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ELEGIA

by John Higgins

REG  
Relative Entropy Games
ELEGIA

by John Higgins

REG  
Relative Entropy Games
© 2010
Third Edition

Copyright 2010, Relative Entropy Games. Elegia™ is a trademark of Relative Entropy Games. This product is released under the
terms of the Open Game License v1.0a, copyright 2000, Wizards of the Coast, Inc.

Cover illustration is The Ruined Castle by Barend Cornelis Koekkoek, 1857. This work is in the public domain and may be
reproduced without license or permission. Image is courtesy of the Art Renewal Center.

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Introduction
My first contribution to the Retro Revival, Engines & Empires, minimalism, call it essentialism, call it whatever you will. The
was as much a collection of house rules as it was a campaign fact remains that the tabletop RPG is “processed” by a human
setting. This was a necessary facet of the endeavor: E&E was referee, not a CPU. A bare-essentials set of rules greatly reduces
conceived as an attempt to translate the world of Gaia, a setting I the likelihood of information overload.
had originally devised not for gaming but for writing fantasy To the game itself, then, and enough with all this airy
stories, into a campaign world compatible with my favorite philosophy. I’ve taken Elegia as an opportunity to do two things:
Classic Edition Game. New rules were required for all of the firstly, to create a very simple and fast-paced game that I would
mythological races and steampunkish technologies that make enjoy refereeing or playing, and secondly, to create a new kind
Gaia unique, and many more such rules were implemented for of RPG that subverts certain assumptions about how fantasy
the sake of my own desire to tweak, tinker, streamline, and campaigns are supposed to proceed. Both of these goals, I freely
otherwise refine the gaming experience. I’m incurably obsessed admit, are in some ways reactions to my previous work on
with the mechanical aspect of RPG design, and I suspect that I’m Engines & Empires. Elegia is many things that E&E is not: it is
not alone in this respect. For many hobbyists, tweaking the rules dark and medieval and magical, with only a tiny handful of
is how we make the game our own. It extends far beyond playable races and classes, and there is neither setting nor
merely making the rules serve the setting (which, incidentally, history here. More importantly, Elegia introduces a new kind of
should always be among the designer’s foremost concerns)— campaign model, one that presumes rapid action and level
truthfully, the deeper one delves into the core of the “engine” advancement (expect the player characters to gain a couple of
that drives the game, the more one feels some part in the levels every game session) and a journey through a fantasy
ownership of it. Perhaps that is why, for me at least, merely world which can only be taken once for each world—because
fiddling with someone else’s game has at last given way to a every new campaign will require the referee to create a new
redesign from the ground up. world from scratch. There are certain features that all Elegia
Hence this new game, called Elegia. If the title sounds a bit worlds will necessarily have in common—medieval technology,
pretentious, rest assured it’s an appropriate genre convention. sparse population, long-forgotten lore, and a pervasive sense of
This game began from the seed of an idea altogether different to lamentation for a lost civilization which has left the world
Engines & Empires. Nothing about Elegia presumes a specific teetering on the brink—but once evil is defeated and the world is
campaign setting, and neither is it in any way steampunk or saved, the cycle can only begin anew in an altogether separate
science fantasy. This game is about very traditional medieval setting. In the Elegia game, the characters are out to save the
fantasy, but within a particular context: I wanted to wed world; the players are out to solve the world.
together two separate but related traditions in retro-gaming, If I have succeeded in my design goals, each short
those being the tabletop and the video game console. Obviously, campaign played with the Elegia rules should feel like its own
the latter is descended from the former, so there is a certain separate game, as self-contained as any old video game
redundancy to this exercise. But the early RPGs that graced the cartridge. This may very well be the first RPG that seriously and
eight-bit consoles and personal computers have an infectious explicitly sets out to capture for the tabletop the unique feel of
charm and simplicity that continue to inspire considerable retro console RPGs like Ultima, Final Fantasy, Dragon Warrior,
nostalgia today. And, lest anyone should suspect otherwise, let and others. To wit, Elegia is very much a game of combat and
me add that nostalgia is a potent and positive force within the exploration, albeit in a simplified and abstracted sort of way. If
Retro Revival of pencil-and-paper role-playing games. For me, it you have come here looking for a dramatic narrative, you are in
works hand in hand with the search for concise and flexible the wrong place. But neither is this game particularly “old
game rules—qualities that draw many back to the older editions school”, in the sense that players are expected to equip
of their favorite games. themselves realistically for an expedition, counting rope and
Personally, I gravitate to the retro-games because they rations and torches and henchmen, and then go searching every
distain the practice of “building” a character. The game hexagon on the map for tombs and ruins to loot. If you have
mechanics only bother to represent the bare essentials: a few come here looking for a swords-and-sorcery sandbox to play in,
scores, a few skills, and some combat statistics. There are no you also are in the wrong place! Elegia is for players who want
feats, flaws, perks, quirks, traits, or powers. Thus, there is little to wander around a world map, encounter random monsters,
room for the practice of “min-maxing”, no traffic with notions of grind for gold and “level-ups”, exchange key items for plot
“synergy” or “optimization”, no penalty for failing to plan points, and take the battle all the way to the “final boss”.
twenty levels of character advancement ahead of time, and but Four ogres approach! The Rogue shoots his bow, the
little importance placed on stats and scores from the start. There Knight swings his sword, and then the Wizard ends the battle
is no need for a character sheet that looks suspiciously like a tax with a well-placed casting of FIRE2! The monsters are defeated;
form. In short, there are rather fewer bells and whistles to the party earns 50 XP and 500 GP. Huzzah! Down the hallway,
distract the players from role-playing, and far fewer parts in the and onto the next battle. If that’s what you’re looking for, Elegia
machine to worry about gumming up the works. Call it was written for you!

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means roll two dice, and so forth. Sometimes, the rules may call
How to Play for a roll of “½D”, which means to roll a die and halve the result,
Like all role-playing games, Elegia depends on the participation rounding up—thus, a roll of 1 or 2 means 1, a roll of 3 or 4 means
of several players controlling characters and one special player 2, and a roll of 5 or 6 means 3. (In other games, this is typically
to be the referee (hereafter abbreviated as “the Ref”). Characters known as rolling “1d3”.) Finally, adjustments to the die roll are
controlled by the players are termed “PCs” (for “player expressed as an addition or subtraction after the number of dice.
characters”), while the characters and monsters controlled by the “2D+3” means to roll two dice and add three pips, while “D-1”
Ref are called “NPCs” (for “non-player characters”). As the means to roll a die and subtract one pip.
game progresses, the referee unfolds the game-world before the
players, describing what their characters can see and playing out
interactions and conversations between the PCs and any NPCs Common Abbreviations
that they meet. The players, in turn, describe what their Many scores and statistics describing characters and monsters
characters do and how they react to the world. The interaction are abbreviated for ease of reference. Some of the commonest
ultimately creates a kind of collaborative story with the Ref as abbreviations are as follows:
narrator and the PCs as protagonists.
STR Strength
DEX Dexterity
Dice INT Intelligence
Nearly all fantasy role-playing games use dice to determine the WIL Willpower
outcomes of tenuous or random events. Elegia is no different, LV Level
although it eschews the use of polyhedral dice in favor of the HD Hit dice
ordinary six-sided variety. When the game rules tell you to “roll HP Hit points
a die”, they implicitly mean to roll a six-sided die. The number XP Experience points
rolled may be modified by adding or subtracting another G Gold coins
number, often referred to as extra “pips” or “spots” (for the AC Accuracy
dimples on standard dice which indicate the number rolled). DF Defense
“Roll two dice plus three spots” means exactly what it says: roll RS Resistance
two six-sided dice, total them, and add three to the result. MV Movement
Since this sort of description can get cumbersome, Elegia PC Player character
uses an abbreviated form of dice notation, where a capital “D” NPC Non-player character
stands for one die. Thus, “roll D” means roll one die, “roll 2D” Ref Referee

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Chapter 1 • Characters
Player characters are first and foremost described by their four
attribute scores, which are called Strength (STR), Dexterity Intelligence
(DEX), Intelligence (INT), and Willpower (WIL). Scores can be This attribute represents a character’s mental prowess, qualities
determined by one of two methods, which are random ranging from reason and memory to common sense and
generation and point-buy. intuition. This attribute is very important for Wizards, but
Random Generation: The player rolls two dice, generating Rogues also prefer a high Intelligence. A character’s Intelligence
a number from 2 to 12. This operation is carried out six times, modifier applies to his starting number of trained skills.
producing six numbers. The two lowest numbers are then Intelligence also modifies the Resistance TN for Black Magic
discarded, and the remaining four are each assigned to one of spells cast by Wizards and Rangers (promoted Rogues).
the characters’ attributes. If, for example, a player rolled the dice Intelligence and Languages: INT has a special impact on
and came up with scores of 10, 8, 7, 7, 5, and 3, he would discard characters’ proficiency with languages. Characters of average
the 5 and the 3 and assign the remaining numbers to his Intelligence speak the Common Tongue of Men, plus a racial
attributes. In order to create a Knight, he might put his best language, if applicable (i.e. Elvish, Dwarvish, or Hobbish).
score (10) in Strength, put the 8 in Dexterity, and then consign Characters with above-average INT speak more languages,
the 7s to his Intelligence and Willpower. while characters with below-average INT have difficulty
Point Buy: The player has 30 points to distribute among his mastering their own language(s).
four attributes, in any way he sees fit, so long as no attribute has
a score above 12 or below 2. The player could create a perfectly LANGUAGE PROFICIENCY
average character with two 7s and two 8s, or he could min-max Score Effect Score Effect
and give himself two 12s and two 3s... but this is nearly always 0-2 Impaired speech 9-11 +1 bonus language
ill-advised, since penalties are going to be more hurtful at the 3-5 Impaired literacy 12-14 +2 bonus languages
start of the game than bonuses will be helpful. 6-8 No effect 15 +3 bonus languages

Attribute Modifiers Willpower


Each score has a modifier associated with it, a bonus or penalty This attribute represents a character’s determination, confidence,
which adjusts other secondary attributes (such as combat bearing, and poise. Willpower dictates a character’s capacity to
statistics). Starting scores range from 2 to 12, with modifiers stele his own mind and to awe others with his presence. This
ranging from -2 to +2, but circumstances that arise during attribute is most important for Monks, but Knights should also
gameplay might raise scores as high as 15 or lower them down have good Willpower. A character’s Willpower modifier applies
to 0. Scores can be lowered temporarily by monsters that drain to his Resistance bonus (to avoid the effects of spells and special
away attribute points; and they can be raised temporarily by attacks) and to “reaction rolls” (which the referee makes to
magic or permanently by gaining experience levels. determine how monsters behave when first encountered).
Willpower also modifies the Resistance TN for White Magic
Score Modifier Attribute Check spells cast by Monks and Paladins (promoted Knights).
0-2 -2 1 in 6 Willpower and Henchmen: WIL has a special impact on a
3-5 -1 2 in 6 character’s ability to retain loyal followers. A character can hire
6-8 ±0 3 in 6 of a number of henchmen equal to 3 ± his WIL modifier, and the
9-11 +1 4 in 6 character’s WIL score will also determine their battle morale.
12-14 +2 5 in 6
15 +3 Special
Attribute Checks
Sometimes the Ref may wish to determine the outcome of an
Strength action using one of a character’s attributes to set the chance of
This attribute represents a character’s physical power, stamina, success or failure. This is accomplished through an attribute
and overall toughness. Strength is the most important attribute check. An attribute check is rolled on one die, and it passes if the
score for characters belonging to the Knight class. A character’s die roll is equal to or lower than 3 + the relevant attribute
Strength modifies hit and damage rolls in hand-to-hand combat, modifier. If a character has an attribute score of 15 (and
hit points rolled on each hit die, and encumbrance limits. therefore a modifier of +3), the attribute check is then rolled on
two dice, and it only fails on a roll of 11 or 12.

Dexterity
This attribute represents a character’s agility, coordination, and Race and Class
deftness. Dexterity is the most important attribute for Rogue Once scores are assigned to each of the four attributes, the player
class characters. The Dexterity modifier is added to initiative must choose a race and a class for his character. There are four
rolls, Defense, and hit and damage rolls in missile combat. races and four classes in the game, and players may choose any

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combination of the two. The playable races are Man, Elf, Dwarf, • Hobs are small compared to other races. They have a base
and Hob. The playable classes are called Knight, Monk, Movement of 4”, an encumbrance limit of 4 stone (modified for
Wizard, and Rogue. STR), and they are unable to wield large two-handed weapons.
• A Hob character must have a WIL score of at least 6.

Men
Mankind is the most widespread race in any traditional fantasy The Knight
world—adaptable, ambitious, relatively short-lived, and Knights are warriors trained in the use of armor and weapons.
exceedingly prolific. In the Elegia game, this is represented by They are the hardiest of all the hero classes and the likeliest to
the Human race’s sole special ability, which is that they gain survive the rigors of adventure and battle. They have the
experience levels faster than other races. strongest hit points and the best accuracy with weapon attacks.
• Men add a +15% bonus to all XP earned. • Knights are able to wield any weapon, wear any armor, and
• Men have a base Movement of 5” per round and an benefit from the use of a shield.
encumbrance limit of 5 stone (modified for STR). • Knights start with four hit dice and roll a new hit die at
every level until 10th level. Above 10th level, additional hit dice
are gained every three levels.
Elves • The Knight’s special ability is called the Power Attack.
Standing as tall as Men or slightly shorter, slender of build, and Once per battle, a Knight can declare his next hand-to-hand
graceful in every sense of the word, Elves are a race of magical attack a Power Attack, provided he makes the declaration before
immortals that prefer to dwell in forests. Elves are jolly and rolling to hit. If the attack misses, the Power Attack attempt is
witty, but also capricious in the same frightening way that wasted, but if the attack hits, the weapon causes one additional
nature itself often is. Elves have several special abilities. die of damage. As the Knight gains levels, the Power Attack can
• Elves add a +1 bonus to their Accuracy with missile-fire. be used more often during a battle: this ability can be used twice
• Elves add a +1 bonus to their rank in the Perception skill. per battle at 5th level, thrice per battle at 9th level, and so on, up to
• Elves can see in the dark out to a distance of forty feet (8” a maximum of seven times per battle at 25th level.
on the tabletop by dungeon reckoning).
• Elves have a base Movement of 5” per round and an Paladins
encumbrance limit of 5 stone (modified for STR). At any time after reaching 10th level, a Knight can be promoted
• An Elf character must have a DEX score of at least 6. and thereby become a Paladin. Paladins have some additional
special abilities.
• A Paladin’s Power Attack causes +2D damage.
Dwarves • Paladins are capable of multiple attacks. In ordinary
Dwarves are no taller than four feet, but they are quite broad combat (whether with hand-to-hand weapons or missile
and nearly always very muscular. Great miners and craftsmen, weapons), a Paladin is permitted to make two attacks per round.
Dwarves are used to living in tunnels, where they delve into the • Paladins are able to cast White Magic, just like Monks.
roots of mountains for treasure and ore. Dwarves are gruff and
warlike, and they have a great love for gold, but they are also
unsurpassed in terms of honor and loyalty and bravery. The Monk
• Dwarves add +1 to their Resistance bonus. Monks are a combination of priest and warrior, adept at both
• Dwarves add a +1 bonus to their rank in the Craft skill. healing and the martial arts. Compared to Knights, Monks have
• Dwarves can see in the dark out to a distance of forty feet only moderate battle proficiency and hit points, but Monks are
(which is 8” on the tabletop). masterful casters of White Magic, capable of learning a great
• Dwarves have a base Movement of 4” per round and an many healing and defensive spells. Monks’ magical capabilities
encumbrance limit of 5 stone (modified for STR). begin quite weak, but at the highest levels of the game, Monks
• A Dwarf character must have a STR score of at least 6. are able to use their spells to cure massive amounts of damage,
inflict great harm upon undead creatures, and even bring fallen
comrades back from beyond the veil of death.
Hobs • Monks are only able to wield blunt weapons (clubs, maces,
Hobs are a small folk, usually no more than three and a half feet staffs, hammers, and flails). They can wear leather or chainmail
tall. Although many think them little more than quaint and armor, but not plate. Monks are not proficient with shields.
rustic homebodies, Hobs are surprisingly athletic and unusually • Monks start with three hit dice, and they earn a new hit die
spirited. The Hobbish race is noted for its plucky determination, at levels 2, 3, 5, 6, 7, 9, and 10. Above 10th level, Monks earn
friendly charm, and surpassing love of food, ale, and tobacco. additional hit dice at every fourth experience level.
• Hobs add +1 to their Resistance bonus. • Monks are exceptionally skilled when fighting with their
• Hobs add a +1 bonus to their Accuracy with missile-fire. bare fists. Most characters are only able to cause a point or two
• Hobs add a +1 bonus to their rank in the Stealth skill. of damage with unarmed attacks, but 1st level Monks deal one
• Hobs are hard to take by surprise. At the start of an full die of damage. Thereafter, the Monk’s unarmed damage
unexpected encounter, most creatures and characters are increases according to the Class Abilities Table (see below).
surprised on a die roll of 1 or 2, but hobs are only surprised if the • Monks learn and cast White Magic spells according to the
surprise die turns up a 1. Monk Spells Known progression table (see below).

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CLASS ABILITIES TABLE MONK AND WIZARD SPELLS KNOWN

Knight’s Monk’s Rogue’s Level 1 2 3 4 5 6 7 8


Level Power Attack Unarmed Strike Critical hit 1 1 0 0 0 0 0 0 0
1-4 1 per battle 1D +2D 2 2 0 0 0 0 0 0 0
5-8 2 per battle 1D+1 +3D 3 2 1 0 0 0 0 0 0
9-12 3 per battle 1D+2 +4D 4 2 2 0 0 0 0 0 0
13-16 4 per battle 2D +5D 5 2 2 1 0 0 0 0 0
17-20 5 per battle 2D+1 +6D 6 3 2 2 0 0 0 0 0
21-24 6 per battle 2D+2 +7D 7 3 2 2 1 0 0 0 0
25+ 7 per battle 3D +8D 8 3 3 2 2 0 0 0 0
9 3 3 2 2 1 0 0 0
10 4 3 3 2 2 0 0 0
HIT DICE BY CLASS LEVEL
11 4 3 3 2 2 1 0 0
Level Knight Monk/Rogue Wizard 12 4 4 3 3 2 2 0 0
1 4 3 2 13 4 4 3 3 2 2 1 0
2 5 4 3 14 5 4 4 3 3 2 2 0
3 6 5 3 15 5 4 4 3 3 2 2 1
4 7 5 4 16 5 5 4 4 3 3 2 2
5 8 6 4 17 6 5 5 4 4 3 3 2
6 9 7 5 18 6 6 5 5 4 4 3 3
7 10 8 5 19 7 6 6 5 5 4 4 3
8 11 8 6 20 7 7 6 6 5 5 4 4
9 12 9 6 21 8 7 7 6 6 5 5 4
10 13 10 7 22 8 8 7 7 6 6 5 5
11 13 10 7 23 9 8 8 7 7 6 6 5
12 13 10 7 24 9 9 8 8 7 7 6 6
13 14 10 7 25 9 9 9 8 8 7 7 6
14 14 11 7 26 9 9 9 9 8 8 7 7
15 14 11 7 27 9 9 9 9 9 8 8 7
16 15 11 8 28 9 9 9 9 9 9 8 8
17 15 11 8 29 9 9 9 9 9 9 9 8
18 15 12 8 30 9 9 9 9 9 9 9 9
19 16 12 8
20 16 12 8
21 16 12 8 Abbots
22 17 13 9 At any time after reaching 10th level, a Monk can be promoted to
23 17 13 9 the rank of Abbot. An Abbot acquires one new special ability,
24 17 13 9 which is the power of Alchemy—the ability to create magic
25 18 13 9 potions from scratch.

PALADIN AND RANGER SPELLS KNOWN The Wizard


Level 1 2 3 4 Wizards are casters of Black Magic. They are very weak in
10 1 0 0 0 combat, but their spell ability is unmatched. Although they start
11 2 0 0 0 the game with knowledge of only a tiny number of spells, later
12 2 1 0 0 on they become capable of wreaking mighty destruction.
13 2 2 0 0 • Wizards are only permitted to wield daggers, staffs, and
14 2 2 1 0 slings. They can only wear leather armor.
15 3 2 2 0 • 1st level Wizards have two hit dice. They earn a new hit die
16 3 2 2 1 at levels 2, 4, 6, 8, and 10. Above 10th level, additional hit dice
17 3 3 2 2 are gained only at levels 16 and 22.
18 3 3 3 2 • Wizards learn and cast Black Magic spells according to the
19 4 3 3 2 Wizard Spells Known progression table (see above).
20 4 4 3 3
21 4 4 4 3 Warlocks
22 5 4 4 4 At any time after reaching 10th level, a Wizard can be promoted
23 5 5 4 4 to the rank of Warlock. Warlocks have one special ability that
24 5 5 5 4 Wizards do not—the practice of Volumancy, which allows them
25 5 5 5 5 to create magic scrolls.

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The Rogue Magic Spells
The Rogue is the most unusual of all the character classes. All of the character classes in the Elegia game are (sooner or later)
Trained in archery and scouting, Rogues prefer to keep their able to cast magic spells. Monks and Paladins are able to cast
distance from tough enemies. The Rogue’s combat capabilities White Magic, and Wizards and Rangers are able to cast Black
are best described as a combination of each of the other three Magic. To cast a spell, the player simply declares that his
character classes’: they have in-between hit points, just like character is doing so, and the referee determines the effect.
Monks, but they attack as Knights do when engaging in missile Casting a spell in battle takes up the character’s Action Phase for
combat, and as Wizards when attacking in hand-to-hand the battle round, just like making an attack or using an item.
combat. Needless to say, Rogues prefer to avoid mêlées and Casting a spell also requires the ability to speak freely, so spell-
instead shoot their troubles away. casting is impossible if the character is somehow muted or
• Rogues are permitted to wield any weapon, but they can silenced.
only wear leather or chainmail armor. They cannot wear plate, Learning Spells: Characters have a fixed limit on the
nor can they use shields effectively. number of spells that they are able to know at any one time,
• Rogues have the same hit die total as Monks. They start determined by their class and level. Monks and Wizards can
with three hit dice, and new hit dice are gained on levels 3, 5, 6, start learning spells at 1st level; Knights and Rogues can start
7, 9, and 10. After 10th level, new hit dice are gained at every learning spells as soon as they promote into Paladins and
fourth level (14th, 18th, and 22nd). Rangers, possibly as early as 10th level. Depending on the
• Rogues are prone to lucky shots in combat. Whenever any particular campaign, referees may allow players to choose their
other character rolls a natural 12 on an attack, this is a critical hit, first spell and then learn new spells immediately upon leveling
which causes +1D damage. Rogues cause more frequent and up; or the player characters may be required to learn the spells
deadlier “crits”: a Rogue scores a critical hit on any natural from other magic-users, buying Black spells from magic shops
attack roll of 11 or 12, and the damage caused is +2D. and donating to temples in exchange for White spells.
Furthermore, the damage increases by one additional die at Using Spells: Each spell that a character knows can only be
every four levels above the 1st (levels 5, 9, 13, and so on), up to a cast once per day. Expended spells are then renewed when a
maximum of +8D at 25th level. character gets a full night’s rest. If a character wants to cast the
• Rogues are quick. An unencumbered Rogue adds +1” to his same spell more than once per day, he actually has to learn it
combat movement, so that a Human or Elvish Rogue is MV 6” multiple times. (Since there are only four spells per spell level,
and a Dwarvish or Hobbish Rogue is MV 5”. An encumbered characters will eventually have to learn multiple copies of some
Rogue, however, loses this bonus and thus moves at only 2”. spells in order to fill all of their available spell slots.)
Spell Properties: Every spell has a Range and an Area. The
Rangers Range is the maximum distance from the caster to the center of
At any time after reaching 10th level, a Rogue can be promoted to the spell’s target Area. The Area is spell’s diameter of effect.
the rank of Ranger. A Ranger is very dangerous in missile Both Range and Area are expressed by a number of inches,
combat! Rangers earn the following special abilities: which can be read as “spaces” (that is, squares or hexagons on a
• When engaging in missile combat, a Ranger is permitted to battle-mat). A spell with a Range of 0” only affects the caster,
attack twice each round. (Unlike a Paladin, a Ranger is not while a spell with a Range of 1” only affects a space adjacent to
permitted a second attack in hand-to-hand combat.) the caster. An Area of 1” affects only a single space (generally
• Rangers have deadly aim. A ranger scores a critical hit on meaning only one target), while larger Areas affect wider
any natural attack roll of 10, 11, or 12. diameters of space. A spell with an Area of 5”, for example,
• Rangers are able to cast Black Magic spells, just like affects a diameter five spaces wide (i.e. five hexagons across, or
Wizards. (Rangers use the same spell progression as Paladins.) five squares up and down and three squares across diagonally).

WHITE MAGIC SPELLS

LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 LEVEL 6 LEVEL 7 LEVEL 8


BLAST GROUND AURA DETOX AURA2 PROTECT2 AURA3 BARRIER
BLINK SIGHT BLAST2 FEAR BLAST3 RECALL BLAST4 DISPEL
CURE SILENCE COOL VOICE CURE3 SOFT CURE4 HOLY
PROTECT VANISH CURE2 WARM LIFE VANISH2 SURVIVE LIFE2

BLACK MAGIC SPELLS

LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 LEVEL 6 LEVEL 7 LEVEL 8


BOLT DARK BOLT2 CONFUSE FIRE3 BOLT3 BLIND BANISH
CURSE ICE CURSE2 HASTE SCOURGE DEATH ICE3 FLARE
FIRE TEMPER FIRE2 ICE2 SLOW2 QUAKE SABER KILL
SLEEP SLOW HOLD SLEEP2 WARP STUN STONE STOP

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Resistance Rolls: Many ――――LEVEL TWO―――― FEAR SOFT
spells allow a resistance roll to Range: 8" Area: 5" Range: 1” Area: 1”
negate or mitigate the effects of GROUND Effect: Target creatures attempt Effect: Cures petrification.
a spell. The roll is made like all Range: 0" Area: 5" to flee (resist to negate). The
such rolls, casting two dice and Effect: Affected allies take half affected creatures remain afraid VANISH2
adding the character’s Resist- damage from lightning (one- for the rest of the day, or until Range: 0” Area: 5”
ance modifier (which usually quarter damage if they can roll struck for damage. Effect: Allies in the area become
includes the base RS bonus, the resistance) for one round per invisible (Stealth rank 6; DF +4)
character’s WIL modifier, and point of the caster’s WIL. VOICE for one round per three points
any racial or magical bonuses). Range: 1" Area: 1" of the caster’s WIL.
The target number (TN) of the SIGHT Effect: Cures silence effects.
resistance roll depends on who Range: 1" Area: 1" ――――LEVEL SEVEN――――
or what is casting the spell. For Effect: Causes an object to glow WARM
characters, the TN is 9 plus the like a torch (9” diameter) for a Range: 0" Area: 5" AURA3
spell-caster’s relevant attribute day, or cures blindness effects. Effect: Allies take half damage Range: 12” Area: 7”
modifier (WIL for White Magic from cold (one-quarter damage Effect: Heals all targets for 8D
and INT for Black Magic). For SILENCE if they can roll resistance) for hit points.
monsters, the TN is equal to 9 Range: 8" Area: 5" one round per point of the
plus one-half the monster’s Effect: Targets must roll resist- caster’s WIL. BLAST4
base Resistance bonus (which ance or be muted for a day (or Range: 16” Area: 9”
amounts to TN 9 for monsters until cured with VOICE). ――――LEVEL FIVE―――― Effect: Deals 20D damage to all
with up to 12 hit dice; TN 10 for undead (resist for half damage).
monsters with 13 to 24 hit dice; VANISH AURA2
and TN 11 for monsters 25 hit Range: 1" Area: 1" Range: 8” Area: 5” CURE4
dice and up. Effect: Makes the affected target Effect: Heals all targets for 5D Range: 12” Area: 1”
invisible (Stealth rank 6; DF +4) hit points. Effect: Cures all HP damage.
for one round per two points of
White Magic the caster’s WIL. BLAST3 SURVIVE
Range: 12” Area: 7” Range: 0” Area: 7”
――――LEVEL ONE―――― ――――LEVEL THREE―――― Effect: Deals 12D damage to all Effect: Allies in the area are +4
undead in the area (resist for to resist death magic (including
BLAST AURA half damage). SCOURGE, DEATH, QUAKE, BAN-
Range: 4" Area: 3" Range: 4" Area: 3" ISH, and KILL).
Effect: 2D damage to all undead Effect: Heals all targets for 2D CURE3
in area (resist for half damage). hit points. Range: 8” Area: 1” ――――LEVEL EIGHT――――
Effect: Heals 8D hit points to
BLINK BLAST2 one target. BARRIER
Range: 0" Area: 1" Range: 8" Area: 5" Range: 4” Area: 1”
Effect: Creates 2 to 4 (½D+1) Effect: 6D damage to undead LIFE Effect: For one round per point
mirror images around the (resist for half damage). Range: 1” Area: 1” of the caster’s WIL, the target of
caster. Each time the caster is Effect: Revives a slain character this spell automatically takes
successfully “hit” with a COOL to 1 hit point, provided the half damage from all attack
weapon, no damage is taken, Range: 0" Area: 5" spell is cast within one round spells and breath weapons, and
and one of the images is Effect: Allies take half damage per point of the caster’s WIL. one-quarter damage if a
destroyed instead. If not from fire (one-quarter damage resistance roll can be made.
destroyed, the BLINK images if they can roll resistance) for ――――LEVEL SIX――――
persist for one round per point one round per point of the DISPEL
of the caster’s WIL. caster’s WIL. PROTECT2 Range: 12” Area: 1”
Range: 0” Area: 5” Effect: The target creature loses
CURE CURE2 Effect: Allies in the area are +1 its inherent affinity for any and
Range: 1" Area: 1" Range: 4" Area: 1" to DF and RS for one round per all elements, thereby becoming
Effect: Restores 2D hit points to Effect: Heals 5D hit points to two points of the caster’s WIL. vulnerable to full damage from
one target. one target. elemental attacks. The target
RECALL can resist at -2 to negate this
PROTECT ――――LEVEL FOUR―――― Range: 0” Area: 7” effect, which otherwise persists
Range: 1" Area: 1" Effect: The caster and all chosen for one round per point of the
Effect: One target is +1 to DF DETOX allies are instantly teleported to caster’s WIL. This spell also
and RS for one round per point Range: 1" Area: 1" the last friendly monastery or counters and dispels GROUND,
of the caster’s WIL. Effect: Neutralizes poison. temple visited by the caster. COOL, WARM, and BARRIER.

9
HOLY ICE own allies instead of enemies. the tabletop). The destination
Range: 20” Area: 9” Range: 4" Area: 1" Confusion lasts for one round of the WARP spell can lie in any
Effect: Deals 20D damage to all Effect: 4D cold damage to one per two points of the caster’s direction in three dimensions,
targets in the area (resist for target (resist half). INT or until a creature is struck but it cannot be occupied by
half damage). for damage. solid matter; it must be on a
TEMPER reasonably level surface; and
LIFE2 Range: 1" Area: 1" HASTE the caster must have at least
Range: 4” Area: 1” Effect: Target is +1 to hit and Range: 4" Area: 1" seen the destination once be-
Effect: Revives a slain character +1D to damage with weapons Effect: Doubles one target's fore. The WARP spell always
to full hit points, provided the for one round per two points of movement and number attacks teleports the caster along with
spell is cast within three rounds the caster’s INT. for one round per two points of other targets, and only willing
per point of the caster’s WIL. the caster’s INT. This spell also targets can be taken along.
SLOW counters and dispels SLOW.
Range: 8" Area: 3" ――――LEVEL SIX――――
Black Magic Effect: All targets must roll ICE2
resistance or else have their Range: 8" Area: 3" BOLT3
――――LEVEL ONE―――― Movement and number of Effect: 8d6 cold damage to all Range: 12" Area: 5"
attacks halved for one round targets (resist for half damage). Effect: 16d6 shock damage to all
BOLT per two points of the caster’s targets (resist for half damage).
Range: 4" Area: 1" INT. A slowed creature with SLEEP2
Effect: 3D shock damage to one one attack per round, for Range: 8" Area: 1" DEATH
target (resist for half damage). example, could only attack Effect: Puts one target to sleep Range: 12” Area: 1”
every second round. (resist to negate). The target Effect: Instantly slays one target
CURSE remains asleep for one round (resist at a -1 penalty to negate).
Range: 4" Area: 1" ――――LEVEL THREE―――― per point of the caster’s INT or Undead are immune.
Effect: Target is rendered -2 to until struck for damage.
DF and RS for one round per BOLT2 QUAKE
two points of the caster’s INT Range: 8" Area: 3" ――――LEVEL FIVE―――― Range: 12" Area: 7"
(roll resistance to lower the Effect: 6D shock damage to all Effect: Causes an earthquake
penalty to -1). targets (resist for half damage). FIRE3 that swallows creatures whole,
Range: 12" Area: 5" killing them instantly. All
FIRE CURSE2 Effect: 12d6 fire damage to all targets must roll resistance or
Range: 4" Area: 1" Range: 8" Area: 3" targets (resist for half damage). else be killed. Flying creatures
Effect: 3D fire damage to one Effect: All targets become -2 to are immune.
target (resist for half damage). DF and RS for one round per SCOURGE
two points of the caster’s INT Range: 8" Area: 5" STUN
SLEEP (or -1 with a resistance roll). Effect: Produces a cloud of Range: 12” Area: 1”
Range: 8" Area: 3" deadly green vapor. All targets Effect: Paralyzes one target
Effect: All targets in the area FIRE2 in the area must roll to resist at (resist at -2 penalty to negate)
must roll resistance at a +2 Range: 8" Area: 3" a +1 bonus or choke to death. for one round per point of the
bonus or else fall asleep. Effect: 6D fire damage to all Creatures without breath (such caster’s INT.
Affected targets remain asleep targets (resist for half damage). as golems and undead) are
for one round per point of the unaffected by this spell. ――――LEVEL SEVEN――――
caster’s INT or until struck for HOLD
damage. Range: 4" Area: 1" SLOW2 BLIND
Effect: Paralyzes one enemy Range: 12" Area: 1" Range: 16” Area: 1”
――――LEVEL TWO―――― (resist at a +1 bonus to negate) Effect: Target creature must roll Effect: Blinds one creature (as
for one round per two points of resistance at -2 penalty or else per the DARK spell) unless a
DARK the caster’s INT. have its Movement and number resistance roll is made at a -2
Range: 8" Area: 3" of attacks halved for one round penalty. The blinded creature
Effect: All targets must roll ――――LEVEL FOUR―――― per point of the caster’s INT. is permanently affected until
resistance or be blinded (cannot cured with SIGHT.
see and -4 to Accuracy) by a CONFUSE WARP
cloud of darkness that hovers Range: 8" Area: 3" Range: 0” Area: 7” ICE3
over the target’s eyes. Affected Effect: All targets must roll Effect: The caster and all allies Range: 16" Area: 7"
targets remain blinded for one resistance or else be confused. are safely teleported to another Effect: 20d6 cold damage to all
day or until cured by SIGHT. Confused creatures attack their location within 360 feet (72” on targets (resist for half damage).

10
SABER CHARACTER EXPERIENCE LEVELS
Range: 0” Area: 1”
Effect: Transforms the caster Experience Skill Attribute Resistance
into a fierce warrior for one Level Points Required Points Raises Bonus
round per point of INT. While 1 0 3 — +0
the spell lasts, the caster is +2 to 2 20 3 — +0
Accuracy and +2D to weapon 3 60 4 — +0
damage. 4 120 4 1st +0
5 200 5 — +0
STONE 6 300 5 — +0
Range: 16” Area: 1” 7 420 6 2nd +1
Effect: Petrifies one target 8 560 6 — +1
unless a resistance roll can be 9 720 7 — +1
made at a -2 penalty. Petrifica- 10 900 7 3rd +1
tion is permanent until cured 11 1,100 8 — +1
with SOFT. 12 1,320 8 — +1
13 1,560 9 4th +2
――――LEVEL EIGHT―――― 14 1,820 9 — +2
15 2,100 10 — +2
BANISH 16 2,400 10 5th +2
Range: 16” Area: 9” 17 2,720 11 — +2
Effect: Creates a vortex to the 18 3,060 11 — +2
nth dimension that sucks up all 19 3,420 12 6th +3
enemies, obliterating them 20 3,800 12 — +3
unless they can roll resistance at 21 4,200 13 — +3
a -1 penalty. 22 4,620 13 7th +3
23 5,060 14 — +3
FLARE 24 5,520 14 — +3
Range: 20” Area: 9” 25 6,000 15 8th +4
Effect: Creates a cloud of
incendiary nuclear plasma
filled with tiny explosions that
deals 24D damage to all Experience Levels
creatures in the area (resist for Characters improve their abilities by acquiring experience points (XP) and accumulating enough
half damage). points to go up in levels. Experience points are earned by slaying monsters: each defeated monster
is worth a number of XP equal to its hit point total, plus bonus XP for any spell levels or special
KILL abilities the monster might possess. The total number of XP earned after each battle is divided
Range: 20” Area: 1” among all of the surviving player characters, and when a character has enough XP to go up a level,
Effect: Slays one creature (resist the effects of the level-up apply instantly.
at -3 to negate). Undead are Hit Dice: Player characters gain hit dice at regular intervals, depending on their class. A hit die
immune. for a player character is rolled in a special way: the player rolls a die, but a result of 1 must be
rerolled; only a result of 2 or higher is a valid roll. Then the player adjusts the die roll for his
STOP character’s STR modifier, and this adjusted number is immediately added to the character’s current
Range: 20” Area: 7” and maximum hit point totals. Note that a STR penalty cannot bring the result below 1 hit point.
Effect: Paralyzes all creatures Skill Points: Characters start the game with three skill points, plus or minus their INT
unless a resistance roll at a -2 modifier. A character gains one new skill point at every odd-numbered experience level and
penalty can be made. The effect whenever he raises his INT score to the point where the modifier increases.
persists for one round per point Attribute Raises: At 4th level and every three experience levels thereafter, characters are
of the caster’s INT. permitted to raise any attribute by one point. An attribute can be raised to as high as 15.
Resistance Bonus: This is the base Resistance modifier applied to a character’s resistance rolls.
Resistance rolls are explained further in the Adventures & Battles chapter.
Epic Levels: Characters are not limited to the 25th level of experience. Many character features
(Accuracy, Resistance, and most special abilities) stop advancing at 25th level, and Monks and
Wizards stop learning spells after 30th level. But skill points and attribute raises are earned ad
infinitum, at least until a player manages to raise his character’s skill ranks to all 6s and his attributes
to all 15s. Hit dice also continue to accrue at regular intervals (every three levels for Knights, four
levels for Rogues and Monks, and six levels for Wizards). Levels above 25th require 500 additional
XP each, so characters will reach 26th level at 6,500 XP; 27th level at 7,000 XP; 28th level at 7,500 XP;
and so on.

11
Skills THE SAME OLD SKILL SYSTEM
Readers familiar with Relative Entropy Games might notice that
Starting skills represent a character’s “background knowledge”: the skill system presented here is identical to the system found
all those things that the character knew before becoming a 1st in the Engines & Empires setting for Labyrinth Lord &al. The
level hero. As characters gain levels, they get the chance to learn system is simple, balanced, somewhat free-form, and does pretty
new skills and improve upon what they already know. There are much whatever the Ref wants it to, so why reinvent the wheel?
twelve different skills in the game: Of course, you’ll note that Elegia allows all character classes to
achieve skill rank 6, and no class earns more skill points than
Skill Possible Uses any other, because this game lacks a specialized thief type.
Athletics (Ath) Climbing, tumbling, running, swimming There is the Rogue, but this class is supposed to be an archer, not
Civics (Civ) Bureaucracy, law, politics, statecraft a burglar. Anybody who wants to be a thief can do so by
Craft (Cra) Building, brewing, repairing, dismantling training in the proper skills: Stealth for sneaking and pick-
Diplomacy (Dip) Negotiating, persuading, bluffing pocketing; Athletics for climbing and tumbling; Perception for
Entertain (Ent) Acting, playing music, giving speeches finding traps and listening at doors; Craft for making and
Knowledge (Kno) Lore, sciences, humanities, languages unmaking traps; Civics for forging documents and making
Medicine (Med) Healing, anatomy, surgery, psychiatry contacts; Trade for fencing goods; Diplomacy for bluffing,
Outdoors (Out) Animals, plants, tracking, riding intimidating, and speaking in “thieves’ cant”; Knowledge for
Perception (Per) Searching, listening, reading people deciphering ancient treasure maps; and so on.
Pilot (Pil) Driving, flying, sailing, navigating
Stealth (Ste) Hiding, sneaking, sleight-of-hand Referees should be careful not to overuse the dice! A game
Trade (Tra) Business, economics, accounting can be ruined quickly if every action that a character takes might
fail or succeed depending on a skill check.
A character’s aptitude at each skill is described by his skill Rank 6: When a skill rises to rank 6 (the maximum possible
rank. Skills always begin at a base rank of 1, which is the skill rank), the rules change. Checking a rank 6 skill is the same
minimum possible skill rank and represents no training as rolling an attribute check for a score of 15: the referee instead
whatsoever in that particular skill category. By spending skill rolls two dice, and success occurs on a roll of 1-10, while failure
points, characters can raise their skills as high as rank 6. At 1st happens on a roll of 11-12.
level, most characters begin with 3 skill points plus or minus Remember, too, that a penalty (whatever the circumstance)
their INT modifier. Each spent skill point raises one skill by one applies directly to the skill rank, not the die roll; so if a character
rank. A 1st level character must devote each of his starting skill with six ranks in a skill takes a penalty for whatever reason, the
points to separate skills, meaning that a beginning character skill rank is temporarily lowered, and the skill goes back to
usually has a maximum skill rank of 2. being checked on one die instead of two (with a 1 still indicating
Characters gain an additional skill point at every odd- automatic success and a 6 indicating automatic failure).
numbered experience level and whenever their INT score rises to Skills and Armor: Two particular skills, Athletics and
the point that the modifier goes up as well. Once a character has Stealth, rely on a character’s ability to move deftly and without
surpassed 1st level, he can opt to build on previously trained restriction. Therefore, a character wearing chainmail armor
skills and reach skill ranks of 3 and higher. suffers a -2 penalty to his Athletics and Stealth ranks, while a
Elves, Dwarves, and Hobs: Non-human characters have +1 character in plate armor suffers a -3 penalty to these skills.
bonus rank in some skill, viz. Craft for Dwarves, Perception for Skills and Attributes: In general, skill ranks should not be
Elves, and Stealth for Hobs. This bonus rank is applied after a used to modify attribute checks, and attribute modifiers should
player allocates his character’s starting skill points, so it does not not adjust skill checks. If the referee decides that a die-roll
count against the character’s maximum skill rank at 1st level. should be used to adjudicate a particular action, he should also
Therefore, it is actually possible for the character to start at rank decide whether the quality being checked is a matter of raw
3 in one of these skills, by applying both a starting skill point talent (an attribute check) or training and experience (a skill
and the racial bonus to the skill. check) and then stick with a single die-roll.
The Skill Check: A character’s skill rank is his chance in 6 Of course, the referee is always free to invent new skill
of passing a skill check. The referee can call for a skill check, or resolution mechanics. A task might be adjudicated by rolling
he can roll it himself in secret, and then use the roll to help 2D, adding a skill rank and an ability modifier, and attempting
adjudicate success or failure at some action that a character is to me a target number that varies by difficult (perhaps 9, 13, and
attempting. The referee rolls 1d6, and if the die roll is equal to or 17 for tasks of ordinary, considerable, and extreme difficulty).
less than the character’s skill rank, the skill check has passed.
What this actually means in a given situation is up to the referee.
Sometimes, a bonus or penalty might be assigned to a skill Money
check. When this is the case, the modifier must be applied to the The last important feature of a player character is that character’s
skill rank, not the die-roll itself! A bonus to a skill will increase possessions: his equipment, particularly weapons and armor.
the chance of passing the check, while a penalty will (obviously) But before a character can purchase items, he must have money.
reduce the chance. Regardless of any modifiers, a roll of 1 In the Elegia game, the standard unit of currency is the gold
always indicates success on a skill check, while a roll of 6 always piece or G.
means failure.

12
A gold piece is a very small gold coin weighing less than a Missile Attack Range Ammunition Cost Weight
quarter of an ounce. When calculating encumbrance for a Thrown object 4” — — —
character’s carried gold, assume a standard weight of seventy Bow, long 14” Arrows 1G 1/80 st

coins to the pound, which is one thousand coins to the stone. Bow, short 10” Arrows 1G 1/80 st

All player characters start the game with 3D x 10 gold coins; Club 4” — — —
or, if the Ref wishes to keep things on an even footing for Crossbow 12” Quarrels 1G 1
/40 st
everybody, each character can start with 100G. Dagger 4” — — —
Dart 6” — — —
Hatchet 4” — — —
Weapons Javelin 8” — — —
Elegia characters will have to fight their way through hordes of Sling 8” Bullets 1G 1/80 st

monsters before their quests are complete. To wit, they will Spear 6” — — —
need to be well-armed. Heroes in a hostile world live and die by Trident 4” — — —
their choice of weaponry!
Hand-to-Hand Weapons: A hand-to-hand weapon allows a Non-Proficiency
character to add his STR adjustment to both Accuracy (chance to The weapons in the table above are marked by the classes which
hit) and Damage. Hand-to-hand attacks have a range of 1” (that are trained in their use, under the “Use” column. Knights and
is, they can only hit opponents standing in an adjacent Rogues are able to use all weapons, but Monks and Wizards are
square/hex), except for whips, pole arms, and lances, which have limited in their choice of weaponry. If a Monk or Wizard
a range of 2”. attempts to wield a disallowed weapon, the lack of proper
Missile Weapons: Missile-fire allows a character to add his training shows through—such weapons are little better than
DEX adjustment to both Accuracy and Damage. (It does not sticks and stones in unpracticed hands. In such a case, the Monk
matter whether the weapon is thrown or hurls ammunition; only or Wizard deals half the damage that a Knight or Rogue would
DEX ever modifies missile attacks, not STR.) Missile weapons deal when wielding the same weapon.
have greater ranges than hand-to-hand weapons, but missile
attacks are only possible so long as the character has sufficient Qualities of Hand-to-Hand Weapons
ammunition. A character can strike without a weapon and cause half a die,
minus one spot, of damage. (Note that a hit with any attack
Hand Weapon Damage Cost Weight Use always causes at least one point of damage, even if a penalty to
Unarmed ½D-1 — — — the die roll would bring the total to zero or lower.) Monks, of
Whip ½D-1 5G 1/8 st KR course, are trained in the use of their bare fists and cause one full
Blackjack ½D 5G 1
/8 st KRM die of damage (or more) unarmed, but other characters are not
Brass knuckle ½D 5G 1
/8 st KRM so lucky. Fighters, Rogues, and Wizards, if they want to be
Club D-1 1G 1/4 st KRM effective in combat, must equip themselves with weapons.
Dagger D-1 5G 1
/8 st KRW A desperate character could always grope for whatever
Hatchet D-1 5G 1/8 st KR objects are handy, such as sticks and rocks and bar furniture.
Nunchaku D 5G 1
/8 st KRM These are called “improvised” weapons, and they deal ½D in
Rapier D 10G 1/4 st KR damage. It’s better than nothing, but it’s still not great.
Quarter staff D 2G 1
/4 st KRMW Barely better than these are the sorts of small, light weapons
Broad sword D(+1) 15G 1/4 st KR which are more meant to subdue than to wound or kill. Brass
Chain flail D(+1) 10G 1/4 st KRM knuckles and blackjacks (also called saps) deal the same damage
Hand axe D(+1) 10G 1
/4 st KR as improvised weapons; they’re useful for brawls and random
Mace D(+1) 10G 1
/4 st KRM acts of thuggery, but not for fighting monsters.
Pick D(+1) 10G 1/4 st KR A whip, which causes the same weak damage as a bare-
Spear D(+1) 10G 1
/4 st KR fisted punch, at least has the advantage of range: a whip can
Trident D(+1) 10G 1/4 st KR attack targets 2” away. A whip can also be used to entangle a
War hammer D(+1) 10G 1/4 st KRM target: the character attacks, but deals no damage on a hit.
Battle axe D+2 20G 1/2 st KR Instead, the target has to roll resistance (TN 9) or be tangled in
Great sword D+2 20G 1/2 st KR the whip. The target might be tripped, unable to move, or suffer
Maul D+2 20G 1/2 st KRM a penalty to Accuracy and Defense until he can shrug off the
Pole arm D+2 25G 1 st KR whip.
Lance D+2 30G 1 st KR Clubs, daggers, and hatchets are the smallest real weapons.
The damage die has a one-spot penalty with these weapons, but
Missile Weapon Damage Cost Weight Use they are also light enough to be thrown with a 4” range.
Bow, long D 50G 1
/2 st KR The nunchaku and the rapier are examples of relatively
Bow, short D 30G 1/4 st KR light, medium-sized weapons that deal one full die of damage.
Crossbow D 40G 1/4 st KR These weapons are meant to be wielded in one hand. The
Dart D-1 1G 1/40 st KR quarter staff, which also deals one die of damage, requires two
Javelin D 2G 1/8 st KR hands to use—and it is too big for a Hob to wield, meaning that
Sling D-1 2G 1
/8 st KRMW only Men, Elves, and Dwarves can use one.

13
GUNPOWDER weapons. If a dart or a javelin is used in desperate hand-to-hand
Depending on the state of the world created by the referee, combat, it deals half damage.
gunpowder may or may not exist in widespread use. If they Slings, bows, and crossbows are kept in hand and hurl
exist at all, gunpowder weapons will resemble early medieval or ammunition at targets. Slings throw bullets or small stones,
late renaissance armaments, such as hand-lit grenades and crossbows throw bolts or quarrels, and bows shot arrows. Bows
wheel-lock pistols, muskets, and blunderbusses. It will be up to come in two sizes: the short bow and the long bow. The long
the referee to set the prices for such items. Their game effects are bow is very large, often as tall a Man, and so it can only be used
delineated here: by Men and Elves and Dwarves, not by Hobs.

Weapon
Grenade
Damage
2D
Range
4”
Weight
1
/20 st
Use
KRW
Armor
Pistol D+1 10” 1/4 st KRW Armor is the chief determinant of a character’s Defense score,
Musket D+1 16” 1/2 st KR the number that enemies need to roll in order to hit the
Blunderbuss D+2 4” 1/2 st KR character. A character with no armor at all has Defense 7, plus
or minus any DEX modifier. Wearing armor improves Defense,
All gunpowder weapons are slower than normal weapons. The but it also weighs a character down (even the lightest suit of
grenade has to be lit before it can be thrown, which takes one armor weighs one stone), potentially lowering Movement.
round. All other gunpowder weapons have to be reloaded after
each time they are fired, which also takes one round. (Bullets or Armor DF Cost Weight Use
shot, along with the appropriate charge of powder, cost 2G Leather 8 20G 1 st KRMW
apiece and weigh eighty to the stone.) Chainmail 9 200G 3 st KRM
Grenades deal 2D damage in a 3” diameter centered on the Plate 10 2,000G 4 st K
target space. No to-hit roll is needed with a grenade, but targets Shield +1 20G ½ st K
in the area can roll resistance (TN 9) for half damage.
Knights and Rogues are allowed to use any gunpowder Note that chainmail and plate armor, being metal and relatively
weapon, but Monks are forbidden from using them. Wizards heavy and cumbersome, also impose a penalty on certain skill
are only capable of using grenades and pistols. checks (and possibly on Dexterity attribute checks as well,
depending on the situation). The Stealth and Athletics skills rely
Larger weapons (the broad sword, chain flail, hand axe, heavily on deft movement, so these skills nearly always suffer
mace, pick, spear, trident, and war hammer) are somewhat the “armor check penalty” associated with heavy armor. The
heftier and sometimes deadlier. These weapons also deal one penalty is -2 to the character’s skill rank when wearing chain-
die of damage, but they add a +1 spot bonus when wielded in mail, and -3 when wearing plate. Remember, though, no penalty
hand-to-hand combat with two hands, foregoing the use of a can lower a character’s chance of passing a skill check below
shield or a second weapon. Note that Men, Elves, and Dwarves one-in-six.
have the option of wielding these weapons in one hand or two;
Hobs must carry these heavy weapons in two hands, but they do
still enjoy the benefit of the extra damage.
Other Gear
The final class of hand-to-hand weapons includes the battle Adventuring is rough business, and player characters might
axe, great sword, maul, pole arm, and lance. All of these want to use all manner of useful things to make their lives
weapons require two hands to use, and they can only be carried easier—torches and lanterns, maps and compasses, wooden
by a Man, an Elf, or a Dwarf; they are too big for Hobs to use. poles and iron spikes, rope and climbing gear, mounts and tack,
These weapons cause one die of damage, plus two pips. The and of course every party of adventurers will need backpacks
lance and the pole arm have the added benefit of reach: these and waterskins and rations.
weapons can be used to attack targets 2” away. A character Elegia is more about exploring unknown vistas and battling
wielding a lance from the back of a mount also enjoys a +1 bonus fierce monsters than about mundane logistics or the real-life
to Accuracy. particulars of traveling through rugged wilderness. The referee
is always free to invent a system of rules for specific pieces of
Qualities of Missile Weapons equipment and their uses, but in order to speed play, this game
As with hand-to-hand combat, missile-fire is possible with assumes that such things happen in the background, between
naught more than improvised implements, thrown stones and scenes. Whether a character has a coil of rope or not can be
ale mugs and dinner plates and such. An improvised missile vitally important or completely trivial, depending on the
weapon causes half a die of damage and has a range of 4”. referee’s style of moderating the game and how much precision
Sometimes, a character may wish to throw a hand weapon he deems necessary.
that isn’t meant to be thrown—a broad sword or a battle axe, for The simplest solution of all is to just presume that
example. This is similar to making an improvised attack. The characters have what they need to survive in the wilds and
range is still 4”, but now the damage is half of whatever the negotiate most caverns and dungeons. At the start of the game,
weapon normally deals, except modified for DEX instead of STR. each character can spend 50G to buy a fully equipped pack of
Proper thrown weapons include clubs, daggers, hatchets, “adventurer’s gear”, a backpack and a bedroll and a light source
spears, and tridents (all of which are also hand weapons), and and rope and food and so on (weight: one-half stone). Perhaps
also darts and javelins, which are only meant to be missile the consumables in the pack only last for a week or two, and the

14
character will have to pay 10G at regular intervals to replenish successfully “hit” with the scroll. (Scroll magic has a range of
rations—in addition to whatever monies the character might pay 4”.) If the attack roll hits, the scroll-magic strikes the target. The
to rest at inn when arriving in a new town. target then takes two dice of elemental damage, unless a
Special Items: More important than mundane gear, at least resistance roll can be made, in which case the damage is halved.
important enough to bear mentioning in the game rules, are Potions and scrolls are treated as weighing one-sixteenth
those items of a magical nature that adventurers are wont to use stone each. A potion always takes the form of a liquid, sealed
by the crate-load: potions and scrolls. Any town with a skilled within a flask or phial of some kind. The potion takes effect
alchemist or apothecary will stock plenty of these items: whether the liquid is consumed by its user or merely dashed
over the target (which, in the case of the SOFTENING potion, is
Item Cost Effect really the only option available). A scroll is essentially a magical
HEALING Potion 40G Restores hit points. spell written on a roll of parchment and then sealed in some
ANTIDOTE Potion 50G Chance to neutralize poison. manner, typically by a lump of wax impressed with an arcane
SOFTENING Potion 60G Chance to neutralize petrification. symbol. A scroll can only be used by a Wizard or a Ranger, and
it is activated by breaking the seal and throwing the scroll in the
Potions are cheap, but generally less effective than White Magic direction of the target. (Reading the scroll in combat would be
spells. A HEALING potion restores only 1D hit points. The impossible—scrolls are inscribed with many lines of magic
ANTIDOTE and SOFTENING potions are not automatic in their words, but a battle round is mere seconds long.) Breaking the
effects like the DETOX and SOFT spells: instead, they grant the seal releases the stored magical energy, which then consumes
afflicted character a second resistance roll to shrug off the effects the scroll in mid-air and transforms the paper into the bolt of
of poison or petrification. fire, cold, or lightning, which streaks toward the targeted enemy.
On the Black Magic side of things, any town with a decent
magic shop will sell scrolls with the following effects: Alchemy and Volumancy
Alchemy is the practice of potion-brewing. Volumancy is the art
Item Cost Effect of scroll-scribing. Alchemy can only be performed by an Abbot,
BLAZE Scroll 50G 2D fire damage. while only a Warlock can practice Volumancy. These abilities
FREEZE Scroll 50G 2D cold damage. allow characters to create potions and scrolls from scratch, for
THUNDER Scroll 50G 2D lightning damage. only one-fifth the cost (8 to 12 gold per potion, and only 10 gold
per scroll). Making special items takes some time, though: an
Scrolls aren’t as effective as Black Magic spells, because they alchemist or scribe can only make one potion or scroll per day,
don’t deal as much damage and they don’t always affect their and then only if the character does nothing else that day—no
target. The character must make a missile attack roll in order to traveling, no fighting, nothing at all but brewing or scribing.

15
Chapter 2 • Monsters & Relics
The last chapter covered player characters and all of the details ADAMANTOISE
which are to some degree under the players’ control. This HD: 30 DF: 13 MV: 4” (2”) AT: 4D x 3
chapter is only for referees: it describes two important game One of the largest and most fearsome creatures in all existence is
features which the referee must place carefully throughout each the adamantoise, also sometimes called the “dragon tortoise”.
game world. These are monsters, the opponents that player The sheer size of this beast actually dwarfs most dragons, and its
characters will have to face during their quests; and Relics, items shell is harder than steel plate. An adamantoise is a sea-going
of powerful magic which will be of great use to the characters creature (it moves at half speed on dry land). It has a powerful
throughout each adventure. breath weapon, useable thrice per day, a 3” x 5” cloud of
blistering steam that deals damage equal to the adamantoise’s
current hit point total (resist for half).
Monsters
The Elegia game presupposes a world dominated by vast AHRIMAN, EYE OF DOOM
stretches of monster-infested wilderness. Places of safety and HD: 18 DF: 11 MV: 6” AT: 4D
civilization are few and far-between, possibly remnants of a A gigantic version of the floating eye, Ahriman is a much larger
once-mighty and now fallen civilization. Heroes who leave the and deadlier entity. This creature doesn’t just paralyze with its
safety of these few and far-flung towns will encounter fearsome gaze: anything that looks into its single gigantic eye must roll
beasts practically everywhere they go. Fortunately for the resistance or die. Like its smaller cousins, the singular Doom
heroes, fighting these monsters earns them Experience Points, Eye resembles a gigantic lidded eye, held aloft by huge bat-
which in turn makes the heroes stronger and better able to wings, with a toothy mouth and two tiny claws underneath it. It
survive dangerous monster encounters. is capable of casting spells as a 12th level Wizard.

Qualities of Monsters BANSHEE


Each monster entry includes the following: HD: 5 DF: 12 MV: 5” AT: 1D
HD: Hit dice rolled for hit points. A bonus following the hit A banshee is the undead spirit of a female Elf who was evil in
die number indicates extra pips added to the hit point total. Hit life. It looks like a translucent, gaunt Elvish woman clad in a
dice indicate the monster’s level and therefore determine its death-shroud. A banshee can use its wail to cast FEAR thrice per
Accuracy in combat and its Resistance to special attacks. day and DEATH once per day. Banshees have unusual resistance
DF: The monster’s Defense score. to magic spells and make all such rolls at a +2 bonus. Banshees
MV: The monster’s Movement, in tabletop squares or hexes. can only be harmed by spells and mythrill or magical weapons.
AT: The damage that a monster causes with a successful
physical attack. A multiplier following this number indicates BASILISK
that the monster is capable of multiple attacks each round. HD: 6 DF: 9 MV: 4” AT: 1D
A basilisk is a huge feathered lizard with a petrifying gaze.
Accuracy and Resistance Once per round, in addition to its bite attack, the basilisk can use
Accuracy is a bonus to a monster’s chance to hit in combat, while its gaze to attempt to turn one creature within sight to stone. A
Resistance is a bonus to a monster’s chance to avoid magic and resistance roll must be made to avoid petrification. If characters
other miscellaneous attacks. Both of these qualities are say that they are averting their eyes while fighting the creature,
determined strictly by each monster’s hit dice, so they are they suffer a -2 penalty to their attacks, but they add a +2 bonus
summarized here rather than given among the individual to resist the gaze attack.
monster statistics. Also included on the table below is the target
number (TN) of a monster’s spells or special attacks, which is BAT, GIANT
always 9 + one-half the monster’s Resistance bonus. HD: 2 DF: 8 MV: 6” AT: 1D
A giant bat is vampiric and has a bite which puts victims to
Monster Accuracy Resistance sleep. Any creature bitten by a giant bat must roll resistance or
Hit Dice Bonus Bonus TN else fall asleep, after which the bat will continue feeding on the
1-3 +0 +0 9 sleeping victim, draining 1D hit points per round. The bat’s
4-6 +1 +0 9 feeding will not wake the victim, but any other hit will.
7-9 +2 +1 9
10-12 +3 +1 9 BLACK PUDDING
13-15 +4 +2 10 HD: 10 DF: 8 MV: 2” AT: 3D
16-18 +5 +2 10 A black pudding is a giant blob of acidic ooze which lives
19-21 +6 +3 10 underground and dissolves flesh, wood, and even metal, but not
22-24 +7 +3 10 stone. It can move on walls and ceilings and squeeze through
25 and up +8 +4 11 small spaces. Black pudding can only be damaged by fire. It is
unaffected by ice, but lightning and weapon attacks divide the
creature into smaller puddings with 2 hit dice and 1D attack.

16
BLINK DOG weapon, useable five times per day, deals as much damage as
HD: 6 DF: 9 MV: 5” AT: 1D Chaos has hit points, with a resistance roll allowed (at a -2
A blink dog is a fairy canine capable of casting BLINK on itself penalty) for half damage. Chaos also has the power to magically
once each hour, generating ½D+1 (i.e. 2 to 4) ghostly mirror- SUMMON 1-6 devils, which it can do at will, if it does not use its
images of itself which absorb physical attacks, each image claw attacks, spell ability, or breath attack on that round.
disappearing when “hit”. A blink dog is usually friendly to
heroes and hostile to other monsters (especially cœurls). CHIMERA
HD: 9 DF: 10 MV: 4” (8”) AT: 1D x 3
BOMB SPORE A chimera is a strange magical creature with three heads—goat,
HD: 1 DF: 8 MV: 3” AT: ½D lion, and dragon—on a body which combines the features of all
A bomb spore is a semi-mindless aberration, a floating orb that three animals. It also possesses a dragon’s wings (flying at twice
resembles a glowing orange jack-o-lantern with a mane of flame its land Movement). Instead of attacking, the dragon head can
that flickers above its head like a lit fuse. The creature is filled breathe fire (up to three times per day) for 4D damage (3” long
with flammable, lighter-than-air gasses, which is how it floats. It by 2” wide cone, resist for half).
bobs through the air towards living things and attempts to bite
them with its rubbery, toothy, gaping mouth. The bomb spore’s COCKATRICE
physical attack causes little damage, but if the creature is HD: 5 DF: 8 MV: 8” AT: 1D
destroyed, it immediately explodes (5” diameter), causing 6D Looking like a combination of lizard and chicken, a cockatrice is
fire damage to all creatures caught in the area (resist for half). a fierce bird with a razor-sharp beak and the fearsome power to
petrify its victims. Any creature bitten by a cockatrice must also
BUGBEAR roll resistance or else be turned to stone.
HD: 3+1 DF: 9 MV: 5” AT: 1D(+1)
Bugbears are large goblins that walk upright (like men) and do CŒURL
not fear the sunlight. Trained in combat, they add +1 spot to HD: 6 DF: 9 MV: 6” AT: 1D x 2
damage when wielding weapons of any sort. Bugbears are also An alien beast resembling a six-legged feline with two whip-like
bred to be scouts, capable of running for long distances without tentacles growing out of its shoulders, the cœurl constantly
fatigue and possessing a Stealth skill rank of 3. projects a psychic illusion around itself that makes it appear a
few feet from where it actually is. Thus, every “hit” with a
CATOBLEPAS weapon made against a cœurl actually has a 2-in-6 chance of
HD: 8 DF: 10 MV: 5” AT: 2D being a miss. The cœurl also enjoys a +1 bonus on all resistance
A catoblepas is a bull-like creature with iron scales. Its breath rolls. In combat, the cœurl attacks with its tentacles, which are
weapon (a 3” x 5” cloud, useable three times per day) petrifies tipped with bony spikes.
victims caught the area who fail a resistance roll.
DEMON
CENTAUR HD: 21 DF: 12 MV: 6” AT: 5D x 2
HD: 4 DF: 9 MV: 6” AT: 1D(+1) A demon is an undead spirit of pure evil and darkness. It looks
Centaurs are magical hybrids, the upper body of a human like a gigantic wraith, man-shaped and twenty feet tall. A
growing out of the body of a horse. Unarmed, a centaur fights demon is comprised of pure shadow, so dark that it actually
with hooves and causes 1D damage. With weapons, centaurs hurts the eyes to gaze upon. The touch of a demon is deadly
add a +1 bonus to damage to represent their effectiveness at poisonous, so any creature struck by an attack must also roll
close combat. With a lance, a centaur also adds +1 to hit. resistance or be poisoned, losing 5 hit points per round until the
poison is neutralized. A demon is capable of using each of the
CENTIPEDE, GIANT following spells once per day: CONFUSE, CURSE, DARK, DEATH,
HD: 2 DF: 9 MV: 4” AT: 1D-1 DISPEL, HASTE, HOLD, SCOURGE, and VANISH. A demon can only
A two-foot long centipede with dangerous mandibles and a be harmed by a magical weapon more powerful than mythrill
venomous bite, anyone hit by a giant centipede must roll (i.e. a weapon with a bonus of +2 or better against the demon).
resistance (at a +1 bonus, because the poison is relatively weak)
or else suffer 2 points of damage per round until the poison is DEVIL
neutralized. HD: 20 DF: 11 MV: 5” AT: 5D x 2
A devil is a large, red-skinned, bat-winged fiend of fire and
CHAOS, KING OF DEVILS shadow. In battle, it fights with a sword of flame and a whip of
HD: 40 DF: 17 MV: 8” AT: 10D x 2 lightning. Anyone standing within mêlée range of a devil
The “final boss” of an Elegia campaign is usually some kind of suffers 3D fire damage (resist for half) from the swirling miasma
terrible arch-devil. Chaos is but one example of such a monster, of smoke and flame that surrounds the creature. A devil is
since each campaign world must naturally have its own ultimate immune to FIRE and BLAST (unlike a demon, a devil is not
villain. Chaos resembles a gigantic, gold-scaled fiend with undead), but takes double damage from ICE. Devils are
clawed hands, cloven hooves for feet, and bat-like wings. Chaos particularly resistant to magic and other special attacks: they add
has a unique level of spell ability, being able to cast each spell in a +2 bonus to all resistance rolls. A devil is capable of casting
the game twice per day, both White Magic and Black. His breath FIRE at will and FIRE3 thrice per day.

17
DJINI causes 2D damage (resist for half) to other creatures in the area.
HD: 7+3 DF: 9 MV: 5” (10”) AT: 2D Air elementals fly at a speed of 12”.
A djini is an air-spirit capable of wondrous feats of magic. It can Earth elementals always retain the shape of a humanoid
conjure up perfect illusions or even physical matter at will, and it lump of rock. They have enough strength that they cause +1D
can likewise become gaseous as often as desired. When a djini damage per attack, and they can batter down walls in 2D
flies through the air, it moves at a speed of 10”. Thrice per day, a rounds.
djini can take the form of a great whirlwind (3” diameter). In Fire elementals can become pillars of flame 3” in diameter
this form, it automatically sweeps away any creature with 1 HD which will deal 2D damage (resist for half) to all creatures within
or less, and it causes 2D damage to other creatures caught within the area and ignite anything flammable.
it (resist for half damage). Water elementals can become giant whirlpools which will
drown any creature of 1 HD or less and otherwise cause 2D
DRAGON damage (resist for half). A water elemental actually in water can
HD: 7 DF: 10 MV: 5” (10”) AT: 2D x 3 move at a speed of 12” and overturn ships in 2D rounds.
Mythology’s most infamous monsters, the dragons come in so
many types and kinds that cataloguing them all would be ELF
impossible. A young dragon has about 7 HD, but there are HD: 2 DF: 8 MV: 5” AT: 1D
stories of older, larger, smarter dragons with double or even A typical Elvish warrior. More powerful elves will have extra
triple hit dice. (N.B., elder dragons have HD 14; DF 12; MV 6”; hit dice or even class levels. All elves can see in the dark out to
AT 4D x 3. Ancient dragons have HD 21; DF 14; MV 7”; AT 6D x 8” (40 feet) and have a +1 bonus to hit with missile-fire.
3.) Dragons move at double speed when flying. Dragons are
very intelligent, capable of speech and of casting Black Magic as FIRE BEETLE
a Wizard of a level equal to their hit dice. All dragons also have HD: 1+2 DF: 9 MV: 5” AT: 2D
a breath weapon, usable thrice per day, which causes as much These belligerent bugs are carnivorous. Their bodies also
damage as the dragon has hit points (resist for half). The contain three oily glands which glow with a bioluminescence
commonest species of dragons come in a variety of colors: that looks like torchlight. If the orb-shaped glands are removed,
Black: Breathes a cone of acid, 6” long and 5” at the widest. they will continue to glow for a day.
Blue: Breathes a line of lightning, 1” by 10”.
Gold: The wisest and most powerful of dragons, golds are FLOATING EYE
able to use either the fire-breath of a red dragon or the gas- HD: 9 DF: 9 MV: 5” AT: 2D
breath of a green dragon (although still only three breath attacks The floating eye is a bizarre creature which looks like a giant
per day). Gold dragons can also know both White and Black eyeball with a leathery eyelid, held aloft by bat-like wings.
Magic spells (although they know no more spells than any other Below the eye are a wide, toothy mouth and two tiny, near-
dragon with the same caster level). Finally, gold dragons can useless claws. The floating eye is carnivorous, and it is capable
shape-shift, assuming a human form or a dragon form at will. of a gaze attack once per round (when it does not use its physical
Green: Breathes a cloud of deadly chlorine gas that forms in attack). Any creature targeted by the gaze must roll resistance or
a 5” diameter in front of the dragon’s snout. else be paralyzed for 2D rounds. There exist several varieties of
Red: Breathes a cone of flame, 9” long and 3” at the widest. this monster, including an aquatic form known as a “deep eye”
White: Breathes a cone of bone-chilling cold, 7” long and 4” (it has a swim speed of 5”) and the gigantic progenitor of the
at the widest. species, the Eye of Doom.
Black, green, and red dragons are usually evil and very
malevolent. Blue and white dragons tend to be merely greedy GARGOYLE
and selfish, not entirely wicked. Gold dragons are good and HD: 4+2 DF: 9 MV: 6” AT: 1D x 2
friendly to human beings. Gargoyles are enchanted statues brought to life by magic. They
are semi-intelligent, usually tasked with some simple job like
DWARF guarding a specific location. Gargoyles are capable of flight.
HD: 2 DF: 9 MV: 4” AT: 1D+1 Because of their magical nature, they can only be harmed by
A typical Dwarvish warrior. More powerful dwarves will have spells or by mythrill and magical weapons.
extra hit dice or even class levels. All dwarves enjoy a +1 bonus
on resistance rolls and can see in the dark out to 8” (40 feet). GELATINOUS CUBE
HD: 4 DF: 7 MV: 3” AT: 1D+1
ELEMENTAL A ten-foot-wide cube of semi-transparent cytoplasm, the
HD: 8 DF: 10 MV: 6” AT: 2D gelatinous cube sloshes and squishes its way through narrow
An elemental is a creature composed of one of the basic forces of dungeon corridors, almost perfectly silent and invisible (it has
nature: air, earth, fire, or water. A typical elemental has 8 HD, effective Stealth 4). As it moves, it sweeps up carrion to digest,
but there are also larger elementals with 12, 16, or even 20 HD. although metal will not dissolve and remains suspended within
All elementals are able to take the form of their element. the living cube. The creature is acidic: it attacks by touching its
Air elementals can take the form of a whirlwind, 3” in victims, causing 1D+1 damage and forcing the target to roll
diameter, which sweeps away creatures of 1 HD or less and resistance or else be paralyzed for 3D rounds.

18
GHOUL destruction. Goblin chieftains and kings (usually known as
HD: 3 DF: 8 MV: 5” AT: 1D x 2 “Great Goblins”) will have 2 or more hit dice, or even class
A vicious and intelligent form of zombie which craves the flesh levels. Ordinary Goblins were probably crossbred with ogres to
(especially brains) of the living, a ghoul prowls about like a beast create the race of high Goblins known as Bugbears.
in search of victims. The ghoul’s claws secrete a potently
paralytic venom: any creature struck by a ghoul must also roll GOLEM
resistance or else be paralyzed for 4D rounds. HD: 4 DF: 7 MV: 4” AT: 1D
A golem is a man-shaped creature with no mind of its own,
GHOST constructed by hand from some inert material and then brought
HD: 15 DF: 13 MV: 4” AT: 2D to life with magic. The statistics given here are for a flesh golem, a
A ghost is similar to a spectre, but far more powerful. It is the horror comprised of stitched-together parts from corpses. Other
restless undead spirit of some mortal who was completely evil in golems are made from more durable materials, clay and stone
life. Ghosts hate the living and wish only suffering and death being traditional. All golems are immune to attacks from
upon them. Ghosts are immune to attacks from normal weapons normal weapons and can only be damaged by spells or by
and mythrill weapons, but they can be harmed by magical mythrill and magical weapons.
weapons with a bonus of +2 or better against the ghost. A ghost Clay Golem: HD 8; DF 9; MV 5”; AT 2D.
is capable of casting each of the following spells once per day: Stone Golem: HD 12; DF 10; MV 5”; AT 3D.
SLEEP, DARK, DEATH, FIRE2, and SCOURGE. A ghost is also Bronze Golem: HD 16; DF 10; MV 6”; AT 4D.
capable of a gaze attack, useable once per round, which forces Iron Golem: HD 20; DF 11; MV 6”; AT 5D.
the target to roll resistance or else be paralyzed for 3D rounds. Adamant Golem: HD 24; DF 12; MV 7”; AT 6D.

GIANT GORGON
HD: 8 DF: 9 MV: 5” AT: 3D HD: 5 DF: 8 MV: 4” AT: 1D
Another famous creature of folklore and fairy-tales, giants are A gorgon is a horrid creature of mythology, a woman with a nest
like ogres—but even bigger. Ordinary giants are brutish and ill- of writhing vipers for hair whose gaze turns men to stone.
tempered, even downright barbaric. They enjoy terrorizing Gorgons have no legs, possessing instead the lower body of a
human villages, taking whatever (or whomever) they please and great serpent. Any creature that looks into a gorgon’s eyes must
generally bullying smaller folk. There also exist mythical giants, roll resistance or be petrified (as with a basilisk, a character can
which are far larger and smarter. choose to fight with eyes averted, gaining a +2 bonus to
Jotuns: The Jotuns are elemental giants from northern Resistance against the gaze attack but suffering a -2 penalty to
mythology, giants of frost and fire, of cloud and stone. These Accuracy when attacking the gorgon). In addition to her gaze
giants have upwards of 16 hit dice (DF 10; MV 6”; AT 5D). They attack, a gorgon uses weapons. Most gorgons favor the bow and
like to make sport of throwing boulders great distances (in arrow, but in hand-to-hand combat they will use spears, swords,
combat, this is a missile attack with a 12” range which causes 3D or daggers. In close combat, a gorgon actually makes two
damage in a 3” diameter). Jotuns build great and beautiful halls attacks per round—one for her weapon and one for her snaky
filled with finely crafted weapons and other artful treasures. hair, which causes no damage but inflicts a deadly poison.
Note that elemental giants take no damage from their own Anyone bitten by a gorgon’s vipers must roll resistance or be
element and double damage from an opposed element. Fire poisoned, suffering 3 points of damage per round until the
Jotuns are strong against fire but weak to cold, and the reverse is poison is cured.
true for Frost Jotuns. Cloud Jotuns are immune to lighting but
vulnerable to acid, and the reverse is true for Stone Jotuns. GRAY OOZE
Titans: Even greater and wiser than the Jotuns are the HD: 3+3 DF: 8 MV: 1” AT: 2D
Titans, beings of immense size and nearly godlike powers. Gray ooze is a puddle of acidic slime that looks very much like
Titans are associated with even more primordial forces of wet rock. It attacks by lashing out with pseudopods that deal 2D
nature—oceans, mountains, storms, the sun—and they have 24 damage, after which it clings, continuing to deal 2D damage
hit dice (DF 11; MV 7”; AT 7D). Titans are able to cast White each round. Gray ooze is immune to both fire and cold, but
Magic spells as a Monk with a level equal to their hit dice. lighting and weapons damage it normally.

GOBLIN GREEN SLIME


HD: 1 DF: 8 MV: 5” AT: 1D HD: 2 DF: 7 MV: 1” AT: 1D
Known by various names in different cultures and mythologies The smallest and weakest of all the oozes, the green slime is
(orcs, imps, kobolds, bogeymen, bakemono), the Goblins are a merely a blob of carnivorous protoplasm that creeps towards
foul race of corrupted Elves, twisted and mutilated and living things and attempts to devour them. When it successfully
altogether evil. They are the foot-soldiers of whichever Dark hits a creature, its clinging pseudopods will continue to deal 1D
Lord happens to be plaguing the world on a given day. Goblins acid damage each round until the slime is destroyed. Green
hate sunlight (it makes them sick and weak, penalizing their slime is impervious to all attack forms except fire, although a
attacks at -1), but they love explosives and clever engines of DETOX spell will instantly destroy a green slime.

19
GRIFFON KALIDAH
HD: 7 DF: 9 MV: 8” AT: 1D x 3 HD: 5 DF: 9 MV: 5” AT: 1D+1 x 3
A griffon is a powerful creature with the body of a lion and the A kalidah is a vicious beast that dwells in forests, resembling a
head and wings of an eagle. Griffons are sometimes (rarely) huge bear with razor claws and the head of a tiger. If the
tamed for use as mounds. kalidah strikes a single foe with two of its attacks in the same
round, it can choose to latch on and rend the target for 2D points
HARPY of additional damage.
HD: 3 DF: 8 MV: 6” AT: 1D x 2
Harpies (also known as “sirens”) are a combination of woman KILLER BEE
and vulture. Some look like hideous hags, while others are HD: ½ DF: 8 MV: 6” AT: ½D
beautiful and seductive. The harpy’s song is a powerful charm: Huge cousins of ordinary killer bees, this monstrous variety
any creature within 9” of a singing harpy must roll resistance or possesses a poisonous sting. Any creature hit by a killer bee
else become fascinated. A fascinated character will stand must also roll resistance at a +1 bonus or else be poisoned and
stupidly and do nothing, and the condition persists for 4D lose 1 hit point per round until the poison is cured. Killer bees
rounds. usually haunt underground tunnels near their hive. In a hive,
there will be a queen bee with 2 HD surrounded by 1-6 guards
HELL HOUND with 1 HD. Killer bee honey has semi-magical properties: if
HD: 5 DF: 9 MV: 5” AT: 1D consumed within the hive, it heals 1D hit points.
A hell hound is a fire-breathing dog with scaly skin. Its breath
weapon, usable at will, deals 3D damage (resist for half) in a 2” KRAKEN, TERROR OF THE DEEP
by 2” cone. Some hell hounds, known as cerberi, have three HD: 32 DF: 14 MV: 7” AT: Special
heads—these have 7 hit dice and three attacks per round, The Kraken is a colossal squid, large enough to swallow a ship
although one of the heads might breathe fire instead of attacking and frightening in its intelligence. It is the Fiend of the Seas, a
on any given round. being of terror and malevolence. The Kraken is capable of
eleven attacks per round, eight with ordinary tentacles that each
HIPPOGRIFF cause 2D points of damage; two with powerful arms that cause
HD: 4 DF: 8 MV: 8” AT: 1D x 3 3D damage and force the target to roll resistance or be paralyzed
A hippogriff has the body of a horse and the head and wings of a for 2D rounds; and once with its fearsome rending beak, which
giant eagle. Hippogriffs are aggressive and carnivorous, but deals 6D damage. Any creature struck by one of the ordinary
they can be tamed as mounts, just like griffons. tentacles must also roll resistance or else be dragged 3” toward
the beak. Thrice per day, the Kraken can emit a breath weapon,
HOB a blast of steam that causes as much damage as the Kraken has
HD: 1 DF: 8 MV: 4” AT: 1D hit points (with a resistance roll allowed for half damage).
Hobs are a race of small folk, related to Men and Dwarves and
probably Elves as well. Slim and athletic while young, they tend LICH, LORD OF THE UNDEAD
to become somewhat lax and potbellied with age. Hobs add a +1 HD: 24 DF: 12 MV: 5” AT: 1D+2
bonus to both resistance rolls and missile-fire attacks, but being The Lich is the most powerful undead creature in the world,
three feet tall and inches, they can only use smaller weapons. mummified Warlock who has retained all of his Black Magic
spells in undeath. The Lich has the same spell ability as a 24th
HORSE level Warlock, in addition to a touch that causes damage and
HD: 3 DF: 8 MV: 7” AT: 1D-1 forces the target to roll resistance or be paralyzed for 3D rounds.
Horses are used as mounts by Men and Elves. Dwarves and The Lich is immune to all spells of 4th level or lower and can only
Hobs prefer to ride ponies (HD 2, MV 6”, AT ½D). Similar be harmed by magical weapons which are more powerful than
statistics could be used for other, more fantastic mounts, such as mythrill (i.e. with a bonus of +2 or better against the Lich).
large flightless birds or giant subterranean lizards or bugs.
LIZARDFOLK
HYDRA HD: 2+1 DF: 9 MV: 3” (5”) AT: 1D+1
HD: 9 DF: 9 MV: 5” AT: 1D x 9 Reptilian humanoids with a barbarian culture, lizardmen are
Gigantic reptilian wyrms with nine heads, hydras are very used to swampy terrain. They move at 3” per round on land
difficult to kill because of their regenerative powers. For every 5 and 5” in water.
points of damage that a hydra takes, one of its heads is “killed”,
reducing the number of attacks that the hydra can make in a MARILITH, GENERAL OF HELLFIRE
round. The hydra is regenerative, however, and regains 2 hit HD: 28 DF: 13 MV: 6” AT: 3D x 6
points per round, excluding damage dealt to the hydra by fire. An evil General in the Armies of Hell, the Marilith is a large
devil resembling a stern six-armed woman with the body of a
IFRITI serpent. Each arm carries a different weapon and deals 3D
HD: 10 DF: 10 MV: 5” (10”) AT: 2D damage. The Marilith is also capable of casting FIRE2 at will and
Ifrit are evil genies composed of elemental fire. An ifriti can fly FIRE3 thrice per day. Marilith is immune to fire attacks, but she
through the air (MV 10”), and it can cast FIRE at will and FIRE2 takes double damage from ice. Being a powerful scion of devil-
thrice per day. kind, she is nevertheless immune to 1st and 2nd level spells.

20
MAN Oceanids are odder in form, centauroid like the hamadryads,
HD: 1 DF: 9 MV: 5” AT: 1D having the upper body of a woman and the lower body of a
The statistics given here are for an ordinary human soldier or hippocampus. Sea nymphs are only truly at home in the sea;
bandit, whereas mightier Men will have extra hit dice or a they move at a slower speed (4”) on land.
character class. Ordinary humans who are not trained to fight Note that hamadryads and oceanids, being larger than
(including children and the infirm) have ½ HD (1-3 hp). other kinds of nymphs, have 3 hit dice where the naiads, dryads,
and nereids have only 2. All nymphs are able to cast a CONFUSE
MANTICORE spell at will, which is their chief means of defense. Hamadryads
HD: 6+2 DF: 9 MV: 6” AT: 1D+1 x 2 and oceanids are also capable of casting SLEEP2 thrice per day.
A bat-winged lion with the face of a man and a tail bristling with
barbs, a manticore can attack viciously in close quarters or it can OCHRE JELLY
throw one of its tail-spikes. When launching a spike, the beast HD: 6 DF: 8 MV: 1” AT: 2D
can only attack once per round (1D damage), but the range is The ochre jelly is a sickly-looking giant amœba with acidic
16”. The manticore has six spikes to hurl in total. pseudopods. It is vulnerable to fire and cold, but when struck
by weapons or lightning, it splits into smaller jellies with 2 HD
MERFOLK and 1D damage per attack.
HD: 2 DF: 8 MV: 6” (3”) AT: 1D
Merpeople (also known as merrows) are sea-dwelling cousins of OGRE
Men and Elves who have a great fish tail in place of legs. HD: 4+1 DF: 9 MV: 4” AT: 1D+2
Merfolk are very fast in the water and move at half speed on An ogre is a large, smelly, hairy humanoid with little intelligence
land, but they are far from helpless when out of their element. and an extremely ill-tempered disposition. Ogres are definitely
Merfolk are amphibious, able to breathe water or air indefinitely. related to bugbears, and they might be cousins to goblins and
Many merfolk will be more powerful than the ordinary warrior trolls as well. Ogres and Humans have an instinctive loathing of
presented here, having extra hit dice or even class levels. each other, much as Elves and Goblins do.

MINOTAUR ONI
HD: 6 DF: 8 MV: 5” AT: 1D x 2 HD: 8+2 DF: 10 MV: 5” AT: 1D
Brutish and rather dimwitted, minotaurs look like large shaggy A large horned ogre capable of magic-use, the oni can cast spells
men with the heads of bulls. Despite their lack of intelligence, as an 8th level Wizard. Personality-wise, the oni range from
they have a cagey sense of direction and they add +1 to hit when wickedly mischievous to outright malevolent.
wielding hand-to-hand weapons.
PEGASUS
MUMMY HD: 3 DF: 8 MV: 10” AT: 1D
HD: 7 DF: 10 MV: 3” AT: 2D A winged horse capable of tremendous speed in flight, pegasi
A desiccated undead corpse wrapped in bandages, a mummy is are good-natured and shy, though not easily tamed as mounts.
able to cast CURSE and FEAR thrice per day each. The touch of a
mummy is also poisonous: any creature struck by a mummy PHANTOM
must roll resistance or else take 3 points of damage each round HD: 12 DF: 11 MV: 5” AT: 2D
until the poison is cured. A mummy can only be harmed by fire A phantom is an icorporeal ectoplasmic apparition, an undead
or by mythrill and magical weapons. creature that looks much like a banshee, except that it always
carries a dagger and a lantern. Like wraiths and spectres,
NYMPH phantoms can move freely through solid objects. A phantom is
HD: 2 or 3 DF: 7 MV: 5” AT: 1D-1 able to cast FEAR at will and DEATH thrice per day. Phantoms
Nymphs are nature-spirits, usually female and very beautiful. are only harmed by spells and by mythrill or magical weapons.
(Males of the species, known as fauns or satyrs on land and
tritons in the sea, are relatively rare.) There are several different PISCODÆMON
varieties of nymphs. HD: 8 DF: 9 MV: 5” AT: 1D
River nymphs, also called naiads, are the commonest sort of A piscodæmon is an alien horror, humanoid in form, but having
nymph. They look like ordinary Human or Elvish maidens of a bulbous head that resembles a squid with four tentacles
surpassing beauty, except that they can swim and breathe in the dangling around the mouth. The piscodæmon possesses a
water as easily as they walk on dry land. number of psychic talents. It can placate its victims with
Forest nymphs come in two forms, dryads and hamadryads. hypnotic telepathy (essentially, it can produce SLEEP and SLEEP2
Dryads appear human from the waist up and goat-legged from spells at will), and it can produce a blast of telekinetic thrust
the waist down, with tiny goat-horns sprouting from their which causes 4D damage (resist for half) against one target
foreheads. Hamadryads are similar in appearance, except that within 6”. Piscodæmons feed on brains, which they obtain by
they are quadrupeds, a centaur-like combination of woman and latching onto their victims’ crania with their tentacles and
doe. sucker-like mouths. If a piscodæmon is able to successfully
Sea nymphs, called nereids and oceanids, are the ocean- attack a helpless or otherwise incapacitated victim (such as one
dwelling cousins of forest nymphs. Nereids look much like affected by a SLEEP spell), the creature can kill the victim in but
mermaids, except that they have two fishtails instead of one. two short rounds by slurping out the brain.

21
PURPLE WORM lava that deals 3D points of damage (resist for half damage) in a
HD: 15 DF: 10 MV: 3” AT: 3D 5” line. Salamanders are intelligent and capable of speech.
A terrible giant worm, more than a hundred feet long and ten
wide, this creature is a scourge to even the most experienced of SEA DRAKE
adventuring heroes. Any creature bitten by the purple worm HD: 8 DF: 11 MV: 7” AT: 4D
must roll resistance or else suffer the effects of a very deadly The statistics given here are for a young sea drake. An elder
poison, one that inflicts 4 points of damage per round until drake will have 16 HD, while an ancient from the ocean’s depths
neutralized. Furthermore, any natural attack roll of 11 or 12 would have 24 HD. Sea dragons are able to both swim and fly at
swallows the victim whole. A swallowed victim will suffer 3D a speed of 7”. They also have a breath weapon, a blob of acrid
damage each round until cut free of the worm’s stomach, which poison that causes as much damage as the sea drake has hit
if only possible if the worm is slain. points (resist for half). The poison-blob has a 3” diameter; it can
be centered on a target space anywhere within a 5” range of the
RAT, GIANT sea drake. On a natural attack roll of 12 (or 11-12 for elder
HD: 1-1 DF: 8 MV: 5” AT: 1D drakes, or 10-12 for ancient drakes), the creature might be
One in every six giant rats is a malignant specimen with a capable of swallowing characters, lifeboats, or even entire ships
diseased bite. These rats inflict a weak poison, forcing anyone whole.
bitten to roll resistance at a +1 bonus or else lose 1 hit point per
round until the infection is neutralized with a DETOX spell or an SHADOW
ANTIDOTE potion. HD: 2+2 DF: 8 MV: 5” AT: 1D
A living shadow is an evil creature that drains the strength of its
REVENANT victims. It is not undead (and therefore immune to the BLAST
HD: 18 DF: 12 MV: 5” AT: 1D x 3 spell), although it shares with the undead an immunity to certain
A more powerful version of a wight, a revenant is an evil spirit effects: sleep, paralysis, poison, and confusion will not affect a
inhabiting a corpse. Revenants can only be harmed by spells shadow. Being incorporeal, the creature can only be damaged
and by magical weapons more powerful than mythrill (i.e. with by weapons made of mythrill or bearing an enchantment yet
a bonus of +2 or better against the revenant). A revenant is stronger. Most terrifying of all, the touch of a shadow chills the
deadly poisonous to the touch: any creature struck by one of the very soul—any creature hit by a shadow takes 1D of damage and
revenant’s attacks must roll resistance or else be poisoned and loses one point of Strength. Any creature drained to -1 STR in
lose 4 hit points per round until the poison is cured. A revenant this manner actually becomes a shadow. Otherwise, drained
is very stealthy (Stealth rank 3). It is able to cast DARK thrice per Strength is recovered at a rate of three points per night of rest.
day and SCOURGE, DEATH, and BLIND once per day each.
SKELETON
ROBBER FLY HD: 1 DF: 8 MV: 5” AT: 1D
HD: 2 DF: 9 MV: 6” AT: 1D+1 The weakest of the undead, an animated skeleton is a mindless
These giant, carnivorous flies are extremely sneaky predators. automaton of a soldier that only does what its creator intended.
They have an effective Stealth skill rank of 4.
SNAKE, GIANT
ROC HD: 4 DF: 9 MV: 5” AT: 1D
HD: 24 DF: 9 MV: 10” AT: 3D Giant snakes are poisonous. Anyone bitten by this animal must
A roc is a gigantic bird of prey, said to be large enough to snatch roll resistance or else become poisoned and lose 3 hit points per
fully grown elephants up in their talons. When swooping out of round until the poison can be neutralized.
the air, a roc can also snatch up an adventurer on a natural
attack roll of 11 or 12. SPECTRE
HD: 8 DF: 10 MV: 6” AT: 1D+1
SAHUAGIN A ghostly undead creature that looks much as it did in life,
HD: 2 DF: 9 MV: 6” (4”) AT: 1D+1 spectres are incorporeal and malevolent. Spectres can only be
Evil fish-men that dwell in the dark depths of the ocean, harmed by magic or by mythrill and magical weapons.
sahuagin hate the surface world and all its allies—including the Anybody struck by spectre suffers 2-7 points of damage and also
merfolk, who war with the sahuagin. Sahuagin can breathe air loses 2 points of Strength. A creature brought down to -1 STR in
for about an hour before they start to suffocate. They move at a this manner is slain and will become a spectre on the following
slower speed (4”) on land. Their preferred weapons are nets, night. Otherwise, Strength drained away by a spectre returns at
tridents, and crossbows. a rate of one point per night of rest.

SALAMANDER SPIDER, GIANT


HD: 7 DF: 10 MV: 4” AT: 2D HD: 3 DF: 8 MV: 5” AT: 1D
Salamanders are large, lizard-like creatures made of elemental The bite of a giant spider is poisonous; anyone bitten by the
fire. Their very touch ignites anything flammable. In combat, spider must roll resistance or else lose 2 hit points per round
they bite their foes (causing one die of damage from the bite and until the poison can be cured. Thrice per day, a giant spider can
one die from the sheer heat), but salamanders are also capable of also produce a mass of webbing that mimics the effects of a
producing a breath weapon thrice per day, a gush of flaming SLOW spell (duration: 3D rounds).

22
SPRITE UNICORN
HD: 1 DF: 9 MV: 6” AT: 1D-1 HD: 4 DF: 10 MV: 8” AT: 2D
Sprites are diminutive fairies which come in a number of kinds A snow-white horse with a single spiraled horn growing out the
and forms. Air-fairies, known as pixies, look like tiny Elves with front of its heat, a unicorn will only ever allow a pure-hearted
dragonfly wings. Water-fairies, called nixies, look like green- maiden to approach and ride it. It is capable of casting WARP to
skinned Hobs with webbed hands and feet and large, fish-like carry itself (and any rider) to safety once per day.
eyes. Earth-fairies, the gnomes, resemble small Dwarves, except
that their skin is the color of granite, and their noses are large VAMPIRE
and bulbous. Gnomes have a pathological need to tinker with HD: 9 DF: 10 MV: 5” (7”) AT: 1D+2
contraptions of clockwork and chemicals. All three sprightly Vampires are quite powerful among the undead, being among
races are capable of VANISHING at will, and some are even the most difficult to kill. They take only half damage from cold
known to become powerful Wizards. and lightning, and they can only be struck by mythrill or magical
weapons. In addition, vampires regenerate 3 hit points per
TIAMAT, QUEEN OF STORMS round. A vampire’s physical blow causes 3-8 points of damage
HD: 36 DF: 15 MV: 8” (16”) AT: 8D x 3 as well as draining 2 points of Strength. (Anyone reduced to -1
Tiamat is a colossal seven-headed dragon, a fiendish spirit of STR by a vampire will be slain and rise again as a vampire.
unrelenting chaos and tempestuous violence. The Queen of Otherwise, drained Strength is recovered at a rate of 1 point per
Storms possesses a devastating breath weapon, useable four night of rest.) A vampire can assume the form of a giant bat, a
times per day, a line of lighting 3” wide and 30” long which worg wolf, or a gaseous mist at will (and if a vampire is ever
deals as much damage as Tiamat has hit points (a resistance roll wounded to 0 hit points, it is not slain, but rather becomes a mist
is allowed, at a -1 penalty, for half damage). She is also capable and retreats to its coffin). Once per night, a vampire can also
of casting spells as 30th level magic-user, either a Monk or a summon a horde of 3D giant bats or wolves. A vampire can
Wizard (i.e. she knows nine spells per spell level, just like a 30th perform a gaze attack, once per round, which forces the victim to
level spell-caster, but they can be any of the White or Black roll resistance or else fall under the sway of the vampire’s will,
spells). Tiamat (along with her brother and sister fiends, the charmed and confused, unwilling to attack the vampire but
Lich, the Marilith, and the Kraken) is a chief servant of Chaos the ready to turn on friends. Finally, a vampire is capable of casting
Devil-King. She is also said to be a great rival of goodly spells as a 9th level Wizard.
Bahamut, the oldest and wisest of Gold Dragon-kind. A vampire has certain weaknesses. It is instantly destroyed
by exposure to sunlight and gradually (over three rounds) slain
TRENT by immersion in running water. Vampires retreat from the smell
HD: 9 DF: 10 MV: 5” AT: 3D of garlic and the sight of mirrors and holy symbols. A vampire
The so-called shepherds of the forest, the famously “un-hasty” which has retreated to its coffin for repose, whether during the
Trents look like gigantic humanoid trees. There is some question daytime or after it has lost a battle, can be permanently killed by
as to which race is older, the Trents or the Elves—each race driving a wooden stake through its heart and beheading the
claims to have been active the in world before the other first corpse, or by setting corpse and coffin aflame.
appeared. A Trent is capable of “waking” ordinary trees,
making them angry and bellicose. Awakened trees (called WEAPON, ANCIENT WAR-MACHINE
“hworns” in the Trentish tongue) have 6 HD, DF 9, MV 3”, and HD: 50 DF: 18 MV: 6” AT: 12D x 2
AT 2D. A single Trent can awaken up to three hworns at a time. The only creature in the game more powerful than the Devil-
King and the other “boss” monsters, the Weapon should not be
TROLL so easily sought out—particularly since it can handily destroy
HD: 6+3 DF: 11 MV: 5” AT: 4D even the strongest of player character parties. The Weapon is a
Trolls are massive humanoid creatures with skin like solid rock, piece of Ancient technology, one that predates the world’s
and brains to match. Trolls are thought to have been created in current civilization by many thousands of years. Perhaps it
mockery of the Trents, and the two races hate each other with sleeps, and the main villain is questing to awaken it and unleash
unmitigated passion. Trolls aren’t subtle fighters: they just bash its horrors upon the world—or perhaps it merely patrols some
whatever comes within reach, or they throw very large rocks (2D long-abandoned ruin, still carrying out the guard-duty assigned
damage to one target, missile range 6”). If a troll is exposed to to it by its advanced and long-vanished masters. It resembles a
sunlight, it is instantly turned to stone forever. bulky metallic box, six-limbed, with a mechanical “head” that
bristles with armaments. The Weapon can attack physically for
UNDEAD massive damage; it can fire a blast of nuclear plasma identical to
This category of monsters includes skeletons, zombies, ghouls, the FLARE spell at will; or it can repair itself with CURE4 up to
wights, banshees, wraiths, mummies, spectres, vampires, three times per day.
phantoms, ghosts, revenants, demons, and the Lich. Undead are
immune to death magic, poison, paralysis, sleep, and confusion. WIGHT
They are vulnerable to BLAST magic and -2 to resist FIRE and HD: 4 DF: 9 MV: 4” AT: 1D-1
HOLY, but +2 to resist ICE and SLOW. Undead more powerful Evil spirits that dwell in barrow-downs, wights take the form of
than ghouls are also either semi-corporeal or completely animate corpses which drain life with their very touch. The
incorporeal, and these can only be harmed by mythrill or attack of a wight causes damage and drains 1 point of Strength.
magical weapons. Any creature drained to -1 STR by a wight is slain and then rises

23
again as a wight the next night. Otherwise, Strength so drained
can be recovered at a rate of 2 points per night. A wight can Relics of Power
only be damaged by spells and by mythrill or magical weapons. Apart from scrolls and potions, magical items in the Elegia game
are known as Relics, and they are exceedingly rare. They are
WOLF beyond the ken of player characters to create, regardless of how
HD: 2 DF: 8 MV: 6” AT: 1D experienced the characters may become. Knowledge of the
Normal wolves are only inclined to attack people if cornered or creation of Relics was possessed by the Ancients, but that
desperate with hunger. There are, however, larger and more knowledge has long since been lost to present civilizations.
supernatural varieties of wolf which make for more fearsome Also, the great majority of Relics are unique—there might be
opponents: several Mythrill Swords in the world, but there is only one
Worgs: The so-called worg wolves (HD 4; DF 9; MV 6”; AT Flame Sword, only one Vorpal Sword, and so on. In a particular
2D) are nearly twice the size of regular wolves. They are very campaign setting, each Relic will have its own name, history,
vicious and somewhat intelligent. Sometimes they serve Goblins and purpose in that world.
as mounts.
Werewolves: Werewolves are an enchanted sort of wolf
(HD 8; DF 10; MV 6”; AT 3D) which can assume the form of a Relic Weapons
man. In wolf form, a werewolf’s bite is extremely poisonous. Relic weapons obey the same class restrictions as normal
Anyone bitten by a werewolf must roll resistance at a -1 penalty weapons. A Monk, for example, can use a magical staff but not a
or else lose 3 hit points per round until the poison can be cured. magical sword. All Relic weapons add a bonus (+1 or greater) to
Anyone slain by werewolf poison will actually return to life both chance to hit and damage dealt. Relic weapons are also
within a day, as a werewolf. Werewolves can only be damaged lighter than ordinary weapons, weighing half as much. A
by spells or by mythrill and magical weapons. Mythrill Sword, for example, weights only one-eighth stone.

WRAITH Mythrill Weapons


HD: 6 DF: 10 MV: 5” AT: 1D A weapon made of mythrill adds a +1 bonus to hit and damage.
Wraiths are incorporeal undead that look like cloaked shadows Weapons such as these can damage most (but not all) kinds of
of Men. Wraiths can only be damaged by spells or by mythrill magical and incorporeal creatures. Swords are the commonest
and magical weapons. The touch of a wraith also drains one sort of mythrill weapon, but really any manner of armament
point of Strength in addition to damage. Anyone drained to -1 could be made from this light and silvery metal—even a bow or
STR by a wraith will die, only to become a wraith the next night. a staff. The creation of mythrill weapons is a mysterious and
Otherwise, Strength so drained is recovered at a rate of 2 points difficult craft, once common among Elves and Dwarves, but long
per night of rest. Sometimes, wraiths go about mounted on since utterly lost. Still, compared to other Relics, mythrill
spectral horses called “night mares”, cold-blooded and flesh- weapons are downright abundant. Vaults and collections in the
eating beasts which are quite alive but only appear to be horses ancient homes of Elves and Dwarves may yet hold many
(HD 4; DF 9; MV 7”; AT 2D). swords, spears, knives, bludgeons, and bows made from this
finest of enchanted materials.
WYVERN
HD: 8 DF: 10 MV: 4” (8”) AT: 2D x 2 Bane Swords
A wyvern is an odd beast, a sort of dragon with two hind limbs, Five of these are known to exist, crafted by Elvish master-smiths
but strong wings in place of forelimbs, and with a stinging, in a past Age of the world. Each one is an enchanted blade in its
scorpion-like tail. Anyone struck by a wyvern must roll own right (+1 to hit and damage), but spells woven into these
resistance at a -1 penalty or else become poisoned and lose 4 hit rare swords cause the enchantment to double (+2 to hit and
points per round until the poison can be cured. damage) when attacking a particular sort of creature.

YELLOW MOLD Weapon Becomes +2 vs…


HD: 2 DF: 4 MV: 0” AT: 1D Coral Sword Aquatic creatures
A patch of dangerous fungus, yellow mold does not attack, but if Dragon Sword Dragons, sea drakes, wyverns
touched it causes one die of acid damage. There is also a 50% Giant Sword Giants, ogres, trolls
chance that when touched, the mold spews a cloud (3” diameter) Lycan Sword Werewolves, wolves, worgs
of poisonous spores. Anyone who breathes the spores must roll Runic Sword Spell-casters
resistance at a +1 bonus or else suffer 2 points of damage per
round until the poison can be cured. Flame Sword
A heavy bronzed broad sword with an ancient Dwarvish fire-
ZOMBIE enchantment placed upon it, the blade is actually sheathed in
HD: 2 DF: 8 MV: 4” AT: 1D+1 tongues of flame that do not burn the sword’s wielder. The
A zombie is an animated corpse, mindless, which does whatever Flame Sword is a sword +1 under ordinary circumstances, but
its creator bade it do upon its necromantic creation. It attacks by when attacking the undead or cold-based creatures, the bonus to
bludgeoning with its fists. Zombies are awkward and slow and hit and damage becomes +2.
always lose the initiative in battle.

24
Power Staff chainmail imposes no penalty on Stealth and Athletics skill rolls,
A quarter staff made from a dark and very durable wood, the while magical plate armor imposes only a -1 penalty on the use
Power Staff seems to emit a queer greenish glow. The eldritch of these skills.
energies within this staff impart a +2 bonus to hit and damage.
Mythrill Armor
Frost Sword Shields, chainmail armor, and plate armor can be made from
The Frost Sword is a scimitar which seems to be made from mythrill. Armor such as this adds a +1 bonus to its Defense
crystal-clear ice, frigid to the touch and kept from melting by a value. Thus, a Mythrill Shield is DF +2, Mythrill Chainmail is DF
powerful and eternal enchantment. Ordinarily, the Frost Sword 10, and Mythrill Plate is DF 11.
grants a +2 bonus to hit and damage, but against fire-based
creatures the bonus becomes +3. Magic Bangles
A craft perfected by Ancient peoples in the days before even
Vorpal Sword Elves walked the earth, enchanted bangles (a kind of large
This is a sword +2 with a deadly enchantment placed upon the bracelet or arm-bracer) protect the wearer just like armor. The
keen-edged blade. Whenever the attacker rolls boxcars (a effects of a bangle and real armor do not stack (only the better
natural 12 on the to-hit roll), the target is instantly reduced to 0 DF score applies), but a bonus from a shield still applies, and
hit points and slain by beheading. characters of all classes can use bangles.

Sun Sword Copper Bangle DF 8 Platinum Bangle DF 11


The Sun Sword is a golden broad sword which glows with a Silver Bangle DF 9 Diamond Bangle DF 12
bright, holy light. The weapon acts as a sword +2 under normal Gold Bangle DF 10
circumstances, but against undead and creatures of pure evil
(devils and fiends), the bonus becomes +3. Elemental Armors
Said to be the work of Dwarvish smiths, there are three famous
Legendary Weapons suits of magic armor with matching shields which have been
The rarest and most powerful of weapons grant a +3 bonus to hit hidden in three separate mines or dungeons around the world.
and damage in all circumstances. All such weapons carry names The Flame Mail is a suit of bronze chainmail +1 (i.e. DF 10)
of legendary power. The Excalibur (a sword +3 forged from which protects its wearer from ice attacks, just like the WARM
adamant), the Valkyrie (an ivory lance +3), and Masamune’s spell. Its companion is the Flame Shield, a shield +1 which also
Katana (a sword +3 made from folded steel) are most famous. grants its wielder a +1 bonus to resistance rolls vs. ice magic.
The Ice Armor is a suit of plate +1 (DF 11) which protects its
Ensorcelled Weapons wearer from fire magic, just like the COOL spell. The Dwarves
A rare few weapons actually contain a spell within them, who forged this armor also created the Ice Shield, which grants
unlocked by the will of the wielder. The weapon and its spell its wielder a +1 bonus to resist fire attacks. Finally, there is the
can only be used by someone ordinarily proficient in that class of priceless Crystal Armor, a suit of plate +2 (DF 12) which appears
weapon, so an ensorcelled sword, for example, can only be used to have been made from a solid block of quartz. It dissipates
by a Knight or a Rogue, not by a Monk or a Wizard. The spell lighting attacks as if the wearer were under the effects of a
contained within each of these mighty weapons can be called GROUND spell. The accompanying Crystal Shield is a shield +2
upon once per day, plus once for every five points of WIL or INT which grants the wielder a +2 bonus to resist lighting attacks.
possessed by the wielder, depending on whether the spell is
White or Black. Ensorcelled weapons are also enchanted Dragon Mail
weapons, of course, and so they grant a bonus to hit and Apparently made from the scales of an ancient wyrm, this armor
damage. shines like burnished platinum. It counts as chainmail +2 (DF
11), but it also bears a mighty defensive spell. It protects the
Weapon Bonus Spell Attribute wearer from all fire, ice, and lighting attacks, as if he were
Healing Staff +1 AURA WIL simultaneously under the effects of WARM, COOL, and GROUND.
Light Axe +2 BLAST WIL
Fire Staff +2 FIRE2 INT Protection Ring
Shadow Rapier +2 BLINK WIL What appears to be a simple gold finger-band actually contains a
Wizard’s Staff +2 CONFUSE INT defensive enchantment that protects the wearer from all forms of
Thor's Hammer +2 BOLT2 INT death magic. The wearer of the Protection Ring is permanently
Miasma Sword +2 SCOURGE INT under the effects of the SURVIVE spell, +4 to resist any “instant
death” spell.

Relic Armors Barrier Ribbon


As with Relic weapons, the enchanted armors are rare, unique, Legend has it that three of these green-and-yellow headbands
and priceless, forged in Ancient times with knowledge now lost were woven by a Hobbish wise-woman. Anyone who wears one
and forgotten. Relic armors grant an additional bonus to the of the mythical and much-coveted Barrier Ribbons is thereafter
wearer’s Defense, beyond the armor’s ordinary protective value, permanently under the effects of the BARRIER spell, auto-
and they weigh half as much as normal armor. N.B., magical matically taking half damage from all spells and breath weapons

25
(and one-quarter damage when a resistance roll can be made). on which character classes are able to wear and employ them
Furthermore, the protected individual is utterly immune to (only a character normally allowed to wear metal armor is
poison, blindness, slowness, paralysis, petrification, silence, and permitted to use helms and gauntlets, for example). Otherwise,
all other debilitating status effects. the spell contained in the item can be used once per day, plus
once per 5 points of INT or WIL possessed by the wearer. Most
Adamantine Armors of these objects are not armor, however, and have no protective
Armor made from the legendary metal adamant, which is only value of their own—except for the Monks’ Robe and the
found in meteors, is exceedingly rare. Myths and rumors speak Wizard’s Robe, which are both enchanted to protect like
of the Genji Mail, a suit of chainmail +3 crafted from a meteor of ordinary plate armor (DF 10).
adamant that landed in eastern Human lands. There is also one
suit of Adamant Plate +3 which was known to be the heirloom of Relic Spell Attribute Use
a house of great Dwarvish kings. Finally, there is the wondrous Healing Helmet AURA WIL KRM
Ægis Shield, a shield +3 whose adamantine surface is polished Power Gauntlet SABER INT KRM
like a mirror. The bearer of the Ægis is immune to both Zeus’s Gauntlet BOLT2 INT KRM
petrification and all gas-based attacks, including the SCOURGE Monk’s Robe VANISH2 WIL *KM
spell and breath weapons that mimic it. Wizard’s Robe ICE2 INT *RW
Fairy Boots HASTE INT KRMW
Ensorcelled Clothing
Like weapons, some pieces of clothing were long ago enchanted * N.B., only a promoted Knight (a Paladin) or a Monk can wear
to contain spells. The rules governing these special Relics are the the Monk’s Robe, and only a promoted Rogue (a Ranger) or a
same as those for ensorcelled weapons, including the restrictions Wizard can wear the Wizard’s Robe.

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Chapter 3 • Adventures & Battles
The rules of Elegia focus mainly on exploration and combat. Water and Air Travel: Over the course of their adventures,
Other matters are either beyond the scope of the game or merely player characters might obtain one or more vehicles to aid in
left to the discretion of the referee. The most useful tools in the their travels. They might use boats or canoes to travel down a
Ref’s arsenal for adjudicating miscellaneous actions are the river, ships to sail the high seas, or even airships to wing
attribute check and the skill check, both of which are a simple through the skies. There are also certain creatures which might
chance-in-six (unless the given attribute or skill is maxed out). serve as flying mounts.
This rule can be expanded to go beyond merely checking an
attribute or a skill, though: nearly any random situation can be Vehicle or Mount Base Travel per Day
decided by the referee assigning a chance and rolling a die. The Canoe (downriver) 5 hexes (25 mi)
most complex situations, though, arise in battle—hence the close Canoe (upriver) 2 hexes (10 mi)
attention devoted to that subject here. Sailing ship 7 hexes (35 mi)
Airship 10 hexes (50 mi)
Flying mount Flying MV in hexes
Wilderness Travel
Before a campaign can begin, the referee must have a map of the
campaign world, or at least a map of one detailed portion of it. The Dungeon
Each region of wilderness is typically charted on hex paper, at a Whenever the adventuring party enters a complex of caverns or
scale of 5 miles to the hex. (The whole campaign world does not an underground labyrinth, they are said to be “in the dungeon”.
need to be mapped like this—only those areas where the player Dungeons are mapped on squares or hexes at a scale of 5 feet to
characters are likely to do a great deal of outdoor travel.) In one the inch. The 1” space (whether square or hexagonal) is the
day, a party of characters can traverse a number of five-mile foundation of all Movement, range, and area numbers in battle.
hexes equal to the slowest character’s Movement. This assumes Time and Movement: Characters can move through the
reasonably open and easy terrain, such as plains or roads. dungeon as quickly as caution dictates and circumstances allow.
Assume for the sake of simplicity that each discreet area—each
Party Composition Base Travel per Day room or visible stretch of corridor—takes about fifteen minutes
Mounted on horses 7 hexes (35 mi) to explore, assuming careful movement and a cursory search to
Mounted on ponies 6 hexes (30 mi) uncover the presence of monsters, treasures, hidden passages,
Men and Elves only 5 hexes (25 mi) and so forth. Thus, a party of adventurers can explore about
Includes Dwarves or Hobs 4 hexes (20 mi) four discreet rooms or hallways per hour.
Mounted and encumbered 3 hexes (15 mi) Lighting: Dungeons are dark. Elves and Dwarves, thanks
On foot and encumbered 2 hexes (10 mi) to their superior vision, can see in the dark out to 40 feet (8”)
away. Men and Hobs have to rely on torchlight or a SIGHT spell,
In mountains, swamps, deserts, and other difficult landscapes, either of which shines out to 20 feet away (illuminating a 9”
wilderness movement is halved (rounding down). Note that diameter centered on the light-bearer). Note that most monsters
some stretches of difficult terrain might be outright impassable are adapted to total darkness and can see in the dark out to a
without some special means of travel. distance of 60 feet (12”) without a light source.
Getting Lost: Wherever there are no roads or markers, there Traps: Rarely, some dungeons are booby-trapped. Usually
is always a chance that the party might become lost while these are long-forgotten vaults or tombs, with only undead or
traveling through the wilds. The referee should make this check golems for their guardians. (Dungeons full of living monsters
at the beginning of the day. The chance is 1 in 6 for open terrain, aren’t likely to be trapped, lest the monsters set them all off
2 in 6 for mountains, forests, or sea-travel, and 3 in 6 for deserts, while they wander!) Traps are nearly always concealed and
jungles, or swamps. When a party becomes lost, they veer off difficult to spot, triggered by some action of the characters (such
course, traveling in a slightly different direction to where they as stepping on a pressure plate, opening a door, tripping a wire,
think they’re going. or even crossing a beam of light). A trap can be found if a
Random Encounters: At the start of each journey trough the character searching for traps passes a Perception skill check. A
wilderness, the referee should roll a die. This is how many days mechanically inclined character might even be able to use a Craft
will pass before the party encounters monsters. Each stretch of check to sabotage and thereby disable the trap permanently.
wilderness must have its own Encounter Table (examples are
given in the next chapter) to determine what monsters are found
when an encounter occurs. After the encounter is resolved, the Encumbrance
referee must roll another die on the next game day to find out Characters need gear to survive the rigors of a quest. They will
how many days pass until the next monster encounter. also recover treasures as they travel. How much a character can
Wilderness Skills: Feats of physical skill, such as climbing carry is dictated by his race and his Strength.
and swimming, are covered by rolling an Athletics skill check. Encumbrance Threshold: For Men, Elves, and Dwarves, the
Outdoor survival, including hunting and gathering for food and encumbrance threshold is 5 stone (i.e. about seventy pounds),
regaining one’s bearings after getting lost, are determined by plus or minus the character’s STR modifier. For a Hob, the
checking the Outdoors skill. threshold is 4 stone plus or minus his STR modifier.

27
Encumbrance and Movement: A character who carries and pass a Stealth check, the referee might decide that the
weight equal to or less than his encumbrance threshold moves at monsters are automatically surprised. Likewise, if the player
normal speed (4” for a Hob or a Dwarf; 5” for a Man or an Elf). characters are standing watch and pass a Perception check, the
A character who carries more weight than this moves at half monsters might have no chance of surprising the characters. Of
speed (2” for all races). N.B., a Rogue adds +1” to speed when course, monsters performing these same activities should enjoy
unencumbered only; encumbered Rogues still move at 2”. the same advantages.
Maximum Weight Limit: The most that a Human, Elvish, Encounter Distance: The space between characters and
or Dwarvish character can carry at all is 15 stone, plus or minus monsters at the start of the encounter depends on whether the
his STR adjustment; for a Hobbish character, the figure is 12 encounter is taking place in the wilderness or the dungeon, and
stone, adjusted for STR. Anyone who tries to schlep more of a whether the referee rolled surprise. In the wilderness, the two
burthen than this will find himself quite unable to move. sides start the encounter 6D spaces apart without surprise, or 3D
spaces apart with surprise. In the dungeon, encounter distance
is 2D spaces without surprise and 1D spaces with surprise.
Henchmen Reactions: At the beginning of an encounter, the referee
The player characters may wish to hire mercenaries, porters, and can make a reaction roll to determine the monsters’ attitudes
other underlings to help them on their adventures. The toward the player characters. The referee rolls two dice, and the
negotiations involved must be role-played by the referee and the result of the roll determines the monsters’ initial reaction:
players. Usually, henchmen can be hired for a rate of pay equal
to 50G per hit die (for normal Men, Elves, Dwarves, etc. without Roll Reaction
a class) or 100G per experience level, paid each month. It’s 2-4 Monster is hostile and attacks at once
important to remember that henchmen are not mindless 5-7 Monster is unfriendly (roll again at -4 next round)
automatons, and they will not willingly be used as fodder in 8-10 Monster is cautious (roll again next round)
battle. They expect a player character to behave as their leader 11 Monster is neutral (roll again at +4 next round)
and face the brunt of any danger (which is what justifies the 12 Monster is friendly
player character keeping the largest share of any treasure found).
If henchmen are routinely abused, they will probably leave the If the player characters attempt to negotiate with a monster that
player character’s service—and that character will develop a has not decided to attack at once, further reaction rolls can be
reputation as a nasty employer nobody wants to work for. modified for the WIL score of the character leading the
Henchmen in the party count as one-half of a player negotiations. If the monsters are particularly intelligent, they
character when dividing up the experience points. Henchmen might also respond to creative use of the Diplomacy skill.
count as “troops” for the sake of morale checks (i.e. they pass a Avoidance: If the player characters take the monsters by
morale check on a roll of 8 or lower on 2D; see below), but this surprise, they might decide to simply avoid the monsters
base morale number is modified for the WIL of the leader PC. altogether. If they can hide (which usually requires Stealth
checks) before the monsters can act, they have not been seen and
the encounter ends with the player characters having avoided
Encounters detection. If, however, any one character fails a Stealth check,
Encounters can take place in either the wilderness or the the monsters have a chance to spot the characters, and then the
dungeon. The referee always rolls one die (the “encounter only way to avoid the monsters is by fleeing (see below).
clock”) whenever the player characters set out into the
wilderness or enter the dungeon. Outdoors, the result of this die
is how many days will pass before the player characters have Battles
their next encounter. In a dungeon, the encounter die indicates Combat is more or less unavoidable in the worlds of Elegia.
how many discreet rooms or corridors can be explored (or, if the Defeating monsters is how player characters earn experience and
characters are not exploring, how many quarters of an hour can thereby grow powerful enough to complete their quests. Indeed,
pass) before their next encounter. Once the encounter occurs, some Elegia games are little more than a series of battles with
after it has been resolved (whether through battle, avoidance, or minor intermissions of story in between. This is okay; Elegia was
negotiation), the referee resets the “encounter clock” by rolling designed to be a fast-paced and action-based game. Players who
another die at the beginning of the next day of wilderness travel derive the greatest enjoyment from tactical combat will probably
or the next fifteen minute period of dungeon exploration. enjoy Elegia the most.
Surprise: There is a chance that one side or both could be The Battle Round: A battle-round is roughly five seconds
surprised in an encounter. Normally, this is determined long, or twelve rounds to the minute. Needless to say, this isn’t
randomly—the referee rolls a die each for the player characters a great deal of time. In the span of a round, a character can
and the monsters, and if either side rolls a 1 or a 2, that side is really only hope to do one thing, like make one attack, cast one
surprised and loses its action on the first round of the encounter. spell, or use one item. Each round consists of two phases, the
(N.B., Hobs are harder to surprise than other creatures. They are Move Phase and the Action Phase, but the two phases are
surprised on a roll of 1, but not on a roll of 2. On a 2, Hobs can considered to happen more or less simultaneously—one cannot
act that round, even if their allies cannot.) If both sides are give up his Move for an extra Action, or vice versa. The only
surprised, both sides lose their first round of actions. caveat is that each character’s Move Phase must always be
Note that it is sometimes possible to create or negate resolved before the Action Phase occurs. This rule is absolute
surprise with skill checks. If the player characters are sneaking and inviolable—Movement always precedes Action.

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SPELL AREAS—SQUARES AND HEXES

29
The Battle Space: Battles take place on a mostly abstracted The Action Phase: On the second half of the battle round, a
scale where five feet in the game world are represented by one- character can do something. Usually this means making an
inch squares or hexes on the tabletop. The battle grid does not, attack, casting a spell, or using an item, but it could be nearly
however, realistically correspond to true distances. Missile any action that someone might feasibly attempt within five or six
ranges, for example, are given in a flat number of tabletop inches seconds. Miscellaneous actions are left to the referee’s judgment.
(e.g. 14” for a long bow, even though a long bow can fire much Attacking: Attempting to strike another creature in battle
farther than seventy feet in real life). with a weapon constitutes an attack action. An attack is handled
Hexagons are the preferred shape for battle spaces in most by rolling two dice, adding the character’s Accuracy bonus, and
circumstances, particularly in the wilderness and in caverns, but attempting to equal or beat the target’s Defense score. Accuracy
sometimes squares are preferred for dungeons (since they line bonuses are as follows:
up with walls and corridors better). When squares are used, the
following rules must be observed: AC Knight Level Monk Level Wizard Level
1. Only squares that touch sides are considered adjacent to +0 1-3 1-4 1-6
each other. Squares that touch diagonals are considered 1” +1 4-6 5-8 7-12
apart—close enough for missile-fire, but not close enough +2 7-9 9-12 13-18
for hand-to-hand combat without a whip or a lance. +3 10-12 13-16 19-24
2. When counting distances diagonally, count 2 – 1 – 2 – 1 etc. +4 13-15 17-20 25+
A character with MV 5”, for example, can move three +5 16-18 21-24
squares diagonally (2, then 1, then 2 = 5). +6 19-21 25+
The rules for diagonal counting must also be observed for the +7 22-24
areas of spell effects. A spell with Area 7”, for example, +8 25+
indicates a diameter of seven spaces counting vertically and
horizontally, but only five spaces diagonally. Note that monsters roll attacks as a Knight of a level equal to
their hit dice. Rogue class characters use either of two tables,
GRIDLESS GAMING depending on how they are attacking: Rogues roll to hit as
Elegia can certainly be played without a battle grid, although Knights when using missile-fire, but they attack as Wizards in
much of the detail and fun will be lost. Playing through battles hand-to-hand combat.
without a grid renders Movement meaningless, along with Making the attack roll deals damage to the target. Damage
missile and spell ranges. To convert spell areas to a gridless is determined by the attack form (i.e. the kind of weapon), plus
system, just replace the diameter with “number of targets”. A one-half the Accuracy bonus:
spell with a diameter of 5”, for example, affects five enemies
instead. For monsters’ breath weapons, the number of targets Damage Knight Level Monk Level Wizard Level
affected is the average width of a cloud-shaped attack (a 5” x 3” +0 1-6 1-8 1-12
cloud instead affects four targets), the widest span of a cone (a +1 7-12 9-16 13-24
cone which is 3” at its widest instead hits three targets), or one +2 13-18 17-24 25+
third the distance of a line attack, rounding up (a 6” line hits two +3 19-24 25+
targets, a 7” line hits three targets). +4 25+

Initiative: At the start of every battle, each player and the Monsters only add this damage bonus if they employ weapons;
referee must roll a die to determine the order of actions in the it never applies to monsters’ natural attacks. (The bonus does
battle. The referee simply rolls 1D. Each player rolls 1D and apply to characters’ unarmed strikes, Monk or otherwise.) A
adds his or her Dexterity adjustment. Actions then occur in Rogue’s damage bonus varies (like Accuracy) depending on
descending order, from the highest to the lowest initiative roll, whether the attack is missile-fire or hand-to-hand.
with all of the monsters using the referee’s (unadjusted) roll for Hand-to-Hand: Close-quarters attacks can occur into
their initiative. adjacent spaces with most weapons, or within two spaces with
When the results of one or more initiative rolls tie, the reaching weapons (whip, lance, pole-arm). Strength modifies
actions are considered simultaneous—all of the Movement both the to-hit roll and the damage roll in hand-to-hand combat.
Phases occur at the same time, then all of the Action Phases, and Note that in the Elegia game, engaging a foe in hand-to-
finally the results of damage are assessed (a creature which has hand combat does not pin a character into a particular space.
taken enough damage to fall to 0 hit points is only incapacitated These combat rules do not include “threatened squares” or the
at the end of its attacker’s initiative count). condition of being “mêléed”, so there are no attacks of
The Movement Phase: The first half of each battle round is opportunity or special rules governing withdrawals and retreats.
the Movement Phase. On this part of the round, a character or Missile-Fire: Missile attacks can occur within the range of
monster may move as many spaces as its Movement score the missile weapon being fired or thrown. A missile attack is
allows. Note that if a creature foregoes moving in order to take always modified (both the to-hit roll and the damage roll) for the
some action first (an attack, a spell, anything), the Movement attacker’s Dexterity. Being adjacent to a target does not impede
Phase is lost for that round. Note also that there is no such thing missile-fire in any way.
as “running” or “charging” or “double moving” in the Elegia Two Weapons: A character might opt to wield a pair of
game. A Movement score of 5” means no more than 5”, period. one-handed weapons at the same time. This does not grant any

30
extra attacks, but it does increase the damage dealt. The second A creature that falls to 0 hit points is defeated. The precise
weapon carried in the off-hand adds a bonus to primary definition of “defeated” is very situational: it depends on the
weapon’s damage roll, depending on the size of the secondary nature of that final blow and on the intention of the attacker who
weapon. An off-hand weapon that normally deals 1D or more delivered it. In mortal combat, where everybody is trying to kill
adds a +2 bonus to damage, while an off-hand weapon that deals everybody else, 0 hit points probably means “dead”. But if both
less than 1D adds a +1 bonus to damage. sides in the fight are merely trying capture each other, 0 hit
Attacks without Weapons: An unarmed strike is a hand-to- points could indicate being knocked unconscious, grappled and
hand attack that causes one or two points of damage, found by restrained, or simply disarmed and forced to surrender.
rolling half a die and subtracting one pip (½D-1). Employing an A character who has lost hit points can be “cured” by
improvised weapon of any sort negates the one pip penalty means of spells like HEAL and AURA, items like HEALING potion,
(damage ½D). Throwing an improvised weapon is a missile and by rest. (A character who rests for a full night recovers all
attack with a 4” range. lost hit points and expended spells.) A character who has fallen
Other Actions: Other typical actions in battle include to 0 hp will require more attention. If the character was merely
casting a spell or using an item (such as a potion, scroll, or subdued or knocked unconscious, healing spells work normally.
ensorcelled Relic). As with missile-fire, spell-casting is not If the character has been gravely wounded, healing requires
impeded in any way by standing next to the target (although several weeks of rest or the immediate application of a LIFE spell.
Wizards are of course wise to pay attention to their spell areas), If the character has actually been slain, he can only be revived by
nor is magic-use ever disrupted by damaging the caster. the very timely application of a LIFE spell. (Should the player
Resistance Rolls: Attempting to avoid or mitigate the characters be unable to revive an ally with LIFE magic, they
effects of a special attack (magic spell, breath weapon, gaze might be able to visit a town with a temple, where the Monks
attack, trap, etc.) is handled by a resistance roll. When such a can revive characters for a price of 100G x the character’s level.)
roll is permitted, the defending target rolls two dice and adds his Morale Checks: The behavior of monsters and other NPCs
Resistance bonus. Player characters also adjust their roll for can be determined in battle through the use of morale checks,
Willpower, and Dwarves and Hobs add a +1 racial bonus to which determine whether the monsters are willing to stay and
Resistance. The base Resistance bonus is determined by fight or want to run away. To make a morale check, the Ref rolls
character levels or monster hit dice: two dice. If the results are equal to or lower than the given
morale rating, the monsters (or NPCs) stay and fight. If the roll
Resistance Character Level or Monster HD is higher than the morale number, the monsters try to flee.
+0 1-6 Morale numbers depend on the type and intelligence of
+1 7-12 monsters involved:
+2 13-18
+3 19-24 Morale Monster Type
+4 25+ 6 Animals, monsters just looking for a meal
8 Troops, intelligent monsters, goblins
The base target number for a resistance roll is 9. That is to say, a 10 Intelligent undead, evil and magical monsters
character makes a resistance roll if the total of the roll plus the 12 Mindless undead, oozes, golems
modifiers meets or surpasses TN 9. The TN to resist a spell cast
by a player character is 9 ± the caster’s INT or WIL modifier, The referee should check morale in the following situations: (1)
depending on whether the spell is Black or White. Monsters when the first monster in a group is slain, (2) when more than
have no INT or WIL scores, so they use a different modifier. The half of the monsters in a group have been slain, and (3) when
TN to resist a spell or special attack coming from a monster is 9 player characters run away, to see whether the monsters give
for monsters with 1-12 HD, 10 for monsters with 13-24 HD, and pursuit or let them go.
11 for monsters with 25 HD or more. Running Away: Monsters and characters can attempt to
Snake-Eyes and Boxcars: Whenever an attack roll or a flee from battle on the Movement Phase of the battle round.
resistance roll turns up a natural 2 (“snake-eyes”), the roll is an While attempting to flee, a creature cannot take any actions and
automatic failure, regardless of modifiers. A natural 12 must remain in the same square or hex he was in at the start of
(“boxcars”) is an automatic success, no matter how high the DF the round. (The gridded battle-space is an abstraction for actual
or TN. Furthermore, a natural 12 on an attack roll is a critical hit, positions and distances, remember.) The chance to run away
and as such it causes +1D damage—or more, if the attacking depends on the number of opponents present at the battle.
character is a Rogue. Note that a Rogue also crits on a natural 11
and a Ranger crits on a natural 10 or better. Number of Opponents Chance to Flee
Damage and Healing: Whenever a character loses hit points 1 to 4 2 in 6
due to weapon attacks, spells, or other means, this is called 5 to 12 3 in 6
“taking damage”. Hit points represent a character’s ability to 13 to 24 4 in 6
dodge fatal blows—they are an abstract measure of “life 25 or more 5 in 6
expectancy under pressure”—so taking damage is not the same
as taking wounds. Damage itself has no adverse effects, no When a monster or character successfully flees from battle, that
matter how much is accumulated—only the blow that finally creature’s miniature or marker is simply removed from the
drops a character to 0 hit points or lower actually does something battle-grid for the remainder of the battle. Individual characters
to a character or creature. who run away are considered to be “fleeing” and cannot act

31
until the battle has been completely resolved, either by the defeat characters receiving a full share and hired henchmen getting half
or escape of one entire side. Note that characters who flee from a share). Fractions can be rounded up when the division is not
a battle earn no experience for that encounter. perfectly even. Human characters then increase their individual
experience awards by +15% (a good approximation is to add +1
XP for every 7 XP earned).
Rewards Treasure is awarded according to another simple formula:
Characters earn experience and gold for defeating monsters. monsters always have ten times as much gold as the experience
The formula for experience awarded is simple: just add up all of points they are worth. A group of monsters worth 56 XP will
the monsters’ hit point totals. This is the base experience award also have 560G. Gold, of course, can be divided up however the
for the battle. Then add bonus points for any spell levels or player characters wish. The Ref is always free to place the gold
special abilities. A monster capable of casting spells like a Monk wherever he wants to: it can be on the monsters’ persons, hidden
or Wizard is worth bonus XP equal to all of the spell levels it can in a treasure box nearby, or even piled in a horde at the bottom
cast. (A monster who casts spells as a 7th level Wizard, for of the dudgeon along with all the gold earned for defeating all of
example, can cast 4th, 3rd, 2nd, and 1st level spells, so this monster the other monsters during that adventure.
is worth 4 + 3 + 2 + 1 = 10 bonus XP.) A monster with a few
isolated spells, or a powerful gaze attack, breath weapon, or
poison, is worth a flat +3 bonus XP. LEVEL ME SLOWLY
A vampire, for example, has 9 HD (on average, about 31 hit Players and referees who are used to the relatively glacial pace
points), casts spells as a 9th level wizard, and has various special of advancement in other fantasy RPGs may find Elegia to be a
attacks, like a gaze attack and Strength drain. The average little too fast-paced. In fact, by comparison it might seem like an
vampire is therefore worth 31 (from hit points) + 15 (from spell RPG designed for attention deficit and hyperactivity patients.
levels) +3 (bonus) = 49 XP. But if the referee would like to slow down the pace of the game,
At the end of each battle, experience is divided equally that’s easy: just multiply tenfold the amount of XP needed to
among all the surviving characters who did not flee (with player level up.

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Chapter 4 • Worlds & Campaigns
The rules of the Elegia game are only a framework and a few LIKE A VIDEO GAME? OH, REALLY?
seeds of ideas. Campaigns come to life in the act of playing, and The idea of making a tabletop game more like a video game is
for this, the referee must first invent a setting. Game referees, as usually met with bare-faced derision from all corners of the
a group, tend to be remarkably creative people. There are no hobby. Superficially, the arguments make some intuitive sense.
rules or boundaries to circumvent the creation of a game world, If the chief strengths of role-playing games are flexibility and
but there are a few tropes—clichés, some might say—that lend a boundless possibility, why hobble that potential infinity with the
unique atmosphere to the fantasy worlds found in eight-bit artificial limitations of a video game, which reproduces the same
video games. or nearly the same experience every time? Really, though, the
main motivation behind bashing video games is probably a bit

Tropes of 8-Bit Fantasy more myopic. After all, those of us who play tabletop RPGs
would probably like to think that our pastime is superior,
Referees are by no means bound to use all or even any of these especially since video games have been “muscling in on our
ideas in the creation of their game-worlds, but they do recur in turf” for last couple of decades—and winning.
most of the video games upon which Elegia is based. At any But video games actually have one noteworthy advantage
rate, they’re traditional. Using all of these points will lend a over the traditional model of tabletop RPG, and it all boils down
distinctive feel of mystery and gravitas to the game setting. to those oft-derided limitations. In video games, the magic
system is simple and focused. Wizards are good at raining
Ancient Technology down fiery death upon their enemies, but they lack the game-
There is always a lost, ancient civilization which has left behind breaking spells that allow them to solve any challenge easily and
its ultra-powerful technology. The technology is often so one-up the other character classes at every turn. Wizards can’t
advanced as to be indistinguishable from magic, and it is nearly divine for secrets, polymorph themselves or their opponents, fly
always crystal-based. (Sometimes it also looks vaguely Ancient or teleport past physical obstacles with impunity, or end the
Greek or Egyptian, but not always.) Perhaps it explains what adventure with a single well-worded wish. And magical items
magic really is, or why there are monsters on the world. The are rare enough that nobody else can do these things either.
technology could be a MacGuffin that drives the player In a nutshell, the truncated magic system forces players of
characters to seek it out, or it could be some terribly destructive all experience levels to think creatively. Even players in control
weapon that the Main Villain wants to unleash upon the world. of 20th level characters can’t rely on spells or items to solve all of
their problems. This frees up the referee to use a wider range of
Crystal MacGuffin challenges—things that would make high-level characters in
The Crystal MacGuffin is some object or set of objects which other RPG systems yawn, while the players look to their
serves not just as a plot device, but as the impetus for the whole character sheets for the half-dozen ways that they can bypass the
quest. It need not be a crystal of any sort (although that’s obstacle with no thought or originality involved. (Unless, of
certainly the tradition). If the player characters must quest for course, the problem at hand is monsters that aren’t dead yet.
the Seven Pieces of the Sage’s Statue and assemble them to open Elegia magic remains pretty darned good at cracking that
the way to the Dark World, that’s a Crystal MacGuffin. Simply particular chestnut.)
put, it’s a convenient means for the referee to involve the players
in the plot and drive it all the way through to the end.
mountain range cannot be crossed until the characters find he
Fate of the World one and only Ruby Key which opens the Dwarf-Door to the
The player characters are out to save the world. Whatever the mines that lead under the mountains. Of course the Ruby Key is
characters are doing, eventually the fate of the world must hang at the bottom of the First Dungeon, in the possession of the First
in the balance. Their quest is the quest, the most important Boss Monster. (A good referee will have at least a superficially
adventure in the history of the campaign world. In short, it’s a logical explanation for these kinds of coincidences, but it’s really
big deal. So big, in fact, that if the player characters fail, the not important.) Other potential barriers include obvious terrain
world ends, and if they player characters succeed, evil is features (swamps, deserts); the sea (hard to cross without a
defeated permanently (or at least banished to another realm for a ship); the air (can’t fly as high up as the Ancients’ floating
thousand years). In either case, once the main plot has been continent without an upgrade to the airship engines); and areas
solved, the next big story has to take place in another world populated by very powerful monsters (better not venture into
altogether, or in another era so far removed in time that the the Wraith Forest until you’re all at least 5th level!).
world as such is completely changed and unrecognizable.
Key Item Exchange
Geographical Barriers Related to the idea of Geographical Barriers, Key Items are
At the start of the game, the player characters can’t go just objects that have no inherent use to the player characters (they
anywhere. They are restricted to one particular stretch of usually aren’t magical Relics, for example), but which are
wilderness and two or three interesting locations (towns and nonetheless very important to the player characters’ quest.
dungeons). Barriers, usually physical features of the land, hem Sometimes a Key Item is necessary to overcome a Barrier (e.g.
them into their tiny little starting “sandbox”. An impenetrable the Ruby Key in the previous trope explanation). Sometimes it

33
must be given to a certain NPC in exchange for information. town and being blessed in the name of the Powers of Light.
Quite often, one Key Item will be exchanged for another in a Other times, it’s more complicated. Perhaps the characters must
sequential series of exchanges, until some final purpose is be blessed by the Great Dragon-God Bahamut, who requires
realized. A sequence of Key Item Exchanges might be necessary them to retrieve proof of their courage from the top of the
to the quest, or it might be incidental, constituting a mere side- Mountain of Ordeals, where they will face their own dark sides
quest that unlocks some boon for the player characters (e.g. in a battle for the very soul of bravery and heroism. Whatever
obtaining one of the game’s more powerful Relics). the particulars, characters only receive their class promotion
upon doing something in the game world, not just from reaching
Lost Worlds the 10th experience level.
Some stretches of wilderness will be far removed from any signs
of civilization, populated only by fierce monsters and gigantic, Sparse Islands of Civilization
even prehistoric beasts. Naturally, the player characters will The world’s population is relatively depleted, possibly by some
have to cross this rough landscape at some point on their cataclysm or great war, several generations removed, which
adventures, probably well after surpassing 10th level. people now do not completely remember or understand. There
are, at most, a dozen or so major cities world-wide, and in
Main Villain (& Co.) between, vast stretches of monster-haunted wilderness. Each
There is always a Main Villain, the real Root of all Evil in the town, though, will have certain things in common: there is
campaign world. This Main Villain dispatches powerful always an inn, a temple, and shops for magic spells, potions and
underlings throughout the world to do his bidding. The scrolls, and weapons and armor. When one or more of these
underlings, naturally enough, will be the lesser Boss Monsters features is missing from a town, something is up! The last town
that the player characters overcome over the course of their that the player characters visit, just before they confront the Final
quest. These Bosses might be generals in the Main Villain’s evil Boss, might for example have its magic shop well-concealed, so
army, or they might be of the same kind as the Main Villain, that the player characters don’t have such an easy time learning
only to a lesser degree—Fiends, where the main character is the 8th level spells.
King of Fiends, for example.

No History Building Worlds


The world is suffused with a vague, quiet, mostly unspoken Crafting an Elegia world is really no more difficult than drawing
sense of lamentation. Nobody knows why this is so, because up a simple map of a wilderness area, complete with a starting
most of the world’s true history has been forgotten. This is not town and a first dungeon, and surrounding this area with one or
quite the same elegiac feeling that permeates a world like J.R.R. more insurmountable barriers. Overcoming each barrier then
Tolkien’s Middle-Earth, where there is lots of well-recorded lore unlocks new areas to explore: wilderness spaces with stronger
and everybody knows about it. In The Lord of the Rings, the monsters, dungeons with more complex levels (and more
dominion of Elves is passing out of the world to make way for powerful Relic treasures), and towns where better weapons and
the dominion of Men, and the Elves mourn an obvious fact that spells are sold.
they cannot change. In the worlds of Elegia, the sense of elegy is One can envision the game-world as a long scroll of maps,
ill-defined at best. There might be a sage or two out there in the with each barrier that the characters manage to overcome
world who is aware of the true history (or at least one key unfurling another length of the scroll; but a better description
moment in history, from millennia past, which concerns the might be a series of concentric rings with the starting point in the
player characters’ quest). Naturally, finding the sage who has center, since advancing through the quest will inevitably widen
some part of the answers that they seek will be a difficult task for the perimeter of the world that the characters can access and
the player characters, one they will accomplish only after much explore. Of course, it’s hardly necessary to have the whole
hardship. world mapped out from the start of the game. The referee will
really only need those wilderness regions and dungeons that the
Other Dimensions characters are capable of visiting at any given time.
There is probably another plane of existence involved. It could One key feature of any wilderness or dungeon map, quite
be a dark reflection of the world that the player characters apart from the mix of terrain and the lay of the land itself, will be
inhabit, or a swirling vortex of elemental chaos where Evil has the monsters that inhabit a region. In the wilderness, monsters
been banished to for a thousand years, or even a higher plane of of various kinds can be encountered anywhere. The player
reality where the Ancient Ones have ascended to in their state of characters might even get it into their heads to wander aimlessly
enlightenment. Then again, it might simply be another era of the through the wilds for a few weeks, so that they can encounter
world, a mythic past when gods walked the earth and mighty monsters and earn experience. This practice, called “grinding
Wizards made Relics, or even a technological past that looks for level-ups”, need not be discouraged. The players will
much like our present day. eventually grow bored with it all on their own; and if not
(particularly after the characters have gained two or three
Promotion Side-Quest levels), it’s okay to say that the presence of mighty heroes has
When the player characters reach 10th level, they don’t just driven all of the monsters out the region for awhile, and that any
automatically become Paladins and Warlocks and such. There weak monsters the players hunt down in that region thereafter
must be some action to accomplish in order to promote into a simply flee. In a dungeon, meanwhile, the monsters wander the
new class. Sometimes, this is as simple as visiting the priest in halls and corridors, and again, the players encounter them at

34
random. (Except for one or two Boss Monsters guarding specific The Bard
treasures, key items, or plot MacGuffins, most of the monsters in A Light Warriors style campaign often includes an additional
a dungeon should be randomly encountered. There is no need class, a jack of all trades and a master of none. The Bard class
to pre-stock the dungeon with lairs full of lesser monsters.) As represents a dedicated adventurer, someone who learns a little
with the wilderness, if the player characters become so powerful bit of everything in order to complement his more specialized
that they can handily defeat all of the monster types to be found fellows and thereby shore up any weaknesses that the party
in a dungeon, the referee can simply declare that the dungeon might have. In a pinch, a Bard can serve as an additional sword-
has been “cleared” and all the monsters flee, negating any arm, blaster-caster, or healer, depending on how versatile the
further random encounters in that location. Bard makes his spell selection.
The monsters encountered in any dangerous area, whether • Bards are able to wield any weapon and carry a shield, just
dungeon or wilderness, are determined by encounter tables, like Knights. Their use of armor is somewhat more restricted,
which the referee must devise ahead of time. This is as easy as though: they can wear leather and chainmail, but not plate.
selecting six monsters which are all more or less equal in • Bards are considered moderately skilled in battle. They roll
strength, or which fit the theme of a particular area. Here is an their attacks and hit dice just like Monks.
example encounter table for the first wilderness and dungeon • Bards know fewer spells than Monks or Wizards, and they
that the player characters can explore in their adventure: can only learn spells up to the 6th spell level, but they can fill
their spell slots with either White or Black spells, as they prefer.
1D Wilderness Encounters Dungeon Encounters Note that INT governs a Bard’s use of Black Magic, while WIL
1 1D Goblins 2D Skeletons governs a Bard’s use of White Magic—so Bards function best
2 ½D Wolves 1D Zombies when they have good scores in both attributes.
3 1D Men (bandits) 1D Green Slimes • Bards possess a special ability called “Insight”, which a 1st
4 1D Giant Bats ½D Ghouls level Bard can use once per day. (Additional daily uses of the
5 ½D Giant Spiders 2D Goblins Insight ability come at 5th, 9th, 13th, 17th, 21st, and 25th levels.) This
6 1 Bugbear ½D Bugbears ability targets a single nearby (within 12”) monster and instantly
reveals that monster’s number of hit dice, current hit point total,
The random number of monsters encountered can always be and any strengths or weaknesses with regard to elemental magic
adjusted to match the strength of other monsters in the area, so (fire, cold, lighting, etc.).
that most encounters are more or less equally deadly. Don’t be
shy about throwing in a “wild card”, though. An encounter BARD SPELLS KNOWN
with an unusually powerful monster will not only keep
overconfident players on their toes, it will also give the player Level 1 2 3 4 5 6
characters the idea that something is unusual (or unknowable) 1 0 0 0 0 0 0
about a particular location. This will quite desirably play on 2 1 0 0 0 0 0
their imaginations, as players tend to read purpose into anything 3 2 0 0 0 0 0
they encounter which is out-of-the-ordinary. 4 2 1 0 0 0 0
5 2 2 0 0 0 0
6 2 2 1 0 0 0
Campaign Model: 7 3 2 2 0 0 0
8 3 2 2 1 0 0
The Light Warriors 9 3 3 2 2 0 0
The first of two sample campaign ideas is here dubbed the Light 10 3 3 2 2 1 0
Warriors campaign. This is the game model exemplified by the 11 4 3 3 2 2 0
majority of console fantasy RPGs, including FINAL FANTASY and 12 4 3 3 2 2 1
DRAGON WARRIOR. In these games, a party of characters 13 4 4 3 3 2 2
(represented on the game map by one sprite) wanders over the 14 4 4 4 3 3 2
world map and through dungeons, randomly encountering 15 5 4 4 3 3 2
monsters (which are represented on a battle screen by colorful 16 5 5 4 4 3 3
graphics sprites which do not move—this style of campaign 17 5 5 5 4 4 3
lends itself well to gridless battles) and solving a series of quests, 18 6 5 5 5 4 4
especially the sorts of quests that overcome barriers or trade key 19 6 6 5 5 5 4
items. Eventually, characters acquire an airship which allows 20 7 6 6 5 5 5
them to explore every corner of the world (and the Final Boss 21 7 7 6 6 5 5
always lives in a region which can only be accessed by airship). 22 7 7 7 6 6 5
In short, the Light Warriors campaign is all about globe-trotting 23 7 7 7 7 6 6
and dungeon-crawling. This is the typical sort of campaign most 24 7 7 7 7 7 6
strongly implied by the game rules of the Elegia RPG. 25 7 7 7 7 7 7

35
• At any time after reaching 10th level, a Bard can be as many NPC henchmen as his Willpower will allow, henchmen
promoted to the rank of Sage. Sages possess a very powerful which participate in the battle just as fully as the player
ability called “Dual-Casting”, which is the ability to cast two characters. This sort of campaign is ideal for a group of players
spells at the same time using only one round’s action. A Sage’s who just want to kick butt, but love the tactics involved in a
ability to Dual-Cast is limited by his Willpower score: the WIL chess-like game of movement and position.
score, divided in half and rounded down, is the number of spell
levels per day that the Sage can Dual-Cast. If a Sage has WIL 13, Peculiar Races
for example, this character could Dual-Cast six spell levels per The Shining Force games are a much-beloved series of strategy
day: perhaps he could use it all at once, to cast a pair of 3rd level RPGs which actually hail from the 16-bit era of video gaming.
spells at the same time, or a 1st and a 5th level spell; or he might These games are noted for the odd conglomeration of demi-
use it over the course of the day, casting a pair of 1st level spells humans and outright monsters which join the main hero over
on three separate occasions. the course of the battle campaign. In addition to the usual array
of Humans, Elves, Dwarves, and Halflings, there are Centaurs,
Birdmen, Wolfmen, Robots, and in various incarnations of the
Campaign Model: game, stranger allies (like dragons, phoenixes, golems, giant fire-
breathing turtle-monsters, and floating magic-using jellyfish-
A Shining Warband monsters). At minimum, a few oddball races should be included
Another possible campaign model for the Elegia game is the in any Shining Warband style campaign. Some examples:
tactical RPG, exemplified by video games such as Shining Force, • Centaurs, being equine, are +1 to Accuracy with lances and
Fire Emblem, and Ogre Battle. This style of campaign is presented have base encumbrance limits of 8 stone (24 stone). Centaurs are
as a series of involved, strategic, large-scale battles. There is also +1 to damage in hand-to-hand combat (due to their hooves),
relatively little exploring and almost no dungeon-crawling. whether armed or unarmed. They move at a speed of 6”. A
Indeed, if there are even dungeons at all, they are little more Centaur must have a WIL score of at least 6.
than set-pieces included for the sake of making a few of the • Birdlings appear to be part human, part hawk or falcon.
battles more claustrophobic. Nor is there any need for random They are capable of flight, provided they go unencumbered, up
encounters, since each battle consists of a large “warband” of to a height of five feet above the ground per experience level.
predetermined monsters. Over the course of the battle (which They move at a speed of 7” in the air and 5” on the ground.
might very well take up an entire game session), the players Birdlings can see in the dark (8”, just like Elves and Dwarves). A
guide their characters across the gridded battlefield, taking on Birdling must have a DEX score of at least 6.
the enemy monsters one small group at a time, using whatever • Wolfmen, not to be confused with werewolves, are quite
tactics they have at their disposal to minimize the attrition to literally anthropomorphic wolves. Wolfmen move at a speed of
their own resources. Another important feature of this campaign 6”. Due to the ferocity of their teeth and claws, they add +1 to
is that the player characters’ side is always recruiting new NPCs damage when attacking hand-to-hand with weapons, or +2 to
to join the ongoing battle campaign. At the outset of the game, damage when attacking unarmed. Wolfmen possess the ability
each player might control only his own character, but near the to see in the dark out to 8” (40 feet in-game), just like Birdlings,
end, each player should be controlling his starting character and Elves, and Dwarves. Wolfmen must have STR 6 or better.

36
ELEGIA
Character Name: Race & Class:
Player: Level & Experience:
Referee: Experience for Next Level:

Attribute Scores Skill Ranks


Strength ( ) Athletics Entertain Perception
Dexterity ( ) Civics Knowledge Pilot
Intelligence ( ) Craft Medicine Stealth
Willpower ( ) Diplomacy Outdoors Trade

Battle Statistics Special Abilities


Hand-to-Hand:
Accuracy
Damage
Missile-Fire:
Accuracy
Damage
Items & Equipment
Defense

Resistance

Movement

Total Hit Dice


Max Hit Points

Current HP

Languages Spoken

Current Weight Encumbrance Limit/Max Weight Carried

Permission is granted to copy this page for personal use only. © 2010 Relative Entropy Games.
ELEGIA
Spells Known Spell TN:

Level One Level Two Level Three Level Four


   
   
   
   
   
   
   
   
   

Level Five Level Six Level Seven Level Eight


   
   
   
   
   
   
   
   
   

Notes, Maps, Drawings

Permission is granted to copy this page for personal use only. © 2010 Relative Entropy Games.
Notes
OPEN GAME LICENSE v1.0a 5. Representation of Authority to Contribute: If You are contributing
DESIGNATION OF OPEN GAME CONTENT original material as Open Game Content, You represent that Your
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to any Open Game Content that you Use. No terms may be added to System Reference Document Copyright 2000-2003, Wizards of the
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