What is Hawkmoor?
Hawkmoor is my own “home-brewed” fantasy roleplaying setting. Hawkmoor started off as a setting for the first edition of the World’s Most Popular Role Playing Game, but has been attached to many different game systems since those early days. This document is the latest official version of Hawkmoor, presented here as a companion volume for S. John Ross’ most excellent Risus: The Anything RPG. Herein I have tried to take Hawkmoor back to its roots and preserve that “old school” feel without abandoning the “new school” design aesthetic that makes Risus tick. Whether I have accomplished this or not is something that I leave up to you, the reader, to determine. Regardless of whether or not I have achieved this goal, I hope that you enjoy Hawkmoor and find that it provides you with many hours of fantasy adventure. Regards, James D. Hargrove

Some Art by openclipart.org, Kiss Márton Gyula, and Team Frog Studios (© 2005) used with permission. Some Art by Maciej Zagorski, used with permission of The Forge Studios. Hawkmoor is Copyright © 2009-2012 by James D. Hargrove. Risus is Copyright © 1993-2012 by S. John Ross.

-1-

• Pumping Clichés The Advanced Option for Pumping Clichés is utilized when playing in Hawkmoor. as being human is nothing special in Hawkmoor. • Funky Dice The Advanced Option for Funky Dice is not utilized when playing in Hawkmoor. Any given character may have only one Race Cliché. and Divine Gifts. conflict. using the default 10d6 method. Sorcery. • Hooks and Tales The Advanced Option for Hooks and Tales is utilized when playing in Hawkmoor. possessing knowledge of ancient times. but may choose freely from Occupation Clichés. sensing magical energy) -2- . for the most part. including the Referee. Character Creation Creating a player character for use with the Hawkmoor campaign setting is. Advanced Options are used (or not) as discussed below. • Double-Pumps The Advanced Option for Double-Pumps is not utilized when playing in Hawkmoor. Note that to be "Human" one does not need a Race Cliché.For the Players This section of the Hawkmoor rule book is intended for all players of the game. handled exactly as standard character creation per the Risus core rules. Race Clichés • Ancestral Spirit (being incorporeal. Herein are laid out new rules pertaining to character creation. Hawkmoor Clichés There are two broad types of cliché in the Hawkmoor campaign setting: Race Clichés and Occupational Clichés.

being ridiculously strong) • Dwarf (being short and stout. you must choose one kind of Magick for them to specialize in. sneaking around unnoticed. If a character has the Professional cliché. evading traps) • Sorcerer (dressing like a fop. wielding weapons in combat) Note the "X" in the description of what a Sorcerer is good at. wielding spears with skill in combat. talking trash. attacking with tooth and nail) • Cyclops (having one large eye. etc).. herbalist. telling tall tales with a straight face) Occupational Clichés • Priest (having prophetic visions. you need to choose one specific professional vocation for them to specialize in. taking on the wounds of others) • Professional (plying Vocation X. smith.e. reading and writing) • Warrior (intimidating others. It is possible for a character to specialize in multiple vocations by taking the Professional cliché multiple times (i. The instance of "X" in the description of what a Professional is good at represents a specific non-adventuring professional vocation (e. having an empathic link with an animal companion) • Wee'uns (being short and jolly.. navigator. turning away the undead. If your character has the Sorcerer cliché. picking locks. speaking to plants.g. having an empathic link to living stone) • Elf (being fair of hair and skin. unlocking the many mysteries of X Magick. -3- . pub brawling. as detailed in the section of these rules entitled “Sorcerous Pursuits”. one time for each new vocation specialized in). This X represents a specific school of Hawkmoor Magick. prostitute. being supernaturally agile. appraising precious metals. moving in the shadows.• Beastman (having thick body hair. training others in said vocation) • Rogue (climbing sheer surfaces. being versed in vocation-specific lore.

Regaining Cliché Dice Any cliché dice lost in a physical or magical conflict are regained at the rate of one die per hour of non-strenuous activity that passes. Despite sounding complex. Non-strenuous activities. with the Referee's characters acting last. To determine acting order. Whether a character who is removed from a combat in this manner is struck dead or unconscious is up to the player of the victorious character. per the standard Risus rules. ship. the character of the first player to the right of the Referee acts first and action proceeds around the room or table counter-clockwise. and travel by wagon. Serious Damage introduces the possibility of one hit kills and knockouts into Risus combat. If the die result is an even number. In the standard Risus rules. Non-strenuous activities include things such as reading. or other mechanical conveyance. all combat is drawn out. again. include things such as reading. or other mechanical conveyance. with the Referee's characters acting last. During a contest. if a player rolls a result that is more than double the result generated by their opponent. resting. -4- . said opponent is automatically out of the combat and their cliché is reduced to zero dice. All cliché dice lost in a social conflict are completely replenished after one hour of non-strenuous activity passes. the way in which Serious Damage works is actually quite simple. resting. the character of the first player to the left of the Referee acts first and action then proceeds around the room or table in a clockwise direction. being resolved as a series of back and forth blows. but do so only in pursuit of fidelity to the Hawkmoor setting.New Conflict Rules The following new conflict rules deviate from the standard Risus rules in many notable ways. sleeping. and travel by wagon. Dubrow Initiative Dubrow Initiative is a simple means of determining what characters act when during the course of a conflict. sleeping. the Referee rolls one die. Serious Damage Serious Damage is presented here as a new Advanced Option for Risus. ship. If the die result is an odd number.

Blue Magick allows one to cast spells of sea creatures. iron. The Schools of Sorcery Color and the art of Sorcery are inextricably linked in Hawkmoor. Items Imbued With Magick Two words can sum up the nature of items imbued with Magick as they exist in Hawkmoor: They're rare.Sorcerous Pursuits Herein are put forth the rules for Sorcery and Magick in the world of Hawkmoor. There are currently six recognized schools of Hawkmoor Sorcery as listed below: • • • • • • Black Magick Blue Magick Green Magick Grey Magick Red Magick White Magick Black Magick allows one to cast spells related to vermin. or perception. or Winter. emeralds. as the Referee. The Referee may. Red Magick allows one to cast spells concerning demons. -5- . or disease. wind. blood. Green Magick allows one to cast spells of serpents. or sorrow. Casting Sorcerous Spells Casting a spell outside of combat is resolved like any other non-combat action in Risus and casting a spell in combat is resolved like any other conflict. are encouraged to expand upon it. To cast a spell. of course. or hunger. The above list should not be considered all encompassing and you. Grey Magick allows one to cast spells related to wolves. There may well be other types of Sorcery whose ways have been lost to time. one only need describe what their intent is and then roll to make it happen. Items infused with Magick are things of legend in the world of Hawkmoor as it is very difficult to infuse inanimate objects with such power. smoke. salt water. or travel. adjust Target Numbers for non-combat spells as he sees fit. and White Magick allows one to cast spells that deal with birds of prey.

the Sorcerer doing the imbuing must permanently surrender a die in his Sorcerer cliche. explains how that effect is related to the school of Sorcery that their character specializes in. Gifts of Divinity The High Gods of Hawkmoor have blessed their priests with three divine gifts that they may use in service to the faithful. Finally. For this reason. with the Referee narrating a vision based upon the dice roll results. if an item is successfully imbued with Magick. See the section of these rules entitled “New Conflict Rules” for more information. representing the personal power investment that enchantment requires. These gifts are detailed below. Praying for a vision in this manner is resolved by rolling against a Target Number of 7.. The standard Target Number for imbuing an item with Magick is 15. a priest of the High Gods can lay his hands upon another individual and transfer any number of his own cliche dice to that individual. -6- .e. the Referee may want to roll the dice for such an attempt in secret (i. The Gift of Restoration With a successful roll against a Target Number of 7. painting or otherwise infusing the item to be enchanted with a color that corresponds to the school of Sorcery being used will reduce this Target Number to 10. An individual who is treated in such a manner may not have any of their depleted cliches raised above their initial rating due to the transfer of dice. Finally. and then rolls some dice. immediately restoring unto them any cliche dice that they have lost as the result of conflict. forging. a priest who transfers his cliche dice to another individual in this manner regains those dice as if he had lost them in a conflict. he may roll the dice rather than the player of the priest). or other averse conditions. though dyeing. The Gift of Prophecy The High Gods have granted their messengers the ability to see possible futures by performing sacred rites and meditating upon holy words.When an attempt to imbue an item with Magick power is made. The accuracy of a vision will depend upon the degree of success or failure that an attempt to experience such a vision meets with. He may opt to do so at his discretion. a player announces what kind of effect they want to imbue an item with. plague.

Herein you will find an overview of religion in Hawkmoor and a brief gazetteer that details the lay of the land. zombies. As a rule of thumb. -7- . as well as important secular organizations in the kingdom. etc) within a ten foot radius of their current position. zombies) are typically much easier to repel than sentient creatures of unlife (e. stalking the twisted creatures that the Low Gods have released into the wilderness. in a pinch. The High Gods The High Gods of Hawkmoor are those valiant deities who embody the forces of good in the world. There were once many gods in each of these pantheons. even tracing holy names in the air with one's finger can aid the outcome of an attempt to repel creatures of unlife. but also by villages who depend upon the bounty of the hunt to survive. though a good rule of thumb is that the more such methods employed.The Gift of Turning The most potent gift that the priests of the High Gods have been given is the ability to repel creatures of unlife (e. but who disappeared untold aeons before the High Gods and Low Gods claimed the world as their own. There once also existed the Old Gods. though many long ago fell out of favor with the common man and were forgotten as time marched on without them. Arthos is primarily worshiped by hunters. vampires. including the heavens and the world itself. special incantations or.g. though the specific type of creature that the priest is attempting to repel will raise or lower the Target Number.g. The Setting This section of the Hawkmoor rules is intended for both players and the Referee alike. vampires). Gods of Hawkmoor There are two primary pantheons of deities worshiped in the realm of Hawkmoor today: The High Gods and the Low Gods. primal beings who created the cosmos and everything in it. unintelligent creatures of unlife (e. fighting a never-ending war against the Low Gods and doing their best to push back against the Nothingness. Arthos: Arthos is the god of the hunt. An attempt to repel creatures of unlife is resolved by rolling against a base Target Number of 7. Exactly how much such things aid an attempt to repel creatures of unlife is up to the Referee. the better. Employing holy symbols.g. depicted as a bearded wild man with ebony skin who roams the untamed regions of the world.

is the wild and unpredictable god of forge and fire. Uncaring and -8- . Furas: Furas. Depicted as having the head and body of a lion with the wings of a condor. Solon: Depicted as an elderly man with long white hair and a flowing beard. Thena: Depicted as a beautiful maiden with flowing golden hair. Furas is characterized as being a powerful creative force. Commonly depicted as a lithe young man with a shock of white hair. Mam is commonly depicted as a pregnant woman with hair like golden corn silk and skin like ivory. Talas: The wisest of the High Gods. Talas is worshiped by all seekers of heavenly knowledge. worshiped by craftsmen and prayed to by all when his flames come licking at their door. man. Worshiped by all manner of soldiers and fighting men.Mam: Mam is the Mother Goddess. Talas is the keeper of secrets and protector of knowledge. tornadoes. Borza is worshiped primarily by farmers. chaos. though both priests and sorcerers are especially wont to seek him out. though the ruling class calls upon him the most. though when he visits blizzards. Mam is worshiped by most everybody in Hawkmoor. The Low Gods The Low Gods of Hawkmoor tend to be either deliberately vile or simply uncaring deities who embody forces such as evil. but also as being temperamental and cruel. Gwyar is the god of death in Hawkmoor. wearing shiny plated armor. many people beg for his favor. Like Mam. and entropy in the world. rains or mass destruction upon Hawkmoor as it suits him. most often depicted as a muscular young man with bright red hair. ruler of the celestial heavens and embodiment of justice in the world. Thena is the goddess of both love and war in Hawkmoor. Borza is a temperamental god who can visit either nourishing. but farmers and women who are with child pay her special attention. often depicted as a pale. holding sway over health and fertility. or other destructive storms upon the land. so that their own governing policies may be guided by his hand. Talas is the only one of the High Gods whose physical form is distinctly non-human. he is worshiped by most everybody in Hawkmoor. both of the fields and of the womb. from royal knights to lawless mercenaries. Borza: The god of storms. Thena is also prayed to by lovers seeking to keep romance in their lives. Solon is the 'king' of the High Gods. sickly. gentle. Gwyar: Commonly referred to as "Taker" for fear that invoking his true name will summon him forth.

why they disappeared. Rhuma: If Talas is the keeper of heavenly knowledge. The Old Gods Little is known about the Old Gods except that they created the whole of the cosmos untold aeons ago. and where they went are all mysteries that have been pondered by scholars of Hawkmoor for many centuries. white. though this connection has not been proven. enriching the entire kingdom. powerful noble families who have carved out their own trade empires within the borders of the kingdom. Krall is worshiped by few. save for deliverance from his ravages – when it suits him to do so. whisking them off to the realm of the dead. Rhuma is the protector of hellish secrets and dark. Secular Organizations Cataloged here are the most prominent examples of Hawkmoor's many secular organizations – the merchant houses and trade guilds. lore. He is worshiped by noone. as he has little to offer the common man of Hawkmoor. The following three merchant houses are widely recognized as the most powerful in Hawkmoor. Merchant Houses Commodities trade in Hawkmoor is controlled almost entirely by merchant houses. Rhuma is worshiped almost exclusively by evil sorcerers who seek to enrich themselves by way of exploiting her teachings. Gwyar collects the souls of the deceased. save for those who hope to elude his icy grasp by striking a bargain with him. Krall: Krall is the god of famine and plague in Hawkmoor. House Donogol: The most influential merchant house in Izer. commonly depicted as an elderly man arrayed in torn rags. He is most commonly associated with the plague that bears his name. Depicted as a beautiful ebony skinned woman with long. tresses. House de Souza: A notoriously corrupt merchant house. Like his brother Gwyar. -9- .remorseless. House de Souza is known to have close ties to the Thieves' Guild of Hawkmoor and is rumored to employ ritual sacrifice and Red Magick to fill their coffers. House Donogol works with the Antiquarians’ Guild to recover ancient technology from the Grey Marches and resell it on the open market. Some ancient ruins in Hawkmoor are attributed to the Old Gods in hearth tales. forbidden. Who exactly the Old Gods were.

House Fiore: The nobles of House Fiore have a reputation for honest dealings and are widely respected throughout Hawkmoor and the surrounding kingdoms. Antiquarians' Guild: The Antiquarians' Guild of Hawkmoor specializes in the reclaiming. One of the oldest trade guilds in Hawkmoor. and intelligence gathering. the Torbchbearers' Guild has representatives everywhere and is well respected. the Navigators' Guild of Hawkmoor is composed of professional cartographers. the guild also provides a number of services permissible by Hawkmoor law. Navigators' Guild: As an organization. The Navigators' Guild works closely with the Antiquarians' Guild and with the various merchant houses of Hawkmoor. Trade Guilds Trade guilds fill an important role in the economy of Hawkmoor. navigators. Thieves' Guild: The Thieves' Guild of Hawkmoor exists primarily to arrange meetings between thieves and their prospective clients. including the burglar proofing of properties. staffing personal security details. torchbearers. Torchbearers' Guild: When people need porters. working to procure steady employment for dues paying members in exchange for a percentage of their earnings. both due to the treatment that it affords its members and the quality of service that it provides. study. The following trade guilds are among the most prominent in the kingdom. as well as fencing illegal goods on the kingdom's black market. The Antiquarians' Guild is responsible for funding several large expeditions into Hawkmoor's many ancient ruins each year. this is the trade guild that they turn to. many of whom they have established formal trade agreements with. and skilled overland guides. The Lay of the Land The next section of this rule book concerns itself specifically with the many geographic locations of Hawkmoor. That having been said. from the walled cities and villages to the natural features of the landscape. -10- . and subsequent sale of ancient technology. working closely with other trade guilds to procure the various personnel necessary for such undertakings. The guild both procures employment for such individuals and offers their services to others for a modest fee. or any other unskilled laborers in the kingdom of Hawkmoor.

year round bad weather. Mount Perilous is so named for the number of lives that it claims every year. That said. not least in part because of the soft ground. Once thought to be rich in precious minerals. hearth tales of sunken cities and lost treasures draw many adventurers to the region every year. and plague carrying rats that infest it. Grey Marches. The mountains continue to be a draw for adventurers. -11- . Snake River: The winding Snake River descends from the Snowy Mountains in the north. The altitude. Most of Hawkmoor's major cities are situated along the Snake River.Natural Features The following natural features make up the landscape of Hawkmoor. high water. and hostile fauna all make the mountain a dangerous place to tread. The region is particularly inhospitable. Northern Expanse: The Northern Expanse is a desolate region between the Windswept Plains and the foot of the Snowy Mountains. The: The Grey Marches are a network of perpetually fog shrouded bogs that form Hawkmoor's southern border. as are its most important farming communities. runs across the Windswept Plains. as it is rumored that the long lost dwarven kingdom of ancient Angernoth and its many fabled treasure stores are hidden somewhere amongst the snow capped peaks. Mount Perilous: The highest peak in the Snowy Mountains. and continues southeast through the Spookwood. a religious order rumored to watch over the fabled Book of Days has established a monastery near the top of the peak. Despite this. towering over the Northern Expanse to the south. Snowy Mountains: The imposing Snowy Mountains form the northernmost border of Hawkmoor. wars were waged over control of the territory prior to Hawkmoor’s unification as one kingdom under the rule of wise King Desperaux I during the Age of Heroes. exiting the kingdom of Hawkmoor.

Tanglewood: Tanglewood is a dark. -12- . Tainted by foul magics and the blood of fallen gods. The Windswept Plains enjoy a temperate climate year round. Spookwood is just what it sounds like – a haunted forest. located in the very heart of Hawkmoor on the Snake River. twisted. the residents of Dunraven live well due to the number of adventurers who choose to launch their exploratory expeditions from the village. Fort Allen: Fort Allen is located at the foot of the Snowy Mountains in far northeastern Hawkmoor. Izer is home to King Desperaux's opulent winter palace. Tanglewood is an overgrown. Spookwood is haunted by the souls of those who died there. and from the Tanglewood in the West to the Wall of Perdain in the east. Dearborne: A small farming and trade community in Southeastern Hawkmoor on the Snake River. Despite its inhospitable location. Wise adventurers avoid Spookwood at all costs. Dearborne is the first true city that greets merchants who enter Hawkmoor from the neighboring Empire of Kurdan. towns. Tanglewood has grown unkempt in their absence. Towns. inhospitable. Falcon is also the kingdom's central trade city. Several adventurers launch expeditions into the Grey Marches from Izer. Izer: A small walled city located in southwestern Hawkmoor where Tanglewood meets the Grey Marches. although the heightened security during the Winter months due to the King's presence poses an issue for less than scrupulous operators. A former holding of the fae prior to the Exodus. forest that runs the length of Hawkmoor's western border. place littered with the crumbling ruins of former elven outposts. Falcon: From the city of Falcon. In addition to serving as the center of government in Hawkmoor. and Villages The following cities. Today. An isolated wilderness outpost. an adventurer can find anything that their heart desires – for a price. Cities. Here. the Nothingness is known to be at work and creatures of unlife are commonly encountered. serving as a way station for adventurers in the region. Windswept Plains: The Windswept Plains account for most of Hawkmoor's geographic footprint. King Desperaux VII rules the land. spanning the area from the southern edge of the Northern Expanse to the Grey Marches in the South. Dunraven: Dunraven is a small village located on the edge of the Grey Marches. Dearborne serves as the gateway to the east. Here. Fort Allen serves as a jumping off point for exploratory expeditions into the nearby mountains and as the first line of defense should the kingdom of Guldor to the north try to invade. and villages play major roles in the kingdom of Hawkmoor. near Spookwood.Spookwood: The site of a great battle during the Age of Magic. in the winding corridors of the bustling merchant quarter.

Caer Desperaux: The summer palace of King Desperaux VII. a massive man-made limestone wall constructed during the Age of Heroes by Perdain. The warrior priest Daegmar and her legendary magical armor. overlooking the entire city. causing some sorcerers to speculate that a powerful artifact rests within its walls. It is rumored that an extensive network of catacombs stretches from beneath the castle into and under the nearby hillside. -13- . overlooking the city. a storied hero of the era. Wall of Perdain: Running almost the entire length of Hawkmoor's eastern border is the Wall of Perdain. Midian: Situated to the south and west of Falcon. Magebane. Caer Corone: The winter palace of King Desperaux VII. Kingstown is situated at the southern edge of the Northern Expanse on the Snake River. Other Sites of Import The following sites of interest fall into neither of the previous two categories. though some of the remaining towers along its length have been repurposed to serve as temporary shelters for travelers. Today the entire wall has fallen into disrepair. It is rumored that one volume of the legendary Library of Secrets is kept here. yet are worth mentioning as they play an important role in the world of Hawkmoor. Built atop the ruins of a former elven citadel. Caer Corone still radiates magic. Caer Desperaux stands on the northern edge of Falcon. seek out Wester to hone their arts and study under the undisputed masters of the Council. the city of Wester is home to the College Arcane and the Council of High Sorcery. Wester: Located on the eastern edge of Tanglewood and built atop the ruins of an ancient elven outpost. Caer Corone stands in the center of Izer.Kingstown: Kingstown is a very important farming community. Midian is yet another important farming community in Hawkmoor. the College Arcane is recognized as one of the world's foremost learning institutions and serves as home to the Council of High Sorcery. young and old. producing more than 30% of Hawkmoor's annual grain harvest. College Arcane: A massive tower of quartz constructed at the end of the Age of Magic. Practitioners of sorcery. under the watchful eye of the Council. are rumored to be buried in a hidden tomb somewhere near the town. serving as the chief producer of feed grain for livestock in the kingdom. The town is so named for King Harmast who ruled the region during the Age of Magic.

Non-Player Clichés. and so on. Unlike Incidental Characters. anonymous minions of major villains. with one exception – that one exception concerns the number of dice that Referee characters are initially built on. you will find information on creating Referee characters. as outlined in the Risus rules and the pages of this document dedicated to player information. as well as some kind of formal relationship with other named characters. Referee Character Creation Creating non-monstrous Referee characters follows the same process as creating characters for other players. As such. Antagonist Characters are initially built on the same number of dice as protagonist characters controlled by other players are. some advice on portraying gods and demi-humans in actual play. -14- . Supporting Characters exist primarily to define either Antagonist Characters controlled by the Referee or protagonist characters controlled by other players. • Antagonist Characters are built on 10d6. and so on. Examples of Incidental Characters include the unnamed peasants that populate the kingdom. Antagonist Characters have names and share the spotlight with protagonist characters controlled by other players. major minions of Antagonists. Some examples of Supporting Characters include named contacts or family members of protagonists. a brief overview of antagonist organizations. and guidelines for converting from other rule sets. STOP READING NOW IF YOU ARE NOT THE REFEREE! Herein. rules for the Plague of Krall. Supporting Characters do have names. Incidental Characters are those Referee characters that exist primarily to help define the setting. the Hawkmoor Bestiary. • Supporting Characters are built on 5d6. as outlined below. • Incidental Characters are built on 2d6. They exist mostly as window dressing in a given game. real movers and shakers. information about the dreaded Nothingness. If you’re a player.For the Referee This section of the Hawkmoor rules is intended for the Referee’s eyes only. Antagonist Characters are the primary opposition for protagonist characters controlled by other players – they are the major villains of Hawkmoor. reading this section of the rules will only serve to ruin your enjoyment of Hawkmoor. a look at famous (and infamous) treasures of Hawkmoor.

performing unskilled labor. Non-Player Clichés • Bureaucrat (being wealthy. library research) The Hawkmoor Bestiary Hawkmoor is a wild and magical realm and. working the land) • Scholar (being versed in mundane lore. although the Referee may allow a player characters to use these clichés at his discretion. being fluent in multiple languages. Clichés: Bat (1) -15- . emerging after sundown to hunt insects.Non-Player Clichés Non-Player Clichés are Occupation Clichés reserved specifically for non-adventuring characters in the world of Hawkmoor. Bats rarely pose any kind of a threat to larger creatures. engaging in political machinations) • Peasant (caring for animals. Mundane Creatures Bat Description: Bats are small. Locations: Bats nest in the dark recesses of caves and caverns by day. as such. nocturnal mammals that are often described as "flying mice". What follows is a sampling of those creatures. ready for you to draw upon for your own Hawkmoor campaigns. is filled with wild and magical creatures. though being caught in a bat swarm can be disorienting. delivering a rousing oratory. winged.

Clichés: Grak Dog (2) Moonbat Description: Moonbats are large. Locations: Moonbats nest in the dark recesses of caves and caverns by day. nocturnal mammals with a single large eye. the gelatinous bear attacks by trying to grasp prey and then envelop it within its central body mass. Rats are mostly harmless when encountered in small numbers. not unlike that of a cyclops. Clichés: Rat (1) -16- . Unlike a normal bear. Locations: Rats are commonly found in dark. Clichés: Moonbat (3) Rat Description: Rats are medium-sized. hunting by the light of the three moons. hides and bone spikes that protrude along the lengths of their spines. rodents that tend to be nocturnal and wallow in the waste of mankind. canine-like creatures with thick. environments such as sewers and swamps. but can pose a threat when attacking in swarms. Moonbats can carry off a full grown man and have been known to do so on more than one occasion.Gelatinous Bear Description: The gelatinous bear is an odd creature with jelly-like translucent skin that somewhat resembles a bear in both size and shape. traveling in packs. where a highly concentrated acid dissolves it. Locations: The dreaded gelatinous bear is commonly found in the forests and mountainous regions of Hawkmoor. studded. There is some speculation that they are tied to the spread of plague in Hawkmoor. furry. Clichés: Gelatinous Bear (5) Grak Dog Description: Grak dogs are large. They have been known to lair in caverns and old ruins. emerging after sundown to hunt in the mountain forests of Hawkmoor. damp. winged. Locations: Grak dogs roam the grasslands and open plains of Hawkmoor.

the wolfwere gains free will. mottled. The Sorcerer then penned a scroll with that ink and worked his magic upon it. it will break the spell. Hearth tales vary when it comes to specific details about these mythic beasts. long before the other races were created. If the cursed scroll that holds a wolfwere’s soul is burned or otherwise utterly destroyed. though they live on in hearth tales. though it is rumored that they sometimes lurk in remote mountain passes. skin that looks like granite. like dragons. Clichés: Dragon (10) or more Optional Cliché: Sorcerer (3) and pick a School of Sorcery Troll Description: Trolls. lizard-like. Trolls. Locations: Today. If the Sorcerer is vanquished but the scroll remains intact. they are well hidden. -17- . legend holds. stand almost 12 feet tall and have dark grey. trolls exist mainly in tales of times past. but it is considered common knowledge that dragons can breathe fire and fly.Mythical Creatures Dragon Description: Dragons are huge. causing the poor victim of his cruelty to transform into a savage wolf-like beast under his control. were the first sentient inhabitants of Hawkmoor. Locations: Today. Legend says that they have defeated armies and terrorized entire kingdoms. creatures that are not unlike forces of nature. it is said. dragons have all but disappeared from the world of Hawkmoor. If any do actually remain in the world. Clichés: Troll (6) Wolfwere Description: A wolfwere was once a man or a woman whose soul was ensnared in a bottle of ink by an evil Sorcerer.

as well as in service to greater creatures of unlife (such as a lich or vampire). Clichés: Lich (4) Sorcerer (6) . strands of Nothingness. Locations: Skeletons can be found anywhere that the dead are buried. ghouls make their homes in crypts. from ancient battlefields to city graveyards. though they prefer to operate in isolated locales such as remote villages or even ancient ruins. Clichés: Ghoul (2) Lich Description: The lich is the most powerful minion of unlife known in the world of Hawkmoor. can only be harmed by weapons that have been imbued with arcane energy attuned to the Magick that the lich wields. A lich retains their sorcerous abilities in death and. the force that fuels all unlife. from remote strongholds to large cities. their body lives on in unlife as a lich. A lich is what remains of a powerful Sorcerer who makes a pact with the Nothingness to cheat death.Locations: Wolfweres can be found in any place that evil Sorcerers lurk. additionally. When death would normally claim such a Sorcerer. They feed upon the flesh of the dead. and cemeteries. Clichés: Wolfwere (4) Creatures of Nothingness Ghoul Description: The ghouls of Hawkmoor are pale humanoids with black orbs for eyes.Pick a School of Sorcery Skeleton Description: Skeletons are among the most common minions of unlife present in the lands of Hawkmoor. fangs. Locations: Given their preferred diet. They are little more than old bones held together with dark. can wield weapons with considerable skill. Skeletons are sentient and. Locations: A lich can be found almost anywhere in the world of Hawkmoor. claw-like fingers. and legs that end in hooves not unlike those of a deer. despite what many folk believe. catacombs. tenebrous. -18- .

as well as in service to greater creatures of unlife (such as a lich or vampire). sites of large battles. evil. It is rumored that they can take the form of animals such as bats or rats to spy on others. zombies can be found anywhere that the bodies of the dead are buried. Locations: Like skeletons. zombies are not sentient and individual zombies rarely pose a serious danger. though they can be extremely dangerous if they are encountered in large groups.Clichés: Skeleton (3) Vampire Description: Vampires are very powerful foes and servants of the Nothingness. fog that flows forth from beneath the world's crust in those places that have been tainted by death.. literally draining such negative energy from the living. tenebrous. Like liches. -19- . vampires were once living men or women who made a pact with the Nothingness to achieve immortality through unlife. A village or city quarter under a pall of gloom is likely a sign that vampires lurk nearby. given their peculiar appetite.g. Learn how to implement it in your Hawkmoor campaign! The Nature of the Nothingness The Nothingness is a purple-tinged. Clichés: Vampire (4) Optional Clichés: Pick up to four dice of Occupation Clichés to represent life experience. etc). from ancient battlefields to city graveyards. Slow moving animated corpses that hunger for living flesh. or madness (e. Clichés: Zombie (1) Concerning the Nothingness Herein is discussed at length that foul and mysterious animating force of unlife known as the Nothingness. Locations: Vampires are typically found in well-populated areas. These loathsome beasts now feed on the misery of others. Zombie Description: Zombies are by far the most common minions of unlife in the world of Hawkmoor. catacomb complexes.

city. etc) that has fallen prey to the Plague of Krall. all of their clichés are reduced by one die and. after untold aeons in isolation. fueling the creatures of unlife for an as yet unknown purpose and granting misguided mortals immortality by way of undeath. sealed away from the rest of creation. you should tell the player that their character feels more encumbered than usual and is coming down with a headache. you should tell the player that their character's headache has worsened and that their throat and tongue feel as though they are swelling. seeping back into the world of Hawkmoor through the cracks that time has opened in the walls of his extra-dimensional prison. Othros is the last surviving Old God.. Othros the Evil. his prison becoming his salvation – while the rest of his race destroyed each other in a war that raged across the cosmos. During the fourth 24 hour period following a character's exposure to the Plague. Now. Contracting the Plague Whenever characters first enter any area (e. Failure to successfully make this roll means that they have been tainted by the Plague of Krall. only dramatic ones – as the Referee. their players must make a roll against a Target Number of 10 using their Race Cliché or. Effects of the Plague During the first 24 hour period following a character's exposure to the Plague. has swept through the cities and villages of Hawkmoor like a wildfire sweeps across grassy plains. they suffer no mechanical deficiencies. so named for the treacherous Low God who visited it upon the world. if their characters are human. he remained protected. all of their clichés are reduced by an additional one die and. -20- . his once inescapable prison has finally begun to crumble. The Plague of Krall The Plague of Krall. all of their clichés are again reduced by one die and. During the second 24 hour period following a character's exposure to the Plague. as the Referee.The Nothingness appears to possess a malign sentience. you should tell the player that painful buboes have started to appear under their arms and in their groin. you should tell the player that their character's lymph nodes have started to swell. The rules below allow you to make use of the Plague in your own Hawkmoor campaign. The exact nature of Othros' crimes as well as the specific nature of his current intentions are left up to the Referee.g. allowing him to reach out across the void. In truth. an Inappropriate Cliché. During the third 24 hour period following a character's exposure to the Plague. as the Referee. village. allowing them to custom tailor this otherworldly threat to their own Hawkmoor campaign. the Nothingness is the purest essence of the banished Old God. as the Referee.

should the Referee choose to allow it. the Torchbearers' Guild functions as detailed earlier in this document. The: Based in the city of Izer. having infiltrated numerous organizations in Hawkmoor. Order of Ashes. Brotherhood. The Brotherhood has offered their martial expertise for several centuries. they no longer lose any cliché dice. if all of their clichés are reduced to zero due to Plague. As an organization. the organization's roots were in the provision of services detailed there – many years past. personal guards. the organization was corrupted by the -21- . The: A shadowy organization whose membership is composed of bonafide villains and those who aspire to such status. and military advisers for some of the kingdom’s most powerful leaders. the Crimson League works to further grand villainous schemes. using their positions of influence to mold the political landscape of Hawkmoor. Antagonist Organizations The following organizations exist in Hawkmoor to serve as adversaries for player characters. Note that any dice lost to the Plague are gone until a character is cured of the disease (as discussed below) and that. The: The Brotherhood is a secretive political cult composed of battle hardened soldiers who serve as assassins. an organization of truly sick and disturbed individuals who view murder as an art form and kill others because they enjoy it. though for each 24 hour period that has passed since the victim was exposed to the Plague. In this capacity. as well as other kingdoms. although it is also possible for player characters to join their ranks. and wars around the world. the members of this secretive cult hold the act of ritual murder sacred. Curing the Plague A successful application of Black Magick or Red Magick can cure the Plague of Krall by purifying the suffering character's bloodstream. Crimson League. The League is extremely dangerous. they are shuffled off the mortal coil. they are behind the corruption of the Torchbearers' Guild. Indeed. this Target Number increases by 3. The base Target Number for such an attempt is 10. It is worth noting that the Brotherhood is not an assassins guild despite some of its members occasionally murdering for hire but. Torchbearers' Guild: To the unaware citizen of Hawkmoor.During the fifth 24 hour period following a character's exposure to the Plague. spies. as well as countless assassinations. although they have now become infectious – and anybody within spitting distance of them will have to make a roll as though they have just entered an area that had fallen prey to the Plague. rather. military coups. however.

in his haste. . toppling many kingdoms. If you’re ever looking for a good way to recreate the world of Hawkmoor and need an in-game justification for doing so. though the last recorded use of the blade was at the Battle -22- . Herein are presented some of the world’s legendary treasures as they are spoken of in hearth lore and folk tales.Crimson League. The Book of Days is best used as a plot device within the Hawkmoor campaign. Theomer’s greed spawned a paradox. given the ability of a reader to rewrite creation by reading into the future and using that knowledge in the present. Now the organization exists primarily to observe the various adventuring parties. but the temptation to do so proved too much. here it is. is rife with treasures for the taking. and changing the unnumbered destinies of the men and women who have wielded it against those of their own blood. . The current whereabouts of the legendary sword are not known. Handle with care. while in others. Legend has it that the prophet used the Book to divine knowledge of Sorcery from Hawkmoor’s future for his own ends and. In some versions of the tale. causing the Book to rewrite itself – and alter creation. the Book of Days is a record of all things that ever have transpired or will transpire in the world. gentle reader! Kinslayer The dark sword Kinslayer has played a role in countless power coups throughout the centuries since it was forged. reporting their findings back to the League. and mercenary companies to which they provide their services. the prophet gave rise to the great Magi and the art of Sorcery. Theomer’s folly is responsible for the creation of the Nothingness. In any event. Treasures of Hawkmoor Hawkmoor. Theomer was told never to use the information in the Book for personal gain. influencing many wars. the Book is the single most powerful Sorcerous artifact of Hawkmoor. failed to realize the possible repercussions of his actions. not mere coffers of coinage that can be burgled from the wagon of a common moneylender. exploratory expeditions. however – the prophet was erased from the world for his trouble and the Book disappeared with him. thereby altering the time line. The Book of Days A divine tome delivered unto the prophet Theomer by the High Gods of Hawkmoor in the First Age. Do note that these are wondrous treasures. being a world of adventure. All of the legends do agree on one point.

and the breastplate is said to protect against spells tied to the four elements. during the War of the Northern Expanse in the Age of Kings when Prince Saxon Rook struck down his father. Kinslayer grants the person who wields it against their own kin tremendous power. During this war. Library of Secrets As the Age of Heroes drew to a close and the last of the great Magi realized that their time was coming to an end. Many tales abound about the Mother Lode. Legend holds that Magebane consisted of three pieces – a helm. the shield is said to reflect magic back at a caster who targets its wielder. -23- . with all other veins of ore being mere tributaries extending from this endless river of wealth. and a jeweled breastplate. from claims that it is the source of a supernatural alloy used by the gods themselves. the wielder of the sword rolls as though they have double their normal amount of cliché dice. When Daegmar died in the final battle of the Mage War. to stories that it is alive with magical energy – a thinking. it is said that she was buried with her magical armor somewhere near the farming village of Kingstown. knowledge of other worlds. Forged by a forgotten Magi in the Age of Heroes. a warrior priestess of the High God. Daegmar was granted the armor by Thena herself according to legend. the gods supplied their mortal worshipers with armor and weapons forged of divine metal to aid them in their fight. When this task was complete. Thena and witch hunter in the Mage War. Magebane is famously tied to the heroine Daegmar. being of primal metal – a god thing from the Old Times.of Karst. a kite shield. The set of armor known as “Magebane” in the hearth tales of Hawkmoor was one such divine instrument. they hid away these books from the world. Mechanically. who they perceived as a threat to their own dominance. the Library of Secrets is a chance for the Referee to introduce a wealth of new magic into the Hawkmoor campaign – lost spells from the Age of Magic. they gathered up all of their secrets and bound them into twelve tomes of arcane knowledge. feeling. The Mother Lode Dwarven folklore holds that a single vein of magically enchanted ore flows beneath the surface of the world. Magebane At the dawn of the Age of Magic. When used to strike against a blood relation. and even powerful rituals wielded by the Magi against the gods of Hawkmoor themselves. the gods of Hawkmoor found themselves at war with the Magi. The helm was said to protect its wearer from magic that effects the mind.

There is no "right way" or "wrong way" to portray the gods of Hawkmoor. supernatural – phenomena? Astute readers will notice that the way Hawkmoor is set up.Many have delved in search of the Mother Lode. though one may want to consider the default nature of the Nothingness (as explained above) when deciding how to portray the gods. The demi-humans that inhabit the material world today are the few remaining descendants of those that chose to remain behind after the Exodus. rather than an Old God returning to the world from which he was exiled aeons earlier. perhaps. The Mother Lode is not merely a treasure of Hawkmoor – it is the treasure. as a general rule. and gone are the traveling clans of cyclopes. they would be wealthy beyond their wildest dreams (or beyond anybody’s wildest dreams for that matter). if they have. but are now ethereal in nature – and as beings who have had certain properties attributed to them by the peoples of Hawkmoor to explain certain natural and supernatural occurrences. they are few in number. How to Portray Divine Beings How to portray divine beings is often a question that prospective Referees wrestle with.e. etc) sundered the way between their native realm and the material world. How to Portray Demi-Humans Demi-humans (i. but none have ever uncovered its location (or. Should any adventurer be so fortunate as to find the Mother Lode.g. as yet undiscovered). Likewise. Legend places it in the heart of the lost dwarven kingdom. demi-humans. If you do choose to portray the gods as mere constructs of convenience. Should such beings be physical creatures that exist in the world and interact with the player characters? Should they be ethereal entities distanced from and largely unconcerned with the physical realm? Or should they be mere figments of the imagination. Angernoth. any one of these approaches is equally valid. -24- . or deep within the Valley of the Yellow Mage (itself a place of myth.. they aren’t talking). gone are the days when wee'uns held court in the woods. elves.. harbor no cultural hatred or resentment toward other demi-human races or humanity. beings of magic (e. should the Referee choose to enact it. it is highly recommended that you treat the Nothingness as a natural phenomena. prior to the war between the Gods of Hawkmoor and the ancient Magi during the Age of Magic. The demi-humans who remain in Hawkmoor today have long since been assimilated into human society. Gone are the elven kingdoms. While xenophobic humans do exist. gone is the subterranean dwarven empire. In the distant past. dwarves. invented in centuries gone by to explain natural – and. I personally envision the deities of Hawkmoor as ascended beings who were once mortal. all player character races other than Human) in Hawkmoor represent a tiny fraction of the world's population.

4 for Supporting Characters. Converting Monsters Locate the monster that you want to convert. locate their Level and add 9 to the result for Antagonist Characters. you may find it handy to nick monsters and such from that game.Quick and Dirty Conversion As Hawkmoor originally began life as a setting for the first edition of The World's Most Popular Fantasy RPG. Their Health Die value becomes their new cliché rating. Converting Characters Locate the character that you want to convert. After you have determined how many dice the character is built on. allocate these dice amongst their clichés. Their description will tell you what this new cliché is good for. Locate their race and occupations. -25- . The monster's name becomes their new Risus cliché. These become their new Race Cliché (if applicable) and Occupation Clichés. To determine how many dice they are built on. and 1 for Incidental Characters. Locate their Health Die value. Below is some guidance on how to do that.

Sign up to vote on this title
UsefulNot useful