11th**
5th
5/5
5/12
6/13
6/13
5/11
5/11
5/11
5/5
5/12
5/11
5/11
5/11
5/12
5/5
7th
7/7
7/14
8/15
8/15
7/13
7/13
7/13
7/7
7/14
7/13
7/13
7/13
7/14
7/7
7/14
7/13
7/12
7/13
F1, F2: The Forge Armor talent has been used on this item to provide the bonus given
Init
Weapons:
2nd
Broadsword/Thread Broadsword
Damage
11
Weapon Bond (2 Blood Magic Damage)
Dwarf Sword/Thread Dwarf Sword
Damage
10
Weapon Bond (2 Blood Magic Damage)
2 Daggers
Damage
8
1
3rd
F1
12
F1
11
5th
F2
13
7th
9th 11th
Rank 1 Rank 2 Rank 3
14
15
16
F1
9
F1, F2: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger 1020 yards/510 hexes
Armor:
2nd
3rd
5th
7th
9th 11th
Hardened Leather Armor / Thread Hardened Leather Armor
F1
F2 Rank 1 Rank 2 Rank 3
Phys/Myst
5/0
6/0
7/0
8/0
8/1
9/1
Init
1
G a m e m e a s t e r C h a r a ct e r s
DwarfSwordmaster
Equipment: Adventurers Kit, Trail Rations (1 weeks worth), Wealthy Travelers Garb
Notes: As a dwarf, the adept possesses the Heat Sight racial ability.
Discipline Abilities:
Second Circle: +1 Social Defense
Fourth Circle: Karma on Dexterity-only Tests
Fifth Circle: Flourish
Sixth Circle: Karma on Charisma-only Tests
Seventh Circle: Karma on melee weapon Damage Tests
Eighth Circle: +1 Social Defense
Ninth Circle: Karma on Recovery Tests; Weapon Bond
Tenth Circle: +1 Recovery Test/day; +1 Social Defense
Eleventh Circle: +1 Physical and Spell Defense
7/13
7/14
7/14
Armor:
2nd
3rd
5th
7th
9th 11th
Footmans Shield / Thread Footmans Shield
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
3/0
4/0
5/0
5/1
6/1
6/2
Init
1
Deflect
2/0
Shatter
19
99
HumanThief
Attributes:
DEX (16): 7
PER (16): 7
STR (10): 5
WIL (11): 5
TOU (14): 6
CHA (11): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
Karma Points:
2nd
3rd
5th
7th
9th 11th
7
10
10
10
10
11
12
8
8
8
8
8
10
7
7
7
7
8
9
3
4
5
5
6
6
1
1
1
2
2
3
42
54
66
78
90
102
33
43
53
63
73
83
10
3
5
6
10/10 15/15 25/25 35/35 45/45 55/55
Talents:
Karma RitualD
Lock PickingD
Picking PocketsD
Silent WalkD
Trap InitiativeD
Throwing Weapons
Detect TrapD
Durability [6/5]
Disarm TrapD
Avoid Blow
Thread WeavingD
Surprise Strike
Sense PoisonD
Melee Weapons
Slough BlameD
Evaluate
Fast HandD
Conceal Object
True SightD
Call Missile
Gold SenseD
Quick Shot
Lip ReadingD
Shackle Shrug
Astral PocketD
Poison Resistance
2nd
2/2
3/10
2/9
3/10
2/9
2/9
2/9
1/1
9th
9/9
10/17
9/16
10/17
9/16
9/16
9/16
9/9
9/16
9/16
9/16
9/14
9/16
9/16
9/14
9/16
9/16
9/16
9/9
9/16
9/16
9/16
11th
11/11
12/19
11/18
12/19
11/18
11/18
11/18
11/11
11/18
11/18
11/18
11/16
11/18
11/18
11/16
11/18
11/18
11/18
11/11
11/18
11/18
11/18
11/16
11/18
11/18
11/17
Skills:
Alchemy
Alchemy and PotionsK
Forgery
Dwarf/Throalic LawK
Gem LoreK
Human LoreK
PoetryA
Read/Write Language
Speak Language
Streetwise
2nd
3rd
5th
7th
9th
3/10 4/11 5/12 6/13 7/14
3/10 4/11 5/12 6/13 7/14
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/7
3/8
4/9
5/10 6/11
2/9(Dwarf /Throalic, Human)
2/9(Dwarf /Throalic, Human)
2/9 3/10 4/11 5/12 6/13
11th
8/15
8/15
7/14
7/14
7/14
7/14
7/12
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th*
11th*
2nd
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
4/0
5/0
5/1
6/1
6/2
3rd
3/3
4/11
3/10
4/11
3/10
3/10
3/10
3/3
3/10
3/10
5th
5/5
6/13
5/12
6/13
5/12
5/12
5/12
5/5
5/12
5/12
5/12
5/10
5/12
5/12
7th
7/7
8/15
7/14
8/15
7/14
7/14
7/14
7/7
7/14
7/14
7/14
7/12
7/14
7/14
7/12
7/14
7/14
7/14
*Group
Armor:
Phys/Myst
3/0
F1: The Forge Armor talent has been used on this item to provide the bonus given
100
7/14
Weapons:
2nd
Broadsword/Thread Broadsword
Damage
10
Dagger
Damage
7
Number of Daggers
2
3rd
5th
7th
9th 11th
F1
F2 Rank 1 Rank 2 Rank 3
11
12
13
14
15
F1
8
3
5
7
9
11
F1, F2: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger 1020 yards/510 hexes
Thread Items:
2nd
3rd
5th
7th
9th 11th
Thread Belt Pouch
Rank 1 Rank 2 Rank 3 Rank 4
Weight of items in pouch
75%
50%
25% 10%
Thread Cloak
Rank 1 Rank 2
Social Defense/Spell Defense
1/0
1/1
Equipment: Adventurers Kit, Alchemy Kit, Booster Potion, Climbing Kit,
Hooded Lantern, 2 Oil Flasks, Quiet-Fingers Gloves, Trail Rations (1 weeks worth),
Travelers Garb, Writing Kit
Notes: As a human, the adept possesses the Versatility racial ability.
Discipline Abilities:
Second Circle: +1 Physical Defense
Fourth Circle: Karma on Dexterity-only Tests
Fifth Circle: Thieves Tongue
Sixth Circle: Karma on Perception-only Tests
Seventh Circle: Karma on companions stealth Action Tests
Eighth Circle: +1 Physical Defense
Ninth Circle: Karma on Recovery Tests; Shadowcloak
Tenth Circle: +1 Initiative step; +1 Physical Defense
Eleventh Circle: +1 Social and Spell Defense
Attributes:
DEX (13): 6
PER (16): 7
STR (11): 5
WIL (11): 5
TOU (11): 5
CHA (18): 7
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
Karma Points:
2nd
5
7
9
11
4
3
38
29
8
2
5
7
8/8
Talents:
First ImpressionD
ImpressD
Item History D
Karma RitualD
Mimic VoiceD
Melee Weapons
Disguise SelfD
Durability [6/5]
Empathic SenseD
Heartening Laugh
Thread WeavingD
Avoid Blow
Inspire OthersD
Diplomacy
Resist TauntD
Blade Juggle
LeadershipD
Engaging Banter
Lion HeartD
Graceful Exit
Bardic VoiceD
Rally
Song of DeflectionD
Detect Falsehood
Mind WaveD
Lion Spirit
2nd
2/9
3/10
3/10
2/2
2/9
2/8
2/9
1/1
3rd
3/10
4/11
4/11
3/3
3/10
3/9
3/10
3/3
3/10
3/10
9th
9/16
10/17
10/17
9/9
9/16
9/15
9/16
9/9
9/16
9/16
9/16
9/14
9/16
9/16
9/14
9/15
9/16
9/16
9/14
9/16
9/16
9/16
11th
11/18
12/19
12/19
11/11
11/18
11/17
11/18
11/11
11/18
11/18
11/18
11/16
11/18
11/18
11/16
11/17
11/18
11/18
11/16
11/18
11/18
11/18
11/16
11/18
11/16
11/11
Skills:
Elven LoreK
Emotion Song
Etiquette
Entertainer (Music: Lute)A
Legends and HeroesK
Read/Write Language
Speak Language
Streetwise
Throwing Weapons
2nd
3rd
5th
7th
9th
3/10 4/11 5/12 6/13 7/14
3/10 4/11 5/12 6/13 7/14
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
3/10 4/11 5/12 6/13 7/14
2/9(Dwarf /Throalic, Elf/Sperethiel)
2/9(Dwarf /Throalic, Elf/Sperethiel)
2/9 3/10 4/11 5/12 6/13
2/8
3/9 4/10 5/11 6/12
11th
8/15
8/15
7/14
7/14
8/15
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th
11th
3rd
5
7
9
11
5
3
50
39
5th
5
7
9
11
6
3
62
49
5th
5/12
6/13
6/13
5/5
5/12
5/11
5/12
5/5
5/12
5/12
5/12
5/10
5/12
5/12
7th
5
7
9
11
6
4
74
59
7th
7/14
8/15
8/15
7/7
7/14
7/13
7/14
7/7
7/14
7/14
7/14
7/12
7/14
7/14
7/12
7/13
7/14
7/14
9th
5
8
9
12
7
4
86
69
11th
6
9
11
13
7
5
98
79
Weapons:
2nd
2 Bolas
Damage
8
Entangle
9
Dagger
Damage
7
Number of Daggers
2
3rd
F1
9
5th
F2
10
7th
9th
11th
F1
8
3
11
F1F3: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Bola/Dagger 1020 yards/510 hexes
Thread Items:
2nd
3rd
5th
7th
9th 11th
Lute/Thread Lute
Rank 1 Rank 2 Rank 3 Rank 4
Emotion Song Test bonus
+1
+1
+2
+2
Impress Test bonus
+1
+1
+2
Thread Bracers
Rank 1 Rank 2
Spell Defense/Physical Defense
1/0
1/1
G a m e m e a s t e r C h a r a ct e r s
ElfTroubadour
Equipment: Adventurers Kit, Trail Rations (1 weeks worth), Wealthy Travelers Garb,
Writing Kit
Notes: As an elf, the adept possesses the Low-Light Vision racial ability.
Discipline Abilities:
Second Circle: +1 Social Defense
Fourth Circle: Karma on Charisma-only Tests
Fifth Circle: One Last Word
Sixth Circle: Karma on Perception-only Tests
Seventh Circle: Karma on companions social Action Test
Eighth Circle: +1 Social Defense
Ninth Circle: Encore; Karma on Recovery Tests
Tenth Circle: Karma on Dexterity-only Tests; +1 Social Defense
Eleventh Circle: +1 Initiative step; +1 Physical and Spell Defense
7/14
7/13
Armor:
2nd
3rd
5th
7th
9th 11th
Ferndask (Phys 1; Myst 2; Init 1; Deflect 1/2; Shatter 16)
Leather Armor / Thread Leather Armor
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
3/0
4/0
5/0
5/1
6/1
6/2
F1: The Forge Armor talent has been used on this item to provide the bonus given
Weapons:
2nd
Broadsword
Damage
10
Whip
Damage
8
Entangle
9
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
11
12
13
14
15
F1
F2
F3
9
10
11
101
ElfWarrior
Attributes:
DEX (14): 6
PER (13): 6
STR (16): 7
WIL (13): 6
TOU (14): 6
CHA (12): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
2nd
6
9
7
7
5
1
45
35
10
3
7*
7
3rd
5th
7th
9th
11th
9
7
7
7
1
61
49
9
7
7
8
1
77
63
9
7
7
8
3
93
77
10
7
8
10
3
109
91
11
9
9
11
4
125
105
Karma Points:
8/8
Talents:
Avoid BlowD
Karma RitualD
Melee WeaponsD
Unarmed CombatD
Wood SkinD
Air Dance
Anticipate BlowD
Durability [9/7]
Wound BalanceD
Acrobatic Strike
Thread WeavingD
Swift Kick
Temper SelfD
Tiger Spring
Life CheckD
Tactics
Crushing BlowD
Lion Heart
Second AttackD
Cobra Strike
Earth SkinD
Spirit Strike
Resist PainD
Shield Beater
VitalityD
Body Blade
2nd
2/8
2/2
3/9
3/9
3/9
2/8
2/8
1/1
3rd
3/9
3/3
4/10
4/10
4/10
3/9
3/9
3/3
3/10
3/9
9th
9/15
9/9
10/16
10/16
10/16
9/15
9/15
9/9
9/16
9/15
9/15
9/15
9/15
9/9
9/15
9/15
9/16
9/15
9/15
9/15
9/15
9/15
11th
11/17
11/11
12/18
12/18
12/18
11/17
11/17
11/11
11/18
11/17
11/17
11/17
11/17
11/11
11/17
11/17
11/18
11/17
11/17
11/17
11/17
11/17
11/11
11/11
11/17
11/18
Skills:
Ancient WeaponsK
Disarm
Military History [Thera]K
Read/Write Language
Riposte
Speak Language
Throwing Weapons
Wilderness Survival
Wood CarvingA
2nd
3rd
5th
7th
9th
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/8
3/9 4/10 5/11 6/12
2/9(Dwarf /Throalic, Elf/Sperethiel)
2/8
3/9 4/10 5/11 6/12
2/9(Dwarf /Throalic, Elf/Sperethiel)
4/10 5/11 6/12 7/13 8/14
3/9 4/10 5/11 6/12 7/13
2/7
3/8
4/9
5/10 6/11
11th
7/13
7/13
7/13
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award :
2nd
3rd
5th
7th
9th*
11th*
5th
5/11
5/5
6/12
6/12
6/12
5/11
5/11
5/5
5/12
5/11
5/11
5/11
5/11
5/5
7th
7/13
7/7
8/14
8/14
8/14
7/13
7/13
7/7
7/14
7/13
7/13
7/13
7/13
7/7
7/13
7/13
7/14
7/13
7/13
9/15
8/14
7/12
Armor:
2nd
3rd
5th
7th
9th 11th
Buckler/ Thread Buckler
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
1/0
2/0
2/0
2/1
3/1
4/1
Deflect
1/0
Shatter
17
Padded Leather Armor/ Thread Padded Leather Armor
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
4/0
5/0
6/0
6/1
7/1
7/2
F1: The Forge Armor talent has been used on this item to provide the bonus given
102
F1F3: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger/Spear 1020 yards/510 hexes
Thread Items:
2nd
3rd
5th
7th
Thread Amulet
Social Defense/Spell Defense
Notes: As an elf, the adept possesses the Low-Light Vision racial ability.
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
13
14
15
16
17
F1
10
F1
F2
F3
12
13
14
9th 11th
Rank 1 Rank 2
1/0
1/1
Equipment: Adventurers Kit, Carving Tools, Trail Rations (1 weeks worth), Travelers
Garb
Weapons:
2nd
Broadsword/Thread Broadsword
Damage
12
2 Daggers
Damage
9
2 Spears
Damage
11
Discipline Abilities:
Second Circle: +1 Physical Defense
Fourth Circle: Karma on Strength-only Tests
Fifth Circle: Battle Rites
Sixth Circle: Karma on Dexterity-only Tests
Seventh Circle: Karma on close combat Damage Tests
Eighth Circle: +1 Physical Defense
Ninth Circle: Battlefield Awareness; Karma on Recovery Tests
Tenth Circle: Karma on Willpower-only Tests; +1 Physical Defense
Eleventh Circle: +1 Social and Spell Defense
Attributes:
DEX (11): 5
PER (15): 6
STR (16): 7
WIL (16): 7
TOU (16): 7
CHA (11): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
2nd
5
7
9
7
5
2
45
37
11
3
7*
7
3rd
5
7
9
7
7
2
57
47
5th
5
7
9
7
8
2
69
57
7th
5
7
9
7
8
4
81
67
9th
5
7
10
8
10
4
93
77
11th
6
9
11
9
11
5
105
87
Karma Points:
6/6
9/9
Talents:
EvaluateD
Forge WeaponD
HaggleD
Karma RitualD
Steel ThoughtD
Melee Weapons
Item HistoryD
Durability [6/5]
Abate CurseD
Parry
Thread WeavingD
Wound Balance
Temper SelfD
Resist Taunt
Lion HeartD
Temper Other
Spot Armor FlawD
Fire Heal
Forge ArmorD
Read/Write Magic
Infuse WeaponD
Spellcasting
Weapon WardD
Spell Matrix
Infuse ArmorD
Show Armor Flaw
2nd
2/8
3/9
3/8
2/2
2/9
2/7
2/8
1/1
3rd
3/9
4/10
4/9
3/3
3/10
3/8
3/9
3/3
3/10
3/8
5th
5/11
6/12
6/11
5/5
5/12
5/10
5/11
5/5
5/12
5/10
5/11
5/12
5/12
5/12
7th
7/13
8/14
8/13
7/7
7/14
7/12
7/13
7/7
7/14
7/12
7/13
7/14
7/14
7/14
7/14
7/14
7/13
7/14
9th
9/15
10/16
10/15
9/9
9/16
9/14
9/15
9/9
9/16
9/14
9/15
9/16
9/16
9/16
9/16
9/16
9/15
9/16
9/15
9/15
9/15
9/15
11th
11/17
12/18
12/17
11/11
11/18
11/16
11/17
11/11
11/18
11/16
11/17
11/18
11/18
11/18
11/18
11/18
11/17
11/18
11/17
11/17
11/17
11/17
11/18
11/11
11/17
11/17
Skills:
Ancient WeaponsK
Avoid Blow
Bribery
Read/Write Language
Research
Speak Language
Streetwise
Throal HistoryK
Throwing Weapons
Weapon Rune CarvingA
2nd
3rd
5th
7th
3/9 4/10 5/11 6/12
2/7
3/8
4/9
5/10
2/7
3/8
4/9
5/10
1/7(Dwarf /Throalic)
2/8
3/9 4/10 5/11
2/8(Dwarf /Throalic, Troll)
2/8
3/9 4/10 5/11
2/8
3/9 4/10 5/11
3/8
4/9 5/10 6/11
3/8
4/9 5/10 6/11
9th
7/13
6/11
6/11
11th
8/14
7/12
7/12
6/12
7/13
6/12
6/12
7/12
7/12
7/13
7/13
8/13
8/13
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th
11th
3rd
5th
7th
9th 11th
F4 Rank 1 Rank 2 Rank 3 Rank 4
17
17
18
19
20
F3, F4: The Forge Weapon talent has been used on this item to provide the bonus given
Weapon Ranges: Spear 1020 yards/510 hexes
Thread Items:
2nd
3rd
5th
7th
Thread Amulet
Social Defense/Physical Defense
9th 11th
Rank 1 Rank 2
1/0
1/1
Notes: As a troll, the adept possesses the Heat Sight racial ability.
2nd
F3
16
F3
14
Weapons:
Troll Sword
Damage
2 Spears
Damage
G a m e m e a s t e r C h a r a ct e r s
TrollWeaponsmith
Discipline Abilities:
Second Circle: +1 Spell Defense
Fourth Circle: Karma on Willpower-only Tests
Fifth Circle: Traveling Smithy
Sixth Circle: Karma on Perception-only Tests
Seventh Circle: Karma on weapon Damage Tests made by the adept
Eighth Circle: +1 Spell Defense
Ninth Circle: Elementalism; Karma on Recovery Tests
Tenth Circle: Karma on Strength-only Tests; +1 Spell Defense
Eleventh Circle: +1 Initiative step; +1 Physical and Social Defense
Armor:
2nd
3rd
5th
7th
9th 11th
Buckler/ Thread Buckler
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
1/0
2/0
2/0
2/1
3/1
4/1
Deflect
1/0
Shatter
17
Padded Leather Armor/ Thread Padded Leather Armor
F1 Rank 1 Rank 2 Rank 3 Rank 4
Phys/Myst
4/0
5/0
6/0
6/1
7/1
7/2
F1: The Forge Armor talent has been used on this item to provide the bonus given
103
HumanWizard
Attributes:
DEX (11): 5
PER (16): 7
STR (10): 5
WIL (16): 7
TOU (14): 6
CHA (11): 5
Characteristics:
Initiative:
Physical Defense:
Spell Defense:
Social Defense:
Physical Armor:
Mystic Armor:
Death:
Unconsciousness:
Wound Threshold:
Recovery Tests:
Knockdown:
Movement:
Karma Points:
2nd
3rd
5th
7th
9th 11th
5
7
7
7
7
8
9
10
10
10
10
11
12
7
7
7
7
7
9
3
4
5
5
6
6
2
2
2
3
3
4
40
48
56
64
72
80
31
37
43
49
55
61
10
3
5
6
10/10 15/15 25/25 35/35 45/45 55/55
Talents:
Astral SightD
Karma RitualD
Read/Write MagicD
SpellcastingD
Spell MatrixD
Thread WeavingD
Spell Matrix
Read/Write LanguageD
Durability [4/3]
Book MemoryD
Spell Matrix
ResearchD
Evidence Analysis
Steel ThoughtD
Enhanced Matrix
Book RecallD
Willforce
Resist TauntD
Enhanced Matrix
Hold ThreadD
Orbiting Spy
Range PatternD
Armored Matrix
True SightD
Matrix Strike
Casting PatternD
Armored Matrix
2nd
2/9
2/2
2/9
3/10
2/2
2/9
2/2
2/9
1/1
9th
9/16
9/9
9/16
10/17
9/9
9/16
9/9
9/16
9/9
9/16
9/9
9/16
9/16
9/16
9/9
9/16
9/16
9/16
9/9
9/16
9/16
9/16
9/9
11th
11/18
11/11
11/18
12/19
11/11
11/18
11/11
11/18
11/11
11/18
11/11
11/18
11/18
11/18
11/11
11/18
11/18
11/18
11/11
11/18
11/18
11/18
11/11
11/11
11/18
11/18
11/11
Skills:
Creature Analysis
Creature LoreK
Magical LoreK
Magical TheoryK
Melee Weapons
Missile Weapons
Physician
Read/Write Language
Robe EmbroideryA
Speak Language
Throwing Weapons
2nd
3rd
5th
7th
9th
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
2/9 3/10 4/11 5/12 6/13
3/8
4/9 5/10 6/11 7/12
2/7
3/8
4/9
5/10 6/11
2/9 3/10 4/11 5/12 6/13
2/9(Dwarf /Throalic, Human)
2/7
3/8
4/9
5/10 6/11
2/9(Dwarf /Throalic, Human)
2/7
3/8
4/9
5/10 6/11
11th
7/14
7/14
7/14
7/14
8/13
7/12
7/14
Loot:
Silver pieces
2nd
30
3rd
40
5th
90
7th
230
9th
570
11th
1460
Legend Award:
2nd
3rd
5th
7th
9th
11th
2nd
3rd
5th
7th
9th 11th
F1 Rank 1 Rank 2 Rank 3 Rank 4
4/0
5/0
5/1
6/1
6/2
3rd
3/10
3/3
3/10
4/11
3/3
3/10
3/3
3/10
3/3
3/10
3/3
5th
5/12
5/5
5/12
6/13
5/5
5/12
5/5
5/12
5/5
5/12
5/5
5/12
5/12
5/12
5/5
7th
7/14
7/7
7/14
8/15
7/7
7/14
7/7
7/14
7/7
7/14
7/7
7/14
7/14
7/14
7/7
7/14
7/14
7/14
7/7
Armor:
Phys/Myst
3/0
7/12
7/12
F1: The Forge Armor talent has been used on this item to provide the bonus given
Weapons:
2nd
Quarterstaff
Damage
9
2 Daggers
Damage
7
104
3rd
F1
10
F1
8
5th
F2
11
7th
F3
12
9th
F4
13
11th
F5
14
Weapons:
2nd
Sling
Damage
7
Belt Pouch (w/ 15 sling stones)
3rd
F1
8
5th
F2
9
7th
9th
11th
F1F5: The Forge Armor talent has been used on this item to provide the bonus given
Weapon Ranges: Dagger 1020 yards/510 hexes ; Sling 2040 yards/1020 hexes
Thread Items:
2nd
3rd
5th
7th
9th 11th
Thread Wand
Rank 1 Rank 2 Rank 3 Rank 4
Spellcasting Test bonus
+1
+1
+2
+2
Effect Test bonus
+1
+1
+2
Thread Cloak
Rank 1 Rank 2
Physical Defense/Social Defense
1/0
1/1
Thread Healing Vial
Rank 1 Rank 2 Rank 3 Rank 4
Recovery Test bonus
+4
+8
+10 +10
Heal Wounds
No
Yes
Yes
Yes
Number of uses/day
1
1
1
2
Wizardry Spells: Astral Sense, Crushing Will, Dispel Magic, Divine Aura, Ignite, Iron
Hand, Mind Dagger + spells of the gamemasters choice.
Equipment: Adventurers Kit, Booster Potion, Embroidered Robe, Embroidery Tools,
Grimoire, Healing Kit (3 uses), Physician Kit (3 uses), Trail Rations (1 weeks worth),
Wealthy Travelers Garb, Writing Kit
Notes: As a human, the adept possesses the Versatility racial ability.
Discipline Abilities:
Second Circle: +1 Spell Defense
Fourth Circle: Karma on Perception-only Tests
Fifth Circle: Book Mage
Sixth Circle: Karma on Willpower-only Tests
Seventh Circle: Karma on spell Effect Tests
Eighth Circle: +1 Spell Defense
Ninth Circle: Karma on Recovery Tests; Matrix Split
Tenth Circle: Karma on Charisma-only Tests; +1 Spell Defense
Eleventh Circle: +1 Physical and Social Defense
Chapter Nine
CreatingCreatures
The Scourge created far too many new
variations of creatures for my tastes. It seems
like a new one is discovered every week.
Vasdenjas
he Creatures chapter of the Gamemasters Guide provides many creatures that may appear in any Earthdawn
campaign or adventure. Eventually, however, player
characters may become familiar with these creatures powers and
abilities, and will no longer be surprised by their sudden appearances or overwhelmed by their attacks. This section provides
guidelines to help gamemasters create their own creatures.
Designing a new creature follows a series of eight steps:
Determine Attributes
Determine Characteristics
Determine Creature Traits
Determine Attack Step
Determine Karma
Determine Powers and Spells
Determine Legend Award
Write Commentary
DetermineAttributes
Charisma: This Attribute determines how much of an impression the creature makes on others and how resistant it is against
taming and/or domination attempts.
DetermineCharacteristics
reature characteristics function exactly like player character characteristics, except where noted otherwise.
Use the Characteristics Table (Players Guide, p.28)
to determine the exact characteristics of a creature. The exact
Attribute values are determined by the gamemaster and can be
used to fine-tune the relevant characteristics.
Starting with Dexterity, Carsten looks up the average Attribute values on the Characteristics table. Step 8 has a value
range of 1921, so he decides to use the average value of 20.
The creatures Physical Defense will be 10. Since the animal
is not a beast of burden, Carsten ignores the Encumbrance
entries. With a Perception step of 7, the creatures Spell Defense
will be 9 or 10, depending on the value Carsten chooses. He
decides to stay with the average, so the creatures Spell Defense
will be 9. He looks up the creatures Social Defense, which will
C H A P T E R 9 | Creating Creature s
105
MovementRate
DetermineCreatureTraits
106
C H A P T E R 9 | Creating Creature s
DetermineAttackStep
The chameleon will use two attack forms, but both will be
handled with the same step number. The chameleons primary
weapon is its mouth, consisting of a sticky tongue (for grappling
a target) and a nasty bite. Carsten figures that the creature will
do fine with an Attack step of 10, which also seems to be a good
challenge for the windling player in his group. Thus, he assigns
+2 extra ranks to the creatures basic Attack step of 8.
DetermineKarma
DeterminePowersandSpells
Reduced Knockdown Step: The creature has a lower Knockdown step than normal because it is lighter than usual for its size
or because of its physical make-up. Subtract 1 step or more from
the creatures Knockdown step.
Slow: The creature moves slower than usual. Subtract 1 step
or more from its Initiative step. Subtract 2 from its Movement
Rate (or even more). If the creature is unable to move (a plant, for
example) it has no Movement Rate, and is generally easier to attack
(3 or more to the creatures Physical Defense).
Small: Any creature smaller than two feet tall or wide, or weighing
twenty pounds or less, adds +2 or more to its Physical Defense.
Social Immunity: The creature is resistant to social attacks.
Add +1 or more to the creatures Social Defense.
Undead: The creature is undead and cannot be rendered unconscious. It therefore has no Unconsciousness Rating. Abilities that
cause Strain damage still do so. This damage can end up killing
the creature as it has no buffer to fall unconscious before it dies
(or rather dies again).
Vulnerability: The creature is susceptible to a certain substance
or a special form of attack, such as salt or fire-based damage. This
vulnerability needs to be listed in the rules section following the
creatures commentary, including any special rules that apply if
the creature is confronted with it.
DetermineLegendAward
C H A P T E R 9 | Creating Creature s
107
Creature ScalingTable
Circle
Attribute Step
Attack/Power Rank
Damage Rank
Defenses/Armor Rating
Death Rating
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
28
310
411
512
614
715
816
917
1019
1120
1221
1322
1424
1525
16+
13
24
35
46
57
68
79
810
911
1012
1113
1214
1315
1416
15 +
15
26
37
48
59
610
711
812
913
1014
1115
1216
1317
1418
15 +
010
213
314
415
518
619
720
821
924
1025
1127
1228
1331
1432
15+
1946
3566
4574
5586
65105
75116
85127
95138
105157
115174
125186
135198
145227
155240
165+
Spells
If the creature has spells, compare them to the attack and power
ranks. If the highest Circle spell the creature can cast is higher than
the creatures best attack and power ranks, use it for the Attack/
Power Rank line instead.
Karma
If the creature has a Karma step higher than 4, the Legend Award
is increased by +1 Circle or decrease the number of creatures to
1 per 2 PC.
NumberofStandardActions
Carsten decides that since his chameleon is lazy it only has one
standard action. It is a match for one Windling opponent.
In addition, certain powers allow for additional sources of damage
without a creature spending a Standard Action. Examples include
Aura powers such as Burning Aura and Freezing Aura that cause
damage to anyone near the creature, the Fire Trail power which
causes damage as part of the creatures movement, additional attack
causing powers such as Second Attack, or a Multiple attack power
such as Multi-Strike. This does not include conditional attacks
such as Air Dance, Swift Kick, or Momentum Attack, which may
or may not reliably work in any given combat round. The first step
is to decrease the number of creatures to 1 per 2 PC or Group. If the
creature further needs adjusting add +1 or +2 Circle to the Legend
Award. If the creature is at Fifteenth Circle (Group), increase the
Legend Award to Fifteenth Circle x2 (Group) instead of +1 Circle,
or Fifteenth Circle x 3 (Group) instead of +2 Circle.
108
C H A P T E R 9 | Creating Creature s
+2 Circle or decrease
number of creatures to
Group
Frenzy, Lightning
Throw, Multi-Charge,
Multi-Shot, Multi-Strike,
Quickshot
Rules
Extremely territorial, blood monkey swarms will attack everything from individuals to whole trade caravans. Typically, a swarm
of the strongest males in a blood monkey band will initiate an attack
by dropping from the treetops onto their targets, usually by surprise.
Blood monkey swarms can attack up to three times in a combat
round, clawing and biting.
Reinforcements: If the blood monkey swarms initial attack causes
damage to a victim, the monkeys give a screech that summons an
additional blood monkey swarm. These reinforcements arrive
within minutes. If the targets defend themselves successfully against
the initial attack, and actually manage to counterattack, the blood
monkey swarm will try to escape.
Swarm Attack: The blood monkey swarm takes up a hex 1 radius,
with a center origin hex and all surrounding hexes (for a total of
7 hexes covered). A blood monkey swarm can use one Standard
Action to make an attack. The attack is made against up to three
targets in the swarms area. The attack result is compared to all
targets. The damage step used is based on the number of targets
in the swarm area.
WriteCommentary
Rules
If applicable, add a rules section below the commentary. This section should describe how the creature behaves in combat and any
rules unique to the creature. Some creature powers need unique
treatment, mostly with regard to characteristics such as range
C H A P T E R 9 | Creating Creature s
109
AdventureHook
SampleCreature
Trap Lizard
DEX: 8
STR: 8
TOU: 4
PER: 7
WIL: 4
CHA: 4
Initiative: 7 (11)
Physical Defense: 10
Actions: 1
Spell Defense: 9
Attack (2): 10
Social Defense: 5
Damage:
Physical Armor: 0
Bite (4): 12
Mystic Armor: 0
Death: 30
Recovery Tests: 2
Unconsciousness: 21
Knockdown: 9
Wound Threshold: 7
Movement: 2
Legend Award: Second Circle
Powers: Camouflage (4): 8, Surprise Attack (4)
Rules
The trap lizard uses its Camouflage power to stay hidden from
sight, waiting for prey. When a suitable victim comes within range,
the trap lizard uses its long, sticky tongue to grapple it (Players Guide,
p.230). The lizards tongue is as fast as lightning and builds up enough
momentum to pull a windling-sized victim towards its mouth in the
same action as it attacks. The trap lizards tongue has a range of 6
yards Fortunately, the lizard has no armor of any kindits primary
weakness.
Adventure Hook
In the month after the annual celebration days, the towns windlings
begin to disappear one after another. The town council hires the heroes
to find out whats going on.
110
C H A P T E R 9 | Creating Creature s
CustomizingCreatures
ModifyAttributes
If a creatures Attribute steps have been altered, the corresponding characteristics also need to be adjusted.
ChangePowersandSpells
Spells
Creatures can also earn Legend Points, although there is usually no requirement to keep track of them. Creatures can spend
Legend Points to increase ranks in their abilities as normal (Players Guide p.236). Magical abilities cost the same as Fifth Circle
talents; mundane abilities (including Attack and Spellcasting steps)
cost the same as skills. While the Legend Points cost appears to
be identical, note that the maximum rank a creature can have
in any power or ability is Rank 10 for mundane and Rank 15 for
magical creatures.
DetermineCharacteristics
AdjustLegendAward
Elite Huttawa
These huttawas are trained for combat and used only by the personal
guard of King Neden of Throal.
DEX: 7
STR: 9
TOU: 8
PER: 5
WIL: 4
CHA: 5
Initiative: 8
Physical Defense: 10
Actions: 1
Spell Defense: 6
Attack (5): 12
Social Defense: 7
Damage:
Physical Armor: 2
Beak(4): 13
Mystic Armor: 0
Death: 61
Recovery Tests: 3
Unconsciousness: 50
Knockdown: 10
Wound Threshold: 12
Movement: 9
Legend Award: Second Circle
Powers: ClimbingS (3): 9, Durability (3), Enhanced
Senses [Sight] (2): 7, Great LeapS (3): 9, Sprint (3)
Rules
C H A P T E R 9 | Creating Creature s
111
Chapter Ten
Creatures
The jungle crawled with horrific creatures, both of
this world and others
Ardiss Foarr, Wizard, to a gathering
of the village of Tardim
Creature Descriptions
For explanations of the statistics used in this chapter, see p.145
of the Gamemasters Guide.
CaveCrab
The cave crab lives in the Delaris Mountains, which ring the
southern region of the terrible and corrupted Wastes. Unlike its
ocean-born brethren, the cave crab possesses four legs and two
pincers instead of six legs and pincers. A thick armored shell
encases its entire boneless body, including its unnaturally slim
legs. The shell is as strong as iron and as light as woodalmost
impossible to pierce.
The crabs horrible pincers, each more than 4 feet long, are
strong and sharp enough to slice a thick tree trunk or any nearby
obsidiman neatly in half. The underside of each claw is sharp also,
enabling the crab to slash at its opponent or close its great pincers
on a convenient limb. The crab lives in the many caves throughout the Delaris peaks, where it can hide in the cool shade during
the day. It leaves the cave at night to huntthese creatures eat
everything from tree branches to horses to people.
Dragons find the cave crab absolutely delicious. Any dragon
who has tasted the flesh of a cave crab at least once will usually
risk anything to eat any other cave crab it encounters.
DEX: 10
STR: 16
TOU: 12
PER: 4
WIL: 6
CHA: 5
Initiative: 9
Physical Defense: 13
Actions: 2
Spell Defense: 6
Attack (2): 12
Social Defense: 7
Damage:
Physical Armor: 10
Bite (1): 17; Claws (6): 22 (see text)
Mystic Armor: 2
Death: 101
Recovery Tests: 5
Unconsciousness: 87
Knockdown: 17
Wound Threshold: 17
Movement: 7
Legend Award: Sixth Circle (1 per 2 PC)
Powers: Durability (7)
Loot: Intact shell, for which armorers will pay up to 300 silver
pieces (worth Legend Points). Large pieces of shell may fetch lower
prices, at the gamemasters discretion.
112
C H A P T E R 1 0 | Creature s
Rules
Chimera
Chimeras are very unintelligent creatures, which is fortunate, because otherwise they could probably lay waste to most
of Barsaive unopposed. Chimeras are powerful enough to pose
some slight danger to dragons, but are far more threatening to
the Namegiver races.
Many different kinds of chimeras exist, though all share certain
similar features. They are large creatures, often standing taller
than eight feet at the shoulder. They all possess a lions body and
head, and two extra heads that sprout from the base of the neck.
Finally, every chimera has leathery, bat-like wings that enable
them to fly. Where chimeras differ is in the two extra heads. The
most common chimera has a serpent and a goat head to either
side of its lion head, but there are far stranger assortments: a
lion, a frog, and a goat; a lion, a rat, and a hound; and so on. The
chimeras extra heads determine its powers, though not every
chimera with the same three heads has exactly the same abilities.
Chimeras are known to breathe fire, sense astral creatures, and
DEX: 10
STR: 12
PER: 4
WIL: 9
Initiative: 10
Actions: 2
Attack (2): 12
Damage:
2Claws (3): 15; Lion Bite (5): 17
Death: 100
Unconsciousness: 86
Wound Threshold: 17
*
TOU: 11
CHA: 7
Physical Defense: 13
Spell Defense: 10
Social Defense: 11
Physical Armor: 6
Mystic Armor: 8
Recovery Tests: 5
Knockdown: 13
Movement: 9*
Rules
Classic Chimera
A classic chimera features a goat and snake/serpent head in addition to the lions body.
DEX: 10
STR: 12
TOU: 11
PER: 4
WIL: 9
CHA: 7
Initiative: 10
Physical Defense: 13
Actions: 4
Spell Defense: 10
Attack (4): 14
Social Defense: 11
Damage:
Physical Armor: 9
2Claws (3): 15; Goat Horns (2): 14; Mystic Armor: 8
Lion Bite (5): 17; Serpent Bite (1): 13
Death: 100
Unconsciousness: 86
Wound Threshold: 17
*
Recovery Tests: 5
Knockdown: 13
Movement: 9*
C reat u res
inspire mortal terror in those who see them, to name just a few of
this creatures powers.
Chimeras mate every three years. The male chimeras hunt various animals, attempting to find and slay the most powerful foes in
hopes of impressing the females. After each male has caught two
such creatures, he presents the carcasses to a female as a gift. She
examines them and chooses her mate based on who has brought her
the strongest beasts. The female and her chosen male each eat one
of the gifts as a precursor to mating. The litter of three to five infant
chimeras, born a year later, all have the middle lion head flanked by
the heads of the two creatures eaten by the parent chimeras.
Fortunately for those who must fight them, chimeras can be fooled
with simple tricks. They make particularly easy targets for Wizards,
who can control their tiny minds with little effort. Before the Scourge,
attempts were made to use chimeras to guard kaers. The creatures
didnt follow orders terribly well and proved almost impossible to
train. Despite this overwhelming disadvantage, many Wizards will
still pay amazingly high prices for newborn chimera cubs.
The following game statistics serve as a template for these creatures;
see below for examples of how to flesh out different chimeras.
Fire Chimera
DEX: 10
STR: 12
TOU: 11
PER: 4
WIL: 9
CHA: 7
Initiative: 10
Physical Defense: 13
Actions: 5
Spell Defense: 10
Attack (5): 15
Social Defense: 11
Damage:
Physical Armor: 21
2Claws (3): 15; Dragon Bite (6): 18; Mystic Armor: 8
Hell Hound Bite (5): 17; Lion Bite (5): 17
Death: 100
Recovery Tests: 5
Unconsciousness: 86
Knockdown: 13
Wound Threshold: 17
Movement: 9*
*
Ice Chimera
DEX: 10
STR: 12
PER: 4
WIL: 9
Initiative: 10
Actions: 5
Attack (5): 15
Damage:
2Claws (3): 15; Dragon Bite (6): 18;
Ice Flyer Bite (5): 17; Lion Bite (5): 17
Death: 100
Unconsciousness: 86
Wound Threshold: 17
TOU: 11
CHA: 7
Physical Defense: 13
Spell Defense: 10
Social Defense: 11
Physical Armor: 21
Mystic Armor: 8
Recovery Tests: 5
Knockdown: 13
Movement: 9*
10
Thunder Chimera
A thunder chimera features a lightning lizard and a lightninghurling dragon head in addition to the lions body.
DEX: 10
STR: 12
TOU: 11
PER: 4
WIL: 9
CHA: 7
Initiative: 10
Physical Defense: 13
Actions: 5
Spell Defense: 10
Attack (5): 15
Social Defense: 11
Damage:
Physical Armor: 21
2Claws (3): 15; Dragon Bite (6): 18; Mystic Armor: 8
Lightning Lizard Bite (4): 16; Lion Bite (5): 17
C H A P T E R 1 0 | Creature s
113
Death: 100
Unconsciousness: 86
Wound Threshold: 17
*
Recovery Tests: 5
Knockdown: 13
Movement: 9*
Adventure Hook
Humanoid Chimera
TOU: 11
CHA: 7
Physical Defense: 13
Spell Defense: 13
Social Defense: 11
Physical Armor: 6
Mystic Armor: 8
Recovery Tests: 5
Knockdown: 13
Movement: 9*
CloudBird
Head
Crojen
114
Number
of Actions
+1
Dragon
Goat
Hell Hound
Ice Flyer
+2
+1
+1
+1
Lightning Lizard
+1
Serpent
+1
TOU: 20
CHA: 3
Attack Type
and Damage
Bite: 17
C H A P T E R 1 0 | Creature s
STR: 20
WIL: 3
Physical Defense: 11
Spell Defense: 14
Social Defense: 9
Physical Armor: 5
Mystic Armor: 1
Recovery Tests: 9
Knockdown: 20
Movement: 4/10*
DEX: 5
STR: 10
TOU: 10
PER: 5
WIL: 2
CHA: 2
Initiative: 4
Physical Defense: 7
Actions: 1
Spell Defense: 8
Attack (3): 8
Social Defense: 8
Damage:
Physical Armor: 2
Bite (2): 12
Mystic Armor: 1
Death: 54
Recovery Tests: 5
Unconsciousness: 47
Knockdown: 10
Wound Threshold: 15
Movement: 3
Legend Award: Second Circle
Powers: Enhanced Senses [Sight] (2): 7
Loot: Baby cloud bird pelts are valued in many cities and can be sold
for 200 silver pieces (worth Legend Points)
C reat u res
Initiative: 10
Actions: 2
Attack (4): 14
Damage:
Bite (5): 25; Claws (2): 22
Death: 127
Unconsciousness: 115
Wound Threshold: 25
DEX: 10
STR: 8
TOU: 9
PER: 6
WIL: 8
CHA: 5
Initiative: 10
Physical Defense: 13
Actions: 2
Spell Defense: 10
Attack (2): 12
Social Defense: 8
Damage:
Physical Armor: 4
Bite (10): 18; 2Claws (4): 12
Mystic Armor: 5
Death: 60
Recovery Tests: 4
Unconsciousness: 51
Knockdown: 9
Wound Threshold: 14
Movement: 8
Legend Award: Fourth Circle (1 per 2 PC)
Powers: Battle ShoutS [Roar] (2): 7, Blinding Glare (4): 10,
ClimbingS (3): 13, Durability (2), Flashing Glare (4): 10, Great
LeapS (3): 13, Low-Light Vision, Silent WalkS (2): 12
Loot: Two extremely delicate eyes, worth 300 silver pieces each
(worth Legend Points)
Rules
A felux typically attacks its victim with its Blinding Glare and
Flashing Glare powers before leaping on the targets back and
biting through his neck or laying open the targets back with its
wicked back claws.
Adventure Hook
Felux
The felux looks like a lion, but with eyes almost the size of a
humans hand. A night hunter, the felux uses its eyes to catch its
prey. The felux is one of the few cases in which a change induced by
magic helped a creature to survive instead of destroying it.
The felux stalks its prey in deadly silence, then throws a beam
of light brighter than a thousand moons from its eyes. The glare
blinds the unfortunate victim; the felux gives a quick flick of its
sharp claws and its erstwhile quarry becomes a tasty dinner. If necessary, the felux can also attack by causing its eyelight to flicker at
an amazing speed. Those who gaze at the flashing light fall to the
ground, racked with spasms, which do not cease until the eyelight
stops flickering. More than a few people find this method of crippling an enemy extremely useful, and several magicians have been
known to develop spells that duplicate this effect.
A felux can also be trained, though they do not feel the same loyalty or warmth toward their masters as a dog or a house cat. They
The characters are hired to guard a caravan en route from Bartertown to Haven, which lies within the ruins of Parlainth. The
caravaneers, fearful of meeting Horrors along the way, have
acquired a felux to serve as a guard animal in the hope that the
creatures eyelight will protect them. Not many days from Parlainth,
a Horror-marked questor of Jaspree halts the caravan and demands
that the caravaneers release the felux into the wild. The characters
attempt to drive off the questor, but he or she takes command of
the felux and orders it to attack.
10
FireWraith
STR: 6
WIL: 9
TOU: 7
CHA: 5
C H A P T E R 1 0 | Creature s
115
Initiative: 8
Actions: 2
Attack (2): 10
Damage:
Touch (3): 9
Death: 48
Unconsciousness: 39
Wound Threshold: 12
*
Physical Defense: 10
Spell Defense: 9 (see text)
Social Defense: 12
Physical Armor: 5
Mystic Armor: 5 (see text)
Recovery Tests: 3
Knockdown: 6
Movement: 8*
Gargoyle
116
STR: 18
WIL: 5
TOU: 12
CHA: 4
Physical Defense: 10
Spell Defense: 10
Social Defense: 11
Physical Armor: 15
Mystic Armor: 6
C H A P T E R 1 0 | Creature s
Recovery Tests: 5
Knockdown: 18
Movement: 5/8*
Rules
Harbinger
Rules
DEX: 8
PER: 4
Initiative: 6
Actions: 2
Attack (3): 11
Damage:
2Claws (4): 22
Death: 65
Unconsciousness: 57
Wound Threshold: 20
DEX: 15
STR: 20
TOU: 22
PER: 12
WIL: 15
CHA: 12
Initiative: 15
Physical Defense: 19
Actions: 3
Spell Defense: 15
Attack (3): 18
Social Defense: 15
Damage:
Physical Armor: 12*
Sword (8): 28
Mystic Armor: 10 (18)*
Death: 106
Recovery Tests: 11
Unconsciousness: 99
Knockdown: 20
Wound Threshold: 27
Movement: 6
Legend Award: Ninth Circle (Group)
Powers: Durability (1), Locate Target (6): 28**
Equipment: Plate Armor, Two-Handed Sword (magical; see text)
*
**
a pincer with which the hulker can grasp its meal. Though hulkers
will eat anything they can catch, they display a particular fondness
for Namegiver flesh. Hulkers will not attack Namegiver settlements,
however, unless driven to desperation by extreme hunger.
DEX: 8
STR: 15
TOU: 12
PER: 5
WIL: 5
CHA: 5
Initiative: 7
Physical Defense: 10
Actions: 2
Spell Defense: 9
Attack (4): 12
Social Defense: 11
Damage:
Physical Armor: 12
Claws (5): 20
Mystic Armor: 3
Death: 80
Recovery Tests: 6
Unconsciousness: 70
Knockdown: 15
Wound Threshold: 18
Movement: 5
Legend Award: Fifth Circle (1 per 2 PC)
Powers: Camouflage (5): 10, Durability (3), Regeneration (3): 15
C reat u res
When the Scourge drove three of the Passions mad, those Passions began to call down harbingers at will. It may be that their
madness makes them see almost any action that does not glorify
them as a grievous crime, and that belief is all they need. Of course,
begging for forgiveness and promising to atone for the mistake
might enable a harbingers target to survive. If this is done swiftly
and convincingly enough when the harbinger appears, it and its
creator may have mercy on the criminal. Harbingers can smell
lies. Unless the victim tells the truth, he will be killed. Also, if the
victim fails to atone for his wrongs, the Passions vengeance will
be swift and brutal indeed.
Rules
Harbingers appear as members of every Namegiver race, depending on whom the given harbinger was in life.
Locate Target: Harbingers receive a Passion-granted +10 step
bonus to their Locate Target power to track those who have transgressed against their patron Passion. The range for using this power
is unlimited.
Magical Armor: A harbingers magical armor provides him with
excellent physical and magical protection. This armor cannot be
by passed with Armor-Defeating Hits. No living Namegiver may
use a harbingers magical armor.
Magical Sword: A harbingers mighty sword is also magical, and
as a Damage step 8 weapon, inflicts STR+8 damage against any foe.
No living Namegiver may use a harbingers magical sword.
Adventure Hook
As the characters are traveling through a city, an obviously terrified local asks for their protectionagainst what, he refuses to
say. Claiming to be rich, he offers to pay them handsomely for
their efforts, but tells them very little about himself. The characters
soon discover that their new employer is a questor of the Passion
Mynbruje who has angered her by calling upon her to punish his
enemies one too many times. The questor fears, with reason, that
Mynbruje will send one of her terrible harbingers against him.
10
Hulker
Hulkers are large, solitary predators that move slowly through the
darkest parts of the Blood Wood. Hulkers stalk the area surrounding the central areas of the forest, as well as parts of the Western
Border and Northern Reaches closest to the center of the forest.
Standing somewhat taller than a troll, they have thick, gnarled skin
that resembles tree bark. Their thick, powerful legs end in flat feet
that resemble roots. A hulkers head seems to be one with its torso,
and it attacks with two immensely strong arms that each end in a
single massive horned talon. When it must lift fallen prey, a second,
smaller talon springs out from the base of the larger one, forming
C H A P T E R 1 0 | Creature s
117
Rules
Inshalata
Rules
Kraken
118
C H A P T E R 1 0 | Creature s
very far away from them. They said it swam toward them and
tried to grab the ship with its ten long, ropy limbs, and only the
captains skilled piloting enabled them to escape being devoured
by the terrible creature. This story neglects to mention, however,
that the Denman was trying to plunder a Theran cargo ship carrying a powerful magician, which might have created the illusion
of a kraken to scare off the pirate vessel.
An account from the coastal town of Myrapor, dated some eight
centuries ago, speaks of a terrible battle between two kraken not far
from Myrapors harbor. Those who witnessed the battle through a
spyglass saw two huge, snakelike creatures writhing in the water,
wrapping their great tentacles around each other and inflicting
terrible wounds.
DEX: 14
STR: 20
PER: 7
WIL: 8
Initiative: 16
Actions: 5
Attack (6): 20
Damage:
Bite (10): 30; Tentacles (1): 21
Death: 222
Unconsciousness: 201
Wound Threshold: 32
*
TOU: 30
CHA: 8
Physical Defense: 16
Spell Defense: 16
Social Defense: 15
Physical Armor: 15
Mystic Armor: 10
Recovery Tests: 15
Knockdown: Immune
Movement: 9*
Rules
Despite the lack of clear evidence, kraken do exist. These rare, colossal squid lurk at the bottom of the ocean waiting to prey on ships and
large sea creatures. When attacking its prey, a kraken grasps it and
holds tight with its huge, sucker-lined tentacles. In each combat round,
a kraken can attack with up to five of its tentacles. To grab a creature,
the kraken must make a successful Attack Test against the targets
Physical Defense; to grab a ship, the kraken must make a successful
Attack Test against the ships Maneuverability Rating (see the Airships and Riverboats chapter, p.146). Each grasping tentacle does
massive damage to the target, enough to completely destroy even the
strongest ship if the kraken successfully grabs with the maximum
five tentacles. Once the kraken grabs its victim, it can attack
with its massive beak. The beak is made of a strong,
bonelike substance and is the only hard
part of the entire creature.
Poison Cloud: The kraken
exudes a potent black venom,
which it uses as both a defense and
an attack. Any creatures or characters that inhale or are touched
by the cloud may be affected by
the poison. To squirt its venom, the
kraken must make a Strength Test.
The result determines the number of
yards affected by the poison, radiating
out from the creature.
Aquatic: Kraken require one result
level lower than normal when making
Swimming Tests (usually only needing
a Poor result).
Adventure Hook
C reat u res
Krillra
TOU: 12
CHA: 7
Physical Defense: 12
Spell Defense: 10
Social Defense: 10
Physical Armor: 8; Tentacles: 6
Mystic Armor: 3
Recovery Tests: 5
Knockdown: Immune
Movement: 9*
Rules
Though krillra have plenty of sharp teeth, they never bite a target
until they first have it firmly grasped in their tentacles.
Affinity for Nethermancers: Krillra have a peculiar affinity for
Nethermancers, and Nethermancers in turn often harbor a soft
spot for these loathsome creatures. This unusual affinity allows
Nethermancers to add a +2 bonus to any Interaction Tests they
make against a krillras Social Defense.
Tentacles: When attacking a target, a krillra makes an Attack
Test for each of its four tentacles. If two or more of these tests are
successful, the krillra has a firm hold on its victim. During each subsequent combat round, the krillras grip does damage to the victim
automatically until he or she stops struggling. To break the grip of
a krillra, the hapless victim must make a successful Strength Test
against the creatures Strength step. (Prudent victims will consider
their altitude and come up with a method of slowing their descent
before trying to escape the krillras grasp.) Trapped characters may
also escape the grip of the krillra by hacking through its tentacles.
Each tentacle can take 17 points of damage and should be treated
as having Physical Armor of 6.
Adventure Hook
A scholar who believes that krillras are intelligent hires the characters to fly an airship into known krillra feeding grounds and
attempt to talk to the creatures. Unfortunately for the characters,
the scholar is wrong. The krillra are not intelligentsimply dangerous and very, very hungry.
10
MagmaBeast
Among the many hazards that face those who mine elemental fire
from the Deaths Sea is the magma beast, a truly fearsome predator that many folk believe is a Horror. Almost twice as tall as an
obsidiman, the magma beast is a dreadful combination of human
and reptile. Red-brown scales cover its body, and its toes and fingers end in wicked claws. Its head is covered in tentacles that writhe
and hiss like fiery, venomous snakes.
The magma beast lives in the runnels throughout the flowing lava
of the Deaths Sea, leaving the lava only to hunt. Their red color
makes magma beasts almost impossible to distinguish from the
C H A P T E R 1 0 | Creature s
119
Rules
120
C H A P T E R 1 0 | Creature s
Adventure Hook
A scholar who believes that magma beasts are intelligent creatures decides to gather definitive information on magma-beast
society. She charters passage aboard a fire-mining airship and hires
the characters to protect her from the dangerous creatures of the
Deaths Sea (and from her rough-and-tumble crewmates).
Manticore
Long ago, before the Scourge, these terrible creatures were truly
noble beings, intelligent and honorable, able to discuss Art and
Nature and other such subjects with ease. As with so many living
things in Barsaive, however, the noble manticores were corrupted
by the Horrors almost beyond recognition. Those Horrors killed
most of the manticores, allowing only those driven mad by their
attacks to live. These poor, mad manticores bred and carried on
the species throughout the Scourge, passing on their madness to
their offspring. Why the Horrors devastated the manticores with
such particular ferocity is unknown.
The manticores of this time look the same as their ancestors did
they resemble huge lions with bat-like wings and humanlike faces.
Their tails end in spiked balls, which they use to dreadful effect in
combat. Most manticores nowadays are dull yellow in color; few
of the black, brown, and white manticores remain.
Before the Scourge, manticores only hunted to eat. Those who
live in Barsaive these days, however, attack at random. They fly
back and forth around their enemy, raking him with their long
claws and striking hard with their spiked tails until blood seems
to rain down on them. When fighting at close quarters or on the
ground, they use their claws to disembowel their foe; if that tactic
fails, they knock the enemy to the ground with their spiked tails.
If a manticore swings its entire body from side to side, it can hit
an opponent standing directly in front of it with its lethal tail. It
can even knock over its enemy with its great wings, either by strik-
DEX: 9
STR: 13
TOU: 10
PER: 11
WIL: 9
CHA: 7
Initiative: 9
Physical Defense: 11
Actions: 2
Spell Defense: 14
Attack (3): 12
Social Defense: 9
Damage:
Physical Armor: 8
Claws (3): 16; Tail (7): 20; Wings (2): 15Mystic Armor: 5
Death: 64
Recovery Tests: 5
Unconsciousness: 55
Knockdown: 14
Wound Threshold: 15
Movement: 8*
Adventure Hook
Rules
The manticore usually attacks with its claws, its tail and with its
wings. All manticores can cast spells from any of the four spellcasting
Disciplines. The exact spells are up to the gamemaster, with the following limitationsmost manticores can only cast three or four
spells, and they cannot cast any spells that require threads.
C reat u res
ing with the wings themselves or by creating huge gusts of air that
send the foe sprawling backward.
Manticores also cast spells, using their human-like mouths to
speak the necessary words as easily as any Namegiver. Some folk
find this spellcasting ability terrifying, for good reason.
A town where the characters are staying suffers several magical attacks by a large lion-like creature. A local magician suspects
a manticore is behind the attacks and convinces the town to hire
the characters to find the mysterious beast. The magician asks the
characters not to kill the creature because he hopes to discover the
secrets of the manticores spellcasting ability.
RootWalker
The six root walkers that roam the Blood Wood were created by
Blood Warders as one line of defense specifically intended to kill
intruders into the Wood. These warders sought to combine the
ethandrilles ability to sense intruders with the primitive self-awareness of plant spirits.
By magically fusing the patterns of several ethandrilles with
those of several blood-oak saplings, the blood warders created
a frightening animal/plant hybrid that lives among the roots of
blood oaks and ferociously hunts down trespassers. Fortunately
for their intended victims, these creatures move slowly, tunneling
through the soil a few feet below the surface.
DEX: 9
STR: 10
PER: 6
WIL: 6
Initiative: 8
Actions: 2
Attack (2): 11
Damage:
Root Whip (3): 13
Death: 75
Unconsciousness: 64
Wound Threshold: 15
TOU: 10
CHA: 5
Physical Defense: 12
Spell Defense: 12
Social Defense: 12
Physical Armor: 8
Mystic Armor: 5
Recovery Tests: 4
Knockdown: NA
Movement: 5/3*
Rules
10
121
Tests. The root walkers roots and Engulf power alone make it a
formidable opponent, but the creatures most fearsome power is
its ability to awaken blood oaks.
Engulf: Any character successfully attacked with the Engulf
power is drawn into the earth, where he suffers from suffocation
damage in addition to the constriction damage caused by the roots.
A victim may make a Strength Test against the result of the root
walkers Attack Test to resist being pulled into the earth. Up to
two characters may add their Strength steps to that of the grappled character for this test. Engulf is a spirit power (see the Spirits
chapter, p.365, for details).
Locate Target: Root walkers can sense intruders within 10 miles.
Respect for Elves: A root walker will always attack elves last
when it encounters a group of intruders belonging to various
Namegiver races. If the root walker senses any blood elves on the
ground within 20 yards of an intruder, it will not attack. Magical
wards put in place by the blood warders keep the root walkers at
least a thousand yards away from the queens palace at all times, and
so all Namegivers in that area are safe from root walker attack.
Wake Blood Oak: If a root walker attacks a character within 30
yards of a blood oak, the oak will direct its roots (p.282) to attack
other intruders in the area. If the root walker is attacking a single
intruder, however, the blood oak cannot assist.
SentinelHawk
Sentinel hawks are magical, intelligent raptors that live high in the
mountains of Barsaive. They look like larger versions of ordinary
hawks with white, gray or black feathers or some combination of
the three. They can understand Namegiver speech, but cannot
themselves speak without the aid of magic. Sentinel hawks were
unknown before the Scourge, and their origin since remains a
mystery. Some scholars speculate that a magician created them
just before or during the Scourge to act as sentries and guardians
against Horrors, and that the hawks eventually escaped and bred
in the wild. The sentinel hawks refuse to discuss the subject.
Sentinel hawks are guardians of life and fierce enemies of corruption. They attack Horrors and Horror constructs, and aid
Namegivers in need of help so long as the Namegiver has committed no offense against the hawk or the natural world. Some
sentinel hawks even enlist the aid of Namegivers in their fight
against corruption, guiding adventurers to the lairs of Horrors
(some say, guiding them to their doom).
DEX: 11
STR: 5
PER: 10
WIL: 8
Initiative: 11
Actions: 2
Attack (2): 13
Damage:
Beak (2): 7; 2Claws (1): 6
Death: 60
Unconsciousness: 46
Wound Threshold: 7
*
TOU: 4
CHA: 7
Physical Defense: 15
Spell Defense: 14
Social Defense: 13
Physical Armor: 0
Mystic Armor: 5
Recovery Tests: 2
Knockdown: 5
Movement: 2/9*
Karma Points: 10
Karma Step: 6
Legend Award: Fourth Circle (Group)
Powers: Astral SightT(4): 14, Durability (5), Enhanced Senses
[Sight] (2): 12, SpellcastingT (2): 12, Thread Weaving
[Elementalism]T (2): 12, WillforceT (2)
Spells: Air Armor, Air Blast 17, Air Spear 15, Astral Sense
Elementalism 14, Behind Eye, Blizzard Sphere 16, Detect Elementalism Magic 14, Dispel Elementalism Magic 8, Ease Passage 18,
Fingers of Wind 8, Moonglow, Path Home, Winds of Deflection 15
122
C H A P T E R 1 0 | Creature s
Rules
A sentinel hawk attacks with its sharp talons and beak, using
swooping attacks. It can also cast several Elementalism spells, using
the standard spellcasting rules except that the sentinel hawk does
not require spell matrices.
Immunity to Warping Damage: Sentinel hawks are immune to
warping damage from casting raw magic (Players Guide, p.136).
Resistant to Horrors: Sentinel hawks are especially resistant
to Horror powers and abilities. Any Horror or Horror construct
employing a Horror power directly or indirectly against a sentinel
hawk requires one result level greater than normal to be successful.
This includes spells cast by the Horror against the hawk and those
magician spells noted as being based on a Horror power.
Skeorx
DEX: 13
STR: 18
TOU: 10
PER: 7
WIL: 8
CHA: 5
Initiative: 17
Physical Defense: 14
Actions: 3
Spell Defense: 10
Attack (3): 16
Social Defense: 12
Damage:
Physical Armor: 10
Bite (7): 25; Claws (2): 20; Tail (3): 21 Mystic Armor: 4
Death: 90
Recovery Tests: 5
Unconsciousness: 77
Knockdown: 19
Wound Threshold: 15
Movement: 9
Legend Award: Fifth Circle (Group)
Powers: Battle Shout (Roar) (3): 8, ClimbingS (3): 16,
Durability(6), Great LeapS (3): 16, Low-Light Vision,
Silent WalkS (3): 16
Rules
leaps onto the victim and wraps its jagged-edged tail around the
victims neck as a Grappling attack (Players Guide, p.230). Any
attempts by the victim to break free cause Step 10 damage. Physical Armor protects against this damage, as normal.
Hard to Dominate: To reflect this creatures innate resistance
to training, any characters using their talents and abilities to tame
or command a skeorx must achieve a result two levels higher than
normal to be successful. For example, the Dominate Beast talent
normally requires an Average result to work against a target creature. Using Dominate Beast against a skeorx, however, requires
an Excellent result.
C reat u res
Adventure Hook
Triplicant
Solitary creatures, triplicants stand about five feet tall and have
bluish-white skin and purple eyes. Their hands look huge in proportion to their slender bodies. Triplicants wander the land, eking
out a living through hunting and theft. Though of subhuman intelligence, they display great cunning, ambushing unwary travelers
in search of ordinary items that they consider treasure. According
to rumor, triplicants sometimes manage to collect items of real
value along with the everyday odds and ends they hoard.
DEX: 8
STR: 6
TOU: 11
PER: 3
WIL: 7
CHA: 5
Initiative: 9
Physical Defense: 11
Actions: 1
Spell Defense: 7
Attack (4): 12
Social Defense: 10
Damage:
Physical Armor: 3
Fist (10): 16
Mystic Armor: 5
Death: 55
Recovery Tests: 5
Unconsciousness: 48
Knockdown: 6
Wound Threshold: 16 Movement: 7
Legend Award: Fourth Circle (Group) (One
triplicant will make enough copies to have a
numerical advantage against the characters,
this leads to one triplicant copy per PC + the
core who may engage in combat or lie in
wait to see how its copies perform).
Powers: Triplicate (10)
Loot: Odds and ends worth D810 silver
pieces
10
Rules
C H A P T E R 1 0 | Creature s
123
Chapter Eleven
Great Dragons
Given the role that dragons have in the affairs of Throal
and Thera, it is refreshing to read a candid treatise on the
motivations and machinations of the great dragons of
Barsaive. Vasdenjas has much of importance to say, but
the reader is encouraged to form his own opinion on any
truths that may appear in this text. The truth spoken by
a dragon is usually what the dragon wants us to hear.
Tiabdjin the Knower, Scribe of the Great Library of Throal
OntheAbilitiesof
GreatDragons
ragons continue growing throughout life, so great dragons, as the oldest of our kind, are also the largest. Some
of us are easily twice the size of an adult dragon, with a
corresponding increase in physical prowess. Our teeth and talons
are longer, sharper and harder than those of a younger dragon
as well. Unlike you Young Races, our teeth and bones do not
become weaker as we age, they become stronger. Likewise our
scales become toughened by the rigors of life. The armor of a great
dragon is strong enough to resist almost any attack.
As our physical abilities increase, so do our mental and magical powers. Our long lives give us a great deal of time to hone our
abilities. Great dragons are adept at the manipulation of magic to
levels far beyond any other Namegivers. We all know many spells,
often from many different magical disciplines, including spells no
Young Race magician has imagined. Beyond these, we also create
new spells to serve our needs, though most of these spells are of
a type not suitable for use by Namegiver magicians.
The magical powers of a great dragon include improving our
inborn gifts as well. My breath can flame targets with much greater
power and range than in the years of my youth, and I have learned
to use it in ways no young dragon could match. For example, the
hides on which you sit I cured with puffs of flame, where a youngling would have incinerated them. We also use Dragonspeech and
Dragonsight to our greatest advantage, to understand the nature
and patterns of both Namegivers and of the world, for it is in our
nature to seek understanding of the universe around us.
Perhaps the greatest abilities of a great dragon are the knowledge and experiences that come from living a long life. I have
seen nations of Namegivers rise and fall. I have witnessed the
performances of great artists, both of my kind and others, heard
more tales than are recorded in your Great Library, and hunted
124
C H A P T E R 1 1 | G reat D ragon s
OntheRoleof
GreatDragons
TypicalGreatDragon
Powers:
Armored MatrixT (13)
Dispel Magic (5): 31
Dragon Breath (5): 31
Dragonspeech (5): 31
Rules
All great dragons can cast spells of at least one of the magician
Disciplines. Most great dragons can cast spells of two Disciplines,
and some can cast spells of three, or even all, of the magician Disciplines. Great dragons who know spells of only one Discipline know
spells up to and including Thirteenth Circle, those who cast spells
of two Disciplines know spells up to and including Tenth Circle,
and those who know spells of three Disciplines know spells up to
and including Ninth Circle. Keep in mind that these statements
describe the average abilities of great dragons. Individual great
dragons abilities vary to a degree, some greatly, some very little.
See Customizing Dragons (Gamemasters Guide, p.256) for more
information about adjusting great dragon abilities.
G reat D rago n s
and our triumphs as well. Thus we are prepared for those rare times
when we great dragons must decide the future of dragon-kind, for
what actions we take will set the course of events for some years to
come. The need for such decisions is rare, but they have become
more frequent in recent years. It is at these times that we convene
the Great Dragon Councils I spoke of earlier.
The second duty of a great dragon is to protect and recall the past.
One reason great dragons are best suited for raising the young is
because we have so much to teach them. Only those as experienced
as we are can pass on a true understanding of the history and lore
of our kind. As each generation of dragons learns from the great
dragons before them, the wisdom and experience of our race grows
with the passing of the millennia. I know lore that stretches back
to the time of Dayheart the First Dragon, those who follow me will
know all that and more.
We are the guardians and upholders of our culture and traditions. Younger dragons seek us out to hear our wisdom regarding
their conflicts over tradition, and our decisions shape the future of
our culture. We are the lawmakers and judges of our race. Without
law and tradition, dragons would have no means to live together
in harmony. Our culture allows us to control our predator nature
and exist as civilized creatures. It is up to great dragons to protect
and sustain such precious knowledge.
There are those of us, myself included, who believe we also have
an obligation of sorts to you Young Races. Dragons are the oldest
of all Namegivers, and great dragons are the oldest of all dragons, making us the most ancient and the wisest creatures in this
world. As such, we have a duty to try to enlighten and educate the
Young Races when possible. Such is the reason for this work that I
offer to the Great Library, a collection of knowledge that may help
some of your people to understand us and to pass that knowledge
on to others.
11
Aban
125
as having scales the deep red of old blood and eyes as black as
the midnight sky, while another tome paints a picture of her with
greenish-black scales and unsettling yellow eyes. Whatever the
reason for it, be it the effects of living in the Mist Swamps or some
deliberate magical change, Abans coloration can vary.
DEX: 21
STR: 34
TOU: 29
PER: 25
WIL: 25
CHA: 22
Initiative: 26
Physical Defense: 26
Actions: 5
Spell Defense: 32
Attack (8): 29
Social Defense: 28
Damage:
Physical Armor: 38
Bite (7): 41; 4Claws (5): 39
Mystic Armor: 29
Death: 265
Recovery Tests: 14
Unconsciousness: 244
Knockdown: 35
Wound Threshold: 32
Movement: 7/14 *
Legend Award: Fifteenth Circle x 3 (Group)
Karma Points: 50
Karma Step: 18
* The second value is the dragons flying Movement Rate.
Powers (Knacks):
Armored MatrixT (15)
Armored Scales (9)
Chameleon T (5): 26
Dispel Magic (5): 30
Disrupt Fate (5): 30
Dominate Beast (5): 30 (Beast Eyes)
Dragon Breath (6): 31 (Smoke Cloud)
Dragonsight (5): 30
Dragonspeech (7): 32 (Animal Talk, Second Sight)
Durability (15)
Enhanced MatrixT (15)
T
Enhanced Matrix (15)
Enhanced MatrixT (15)
Fear (7): 29
Karma Cancel (5): 30
Lair Sense (5): 30
Regeneration (6): 35 (Regrowth)
Spellcasting (12): 37 (Anchored Spell)
Spell MatrixT (15)
Spell MatrixT (15)
Spell MatrixT (15)
Spell MatrixT (15)
T
Spell Matrix (15)
Spell MatrixT (15)
Summoning (11): 36
Suppress Magic (5): 30
Thread Weaving [Elementalism] (12): 37
Venom (5): 30
Wingbeat (5): 26
Spells: Elementalism (Fifteenth Circle)
Equipment: None
Loot: Magical items (some quite ancient) and a hoard of coins and
gems worth around 500,000 silver pieces (counts as treasure worth
Legend Points)
Rules
126
C H A P T E R 1 1 | G reat D ragon s
Alamaise
pride has earned him few allies among the dragons of Barsaive,
but Alamaise has earned their respect with his focused power
and keen mind.
All dragons possess and wield great force, but Alamaise is one
of the few to admit to seeking power. He has always wished to
increase his own strength and to extend his rule over the land and
the Young Races who inhabit it. To Alamaise, this is his right. The
most powerful beings should rule and the less powerful should
serve.
His arrogance is the key to understanding Alamaises nature. He
is assured of his superiority and righteousness. No matter what
mistakes he might make, Alamaise will never admit to them
but he will learn from them. Nothing scratches under his scales
worse than his own flaws, and he roots out any such imperfections as quickly and ruthlessly as he would dispatch an impetuous
Namegiver.
Alamaise is a dragon obsessed with a single goal, that of regaining control of Wyrm Wood and the elves who inhabit it. This goal
drives Alamaise to the exclusion of all else. Since the death of
Queen Dallia of the Elven Court, Alamaise has not been seen
anywhere in Barsaive, even by his fellow dragons. Instead, he
has existed in isolation, pursuing his goal. As no kingdom or city
in Barsaive concerns Alamaise, apart from the Elven Court, he is
not involved in the politics of nations like Throal or the Theran
Empire.
The greatest power Alamaise possessed was taken from him
by Queen Alachia and the magicians of the Elven Court. As the
Namer and maker of Wyrm Wood, Alamaise had many threads
woven to the Woods True Pattern. Within the bounds of Wyrm
Wood, Alamaise was supremely powerful and no dragon would
even think of challenging him on his home ground. His threads
also strengthened the pattern and defenses of the Wood,
giving it a special magic and sustaining it, even after the
rebellion forced him to abandon it.
Perhaps the Elven Queen Alachia believed the
magic and the ancient protections woven by Alamaise would preserve Wyrm Wood against the
Scourge. Perhaps she is merely touched with
the same arrogance as Alamaise, unable to
admit error on her part. For whatever
reason, the Elven Court refused the protection of Theran magic and decided to
turn the living trees of Wyrm Wood
into a barrier against the Horrors.
During the Scourge, the Elven
Courts wooden kaer failed. In a desperate attempt to save themselves, the
elves used powerful magic to alter the
True Pattern of Wyrm Wood itself.
The Ritual of the Thorns transformed
the elves living in the wood into blood
elves, their skin pierced with thorns
dripping blood. More importantly,
the Ritual transformed Wyrm Wood
into the Blood Wood. With its True
Pattern reshaped, the threads woven
to the wood by Alamaise were cut and
the great dragons last connection to
his former domain was severed.
C H A P T E R 1 1 | G reat D ragon s
G reat D rago n s
11
127
DEX: 20
PER: 27
STR: 34
WIL: 27
TOU: 27
CHA: 22
Initiative: 25
Physical Defense: 24
Actions: 5
Spell Defense: 34
Attack (8): 28
Social Defense: 28
Damage:
Physical Armor: 36
Bite (7): 41; 4Claws (5): 39
Mystic Armor: 31
Death: 257
Recovery Tests: 13
Unconsciousness: 236
Knockdown: 35
Wound Threshold: 30
Movement: 7/14 *
Legend Award: Fifteenth Circle x 3 (Group)
Karma Points: 50
Karma Step: 18
* The second value is the dragons flying Movement Rate.
Powers (Knacks):
Armored MatrixT (13)
Armored Scales (9)
Dispel Magic (5): 32
Disrupt Fate (5): 32
Dominate Beast (5): 32 (Beast Eyes)
Dragon Breath (6): 33 (Flame Ball)
Dragonsight (7): 34 (Item History, Matrix Strike)
Dragonspeech (6): 33 (Second Sight)
Durability (15)
Enhanced MatrixT (13)
T
Enhanced Matrix (13)
Enhanced MatrixT (13)
Fear (7): 29
Karma Cancel (6): 33 (Lend Karma)
Lair Sense (7): 34 (Absent Lair Sense, Lair Vision)
Regeneration (3): 30
Spellcasting (11): 38 (Anchored Spell)
Spell MatrixT (13)
Spell MatrixT (13)
Spell MatrixT (13)
Spell MatrixT (13)
Spell MatrixT (13)
Spell MatrixT (13)
Summoning (10): 38
Suppress Magic (5): 32
Thread Weaving [Elementalism] (11): 38
Venom (5): 32
Wingbeat (5): 25
Spells: Elementalism (Thirteenth Circle)
Equipment: None
Loot: Magical items (some quite ancient) and a hoard of coins and
gems worth around 500,000 silver pieces (counts as treasure worth
Legend Points)
Rules
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C H A P T E R 1 1 | G reat D ragon s
Earthroot
Rules
Icewing
G reat D rago n s
Powers (Knacks):
Armored MatrixT (10)
Armored Scales (9)
Dispel Magic (5): 33
Disrupt Fate (5): 33
Dragon Breath (6): 34 (Friendly Fire)
Dragonsight (6): 31 (Item History)
Dragonspeech (6): 31 (Suggestion)
Durability (15)
Earth Merge (see text)
Enhanced MatrixT (10)
Enhanced MatrixT (10)
Enhanced MatrixT (10)
Fear (9): 31 (Awe, Paralyzing Gaze)
Karma Cancel (6): 34 (Lend Karma)
Lair Sense (5): 30
Regeneration (6): 34
Spellcasting (12): 37 (Anchored Spell, Maintain Spell Threads)
Spell MatrixT (10)
Spell MatrixT (10)
Spell MatrixT (10)
Spell MatrixT (10)
Spell MatrixT (10)
Spell MatrixT (10)
Summoning (11): 39
Suppress Magic (5): 33
Thread Weaving [Elementalism, Illusionism, Wizardry] (12): 37
Venom (5): 33
Wingbeat (5): 23
Spells: Elementalism (Tenth Circle), Illusionism (Ninth Circle),
Wizardry (Ninth Circle)
Equipment: None
Loot: Magical items (some quite ancient) and a hoard of coins and
gems worth around 500,000 silver pieces (counts as treasure worth
Legend Points)
11
s one of the most public and visible of dragonkind, Icewing has learned well how to deal with scrutiny. Many
of his plots are buried deeply, under layers and layers of
lies and misinformation, spread through various agents and dupes.
Dealing with Icewing often means penetrating illusion and deception to even get a hint of the truth. However, he is more impulsive
and impatient then his brethren, and frequently intervenes with
an overconfidence that reveals an astonishing disregard for protocol and the wishes of his fellow great dragons (that he has faced
C H A P T E R 1 1 | G reat D ragon s
129
130
C H A P T E R 1 1 | G reat D ragon s
Powers (Knacks):
Armored MatrixT (9)
Armored Scales (8)
Dispel Magic (5): 32
Disrupt Fate (5): 32
Dragon Breath (Ice) (5): 32
Dragonsight (8): 34 (Item History, Spirit Strike, True Sight)
Dragonspeech (7): 33 (Read Thoughts, Thought Probe)
Durability (15)
Enhanced MatrixT (13)
Enhanced MatrixT (9)
Enhanced MatrixT (13)
Fear (9): 32 (Awe, Paralyzing Gaze)
Karma Cancel (6): 33 (Lend Karma)
Lair Sense (5): 31
Regeneration (5): 33
Spellcasting (12): 38
(Anchored Spell, Maintain Spell Threads, Spell Stacking)
Spell MatrixT (13)
Spell MatrixT (9)
Spell MatrixT (13)
Spell MatrixT (9)
T
Spell Matrix (13)
Spell MatrixT (9)
Summoning (11): 38
Suppress Magic (5): 32
Thread Weaving [Illusionism, Nethermancy, Wizardry] (12): 38
Venom (5): 32
Wingbeat (7): 29 (Freezing Gale)
Spells: Illusionism, Nethermancy, Wizardry (all at Ninth Circle)
Equipment: None
Loot: Magical items (some quite ancient) and a hoard of coins and
gems worth around 1,000,000 silver pieces (counts as treasure
worth Legend Points)
Rules
G reat D rago n s
this test is the Difficulty Number for any Strength Tests made to
break free of the ice from the inside. The ice can be attacked from
the outside, and is treated like a barrier with a Physical Armor
rating of 10, and a Damage Rating equal to the Wingbeat Test result.
Characters encased in ice are in danger of suffocation.
Mountainshadow
11
Powers (Knacks):
Armored MatrixT (7)
Armored Scales (9)
Dispel Magic (5): 31
Disrupt Fate (5): 31
Dragon Breath (6): 32 (Friendly Fire)
Dragonsight (7): 35 (Item History, True Sight)
Dragonspeech (11): 39 (Learn Language, Read Thoughts, Reweave
Mind, Second Sight, Suggestion, Thought Probe)
Durability (15)
Enhanced MatrixT (7)
Enhanced MatrixT (7)
Enhanced MatrixT (7)
Fear (7): 31 (Paralyzing Gaze; see text)
C H A P T E R 1 1 | G reat D ragon s
131
Rules
Like any dragon of his venerable age, Mountainshadow is powerful of tooth and claw, but the true source of his strength is his
vast store of arcane knowledge. Mountainshadow knows more
mystic secrets than anyone else in Barsaive, perhaps more than
anyone in this part of the world. His command of the arcane arts
allows him to ward his lair and create magical traps and servants
whenever he requires them. His extensive library contains magical lore unknown to other Namegivers, powerful enough to shake
mountains or reduce cities to smoking ruins.
Along with his mastery of the mystic arts, Mountainshadow is
especially skilled in the use of Dragonspeech and Dragonsight.
Mountainshadows Dragonsight is as sharp as his talons. He
understands patterns and the delicate threads that make them,
especially the power of patterns to create and destroy. With
Dragonspeech, he has refined the ancient arts of touching
the minds of others and sifting through their memories like
a heap of gleaming gems to find exactly the one he seeks. He
once spoke of experiencing life from the view of the Young
Races, and how vastly different the world looked through
their eyes. With Dragonspeech, Mountainshadow can pluck
the very thoughts from inside any Namegivers head.
Mountainshadow shows great interest in the Young Races and
has countless Namegiver servants in places where no one would
expect to find them. The recent incursion of the Theran Empire into
Barsaive has roused him from his endless studies and experiments,
and moved him to take action with the formation of what the Therans
refer to as the Dragons Network. His Namegiver servants make up
a significant part of this vast net of spies and lackeys, enhancing his
influence even more among the dragons of Barsaive.
Paralyzing Gaze: Mountainshadows gaze is like a vipers, paralyzing in its intensity. (For details on how this power works, see
Paralyzation, p.276.) Once his victims are rendered helpless,
Mountainshadow slithers through their minds and takes whatever he desires, using his Dragonspeech power. With it, he can also
bend a mind to his will, planting ideas, feelings and even memories.
The crafting of such thoughts, which subtly tug at the threads of a
Namegivers pattern until they change it, requires time and concentration, but can be a more powerful weapon than flame or claw.
Usun
sun is a legend among the Namegivers of Barsaive, particularly those who live close to his home in the Liaj
Jungle. He is fairly young by great dragon standards;
although still older than any nation known. His great body is
sleek and powerfully muscled, covered with overlapping scales
132
C H A P T E R 1 1 | G reat D ragon s
DEX: 21
STR: 35
TOU: 29
PER: 26
WIL: 25
CHA: 22
Initiative: 26
Physical Defense: 26
Actions: 5
Spell Defense: 33
Attack (8): 29
Social Defense: 28
Damage:
Physical Armor: 38
Bite (7): 42; 4Claws (5): 40 Mystic Armor: 30
Death: 265
Recovery Tests: 14
Unconsciousness: 244
Knockdown: 36
Wound Threshold: 32
Movement: 7/14 *
Legend Award: Fifteenth Circle x 3 (Group)
Karma Points: 50
Karma Step: 18
Powers:
Armored MatrixT (13)
Armored Scales (9)
ChameleonT (5): 26
Dispel Magic (5): 30
Disrupt Fate (5): 30
Dominate Beast (5): 30 (Beast Eyes)
Dragon Breath (8): 33 (Flame Spout, Friendly Fire, Smoke Cloud)
Dragonsight (5): 31
Dragonspeech (7): 33 (Animal Talk, Second Sight)
Durability (15)
Enhanced MatrixT (13)
T
Enhanced Matrix (13)
Enhanced MatrixT (13)
Fear (8): 30 (Terror)
Karma Cancel (6): 31 (Lend Karma)
Lair Sense (6): 32 (Absent Lair Sense)
Regeneration (6): 35 (Regrowth)
Spellcasting (11): 37
Spell MatrixT (13)
T
Spell Matrix (13)
Spell MatrixT (13)
T
Spell Matrix (13)
Spell MatrixT (13)
Spell MatrixT (13)
Summoning (11): 36
Suppress Magic (5): 30
G reat D rago n s
and reduce all of its cities to ash and rubble. His savage warrior ature may cause his enemies to underestimate Usuns cleverness.
n
Although Usun does not follow the intellectual pursuits of other
great dragons, he is no less intelligent because of it. Usun knows
much lore, and he collects information on the natural world, giving
him a great understanding of the flora and fauna of Barsaive.
Usun is one of the most isolationist of all of the great dragons of
Barsaive. He claims the Liaj Jungle as his, and woe betide any other
Namegiver he catches there. This does not stop some Namegivers
(like the legendary Tamers) from living in the jungle, but it certainly
makes Usun and his motives mysterious to the outside world.
Usun firmly believes dragons should rightfully rule the world
and while many fellow great dragons agree with this, Usun has been
staunchly opposed in his desire to war against all other Namegivers and subjugate them, as it was in the Age of Dragons. Failing
that, he would see the Young Races wiped out, removed from the
world so it can be shaped by dragon strength and magic. The other
great dragons consider Usuns plans both impractical and unacceptable. The Therans and other Namegivers have developed too much,
and are too powerful to oppose in open warfare. Great dragons
such as Icewing and Mountainshadow prefer to work behind the
scenes, manipulating events to further their plans. Such machinations frustrate Usun, who has thus far agreed to abide by the will
of the others and limits himself to the Liaj, where he takes out his
frustrations on any Namegiver foolish enough to defy his ban on
their entering the jungle.
There are certain similarities between Usun and Aban, the great
dragon of the Mist Swamps. It is certainly true that the two do
in fact share a number of traits, such as a preference for physical
combat, use of spirits and creatures as their eyes and ears within
their domains, and jealous guarding of their territories. Given
these similarities, it is easy to think these dragons are two of a
kind, but they are not.
Rules
Usun is a mighty opponent in battle. His scales are more resilient than any armor made by the Young Races and his teeth and
talons are sharper than thrice-forged swords, able to rend other
creatures apart with ease and tipped with potent venom. For the
most part, Usun is able to rely solely on his physical prowess to
bring down even the most dangerous prey. His constant hunting has honed his fighting skills, marking him as one of the most
formidable fighters among dragon-kind. Few other great dragons
could even aspire to best him.
It is true that the master of the Liaj Jungle rarely makes use of
his fiery breath, since the flames can destroy large areas of jungle
growth with a single blast. Yet Usun has refined his breath to spew
forth clouds of choking smoke that render the jungle as dark as
night, or even to breathe flames that burn only what he wishes to
burn. A blast of Usuns fire can burn an intruder to ash while leaving the surrounding jungle untouched. Despite this, Usun prefers
to face opponents with fang and claw.
Disdainful of Namegivers, Usun rarely speaks in any Namegiver
tongue, as languages of lesser races are beneath his stature. He prefers the use of Dragonspeech, which has led many Namegivers to
believe that Usun does not speak at all. Some Namegivers (mostly
windlings) living near the jungle refer to Usun as the Silent One.
Despite this reputation, Usun is more than capable of speakingin
a number of different languageswhenever he chooses, he simply
prefers not to resort to such crude means.
As part of his development of Dragonspeech, Usun has learned
to use it to sense the emotions of other creatures near himespecially those he hunts. Usun certainly possesses the power of all
great dragons to inspire fear and unreasoning terror in the hearts
of all creatures that see him; the passage of Usuns shadow is said
to paralyze other creatures with fear, pinning them to the spot
like the passage of a hawks shadow over a field mouse. In addition to his empathic abilities, Usun has developed a great rapport
with the creatures of the Liaj Jungle. He uses Dragonspeech to
command the creatures of the jungle and employ them as spies,
servants and soldiers.
Usun does not possess the breadth of magical knowledge exhibited by great dragons such as Mountainshadow or Vasdenjas, but
he does have considerable mastery of the arts of Elementalism.
Elemental magic allows Usun to control nearly every aspect of the
Liaj Jungle to suit him. He can animate the trees and jungle vines
to attack intruders, create rain and fog to shroud the jungle, and
wield the powers of fire, ice, and earth as weapons. There is a great
deal of elemental lore to be learned from Usuns magic, although
wresting such secrets from him may be an impossible task.
11
Vasdenjas
133
those who keep records of the history and stories of our dragonkind, passed on from the time of Nightslayer and Dayheart, the
First Dragons. Loremasters learn, maintain and pass on knowledge from one generation of dragons to the next. They also serve
as Keepers of the Rites, ensuring that the etiquette and traditions
the great dragons have developed are adhered to. Since the death
of Barsaives last Loremaster, Thermail, Vasdenjas has performed
admirably in this position, and has even taken his role a step furthera step not all of his fellow dragons agree with.
Like Mountainshadow and Icewing, Vasdenjas believes we
dragons have something of a responsibility to the Young Races.
Unlike Mountainshadow, Vasdenjas has very little curiosity
about Namegivershe knows all that he needs or cares to know
about them. Unlike Icewing, he has little patience for meddling in
Namegiver affairs. Instead, Vasdenjas believes in passing on knowledge and lore to the Young Races to help guide and educate them
in the wonders of the world. He truly loves to pontificate and to
hear the sound of his own voice, going on endlessly about nearly
any topic. Vasdenjas considers himself an expert on nearly everything, someone who can offer guidance to the foolish and limited
Namegivers of Barsaive. He has no interest in learning from them
in return, as Mountainshadow claims to do.
Despite his desire to share information with the young races, Vasdenjas is still a traditionalist. He believes other Namegivers should
be subservient to dragons and that they should be educated, guided,
and controlled like children. At the same time, Vasdenjas is also
a hypocrite. He argues and pontificates against the experiments
conducted by the Young Races to produce creatures such as hell
hounds or nagas and rails against the magician who created the
hydra, yet Vasdenjas is one of the most skilled in tampering with
life of any of the great dragons. He is a master of creating drakes.
Vasdenjas greatest assets are clearly his mind and his clever
tongue, which he uses to worm his way into the attention of
Namegivers. In body he is not the most powerful of great dragons, and prefers to avoid physical conflict when necessary. He talks
his way from fights when he can, and is thought by some dragons
to be almost afraid of battle, if such a thing could be said to be
true of a great dragon. Though he hunts well enough, he claims
134
C H A P T E R 1 1 | G reat D ragon s
Powers (Knacks):
Armored MatrixT (9)
Armored Scales (8)
Creature LoreS (10): 37
Dispel Magic (5): 32
Disrupt Fate (5): 32
Dragon Breath (5): 32
Dragon LoreS (10): 37
Dragonsight (9): 36 (Item History, Matrix Strike, Spirit Strike, True
Sight)
Dragonspeech (6): 33 (Learn Language)
Durability (15)
Enhanced MatrixT (9)
Enhanced MatrixT (9)
Enhanced MatrixT (9)
Fear (7): 32
Horror LoreS (5): 32
Karma Cancel (6): 33 (Lend Karma)
Lair Sense (5): 32
Regeneration (5): 33
Spellcasting (12): 39 (Anchored Spellcasting, Maintain Spell
Threads)
Spell MatrixT (9)
Spell MatrixT (9)
Spell MatrixT (9)
Spell MatrixT (9)
T
Spell Matrix (9)
Spell MatrixT (9)
Summoning (11): 38
Suppress Magic (5): 32
Thread Weaving [Illusionism, Nethermancy, Wizardry] (12): 39
Venom (5): 32
Wingbeat (5): 25
Spells: Illusionism, Nethermancy, Wizardry (each at Ninth Circle)
Equipment: None
Loot: Magical items (some quite ancient) and a hoard of coins and
gems worth around 500,000 silver pieces (counts as treasure worth
Legend Points)
Rules
Vasdenjas is the only great dragon to share any substantial portion of his knowledge with other Namegivers. Apart from Icewing,
Vasdenjas is the only great dragon the dwarf kingdom of Throal has
had any significant open contact with, and the so-called Master
of Secrets is a good deal more forthcoming than Icewing, for reasons of his own.
The Master of Secrets is, as his title implies, a scholar and keeper
of lore. Though not quite as learned as his elder, Mountainshadow,
Vasdenjas is a vast storehouse of knowledge from throughout the
centuries, stretching back across the Ages. His store of wisdom is
Vestrivan
travel the world and learn from experience, while Vestrivan wanted
to delve through the accumulated knowledge of all Namegivers,
dragons included, and benefit from the experience of others. This
is where the brothers were destined to forever veer from each others lives.
In their youth, the pair could not be parted from each other. They
made their sire, Yuichotol, proud as they quickly
picked up the traditions and rituals of dragonkind. The first divisions became apparent
during this time, as Vasdenjas sought always
to journey as far out from the lair as they
were allowed in order to see the world and
converse with others, while Vestrivan
sought only to dig slowly through the
memory crystals Yuichotol had provided for study.
Later in their lives, as Named
adults, they stayed close but
grew even further apart. While
Vasdenjas traversed the lands,
conversing and learning of
creatures and Namegivers
and legends, Vestrivan again
kept mostly to Barsaive
and the lands near their
lair, devoting his mind
to learning and studying
even more about magic.
As they became great
dragons, Vasdenjas settled down considerably,
but still stayed as active and
outgoing as other great
dragons. The brothers grew close to
Thermail, Loremaster of the time,
becoming ardent
st udents, t horoughly exploring
her vast store of
knowledge. At this
time, a competition
developed bet ween
the two for Thermails
favor, and their relationship
became strained and soured. When
Thermail chose Vasdenjas for companionship,
Vestrivan cloistered himself away, and shunned most
contact with other dragons. Instead, he threw himself thoroughly
into his passion and lust for knowledge, eagerly devouring any scrap
and tidbit of magical lore in particular. Over his years of self-isolation, Vestrivan came to be an unprecedented wielder of magical
powervery few arcane secrets escaped him.
As the Scourge approached, the brothers turned their attention
to the study of Horrors and their effects. As always, Vasdenjas
scoured the land, seeking tales and information and direct experience. Vestrivan also learned of the Horrors, but from memory
crystals and old and musty tomes. Witnessing what he had, Vasdenjas realized the raw, destructive and evil power of the Horrors.
Conversely, his brother came to view them as potential sources of
magical knowledge. Both were correct.
When Vestrivan had read every magical tome known to the
Namegivers, and some unknown and since lost forever, he came to
the realization that only one realm of magical learning remained.
C H A P T E R 1 1 | G reat D ragon s
G reat D rago n s
11
135
136
TOU: 28
CHA: 24
Physical Defense: 22
Spell Defense: 36
Social Defense: 31
Physical Armor: 36
Mystic Armor: 32
Recovery Tests: 14
Knockdown: 34
Movement: 7/14 *
C H A P T E R 1 1 | G reat D ragon s
Powers (Knacks):
Armored MatrixT (13): 13
Armored Scales (8): 8
Dragonsight (5): 33
Dragonspeech (5): 33
Durability (15): 15
Enhanced MatrixT (13): 13
Enhanced MatrixT (13): 13
Enhanced MatrixT (13): 13
Horror LoreS (8): 36
Spellcasting (11): 39
Spell MatrixT (13): 13
Spell MatrixT (13): 13
Spell MatrixT (13): 13
Spell MatrixT (13): 13
Spell MatrixT (13): 13
Spell MatrixT (13): 13
Thread Weaving [Nethermancy] (11): 39
And add three or more of the following dragon powers (knacks):
Dispel Magic (5): 33
Disrupt Fate (5): 33
Dragon Breath (5): 33
Fear (6): 30 (Terror)
Karma Cancel (6): 34 (Lend Karma)
Lair Sense (5): 33
Regeneration (5): 33
Summoning (10): 38
Suppress Magic (5): 33
Venom (5): 33
Wingbeat (5): 23
Horror Powers: See Despoiler of the Land, p.479, for his powers
when the Despoiler is in control of Vestrivan
Spells: Nethermancy (Thirteenth Circle)
Loot: Magical items (some quite ancient) and a hoard of coins and
gems worth around 500,000 silver pieces (worth Legend Points)
Rules
named Horrors
N a m e d H o r r o r s
Ch a p t er T w elv e
12
AazhvatMany-Eyes
137
138
Rules
N a m e d H o r r o r s
gameInformation
12
Adventure Hook
Artificer
139
140
presence. Far away, yet close as well. It was terrifying and might
have driven me mad had it lasted longer than a moment.
Kreena: I felt the same thing when I was hit with the scythe
blade of a trap in a kaer outside Urupa. The Horror did not speak
directly to me or communicate any specific thoughts, but I knew
it was there nonetheless.
Ajmar: I must say that I have not been as unlucky as my
colleagues. Though I have been in a kaer altered by Artificer
the one catalogued as K626 in Jabrus Atlas of Excavated KaersI
have never been personally injured by one of its traps. Not
that I havent had several close calls, I hasten to add! However,
several of my companions on that desperate day were harmed
by the traps and reported sensing a vast, impossibly strange
consciousness touching theirs.
Vomonica: So no one knows what Artificer looks like? They
just know its presence in their minds.
Thridula: I know what it looks like. The Horror of which we
speak is half a league long, made of metal and covered with
curious mechanisms and devices: wheels, pulleys, dials, rivets,
seams. Its orifices excrete hot steam, dark and foul liquids, and
throat-tightening gases.
Kreena: The only thing like it is the engine of one of my peoples
riverboats. Yes, it is a gigantic, distorted boat engine turned
inside out. Its image is madness.
Vomonica: And how do you know this?
Kreena: I simply know it.
Vomonica: Have you always known this?
Kreena: No, I suppose not. Tales of this thing were never told
in our compact.
Ajmar: I believe that Thridula and Kreenas visions of Artificer
came to them when they were harmed by its traps. I have spoken
to many adventurers about Artificer since our own encounter
with its awful works. Those who have been in its traps describe
it as our friends have done just now. Those who have not profess
ignorance of the Horrors nature and appearance.
Vomonica: You also said it is well-known that the thing exists
only on the astral plane. How is this well-known?
Ajmar: Perhaps it is not. I thought it was well-known. Curiously,
I have always believed it to be common knowledge, yet I rarely
GameInformation
During a previous Scourge, a group of dragons summoned a powerful elemental to the physical world to use in their fight against the
Horrors. This elemental was summoned from the Realm of Metal,
an unearthly plane accessible via the larger Plane of Earth. Unfortunately for the dragonsand countless Namegivers thereafterthe
N a m e d H o r r o r s
12
DEX: 10
STR: 20
TOU: 28
PER: 20
WIL: 19
CHA: 10
Initiative: 7
Physical Defense: 11
Actions: 4
Spell Defense: 25
Attack (6): 16
Social Defense: 13
Damage:
Physical Armor: 33
Spikes (5): 25
Mystic Armor: 20
Death: 261
Recovery Tests: 14
Unconsciousness: 240
Knockdown: 23
Wound Threshold: 34
Movement: 5
Legend Award: Fifteenth Circle (Group)
Karma Points: 30
Karma Step: 15
Powers: Durability (15), Forge Trap (15): 35
Equipment, Loot: None
Rules
Adventure Hook
141
BoneCrowntheUsurper
142
N a m e d H o r r o r s
12
Second Week/First Day, 608
After penning these words, I leave for my appointed meeting
with Headbreaker. My hands are trembling. I have never been
a warrior, never claimed to be a hero. I am a man of peace, of
accommodation, of negotiation. But now I venture into the bosom
of absolute malignityif, that is, my guesses are right and not
just the fevered imaginings of an old dodderer who has seen too
much killing and mayhem. There is a mirror in the left pocket of
my robe, another in the right pocket, and a third sewn into the
lining of my cape. May the Passions help me.
Second Week/Second Day, 608
Headbreaker is a great leader of Namegivers, but her chain
of command leaves much to be desired. As Headbreakers
First Adviser, my top priority is to untangle the web of connections between her followers and mold this chance collusion of
merchants, tradesmen and ruffians into a political entity that successfully can take power from Vastbelly when we finally tumble
that incompetent from his feathered roost. I know my skills will
allow us to make a smooth transition to rule with a minimum of
slaughter and am confident that, under my tutelage, Headbreakers rule of Parlainth will be glorious.
GameInformation
143
Rules
Adventure Hook
144
Buualgathor
Sixty-Second Week/
Fifth Day 609 TE
I had searched for nearly
two weeks until I finally
found the place I sought in
the Eastern Quarter. There
was a white worms carcass
there, cut apart, and split into
eight separate pieces. I cast my
eyes about the room, looking for
the Horror who had touched me,
but the Horror had already left to
find new prey. I could feel the lingering dread of the white larva that
had tormented me throughout the
ruined building. This was a Horror that
hunted other Horrors and fed on their
terror. The memories of fear in this place
seemed to scream the Name of the Horror to
me; Buualgathor, the Horror Hunter. It used tortured souls like
me as bait. It had let my whole family die, let me betray everyone
I had once cared about, almost let me commit suicide, all to draw
out another Horror to slay. The Horror Hunters touch itself had
nearly destroyed me. The Horror could have prevented so much
suffering, if it had used its power on me as soon as I was marked.
My family and countless others would still be alive. It is just as
responsible for what I have become as the other Horror. I will
hunt Buualgathor down for what it has done to me.
N a m e d H o r r o r s
Sixty-First Week/
First Day 609 TE
I felt that the place I
had seen in my dream
was real and was in
Parlainth. I started my
search for the ruined
building. I had to know
what had happened.
12
gameInformation
Buualgathor, also called the Horror Hunter, considers Namegivers to be very unsatisfying prey. It finds greater satisfaction in
feeding on the terror and pain of other Horrors, and so was the
bane of other Horrors in Parlainth for all the centuries in which
the city remained outside the material realm. Buualgathor finds
bloatforms and despairthoughts particularly tasty, both of which
are very common in Parlainth.
The dread that Buualgathor inspired in other Horrors permeates Parlainths very stones, and those who spend time in the ruins
often sense Buualgathors presence, though they cannot identify
it as such. Usually, this sensitivity manifests as a series of dreams
or a strong tendency to believe without question rumors or legends of the Horror Hunter. Many long-time residents of Haven,
for example, insist that their parents or grandparents told them
tales of Buualgathor as children, though in truth their knowledge
of the Horror Hunter comes from the memories of the Horrors
living in the ruins of Parlainth. Other Horror Hunters may exist,
but Buualgathor is the only one known to exist in Barsaive.
Buualgathor appears as a humanoid figure, usually of the same
race as the person seeing it, wearing a dark cloak that seems to
move with an eerie life of its own. On closer inspection, those who
behold this Horror can see that the cloak is an appendage made
of the same ropy tissue that makes up the rest of the Horror Hunters body. When Buualgathor engages in physical combat, it throws
145
Rules
Adventure Hook
146
warrior. The party must rush to defeat the Horror that has marked
their comrade, or else Buualgathor will use his terrible Mark Trace
on the Horror-marked adventurer and possibly destroy him to get
at the Horror he has sensed. The adventurers must chase the Horror
to save their companion, as Buulgathor chases them.
ChantrelsHorror
N a m e d H o r r o r s
12
The thing had dissected Calvis with impossible precision, leaving most of his skin intact. The boys organs were sliced thinly and
fanned out on the floor on the left of the bed, the bones separated
and piled neatly on the right. I remember wondering where all
Calviss blood had gone and sobbing because it had left his face
intact, lying still handsome amid the carnage.
Then suddenly Calviss eyes fluttered open, looked over at his
bones, then found me. I tried to scream but my throat could
manage only a wet rattle. The face smiled, and in a voice of whirring blades and metal-scraping-metal it said, I missed you.
The villagers said I sobbed for hours after they pulled me from
the house. I left the village as soon as I had the strength, but it
was too late. My friendship with Calvis had given the Horror a
gateway to others in the village and to their kin in other towns.
Sometimes it killed one man, other times it slaughtered entire
encampments. Even today many call that region of the Thunder
Mountains the Butcher Hills.
The Horror again talks to me at night. My hair has lost its gray,
and my face is as smooth as if I had never lived those years at all.
I imagine I shall live as long as it wants me to. I have even thrown
myself into Deaths Sea, but to no avail. It can repair me, recreate
a whole new me with its despicable magic.
Should you see me on the road, a slight woman with lips a little
too crooked and a nose a little too small, eyes bright when telling a story, please be courteous. I promise to share nothing more
than your fire and a story or two. You and your companions can
then travel on your way. I shall take my own path, the one I share
with my friendmy eternal friend.
GameInformation
147
Rules
Chantrels Horror draws sustenance from the pain of separation and loneliness that its marked victims suffer. According to
dragon lore, the Horror revels in a twisted empathy with the victim.
The Horror often lies dormant for years, allowing its marked victims to establish new relationships. Dragon lore suggests that
the number of the Horrors marked victims cannot exceed the
number of full moons during a year, but even the dragons do not
know why this is so.
Chantrels Horror possesses many special powers. Some are
possessed by other Horrors as well, while others are unique to
Chantrels Horror. All these special powers are described below.
Astral Slice: To use its unique astral slice attack, Chantrels
Horror makes a Spellcasting Test against a victims Spell Defense.
If it achieves an Armor-Defeating Hit, it can make an astral slice. In
the following combat round, the victim takes physical damage from
the astral slice. This attack originates in astral space, bypassing any
physical protection or armor the target may have. The Horror rarely
uses astral slice in combat. Instead, it most often uses this power to
achieve ghoulish dissection effects, cutting and removing the bones
and muscle from its victims while leaving their skin intact.
Blood Memory: The Blood Memory power enables a Horror
to keep the essence of the slain character alive in the characters
blood. In turn, the Horror keeps the blood in its own whirling,
bloody mess of a body. To use this power, the Horror makes a Blood
Memory Test against the Social Defense of the victim. A successful result absorbs the blood shed by the victim from attacks made
by the Horror. If the target dies during the round in which Blood
Memory is used, Chantrels Horror absorbs a number of blood
memory points equal to the victims Death Rating. The Horror
may use these points to extend the grief and pain of any victim it
has marked through the slain character. Once the marked victim
has recovered, the Horror expends 1 point of the absorbed blood,
starting the pain afresh as if it had just happened. The renewed pain
148
lasts for at least a year and a day each time it is renewed. Chantrels
Horror may also use blood memory points to create a new body for
a victim whose previous body has been destroyed.
Eternal Youth: Chantrels Horror can keep a marked victim
young by making Recovery Tests for the healthy victim. The Horror
makes a number of Recovery Tests and the gamemaster records the
results, keeping a total. Once the total equals the victims Death
Rating, the victim loses a year from his physical age. In this way,
the Horror substitutes its own immortal essence for that of the
marked character, undoing the work of time.
Healing: Chantrels Horror can heal or regenerate a marked
victim by substituting its own Recovery Tests for those of the victim.
If the body of a marked victim has been completely destroyed or is
otherwise inaccessible, the Horror must have at least one point of
blood memory (see Blood Memory, above) from someone connected to the victim. The Horror can use the power of the blood
memory to sculpt a new body for the marked victim from scratch.
This new body is identical to the victims old one.
Horror Mark: Many of Chantrels Horrors powers can be used
only against victims the Horror has previously marked. Generally, the Horror only appears in the dreams of its victims, through
which it marks them. Chantrels Horror first seeks a victim whose
dreams are vivid enough to be sensed from astral space. To do
this, the Horror makes a Spellcasting Test against the dreaming
characters Spell Defense. The Horror must achieve an Extraordinary result to sense the victim. The Horror may attempt this
test only once per month against any given character. Once the
Horror has found its target, it Horror-marks that unfortunate
character as per the standard rules. Chantrels Horror can use
the Suppress Horror Mark power to bury its mark deep within
the pattern of a character.
Instant Travel: Once the Horror has marked a victim, it can
travel the thread that binds the bones to attack or mark any other
character related to the marked character by blood or friendship.
To do this, the Horror makes a Spellcasting Test against the Social
Defense of the targeted character. The required result level appears
in the Relationship Table of the Suppress Horror Mark power (see
Horror Powers, p.446). The physical distance between the marked
character and the target character is irrelevantthe Horror can
travel from a mother on the Aras Sea to her son in Bartertown by
achieving a Poor result. Once the Horror has jumped to a new
victim, it may mark or kill him. Generally, the Horror does not kill
victims it marks. Also, the Horror cannot reach casual acquaintances of a marked victim.
Adventure Hook
The following account is transcribed from the words
of Vestrivan himself, who gave me this account in one of
his rare moments of control of his own body. He sought
me out, knowing of my work with his brother Vasdenjas
on the Creatures of Barsaive and the dragons portion
of Denizens of Earthdawn. This information about
the Horror entwined within Vestrivan may be invaluable
in stopping that Horror and possibly saving Vestrivan
himself. I have passed this information to Vasdenjas.
After hearing his version of his brothers transformation,
he may be overjoyed in learning that his brother is
alive even in part and may yet be saved.
By the Hand of Tiabdjin the Knower, Scribe of the
Great Library of Throal and First Scholar of the khavroam
N a m e d H o r r o r s
DespoileroftheLand
GameInformation
12
TOU: 26
CHA: 16
Physical Defense: 24
Spell Defense: 27
Social Defense: 20
Physical Armor: 26
Mystic Armor: 17
Recovery Tests: 12
Knockdown: 24
Movement: 7
149
Rules
Adventure Hook
Druistadt
150
N a m e d H o r r o r s
the Tarrywells crew and loved the ship as we did. She joked and bantered with us, and when it came time to break for our noon meal we
were all ready to swear undying love for our new crewman.
So we ate and drank, and Lysteruss sang us a rousing drinking
song with some nonsensical words as the chorus. (I know now that
one of those words was Druistadts True Name, and I wont repeat
it.) Well, we liked the song so much we insisted that she sing it again.
She said she would, but only if someone joined her. Then she asked
who had the sweetest voice in the crew, and Lajlion the stoker spoke
up. So Lajlion and Lysteruss struck up the song, and Lajlion sang that
unmentionable Name three times during the first chorus. About then,
we all started to feel strangely tired, and Lajlion trailed off without
finishing. We had to force ourselves to get up and cast off from Callomeres docks, because the captain was set on sailing a bit farther
before nightfall. We didnt think anything of our fatigue at the time;
but we should have known it was the first sign that the thing wed
taken into our midst had begun to feed off our spirits.
We all had terrible nightmares that night. I dreamed of my own
deathslow suffocation while trapped in the cargo hold of our burning ship. I woke with my throat raw from my own screams. All around
me I heard the agonized cries of others as they died equally horrible
dream-deaths. The next night it was the same, and the night after
that. Lajlion threw himself overboard at dawn, driven half-mad by
the nightmares. We dragged for him, but found no trace of his body
even though wed all marked well where he went down. And all the
while, we grew increasingly weak and listlessmore even than our
disturbed slumbers could account for.
We turned away from the rail, numb with grief for Lajlion, and
started back toward our posts. Suddenly, before my eyes, two sailors
clutched at their chests and fell dead on the deck. Heart seizures, it
looked like. We all turned and looked at Lysteruss then, as if a compass needle had drawn our eyes. She smiled, and the air around her
seemed to shimmer for a moment. Then it cleared, and we saw that
her beak had grown two feet long. Poison dripped from its knifelike
edge, burning the deck where it touched. Such terror gripped us that
we couldnt move. The thing wed called Lysteruss walked right up
to Achatuss, our bosun, stabbed its beak into her chest, ripped out
her heart and swallowed it in a single gulp. Then the monster began
to do the same to every crewman in turn. Not one could run, or fight,
or even hardly breathe for pure, heart-freezing fear. Finally, some
vestige of jikharra broke my paralysis, and I leaped overboard and
swam away from the doomed Tarrywell as fast as I could. I didnt
dare look back.
I thought I had escaped. But then one night as I lay asleep, the
infernal thing came to me in a dream and told me it could hear my
heartbeat. It said the sound of my own blood pumping through my
veins will always tell it where to find me, no matter how far I flee. I
know the fiend spoke the truth; Ive felt it lurking near me, waiting
until it drains the last drop of fear from my heart before it kills me. I
can never escape it. Never.
What little I can add to this account comes from considerable
research into ancient tales, and I am as confident of its truth as
anyone can be of legends concerning a Horror.
Druistadt appears to prefer groups of victims to individuals
and always eats the heart of every Namegiver it slays. The Horror
possesses great cunning as well and excels at turning members of
a riverboat crew or adventuring band violently against one other
before it finally destroys them.
Druistadt has the power to link its own pattern with those of
its victims. This enables it to track all the victims it marks. Some
claim this link is a Horror mark, while others insist it is an arcane
ability unique to Druistadt. Whatever the true nature of this
power, survivors of groups attacked by Druistadt invariably discover that fleeing only delays their eventual deaths. Druistadt
relentlessly hunts down any Namegiver to whom it is linked and
12
151
GameInformation
Rules
Adventure Hook
Player characters most likely encounter Druistadt while traveling on or near the Serpent River. In one intriguing option, the
152
The following account was provided by a victim of
the Horror known as the Giftbringer. Unfortunately,
the author of the tale did not identify himself or his
town. Though bothersome, these omissions do not
seriously reduce the value of this text, as it is unlikely that
this Horror would limit itself to a particular area of Barsaive.
Marrlo Tendril, Apprentice Archivist, 1507 TH
ll never forget the day the man came to town. All bright eyes
and riding atop a pulsing wagon filled with boxes. Thats
right, the wagon pulsed. Youd look at it and itd be one size,
then you could look away and a breath later itd be a little bigger
or smaller. Strange, but then wed seen some Illusionists come
through not so long ago, and we figured this fellow might be one
of the adepts we hear of from time to time. Truth be told, most of
us just wanted to have this man around. Something about him just
felt right, and he had all those boxesall sizes and shapes, wrapped
up in shiny ribbons and cloth all the colors of the rainbow. Never
seen anything like it. Hope never to again.
The man looked a bit odd, but nothing too out of the ordinary.
He was tall, with great arms and legs and a body that didnt seem
quite big or strong enough to warrant those limbs. And he was
skinny. Not starving skinny, just sort of lanky and long. His face
I guess some would call handsome, and he had a thick beard that
he kept trimmed. His nose was fine and straight, perched over
a mouth that seemed to stretch from ear to ear when he smiled.
His eyes were like green fire, emeralds set into his skull to shine
the light of his thoughts through.
Everyone was curious as soon as they saw him. He didnt say
a word at first. But you could sense he had a sort of power you
couldnt deny. It was like he knew everything about you. He
would smile at you, all shining teeth and rosy lips, and you got
the impression he was better than everyone else. You didnt get
the feeling he was going to hurt you, though. Not until later.
He set up shop near the center of town. Bought out Gerry, the
carpenter whod called the place home for more than twenty
years. The man just pulled right up, brought out one of his boxes
and handed it right over. Old Gerry cleared right out after that,
packed up his wife and kids and just took off. Never saw him
again. Lucky bastard.
Not long after, the man opened his doors and people started to
go in. Just one or two at first. It seemed like the sort of dark and
quiet place you didnt want to go rushing into, so people kind of
crept in, almost like they were sneakinglike they knew what
they were going to find in there. Im ashamed to admit I was one of
the first to go in. I can see by your face that you think youd never
have done it. But you dont know how it was. The place pulled at
you, nagged at your mind, called to you in your sleep. You had to
go there, you just had to.
That store had everything, and all of it was on display, sitting on
glass stands and cluttering up the shelves. Toys, silverware, jewelry,
swords, tools, bookseverything. And when you came through
the door, the man was waiting behind his counter like hed been
expecting you. Hed sit there sort of hunched over, perched on
his stool like some damned vulture. And hed smile, all teeth and
shiny lips, and hold out his hand, pointing. And right behind you,
youd find just what youd always wanted.
But once youd left the dark little store, youd start thinking and
wondering. Maybe this wasnt quite what youd thought you were
going to get. And hadnt the man said something about someone
else getting just the thing you were looking for? And surely they
couldnt appreciate it as much as you would, and maybe theyd
bring it back. And youd go back, once or twice a week at first
and then every day, looking to see if theyd brought it back. And
every time hed say the same thing: No, they didnt bring it back.
I cant believe how cruel they are, keeping something they dont
want, just knowing how much youd like to have it.
Anyway, things started to get bad soon after that. I can remember people starting to fight over little things. A mother would
strike one of her babies for crying, a father would beat his son
for having a shirt lace untied. Friends turned on each other like
snakes crammed into a small hole, biting and tearing with words
and blows. Id never seen anything like it.
Then one night it all came loose. The man hadnt opened his
store that day, and you could see people were getting mad. Some
hadnt been into the place yet, and they were anxious that the store
wouldnt open again, that they wouldnt get what they had coming.
They were wrong. Everybody got what they had coming.
It was awful once it began. Seemed to start with Jerrik, the
stout dwarf barkeep. He smashed his cousins brains with a mug,
then drank out of it with brains still dropping off the bottom and
his kins blood splashed up the sides. Sydn went next. The little
seamstress drove her scissors into her aunts throat, cut out the
poor womans voicebox. Hell came to town after that.
Everywhere I looked, people were at each other screaming
about thieves and getting what they deserved. Blood and brains
and guts and bones filled the streets. Me, all I could think about
was that snuffbox Id seen old man Farlus tinkering with the day
before. See, when I went to the store, I got this nice old pipe made
out of some sort of bone (even though I dont smoke). All gold
inlays and silver curlicues around. Quin the bellows-mender had
tried to kill me for that pipe, so I smashed him with a hammer.
Cracked him right between the eyes as hard as I could. I knew
he was trying to trick me out of old man Farluss snuffbox, too. I
wanted that box, and Id be damned if I wasnt going to get it.
And I did get that box, by the way. I remember Farlus was running from me, and I just kept getting madder and madder. That
box was really mine, after all, and Farlus knew it. I caught the thief
in the alley out behind the mans store. Grabbed him by the beard
and started bouncing his head off the rough stone wall. When he
didnt die fast enough, I put his skull to the pavement and kept
pounding. I still remember that. Something snapped and popped
and his face just sort of caved in. But I had that box, ripped it out
of his pocket with my hand still slippery with his blood.
Right then a caravan pulled into town. The ashen-faced guards
sitting on the caravan wagons immediately started felling people
with crossbow bolts. Id be dead myself if it werent for the man
leaving. Came busting out of the roof of the store, timbers flying
like busted splinters. I remember it too well, that shiny slick skin
stretched out on the ends of arms turned to wings, big enough to
blot out the moon as he flew over. I could see all his bones jutting
up against his skin just as sharp as knives under parchment. His
head had gotten all long and skinny too, and his nose and mouth
had turned into a shiny black beak. His green eyes were huge, as
big as my head, and they seemed about to burst out of their sockets. Those legs of his had been long before, but now they were thin
and tapered almost half again as long, ending in clicking claws
that could snap around a mans neck without even closing all the
way. The guards sent flight after flight of bolts at the thing, but it
just kept on flying, just kept going.
After that, I felt awful down. The snuffbox looked like nothing
more than an old, worthless trinket. I started crying, tears mixing
with the blood and running down into my mouth. Thats what
saved me from the guards and their damn bows, I think. I was
crying, and they could see it wasnt my fault. They realized then
what I know nowa Horror had been among us.
C H A P T E R 1 2 | Named Hor rors
N a m e d H o r r o r s
Giftbringer
12
153
GameInformation
Powers: Damage Shift (4): 25, Durability (7), Gifts (4): 25,
Horror Mark (4): 24, Karma Tap (4): 24, Spellcasting (4): 22,
Thread Weaving [Illusionism] (4): 22, Terror (4): 23
Spells: Illusionism (Seventh Circle)
Equipment: 2 horses, a wagon, numerous empty boxes
Loot: None
Rules
154
als and its Karma Tap power to convince them that they have the
right to take what they believe is rightfully theirs. Very quickly,
the town devolves into a madhouse as neighbor attacks neighbor
and husband turns on wife. Once the town has destroyed itself,
the Giftbringer moves on to the next town.
Gifts: This power allows the Giftbringer to create an exact duplicate of whatever his target desires by performing a successful Gifts
Test against the Spell Defense of the target character. Items created
with the Gifts power are real in every way. Such items are always
small (less than one cubic yard), and light (less than 50 pounds).
Items created by this power do not disappear unless specifically
destroyed, even if the Giftbringer is killed.
Shapeshifting: Giftbringer may adopt the form of any Namegiver,
with the exception of dragons. The Horror must spend 10 Karma
Points to transform itself in this manner. For this reason, Giftbringer tries to transform only when necessary.
Adventure Hook
GameInformation
Rules
Adventure Hook
N a m e d H o r r o r s
Hate
12
Joie
e knew enough to be wary of strangers. The wandering minstrel, the tinsmith or peddler seeking a days
profit or a nights shelterthese we would have suspected and tested, to be sure they were what they appeared to be.
Or like as not, wed have driven them away. No sense taking risks
in times like these, after all. But who can refuse an abandoned
child? And she was such a pretty little thing
Couldnt have been more than six summers old, I thought when
I first laid eyes on her. Lilla, she said her Name wasthats the
elven word for gold, the color of the pretty curls that tumbled
down her back. Her eyes were as blue as the heart of a summer
sky. Ive seen blue eyes before, but never quite that shade.
C H A P T E R 1 2 | Named Hor rors
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156
broken ends of her own bones together in a fair bid to cripple herself, and all I could think was how wonderfully brave she was.
Finally she couldnt walk any more, and she collapsed against
the side of her pallet with a shriek. The sound brought me to my
senses, and I rushed over and got her onto the pallet as gently
as I could. Every movement made her cry out, but she seemed
almost to be enjoying it. When I asked what had possessed her
to try walking so soon, she grinned at me and said, Because the
pain makes me feel alive. Its wonderful.
I went home, much disturbed in mind. But worse was to come.
Cevas was sitting at the table in the warm kitchen, working over
something. When I moved closer, I saw that he was sawing away
at his own arms with a fine-edged dagger Id given him as a festival-day gift. Hed drawn waves and curlicues into his skin; blood
welled up in the cuts like crimson lace. He saw me staring at him
in shock, held out one mutilated arm toward me and said, Pretty,
isnt it, Myskal? Pretty pattern?
Before I could take a step toward him, he
turned back to his grim work with a delighted
smile and slashed the daggers edge across
his wrist. A deep cut, this one, much
deeper than any of the others looked.
His hearts blood came spurting out,
and he watched in wonder even as
the lifelight dimmed in his eves.
See the pattern! he cried
out to me, like a child might
share the wonder of its first
pony ride. See the pretty
rubies falling through the
air!
A s Cevass cor pse collapsed over the table, I felt
eyes on me. I turned, slowly,
and saw Lilla standing in
the doorway. She looked at
Cevas, then at me, and her
blue eyes glowed with joy.
She smiled and then began
to laugh. Ive never before nor
since heard a sound so beautifulor so horrible. Silvery
and sweet, like little bells, but
with the howl of a storm wind
underneathand as I listened, the wind howled louder
and louder until I could see
and hear nothing else. Just for a
moment, like a shadow across my
mind, I saw a monster with huge
claws and a wide mouth stretched in
an evil smile. I could smell the stench of
its rotting teeth. Then it vanished.
Some while laterIm not sure how longthe wind went away.
I came to myself, sitting on the kitchen floor and staring at Cevass
body. My lantern had fallen over and shattered, and flames were
licking up one wall and toward me across the floor-boards. I sat
and watched the fire spread, enchanted by the dance of the redgold flames with their blue heartsas blue as Lillas eyes. Only
when the fire touched my sleeve did I move. I still dont know what
happened. I only remember feeling as if I had awakened from a
sleep and suddenly I felt afraid. I ran as if the mad Passion Raggok
himself pursued me, past a circle of neighbors who were dancing
and singing as they watched my house burn.
Its been ten years now, and Ive heard nothing of anyone from
Circle Round. Nothing of Lilla, either. I still dont know what she
N a m e d H o r r o r s
was, though I can guess. She was no elf-child, thats certain. She
was nothing of this world.
GameInformation
Rules
Joie rarely engages in combat, preferring to manipulate its victims from the shadows. However, Joie can be formidable in battle.
The Horror can use its huge, toothy jaws to bite an opponent or rake
enemies with its powerful claws. In Namegiver guise, Joie can use
its Corrupt Karma, Horror Mark, and Karma Tap powers, as well
as its unique Pervert Emotion power (see below). In its monstrous
true form, Joie adds the Terror power to its arsenal.
Pervert Emotion: Many powerful Horrors feed on negative emotions such as hatred, anger, fear, and jealousy. Once people realize
that these emotions are controlling their actions, they will resist
these feelings, thereby starving the Horror. The Pervert Emotion
power, unique to Joie, allows the Horror to subvert such resistance by warping its victims minds so that painful and evil things
become a source of happiness to them.
Pervert Emotion allows Joie to change a victims interpretation
of emotions, causing him to act in ways that he normally would
not because he no longer sees his actions as wrong or inappropriate. For example, a character who feels joy rather than disgust at
physical violence may express his affection for his neighbor by
nailing the individuals cap to his head. While under the inf lu-
12
Adventure Hook
Typically, player characters encounter Joie by coming into contact with the population of a small town or village that has come
under the influence of the Horrors Pervert Emotion power. Alternatively, Joie may simply try to use its powers directly against the
characters or even attack them outright. In one possible adventure, player characters on a long journey stop at a village for the
night. Soon after their arrival, they notice that the local people are
behaving strangelylaughing uproariously when they or others
hurt themselves, acting joyful at things that ought to make them
angry or sad, and so on. Once the characters realize that a Horror
might be causing these bizarre emotional shifts, they may attempt
to find and destroy Joie. However, the citizens of the town are less
than willing to give up their new-found, constant pleasure; and
Joie is unwilling to leave her latest meal unfinished.
C H A P T E R 1 2 | Named Hor rors
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Nebis
158
N a m e d H o r r o r s
know why except Im always afraid, I dont even want to write his
Name because hell find me again
Dandeers account ends here. Her attendants at a local shrine to
Garlen add a note that Dandeer can now walk well on her wooden
leg. Dandeer and other writers accept implicitly that Nebis can
notice and manipulate unwary Namegivers who invoke its Name
too often. Your humble scribe finds this unlikely, for Nebis Nebis
has not demonstrated clairvoyant powers of this Nebis description, certainly not on those Nebis whom Nebis has not Nebis
already marked. Assuming such Nebis were true, the effects of
Nebiss Nebiss NEBISS manipulation would become evident
to an NEBIS observer. NEBIS To date no such NEBIS has surfaced, despite the NEBIS diligent inquiry of one NEBIS who only
desires to NEBIS the NEBIS of the NEBIS Library of NEBIS,
and hopes that NEBIS superiors will NEBIS him with NEBIS
and NEBIS NEBIS NEBIS.
Enwid Deltern, 14451507TH. Lochost preserve his memory.
Merrox, Master of the Hall of Records
12
GameInformation
Nebis exists solely on the astral plane but maintains a close connection to the physical plane, where it finds its victims. No description
of Nebis exists, since the Horror manifests a new physical body by
stealing body parts from its victims.
DEX: 7
STR: 10
TOU: 18
PER: 9
WIL: 20
CHA: 20
Initiative: 8
Physical Defense: 9
Actions: 2
Spell Defense: 12
Attack (3): 10
Social Defense: 25
Damage:
Physical Armor: 8
Claws (3): 13
Mystic Armor: 16
Death: 111 (see text)
Recovery Tests: 9
Unconsciousness: Immune Knockdown: 10
Wound Threshold: 28
Movement: 6
Legend Award: Astral: Ninth Circle (Group); Physical: Eighth
Circle (Group)
Karma Points: 30
Karma Step: 12
Powers: Cursed Luck (2): 22, Durability (3), Horror Mark (9):
18, Karma Tap (5): 14, Spellcasting (13): 22, Tattoo Claim (2):
22 (see text), Thread Weaving [Illusionism] (13): 22, Thought
Worm (5): 14
Spells: Illusionism (Third Circle), Tattoo Ritual
Equipment, Loot: None
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Rules
160
Adventure Hook
Nebis seeks out adepts to battle, for it cares little if its physical form
is destroyed. If player characters kill its body, the Horror stalks the
characters in astral space. Nebis uses its powers to mark its victims
and eventually tricks them into performing its Tattoo Ritual.
The information we have regarding the Horror Nemesis comes to
us from one Veran Tuul, a scholar from the area near Urupa. As
Tuuls account attests, Nemesis has involved itself in slave trade
and other acts usually the sole domain of Namegivers. Nemesis is
a particularly dangerous entity, as it has been known to deceive
even the most clear-headed and virtuous heroes.
Voiha Mystral, Apprentice Archivist,
Great Library of Throal, 1507TH
N a m e d H o r r o r s
Nemesis
12
None should be misled by the frail appearance of many of Nemesiss physical forms. This entitys truly powerful weapons are
its mastery of metamorphoses and deception. It is impossible
to say for certain how Nemesis will appear at any given time,
though the Horrors physical aspects contain certain distinguishing features.
First, Nemesis always takes the form of a male or female human,
never of one of the other Namegiver races. Second, it almost
always has blue-white eyes that shine with the brilliance of lightning. Often Nemesis explains this strange gleam as the mark of
a Wizard, and the Horror has the abilities needed to convince
others that it is indeed competent in the magical arts. Third, the
Horror dresses in light clothing, eschewing armor in favor of
f lowing silks and brightly colored sashes. It delights in drawing attention to itself and is often quite attractive. I doubt that
Nemesis has what could be called a True Form. I know of two
individuals who have seen Nemesis near to death; both said the
Horrors form began to shift from one human guise to the next,
but never to anything inhuman.
C H A P T E R 1 2 | Named Hor rors
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GameInformation
Nemesis exists solely on the astral plane but maintains a close connection to the physical plane, where it finds its victims. Various
descriptions of Nemesis exist, since the Horror manifests in many
disguises. However, all of its disguises are human with lightning
blue-white eyes.
DEX: 5
STR: 5
TOU 19
PER: 23
WIL: 25
CHA 16
Initiative: 10
Physical Defense: 7
Actions: 5
Spell Defense: 29
Attack (5): 10
Social Defense: 20
Damage:
Physical Armor: 19
Unarmed (1): 6
Mystic Armor: 21
Death: 171
Recovery Tests: 9
Unconsciousness: 156
Knockdown: 5
Wound Threshold: 25
Movement: 6
162
Rules
Nemesis hates standup fights and uses its spells to kill as many
attackers as quickly as it can if things become violent. If it appears that
the Horror cannot win, Nemesis uses its Transport power to flee the
scene, vowing to return and slay the player characters another day.
Horror Lore: Nemesiss unique Horror Lore power is the source
of the entitys knowledge concerning Horrors. To use this power,
Nemesis makes a Horror Lore Test against the Spell Defense of
the Horror in question. If the test succeeds, Nemesis may spend
1 Karma Point to discover the weaknesses (if any) of a particular Horror. A successful test also enables Nemesis to empower
a weapon so that it causes extra damage to the targeted Horror.
Nemesis may spend up to 5 Karma Points to do this. Each Karma
Point increases the Damage step of the weapon by +2 steps when
used against the targeted Horror. When used against any other
target, the weapon functions normally.
Horror Mark: Nemesiss Horror Mark power only works against
player characters who have accepted gifts from the Horror. If a
character accepts such a gift, Nemesis may then attempt to mark
the character at any time, as long as the character keeps the gift.
These gifts are usually the weapons Nemesis gives player characters to destroy other Horrors, but any other item will work as well.
Nemesis usually uses human agents to contact player characters it
wishes to mark. These agents offer the characters the knowledge
and weapons they need to destroy a nearby Horror. Nemesis then
uses its Horror Lore power (see Horror Lore, above) to provide
these weapons. Nemesis also tells the characters the Horrors Name
and other information about its weaknesses.
Adventure Hook
Ristul
This text is the work of one Cymric the Wizard. Though Cymric
is not well known in Throal, the endorsement he has received
from Merrox, Master of the Hall of Records, provides more than
adequate reason to include his dissertation in this tome. Merroxs
endorsement, along with the fact that Cymric confronted the
Horror he describes and yet was not corrupted, lends credence to
Cymrics authority and suggests the inestimable value his work
holds for those who would study the ways of the Horrors.
Reelo Pasha, Apprentice
Scribe, Great Library of Throal, 1507TH
N a m e d H o r r o r s
12
163
TheAbyssofArasNehem
164
GameInformation
Ristul has no single form that can be seen either astrally or physically. It has no shape that can be attacked or destroyed, and so Ristul
will remain until all corruption is driven from Barsaive. Ristul most
often manifests as the black, inky substance that pollutes much of
astral space. As this pollution is more common in certain areas of
Barsaive than in others, so too is Ristul more likely to be an influence in these places. Nightwists and corrupted Namegivers are
additional manifestations of this Horror, as is the Abyss of Aras
Nehem. The Abyss is the only manifestation of Ristul that remains
stationary. Through this gaping hole between the physical and
astral worlds Ristul spills into the realm of Namegivers.
DEX: NA
STR: NA
TOU: NA
PER: 20
WIL: 24
CHA: NA
Initiative: NA
Physical Defense: NA
Actions: 4
Spell Defense: 25
Attack: NA
Social Defense: NA
Damage: NA
Physical Armor: NA
Mystic Armor: 20
Death: NA
Recovery Tests: NA
Unconsciousness: NA
Knockdown: NA
Wound Threshold: Immune Movement: NA
Legend Award: NA
Karma Points: 40
Karma Step: 18
Powers: Corrupt Karma (4): 29, Horror Mark (4): 24, Horror
Thread (4): 24 (see text), Karma Tap (4): 24
Equipment, Loot: None
Rules
Though Ristul has no single form, it possesses powers and abilities that aid it in its endless corruption. However, Ristuls powers
and abilities also suffer from a number of significant restrictions
that limit how and when the Horror may use them. In general,
Ristul can only use its powers in areas where it has manifested
regions classified as either Tainted or Corrupt (EPC, p.289).
Adventure Hook
Nightwist constructs and the Ristular are the most likely ways
player characters will encounter Ristul. A confrontation with either
of these Horror minions will likely result in one or more of the characters being Horror-marked and eventually falling victim to Ristuls
Horror Thread power. The player characters may enter a small town
and discover the bodies of several townspeople who have been ritually slain, the corpses left to serve as a warning to the survivors of
what might happen to them. As the characters investigate the deaths,
they learn that each of the victims had been seen talking with a group
of mysterious men the night before the slayings. As the characters
follow up on these leads, they eventually catch up to the Ristular,
only to come upon them as they are enacting their ritual. Though
the ritual is doomed to failure, it has attracted the attention of Ristul,
which marks the players characters in short order. The characters
must seek a way to rid themselves of the Horrors mark.
Taint
If Taint is lurking in astral space near you when you weave your
thread, it carefully taints the thread, making certain that the amount
of corrupted magic is low enough to avoid detection. Taint continues to do this, lingering near its chosen victim and subtly corrupting
every thread the adept weaves untildays, weeks, or even months
laterthe victim becomes Horror-marked. Once this happens, the
Horror can corrupt any use of magic by the victim. The Horror may
cause the adepts own magic to turn against him or may pervert
the magics intent in some horrible way.
The most famous example of Taints terrible work is the tragic
destruction of Kaer Orinthall. I see by your face that you know the
Name, but I daresay the full story is unknown to you. The denizens of this kaer had created their defenses carefully enough to
have weathered the Scourge well, but they knew nothing of Taint
and could not guard against its subtle guile. All the elaborate
traps, all the stalwart defenders made no difference. Taint placed
itself outside the kaer and slowly, over the course of twenty years,
corrupted its first victim inside the kaer: an adept responsible for
growing the kaers food. Through this first victim, Taint made
every soul in the kaer its unwilling servant. Within fifty years after
this insidious Horror began its terrible work, the entire kaer was
in its grip. It kept the people of Orinthall alive for a timeuntil
it ceased to find their anguish diverting, I doubt not. And then it
turned them against each other in a blood bath of dreadful proportions. No one from doomed Orinthall survived.
Noble Master, how does one defend against such a fiend?
Not easily, friend Tiabdjin, not easily. Taint exists only in the
astral plane, and so no physical act can touch it. The only way to
destroy this horrible entity is to cast powerful magic at it or to
confront it on the astral plane. Both methods force one to combat
the Horror in its natural element, both are extremely dangerous.
In the former case, Taint can turn the spells you cast back against
you. In the latter case, you end up battling Taint on a battleground
it has spent its entire existence learning to understand, and of
which you know almost nothing by comparison.
N a m e d H o r r o r s
12
GameInformation
165
Rules
Taint favors areas that suffered worst during the Scourge and
shows up most often in regions designated as Tainted or Corrupt (EPC, p.289). Taint occasionally wanders through Open
regions as well, but enters Safe regions only in rare circumstances,
as these areas expose the Horror to adepts astral sensing abilities.
In addition to a few unique abilities discussed below, Taint possesses several common Horror powers, including Corrupt Karma
and Spellcasting.
Astral Pollution
Astral Camouflage: Taints
Camouflage Table
aff init y for corrupted magical energies makes the Horror
Region
Bonus
comfortable in polluted regions
Safe
+0
of astral space. When in these
Open
+4
areas, Taint is more difficult to
Tainted
+12
detect than normal, as the astral
Corrupt
+20
pollution functions as magical
camouflage. To reflect this, Taint
gains a bonus to its Astral Camouflage Test when it lurks in polluted
areas of astral space, as shown on the Astral Pollution Camouflage Table.
Corrupt Magic: The Corrupt Magic power enables Taint to
corrupt any use of magic by a Horror-marked target, such as casting spells and using talents. This corruption can take many forms,
ranging from damage to the Horror-marked character to a perversion of the magics intent. To use this power, Taint makes a Corrupt
Magic Test against the targets Spell Defense. If this test succeeds,
the Horror can influence the outcome of the targets use of magic.
The gamemaster determines the exact effects of this power. The
following examples illustrate possible effects.
If a tainted spell causes damage to the marked character, the
effect is similar to that of casting raw magic. The target takes
damage based on the result level of Taints Corrupt Magic Test.
An Average result causes damage as if the character had cast raw
magic in a Safe region; a Good result damages the target as if he
had cast magic in an Open region; an Excellent result, as if he had
cast in a Tainted region; an Extraordinary result, as if he had cast
in a Corrupt region. When Taint uses this power to damage a character using a talent, the talent rank substitutes for the spell Circle
when calculating the damage taken by the target.
Taint can also cause the effects of a talent or spell to go wrong.
For example, a spell that heals a target may do harm, or a talent
that improves an object or target character (i.e. Forge Blade) may
damage the object or character. Alternatively, the spell or talent
may affect the wrong target. For example, a Bone Shatter spell
aimed at an enemy may instead strike a companion.
Horror Mark: Taints Horror Mark power works a little differently than the standard version of this power. When Taint chooses
to Horror-mark a victim, the Horror must use its power over and
over again until enough corruption has collected in the adepts
pattern to Horror-mark him or her. Unlike normal versions of this
power, Taint can only make a Horror Mark Test against a target
who is manipulating magical energy in some way: weaving spell
threads, casting a spell, using thread magic, or improving talent
ranks. Magicians are Taints favored targets because the use of
their spellcasting abilities makes them easy prey.
Each time Taint attempts to use its Horror Mark power, it makes
a Horror Mark Test against the targets Spell Defense. If the test
166
Adventure Hook
TheTempter
Carina Featherhood,
Traveled Scholar of Throal, 1505TH
ear Merrox,
Pardon the curtness of this letter, for the sands in my
hourglass are dwindling and I have little time for academic
formalities. I had hoped to bequeath to you an entire volume of careful notes on the phenomena I am about to describe. But last night
I was not myself, and I awoke to see my notes torn to shreds
and strewn about my room. I write to you from Kratas,
from the most disreputable of innsthe only place
that will accept my patronage in my current condition. The notes, the notes were all destroyed,
as the other half of me
But my thoughts run away with me.
Let me begin at the beginning. As you
might have discerned when I last visited the library, disease has been
slowly pressing the life from my
body for nigh on two years now. I
have consulted healer after healer,
from the royal physicians to the
sisters of the elusive Order of
Garlen, and none could offer
me any hope. Nothing can be
done. The healers inform me
that I am dying, Merrox, have
been dying for months, and
the disease I havethe Inner
Wasteswas curable before
the Scourge, but no longer. Not
for me, at least.
I decided to do something
useful with my few remaining
months. Long have we struggled to
understand the ways of the Horrors
and the experience of being marked,
so as to better combat these monsters. We have had many fragments
presented to us, many clues, but never a
comprehensive study. I sought to remedy
this situation with a volume I spent the past
months laboring over. But my final legacy is
now a heap of tattersruined! Ruined!
Yes, Merrox, I did the unthinkable. I sought out
the mark. I sought the mark of a Horror, so that I might
study its effects firsthand, carefully monitor the progress of my
condition and leave behind something that could be used tobut
the time for noble pronouncements is past. I shall tell you what I can
of the Horror called the Tempter.
The Tempter is a tiny thing, scarcely what one would speak of in the
same breath as Verjigorm or Chantrels Horror. But make no mistake, its malignance is vast. I have held the vile thing in my hands.
It has flown from my fingers, flitted about the room, tormented me.
It resembles a seed of the azalvine or hainthorn bushes, a burr with
small hooks it uses to catch onto clothing oryes, Merrox, I know
you think I am mad, but this Horror takes the shape of a simple
seed! Why is it that we believe easily in the Horror with a hundred
tentacles, or the slime-covered mass of flesh that towers above the
landscape, yet we doubt the evil that takes the form of a common,
mundane object? It seems so absurd now, even as I write this, even
with the thing still in my
N a m e d H o r r o r s
12
167
GameInformation
168
TOU: 10
CHA: 18
Physical Defense: 27
Spell Defense: 29
Social Defense: 23
Physical Armor: 8
Mystic Armor: 20
Death: 171
Recovery Tests: 5
Unconsciousness: 151
Knockdown: 6
Wound Threshold: 15
Movement: 8 *
Legend Award: Fifteenth Circle 2 (Group)
*
Karma Points: 40
Karma Step: 15
Powers: Create Shadow (5), Durability (13), Horror Mark (5):
28, Forge Horror Construct (5): 28, Karma Boost (5): 28,
Spellcasting (7): 30, Thread Weaving [Illusionism] (7): 30
Spells: Illusionism (Sixth Circle)
Equipment, Loot: None
Rules
Adventure Hook
Ubyr
n the final days before the closing of the kaers, many riverboat crews grew wealthy by braving the ever-growing threat
of the Horrors to bring supplies to those villages and riverside communities whose kaers remained open. So it happened
that I, inspired by a youthful craving for adventure that gnawed
at my belly and an unwillingness to seal myself away prematurely,
signed onto the river galley Aetritris under the command of Captain Ladarrak. My task was to see that the crew was armed with
weapons of sufficient virtue to withstand the assaults of the myriad
N a m e d H o r r o r s
12
169
GameInformation
Rules
Ubyr is blind, but can sense any living being that passes within
30 yards of any part of its body, unless a solid object lies between
the being and the Horror. If Ubyr senses a victim about to escape
its coils, it usually breaks off its Siphon Will attack and simply
crushes or devours the structure and everyone inside. Implacable
in its pursuit of escaped prey, Ubyr can unerringly track a victim
once it has the targets scent. Nonetheless, intended victims may
escape from Ubyrs coils by using underground tunnels, for example, or swimming beyond the Horrors reach.
Corrosive Blood: The ichor that courses through Ubyrs veins
is corrosive. Direct contact with it causes Step 15 damage. When
the ichor comes into contact with water it turns even more acidic,
causing Step 20 damage to any who touch it. Neither clothing
nor armor provide any protection against the damage. If Ubyr is
wounded in the water (it spends almost all of its time in the water,
though it can move just as fast on land) the ichor spreads out from
the wound at a rate of one cubic yard per round, to a maximum
radius equal to the total damage taken by Ubyr (maximum radius
is measured in cubic yards).
Horror Mark: Ubyr can only use its Horror Mark power to track
a victim that has escaped its coils. Whenever a victim manages to
free himself from Ubyr, the Horror makes a Perception Test. If
the result equals or exceeds the targets Spell Defense, Ubyr has
sensed the target and immediately attempts to Horror-mark him
or her. If the Horror Mark Test succeeds, Ubyr can track the target
at a range of up to 100 miles. This tracking is automatic and does
170
not require any further tests. Few who confront Ubyr ever survive to tell the tale.
Siphon Will: The Siphon Will power allows Ubyr to drain the
life force from victims trapped within a structure encircled by the
Horror. Once Ubyr has completely encircled the structure, it makes
a Siphon Will Test against the highest Spell Defense among any targets within the structure. If the test succeeds, each individual inside
the encircled building loses 1 point from each Attribute value every
minute, with an appropriate reduction to all step numbers and other
characteristics. This loss cannot be resisted and only stops when
Ubyr uncoils. The loss stops for individual targets who escape the
circle of Ubyrs body as well. Whenever any Attribute value reaches
0, the character is dead. Any character who somehow escapes Ubyr
before losing all his vital energy regains 1 point of each affected
Attribute value with every successful Recovery Test.
Ubyr uses the life energy drained by this power to replenish
its Karma Points, as well as heal damage. For every victim Ubyr
kills with this power, the Horror can regain 1 Karma Point or heal
5 Damage Points it has previously taken. (See the Energy Drain
Horror power on p.172 of the Gamemasters Companion for more
information.) Ubyr can use its Siphon Will power against any
structure with four solid walls and a roof. The gamemaster determines whether walled compounds, tents, and other reasonably solid
enclosures constitute such structures. If Ubyr completely encircles a portion of a much larger structure or complex, its power only
affects those in the encircled area. For example, if Ubyr climbed
up the wall of a fort and draped itself around one of the towers, its
power would affect everyone in the tower, but nobody in the other
parts of the fort.
Adventure Hook
N a m e d H o r r o r s
Verjigorm
12
171
172
gameInformation
N a m e d H o r r o r s
12
Rules
Adventure Hook
Ysrthgrathe
173
174
GameInformation
Ysrthgrathe can disguise its appearance masterfully. When Ysrthgrathe first shows itself to one of its victims, the victim often sees
only the Horrors long velvet robes. The hood of its robe constantly
shadows its face, which often leads an anxious victim to conjure up
terrible ideas of what Ysrthgrathe might look like. Other victims
N a m e d H o r r o r s
12
Rules
Most of Ysrthgrathes powers function normally. However, Ysrthgrathe always seeks to use them in the most destructive manner
possible. The Horror can cast spells from all of the magician Disciplines practiced in Barsaive, but harbors a particular affinity for
combat spells.
Ysrthgrathe also possesses the Disrupt Magic power. This
power enables the Horror to disrupt any form of magical force
or pattern.
Adventure Hook
175
Chapter Thirteen
Creating Disciplines
Im no raider, sir. I follow the Discipline of the Air
Sailora finer, nobler, and very distant cousin of that
barbaric ideal followed by the trolls of the Twilight Peaks!
Jendar For, Theran Air Sailor
he Disciplines described in the Players Guide and Players Companion are the fifteen most commonly practiced
by the adepts of Barsaive. However, adepts can and
sometimes do follow other Disciplines, and sometimes follow
narrower paths of these Disciplines called Specialists. This chapter provides detailed Discipline design rules, and is intended for
gamemasters and players who wish to introduce new Disciplines
into their Earthdawn campaign.
WhyNewDisciplines?
GameBalance
The Disciplines in the Players Guide and Players Companion were carefully designed to be balanced with regards to one
another and to be flexible enough that an adept character can use
his Disciplines talents and abilities in a variety of different settings. For this reason, new Disciplines should be added to the game
with caution, and generally only when the existing Disciplines (or
combinations thereof) do not satisfy the players or gamemasters
needs. Because no system for creating any new game element is
perfect, a new Discipline could potentially be powerful enough to
threaten game balance, or come with a focus so narrow that it has
little use in most adventures. When designing a new Discipline, it
is important to select talents and abilities that give the Discipline
a unique focus, while still leaving enough room for player characters to adapt and maintaining game balance.
HistoryandRole
176
C H A P T E R 1 3 | Creating Di scipline s
centuries, if not longer. Only the cumulative effects of generations of adepts following in the footsteps of their predecessors
can establish a Disciplines path, defining the talents and abilities available at each Circle. The time required for this process
alone explains why new Disciplines are so rare in Barsaive. Also
note that most Disciplines represent a primary aspect of the lives
of Namegivers, but not a common profession. The existence of
a Warrior Discipline represents struggle between Namegivers,
but does not represent a fighting profession: Warriors are not
soldiers, they are embodiments of the Namegivers perception
that struggle exists, and is something to prevail in. Likewise, the
Beastmaster represents Namegivers relations with animals in
any role from pets to companions to resources in building civilization, but not a profession to supply animal services or being
an escape for anti-social loners: Beastmasters act along the lines
of animal and Namegiver inhabiting a common world and sharing similar primal urges, they do not treat them as objects or
something arcane.
PublicAcceptance
Bear in mind that the fifteen Disciplines presented in the Players Guide are those best known to the people of Barsaive. Adepts
of these Disciplines are often the subject of local legend, which
frequently describes their strange and wonderful abilities. By
contrast, adepts of new Disciplines use magic in a new and unfamiliar way, combining both known and unknown talents. To
many Barsaivians these often startling new Disciplines may hint
at Horror magic or, more likely, Theran magic. The people of Barsaive generally believe that the Therans are masters of magic, and
assume that their former overlords have many more Disciplines
than those known in Barsaive. Ordinary citizens who encounter an adept that uses magic in an unusual way may reasonably
assume the adept is a Theran spy or slaver.
New Disciplines that are designed as not being common in Barsaive may suffer from misunderstandings, even if it just means
being taken for an adept of another Discipline. Disciplines are
also a representation of the culture they originate from, so if that
culture has values and ideals differing from the one the adept acts
in, complications may arise. One such example is the Sky Raider
Discipline even. Originating in highland troll culture where
taking what you need by force is acceptable, the Sky Raider is
not completely accepted in more civilized areas, although the
long existence of the Discipline has made Barsaivians accustomed to the gentler side of these adepts, and focused their fear
on the actual raider clans.
C reati n g D iscipli n es
DesigningaDiscipline
13
DefinetheDiscipline
Swordmasters are about mastering a weapon and witty comebacks. They are seen as following a path to mastery, confident in
their abilities, but also as flashy swashbucklers desiring centerstage, and are more duellists than regular fighters. They come
from a long tradition of individuals striving for martial perfection that is an extension of the tendency of Namegivers to excel
at any specific task, and come from any place where a child may
turn out to be a prodigy at swordplay, which means any culture
that has any noteworthy history of using weapons.
Every new Discipline should add a new and unique point of view
to the world of Earthdawn. Look at the existing Disciplines to
confirm if your concept cannot be covered with an alteration to
an existing Discipline. If it can, design a Specialist for that Discipline (see p.181) instead, as this will be much faster.
SelectDisciplineTalents
talents that fit the least, instead of picking the ones that fit the most.
Also, looking at what is available instead of just going for the ideas
you had when envisioning the Discipline can show you interesting
alternatives for talent combinations, and helps making your Discipline more distinctive from the existing ones (talents that are used
the most in existing designs will be very present in your mind, but
it is often the less-used talents that offer interesting choices for new
Disciplines, especially when combined).
Sometimes, the existing talents do not cover what your Discipline
Definition demands, though. In this case, you may want to design a
new talent for your Discipline (see p.182). Often, two or three new
talents really make a Discipline, because your Discipline is supposed
to offer something new to the world of Earthdawn, it regularly needs
new talents. New talents should be Discipline Talents and be more or
less exclusive to your Discipline. Your Discipline should have a few
talents that it shares with only one or two other Disciplines, these
should represent the primary proficiencies the Discipline has.
The Swordmasters Discipline Talents include talents that represent weapon proficiency and especially the mastery of weapons,
rather than fighting in general (Melee Weapons, Parry, Disarm,
Second Weapon) but also talents representing his confidence and
social wit (Taunt, Heartening Laugh, Resist Taunt). Two talents are more unique to the Swordmaster and tie into his duellist
nature as well as mastery of weapons, including the opponents
weapon: Maneuver and Riposte. Maneuver is available to the
Scout and Warrior, but not as a Discipline Talent. Riposte is available to the Air Sailor, but not as a Discipline Talent either. These
C H A P T E R 1 3 | Creating Di scipline s
177
Initiate/Novice
Journeyman
talents may also serve a different function in these other Disciplines. Maneuver and Riposte represent a Swordmasters playing
with the opponent, his mastery over the opponents actions in a
fight. For the Scout, for example, Maneuver may be a representation of that Disciplines ability to move unobstructed and tread
lightly while Riposte for the Air Sailor is a representation of that
Disciplines aspect of being defensive.
When selecting talents for the Discipline Talent category, keep in
mind that these talents form the core of a Discipline, and represent
what all members of this Discipline have in common and require to
fill their role. While some talents might be good to have in any case or
seem obvious choices for you if you played the Discipline, consider
what other players might choose. Usually, Discipline Talents are talents that benefit a Discipline no matter how a player focuses it.
Assign the talents you selected as Discipline Talents to your
Discipline, and keep the ones not assigned for later considerations
as Talent Options (p.179). Assigning Discipline Talents follows
these requirements:
Disciplines have 5 Discipline Talents at First Circle, spellcasting
Disciplines have 6, the additional talent is always Spell Matrix.
All Disciplines have Karma Ritual as one of their First Circle
Discipline Talents
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C H A P T E R 1 3 | Creating Di scipline s
Warden
Master
DesignDisciplineAbilities
The next important set of abilities your Discipline has are three
Discipline Abilities. Discipline Abilities are a more unique expression of your Disciplines purpose and role than even the Discipline
Talents, as no other Discipline is supposed to share them, but are
C reati n g D iscipli n es
SelectTalentOptions
13
Determine Attributes,
Defenses,andKarma
179
ancy, you might even be pr0ompted to alter your talent choices, but
you may just as well take the discrepancy as it is, as some Attributes
may be important without being the base Attribute for a lot of
Talent Steps; for example, Strength may be important for a martial Discipline, even though most talents of that Discipline are
Dexterity-based.
The Swordmasters Defense priority is primary: Social, secondary: Physical, tertiary: Spell. Social and Physical Defense
correspond to the Important Attributes of Charisma and Dexterity. They also represent the Swordmasters two focal points,
fighting and social interaction. Social Defense is the primary
priority because it applies as well in fights as outside of fights
(Physical Defense is seldom targeted in casual conversation,
while Social Defense is targeted during fights by talents such
as Battle Shout or Taunt).
A Discipline receives a minimum of three Karma bonuses. Karma
bonuses allow an adept to spend 1 Karma point on a test. The first
two of these bonuses are for tests with an Attribute only: these are
assigned to Fourth and Sixth Circle, and the Attributes chosen
must be the two Important Attributes from above. The third Karma
bonus is assigned to Seventh Circle and is a bonus to a common
test type that Discipline makes, but that does not allow Karma by
default. This is a certain type of Damage Test for most martial Disciplines, the ability to use Karma on Spell Effect Test for magicians,
and a Karma bonus involving another creature or item for Disciplines that primarily deal with other creatures or items.
180
C H A P T E R 1 3 | Creating Di scipline s
SpendBuildPoints
Durability
De f in ition: M ag ici an s
Magicians, or spellcasting Disciplines, follow some special rules within this design process. They are more limited
in talent choices, including choice of Durability Bonus.
For the purpose of determining Durability, a magician
is defined as any character who receives all the necessary
abilities to cast spells (Spellcasting, appropriate Thread
Weaving, and Read/Write Magic) within the first eight
Circles of a Discipline, as part of a Discipline. Even if the
necessary talents are Talent Options, the Discipline is
limited to Durability (4/3). Disciplines that receive all
the required talents as Discipline Talents at First Circle,
and First Circle only, receive the additional Spell Matrix
talent. They also receive a Bonus Spell at Circles 2 through
5 (Players Guide, p. 41).
We recommend not using any Disciplines that strays
from the talent progression for spellcasters presented for
the standard magician Disciplines.
C reati n g D iscipli n es
of any Build Point Cost, and have been added to the Discipline
template already.
Design Half-Magic
andSpecialRules
Design KarmaRitual
andSelect ArtisanSkills
13
Write AdditionalDescriptions
DesigningaSpecialist
C H A P T E R 1 3 | Creating Di scipline s
181
Re-defineDiscipline
Re-defining a Discipline means looking at the texts provided for it (or written
by you for Disciplines designed by you)
and determine where its most important
aspect (see Define the Discipline, p.177)
might be explained differently or with an
additional sentence, or where a part of
a sentence might be left out. Imagine a
specialist as someone answering one or
two of the defining question differently if
directly asked. Then write a short description of how the Specialists worldview and
philosophy, or interpretation of role, differs from the standard Discipline.
AlterAbilities
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C H A P T E R 1 3 | Creating Di scipline s
DesigningTalents
Effect
The talents effect is what the design process is all about. You should
have a pretty good idea about the effect, given that you are designing
a talent for it, but some general advice applies as to its extent.
Talents that are used against characters or for their benefit usually do not have an effect that is measured in any quantity other
than the rank if a bonus or penalty (see Battle Shout), the Result
Level of a Talent Test against a target number, or the Talent Test
itself if an Effect Test such as Damage or when enhancing a trait
other than Defenses or Action Tests (see Wood Skin).
Most of the work done on your talent should be to allow the
effect to be made possible by determining the talents characteristics and putting the effect into context in the talents description,
determining any additional requirements there.
Characteristics
Description
The talent description details aspects surrounding the talents effect. The important parts to be decided upon here are
the target, Difficulty Number, additional requirements, Result
Levels, and duration.
The target of a talent most often determines the Difficulty
Number as well. If the talent is used as an attack or attack-like ability, the Difficulty Number is usually a targets appropriate Defense
Rating. If multiple targets are possible, the highest Defense is used
and +1 added for each additional target (see Howl). If very large
groups are targeted, only the highest Defense among the group
is used without increase, other methods are applied to handle
targeting a group (see Emotion Song). If a talent is used to affect
multiple targets but is not an attack, only the highest Defense is
used (see Acrobatic Strike). The Defense targeted depends on
the type of effect and method of delivery. Most physical combat
maneuvers target the Physical Defense, but some combat talents that cannot be explained by mere physical action target the
Spell Defense, usually if an action that simulates knowledge of
the target is performed (see Anticipate Blow). It is usually easy
to determine if Social Defense should be used as the Difficulty
Number, this is usually the case if interaction is the medium
to deliver the effect (see Inspire Others). In most other cases,
a talent targets the Spell Defense or determines its Difficulty
Number otherwise. A sizeable number of talents do not use Difficulty Numbers, but make their Talent test as an Effect Test. This
includes talents that are used only after another successful test,
for example to determine damage, or if the talents effect only
targets the adept (see Great Leap).
Requirements are a way of either limiting an otherwise powerful talent (see Air Dance) or to specify in what situations a talent
can be used (see First Impression). A special form of requirement,
usually expressed as an event, might explain not when a talent can
be used, but when it ends (see Engaging Banter). Requirements can
be introduced to allow a more powerful effect in a smaller choice
of circumstances. For an example outside of talents, Down Strike
is available as a skill, while Crushing Blow is not, although they are
almost identical. Down Strike has steeper requirements, making
its availability as a skill feasible.
Result Levels can be used to stagger a talents effect if they would
be too powerful if applied on any successful Test (see Battle Bellow),
this is usually a way to make a talent available as a Simple Action or
increase the duration. Result Levels can also be used to reward high
Test Results, especially when using several talents and paying their
Strain and Karma costs to achieve such a high resultthis method is
ubiquitous in Earthdawn and evident in Armor-Defeating Hits, that
are made more likely through use of talents that enhance attacks.
The duration of a talent is usually determined first, as it is a part
of the desired effect, and other measures are taken to guarantee
it, but in some cases altering the duration may be a step towards
avoiding other limitations. Talent durations in Earthdawn are
most often either 1 round, to the end of the following round, or
based on the talents Rank or Test Result.
C H A P T E R 1 3 | Creating Di scipline s
C reati n g D iscipli n es
13
183
Index
A
AazhvatMany-Eyes .................................137
Aban ............................................................ 125
Accommodation Table ............................. 47
Action Multiplier Table ............................79
AdeptsBlood ..............................................20
Airboat . ......................................................... 71
Airboats .........................................................58
AirSailor . .....................................................90
AirshipConstruction . .............................. 57
Airship Descriptions ................................. 71
AirshipHazards . ........................................63
Airship Hazard Table ................................63
Airship Range Table ..................................67
Airships ......................................................... 57
Alamaise . ....................................................127
Aloe . ...............................................................20
Alteration . ....................................................16
Alter Distance . ............................................64
AmuletofAgamon . ...................................27
Amulet of Dianuus ..................................... 41
Archer ............................................................ 91
Artificer ...................................................... 139
AstralDenizens ............................................ 6
Astral Projection .......................................... 9
Cadence . ....................................................... 11
CanalBoat . ..................................................74
Canoe . ...........................................................73
Catapult ........................................................66
Cavalryman .................................................93
CaveCrab ...................................................112
ChantrelsHorror ................................... 146
Chimera ......................................................112
Chimera Head Table ...............................114
CloudBird . ................................................114
Coreliander ................................................105
CreatingCreatures ..................................176
Creating Disciplines . ................................63
CreatingMagicalTreasures ...................69
CreatingNewBloodCharms . .............112
CreatureDescriptions ............................112
Creature ScalingTable .......................... 108
Creatures ......................................................69
Crew ............................................................... 71
CrewRepairs ...............................................68
Crew Repair Table .....................................84
Crystal Raider Drakkar ..........................110
Damage .........................................................63
DamageShift . .............................................16
DeathMagic ................................................25
Deaths Domain . ........................................25
Deaths Favor . ............................................... 7
DennasBrooch ..........................................50
DesigningLegendaryTreasure .............46
184
DesigningThreadedItems . ....................14
DespoileroftheLand . .......................... 149
Detecting Threads .....................................29
DevastatorSpear ........................................ 21
Dissemination . ...........................................30
DragonMail ................................................66
Dragons Breath .......................................... 71
DragonsTongue ........................................58
Drakkar .........................................................74
Dreveki . ........................................................74
Druistadt ................................................... 150
Durability Cost Table ............................ 180
EarlyTreatment .........................................19
Earthroot ................................................... 128
Elementalist .................................................94
ElementalPlanes ........................................12
Elite Huttawa . ...........................................111
Enchanting . .................................................18
Enhancement .............................................. 17
Enhancement Charm
Modifiers Table .......................................... 21
FarlissDagger ............................................ 31
Felux . ...........................................................115
Fire . ................................................................65
FireEngines . ...............................................70
Firepower .....................................................62
Fire Sheath ...................................................67
FireWraith . ...............................................115
FirstTreatment . .........................................20
Galleon ..........................................................72
Galleons ........................................................58
Galley . ........................................................... 71
Galleys ...........................................................58
GameBalance ............................................. 81
Gamemaster Characters ..........................76
Gargoyle . ....................................................116
GarlensBlessing ........................................24
GarlensHand ............................................. 21
Garlic ............................................................. 21
Geonels Flask .............................................55
GhostShip . ..................................................73
GhostShips . ................................................59
Giftbringer ................................................ 153
Harbinger ...................................................116
Hate ............................................................. 155
Hazard Modifiers Table ...........................64
HazardTests . ..............................................64
HealingArts ................................................19
HealingMagic ............................................24
HelmetMushrooms ..................................22
Horrors . .......................................................... 9
Horror-ScarredMadman ........................83
Hulker . ........................................................117
Hull . ...............................................................62
IceBladeofOmifan ..................................39
Icewing ....................................................... 129
Idyllic Gardens . ..........................................10
Illusionist . ....................................................95
JikarRoot .....................................................22
Joie ............................................................... 155
KarmaBoost . ..............................................15
KegelsSword .............................................. 31
Key Knowledge Table ..............................48
Kila .................................................................72
Kilas ...............................................................59
KingdomofDeath .....................................25
KolldarsGloves .........................................32
Kraken .........................................................118
Krillra ..........................................................119
LawofSimilarity ....................................... 57
LegendaryTreasures ................................27
LegendAwardAdjustingPowers . ..... 108
LittleTrollsHelm .....................................39
LormsAxe ...................................................32
Opponents . ..................................................77
Pathfinder . ...................................................36
Patrons ..........................................................77
Plane of Air . .................................................12
Plane of Earth . ............................................12
Plane of Fire .................................................12
Plane of Water .............................................12
Plane of Wood .............................................12
Poison ............................................................ 17
Poison Charm Modifiers Table ..............18
Purifier ..........................................................64
Ram ................................................................66
RestandRecovery . ...................................24
Ristul .......................................................... 163
Riverboat Construction ........................... 61
Riverboat Descriptions ............................73
RiverboatHazards . ...................................63
Riverboat Hazard Table ...........................63
Riverboats .................................................... 57
RiverFerry ...................................................74
RiverGalley .................................................75
RiverPirate ..................................................86
RiverWarship .............................................75
RootWalker . .............................................121
Rowboat . ......................................................73
Sage ................................................................87
Sailboat .........................................................73
SailingShip . ................................................75
Sailing Ships ................................................62
Taint .............................................................165
Talent Availability . ..................................178
Talent Descriptions ...................................73
Talent Design ........................................... 182
TalismansofDianuus ...............................89
TavernOwner .............................................12
Tekksint .................................................... 166
Tempter .........................................................23
Thalen ............................................................88
TheranSpy . ............................................... 100
Thief . ..............................................................53
Thornsling .................................................... 11
Thread Item Characteristics Table .......43
Throne . ..........................................................23
Thunderbolt Thrower ................................23
TomeofMemory .......................................44
Trailfruit .......................................................42
Tranceweed . ................................................72
Transforming Pattern Items . ..................63
TransportVedette ......................................83
Trap Lizard . .............................................. 123
TravelHazards . ........................................101
TrollCityWatch . .................................... 125
Ysrthgrathe . ...............................................173