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Contents
Introduction 5
Part 1 Characters 8
Additional Data for PC Creation 51
High Level Characters 54
Creating a High-Level Characters 56
Part 2 Game Rules 66
Rules for Riding 67
Mounts 74
Mounted Combat 86
Supplemental Rules 91
Part 3 Data 107
Classes 108
Magic 144
Techniques 181
Spellsongs 184
Combat Feats 187
Items 193
Part 4 World 220
Faith and Divine Power 221
Magitech of Al Menas 225
Northern Terastier 230
Adventuring in Raxia 253
Part 5 Game Mastery 268
3
Scenario 269
Divine Magic of the Malevolent Gods 294
Bestiary 298
Appendix 415
Equipment Commentary 416

4
Introduction

5
Go to Even More Adventures!

Ever dreamed of magnificent adventures, soaring in the skies


with dragons, manipulating massive magical spells in order to
call down meteorites, and even watching a deity show up in
front of you? Have you ever longed to be a hero, one who can
defeat everything in front of them endlessly?
This book will give you the chance to become a hero such as
those, carving your own legacy out to sit among the ones that
have come before. The time has finally come for your
adventure to become a legend!
This book contains data for levels 11 to 15, the highest a
humanoid can naturally attain. As such, there are several new
spells, Combat Feats, and other abilities to make your
character as powerful as the legends say. Of course, this power
doesn't come overnight, and even getting to 10th level is an
accomplishment in and of itself. However, what lies within is
especially powerful, due to the requirements needed to attain
them.
Additionally, with new powers and abilities come new
monsters to use them on. These new foes are quite powerful
in their rights, often strong enough to repel a full-frontal attack
on their own. Some may be even more powerful than a whole
party at the 15th level, so proper tactics learned over your
characters' long adventures, in addition to new abilities, will be
the way forward.
Additionally, the new class "Rider" appears in this book.
Becoming a Rider allows you to take your favorite horse,
mythical beast or magitech construct into battle and fight as a
single unit in the wilderness, plains, and even the sky and sea.
Also, the new "Valkyrie" race has been introduced, as well as
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rules for creating a new character at higher levels of play in
case a new player wishes to join an already-existing campaign.
There are also additional rules for various other situations that
may occur during play, such as structural destruction,
connecting with celebrities and NPCs, and new lists of NPCs
and regions.
As long as you continue your journey, the adventure never
ends. Time to carve out your own legend! Good luck!

Precautions When Using This Book

References to Core Rulebook I and Core Rulebook II


When it is necessary to refer to “Core Rulebook I” or “Core
Rulebook II” in this book it will be done in brackets “(see CR
I p. X-Y)”.
Riders and Character Sheets
With the new "Rider" class comes new Stunts to be used while
riding. These Stunts have their own place on the character
sheet already, so there's no need to try and add them in
somewhere else. Additionally, "Rider" levels can be used for
Monster Knowledge rolls, but only to determine the monster's
stats, not its Weak Point.
Rider Mount Management
In this book, the rules and data of the Mounts are posted along
with Rider Stunts. This information is necessary to make sure
the player is using the Rider's Stunts correctly. When using
Mounts, it is recommended to copy the data of the Mount
right off of the page, to have it handy when necessary.

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Part 1 Characters

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Human Cavalier

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Character Commentary
A human jockey armed with a one-handed spear and leather
armor. He is a rider class and fights on horseback.
Rider class allows you to skillfully manipulate riding animals,
mythical beasts, and magitech (collectively referred to as
mount). Allows to move quickly and attack while on them. As
you level up, you will get an ability called stunt to control
mounts. This character has [Attack Obstruction] stunt, which
avoids attacks if he is riding on a mount, and [Charge] stunt,
which allows charging while riding.
When riding, the mount can also attack with jockey, which can
help greatly in combat. However, you should also be aware of
the mount's HP, as the mount can also be the target of attacks.
If you purchase a <Mount Contract Certificate> from an
organization called the Rider’s Guild, you will be able to rent
a mount. This character has a Mount Contract Certificate for
a Horse, so he can rent Horse (see p. 124) at any time at the
Rider’s Guild. With enough money, you can buy another
mount.
If you choose to use a level-
up grown version of this
character, you will be able to
perform more stunts and you
will have better equipment
for riding. You will also have
Aramid Coat, armor with the
required strength +10.
Ride your steed and hit your
enemies with all your might!

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Elf Wizard

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Character Commentary
He is a magic prodigy who has mastered both spiritualism
magic and truespeech magic. You can learn a lot of spells and
magic and use an abundant amount of MP to cast use magic
as you see fit.
Use truespeech magic's [Energy Bolt] or spiritualism magic's
[Spark] when you want to attack, and spiritualism magic's
[Protection] or [Enchant Weapon] when you want to support
your friends. He also has combat feat [Magic Magnification /
Number], so you can take bold actions to affect more enemies
or allies.
After growth weapons and armor are not conspicuous, but this
is compensated by different magic items, like Mana Ring with
magic damage increased by +1 and Ring of the Mind with a +1
bonus for Willpower. Also, your Calling Studs will allow you
to have a conversation with others even if you are far away.
You can also use your familiars created by [Familiar] spell to
survey surroundings and contact with allies.
Be the greatest wizard
of them all!

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Tabbit Artificer

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Character Commentary
You are magitech, you shoot your enemies with your gun.
While attacking they can shoot bullets with magic power inside
and use magitech to support their allies.
You have plenty of MP, so don't hesitate to use [Targeting
Sight]. Use your [Precise Shot] combat feat, to aim true.
Will leveling up, your style of shooting enemies with your gun
does not change. You can charge your bullets with [Laser
Bullet] and improve its accuracy [Homing Laser]. You can use
high-level magitech spells that can be used in various situations
such as [Life Sensor] and [Medical Kit].
With your growth, your strength will also rise. You will have a
powerful magic gun <Carnage +1>. You also have a <Bullet
Shower> with a lot of magazines as a spare even in long-term
battles. Keep in mind that different guns have different fire
ranges.
Help your friends with your magical gun and defeat powerful
enemies!

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Runefolk Gladiator

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Character Commentary
It is a gladiator character who fights with fists, kicks, and
throws. It also can empower its abilities with enhancer class.
Since this character has mastered Weapon
Proficiency/Wrestling combat feat, you can expect high
damage from early levels. Sometimes the rush of attacks with
fists and kicks can do more than a warrior's most powerful
weapon.
From the Enhancer class, you will have [Gazelle Feet]
technique, which can cover your Defense by improving
evasion. The enhancer class does not increase MP, but by
being a runefolk you have the racial ability [HP Conversion]
that can increase the number of times you use your
techniques.
When exploring you can use your ranger class. Your potions
will also be more effective with ranger class, so if you have
more money to spare, buy various potions and upgrade your
equipment.
After growing up, you will become a skillful fighter who can
use many techniques. You will have <Tonfa +1> and <Accel
Brogue +1>. Both are Magic
weapons that have high
attack power. You will have
S-ranked armor <Lynx
Vest>, taking advantage of
your high strength. You will
also useful [Counter] combat
feat.
Slash your way through
enemies as a gladiator!
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Nightmare Paladin

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Character Commentary
This character is a nightmare who is the master of both
weapons and the divine at the same time. He can be a good
frontline warrior and a reliable healer.
You can stand to be in heat of battle and heal yourself and
your friends while taking attacking head-on.
You were born as a dwarf and fire is your weak point, but you
are a cleric of Grendal, God of Fire. If you can cleverly
roleplay this imbalance, your character will become more
distinctive.
As this character grows, his healer/attacker role will become
more prominent. Combat Feat [Toughness] will increase the
maximum HP further, and by using [Multi Action], it is
possible to both attack and heals in one turn. Some of
Grendal's special divine magic spells are aggressive, and in case
of emergency, his spells can attack the enemies in front of you.
Also, since you have mastered "Weapon Proficiency II /
Sword", you have <Claymore Custom Forged +1> equipped.
It is a Magic weapon with the highest power of its level. High
strength allows you to have powerful armor and shield to be
equipped with the required
strength +10. Conquer the
flames and baptize enemies
who stand in your way!

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Grassrunner Rogue

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Character Commentary
This is a grassrunner light warrior with weapons in both hands.
The one-handed weapon doesn’t do much damage, but
holding in both two hands and attacking twice fixes that (two
attacks will result in a -2 accuracy penalty). However, you can
have problems while attacking enemies in powerful armor, so
it is a good idea to have your friends magically support you
when fighting such foes.
You also will be a pretty good scout and because of that will
be good at exploring and investigating. You can easily act
alone. You can quickly escape enemies even if they find you.
If you choose to use a high-level version, you will maximize
your area of expertise. Combat feats [Fast Action] and
[Shadow Sneak] will allow you to slip through the battlefield
and attack enemy wizards and bosses behind enemy lines.
Your evasion will also increase significantly, to support the hit-
and-run fighting style. After the battle is over you can find
treasure location perceptively with combat feat [Treasure
Hunt].
You will have two
<Piercers Custom Forged
+1> with adjusted Strength
required so that they can
be used by fencers such as
you.
Play smart and disturb
enemies with your tricky
fighting style!

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Valkyrie Knight

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Character Commentary
She is a valkyrie jockey who rides on a horse into battle. She is
frontline ready equipped with her one-handed sword and metal
armor. Unlike Human Jockey (see sample character before) she has
metal armor that can reduce incoming damage and she can have
different combat feat like [Power Strike] to defeat enemies.
Valkyrie's race ability Light Wings of the War-Maiden will allow
ignoring damage from falling. Another race ability Blessing of the
War-Maiden can enhance mounts and other characters. Both are
fitting to her Rider class.
You will know [Elevated Attack] stunt which increases your extra
damage by 2 points when riding. Combined with Power Strike, you
can make powerful attacks that can surpass even two-handed
weapons. In addition, your mount can also attack which will also
increase your damage output. Note that the rider class is 1st level,
but the mount has 2nd level. Your combat feats will reduce your
evasion, but techniques will reduce the incoming damage.
A high-level variant will grant you many more Stunts and allow you
to mount stronger mounts. You can increase your attack power even
more by riding mounts with unique skills such as wyverns and
dragons. If you purchase multiple Mount Contract Certificates, you
can carry multiple Mounts as statues or store them in the spheres,
so you can change the mounts
you mount according to the
situation.
Defeat the enemy with your
overwhelming attack power and
your mounts without allowing
the enemy's counterattack!

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Additional Data for PC Creation

New Races and Backgrounds

Below is listed the Valkyrie, a race new to Raxia. Additionally,


there is a background chart included, allowing for even low-
level Valkyries to be introduced into your game.

Valkyrie
These rare maidens are the result of a mutation before birth,
similar to nightmares. Born only to humans, and only as
females, they are commonly referred to as "Children of God".
One possible origin of the valkyries is that they are
reincarnated from absolutely pure souls, with no soulscars at
all. However, why such souls were chosen to reincarnate, and
not proceed on into the afterlife, is still unknown. Like
humans, valkyries reach maturity at the age of 15, and
commonly live to around 100 years of age.
Though they appear similar to humans, patterns are
resembling small wings on the back and ankles of every
valkyrie. These bloom into full wings of light when the racial
feature [Light Wings of the War-Maiden] is used.
Additionally, valkyries are adept at dealing with Mythical
Beasts and other animals and can help others with their racial
feature [Blessing of the War-Maiden].
While they have been touched by a divine presence, there are
those valkyries who do not choose the Priest class. However,
many do at least take up arms in the name of some god, if not
become fully fledged holy warriors.
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Starting Languages: Can read and write Regional Dialect (see
CR I: p. 87-93) and Trade Common (see CR I: p. 87-93).
Restricted Classes: None
Racial Abilities
[Light Wings of the War-Maiden]: If you would fall from any
significant height, you can create a set of wings made out of
light in order to slow your fall. So long as you're conscious, you
can fall from any height and land without taking fall damage or
falling prone. You can't move freely in the air as though you
were flying, but you can hold on to other characters and
equipment to a weight of 200 kg.
[Blessing of the War-Maiden]: Offers a blessing to a character
in the same area, other than the valkyrie or any mount the
valkyrie may be using. Once per day, as a Minor Action, the
valkyrie can give any target a +2 bonus to Fortitude and
Willpower for 3 minutes (18 rounds). This effect only works
on Humanoids, Animals, and Mythical Beasts.

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Valkyrie Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Agile Fencer 11/9/6 2500
Warrior
5-6 Warrior Fighter 9/10/7 2000
7 Cleric Priest 7/9/10 2000
8-9 Rider Rider 9/8/9 2500
10- Scholar Sage 7/7/12 2500
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Ability Scores
The Valkyrie's Ability Scores are rolled using the number of
dice below.
Rolling Ability Scores
A 2d
B 1d
C 2d
D 2d
E 1d
F 1d+6

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High Level Characters

High Level Sample Characters

Pages earlier present high-level sample characters. There is all


you might need to start to play at high level when you don't
have time to make a character. You can find hint on how to
play these sample characters in their character commentary.
Some abilities of those characters are introduced in this book,
so make sure to read it before play.
In addition, you can find character sheets of same characters
at low level. You can use them as ready characters (see CR I:
p. 28-66) or for reference for character growth.
High level sample characters have grown 30 times, have
additional experience points of 41,000 points (total experience
points of 44,000 points), have money cash of 75,000, and have
750 reputation.

Character Growth up to 15th Level

The following is a table showing the experience points both


Major and Minor classes require in order to advance up to the
maximum of 15th level. The parenthetical number is the total
accumulated experience needed, assuming the character did
not have any levels in the class to begin with.

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Experience Points and Classes up to 15th Level
Level Major Class Minor Class
(Cumulative XP) (Cumulative XP)
1 1000 500
2 1000 (2000) 1000 (1500)
3 1500 (3500) 1000 (2500)
4 1500 (5000) 1500 (4000)
5 2000 (7000) 1500 (5500)
6 2500 (9500) 2000 (7500)
7 3000 (12500) 2500 (10000)
8 4000 (16500) 3000 (13000)
9 5000 (21500) 4000 (17000)
10 6000 (27500) 5000 (22000)
11 7500 (35000) 6000 (28000)
12 9000 (44000) 7500 (35500)
13 10500 (54500) 9000 (44500)
14 12000 (66500) 10500 (55000)
15 13500 (80000) 12000 (67000)

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Creating a High-Level Characters

Here, you can find information how to create a high-level


characters by giving experience points to the low level
character created in Normal Creation (see CR I: p. 66-102).
The creation procedure is basically the same.

Guidelines for Creating a High-Level Characters

When creating a higher-level character, the first thing that


should be done is to figure out the Adventurer Level for the
character to be created. Once this is determined, the following
chart gives a number of statistics important to the character,
such as Growth Points to spend on Ability Scores, Experience
Points and Money to spend on Classes and Items, and Total
Reputation. These are all added to the starting character's
statistics, as rolled from their specific race's Background tables.
High-Level Character Creation
Avg. Growth Add'l Add'l Total
Adventurer Points Experience Money Reputation
Level
7-8 15 17000 30,000 300
8-9 18 23000 40,000 400
9 - 10 23 31000 55,000 550
10 - 11 30 41000 75,000 750
11 - 12 39 53000 100,000 1,000

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Determining Ability Scores and Spending Growth

As with creating a starting character, creating a high-level


character requires the player to roll for their race's Ability
Scores, and add them to the starting Skill, Body and Mind
scores as determines by the character's Background. After,
they then have a number of Growth Points, which are added
to their stats as Growth Points normally are, which is to roll 2d
and choose one of the stats shown by the dice.
However, as high-level characters have a great number of
Growth Points, and not everyone wants to sit around rolling
2d some 20, 30 or more times in a row, the table below splits
up the number of Growth Points into six average results. This
way, the player can just choose which of their six Ability Scores
get which Growth Points added to them, and it will save a lot
of time and rolling on everyone's part.
Growth Rate Average Table
Growth Score Score Score Score Score Score
Points ① ② ③ ④ ⑤ ⑥
15 5 4 2 2 1 1
18 6 5 3 2 1 1
23 8 6 3 3 2 1
30 10 7 4 4 3 2
39 12 9 6 5 4 3

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Learning Classes

Creating a high-level character begins the same way as creating


a starting character, as mentioned previously. When it comes
to the character's classes, determine the starting classes as per
the character's Background, add the Experience Points given
to the character at that point to the additional Experience
Points as per the chart above, and then proceed to buy levels
in both Major and Minor classes.
However, in order to save time, there are also charts below
that spend those Experience Points for you, whether to
expedite a character being created on the fly, to aid in doing
what may be seen as difficult math, or to help a player make a
choice when they might be overwhelmed by their options.
Along with each class shows how many Experience Points are
being spent on levels in those classes, so that can be tracked
appropriately.
These tables assume each class is bought using Experience
Points without having a level already. If you wish to advance in
a class that you already have a level in from your Background,
you can add the Experience Points that that level would have
cost back to your Experience Points. For example, starting
with a level in a Major Class would refund 1000 Experience
Points, while each level in a Minor Class refunds 500
Experience per level. Additionally, these samples are just that,
and may be changed so long as the Experience Point totals
remain the same.

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Classes for Level 7-8 Characters (20,000 Exp. Pts.)
Remaining Exp.
Sample Class 1 Class 2 Class 3
Pts.
Major 8 Minor 3
1 - 1000
(16500) (2500)
Major 7 Major 5
2 - 500
(12500) (7000)
Major 7 Major 4 Minor 3
3 0
(12500) (5000) (2500)
Major 7 Minor 5 Minor 2
4 500
(12500) (5500) (1500)
Minor 8 Minor 5
5 - 1500
(13000) (5500)
Minor 7 Major 6
6 - 500
(10000) (9500)
Minor 7 Major 5 Minor 3
7 500
(10000) (7000) (2500)
Minor 7 Minor 5 Minor 4
8 500
(10000) (5500) (4000)
For example: Fighter 8/Ranger 3, or Grappler 7/Priest 5, etc.

Classes for Level 8-9 Characters (26,000 Exp. Pts.)


Remaining
Sample Class 1 Class 2 Class 3
Exp. Pts.
Major 9 Minor 4
1 - 500
(21500) (4000)
Major 8 Major 6
2 - 0
(16500) (9500)
Major 8 Major 5 Minor 3
3 0
(16500) (7000) (2500)
Major 8 Minor 5 Minor 4
4 0
(16500) (5500) (4000)
Minor 9 Minor 6
5 - 1500
(17000) (7500)
Minor 8 Major 7
6 - 500
(13000) (12500)
Minor 8 Major 6 Minor 3
7 1000
(13000) (9500) (2500)

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Remaining
Sample Class 1 Class 2 Class 3
Exp. Pts.
Minor 8 Minor 6 Minor 5
8 0
(13000) (7500) (5500)
For example: Sorcerer 8/Conjurer 6, or Marksman 8/Artificer
6/Sage 3, etc.

Classes for Level 9-10 Characters (34,000 Exp. Pts.)


Remaining
Sample Class 1 Class 2 Class 3
Exp. Pts.
Major 10 Minor 5
1 - 1000
(27500) (5500)
Major 9 Major 7
2 - 0
(21500) (12500)
Major 9 Major 6 Minor 3
3 500
(21500) (9500) (2500)
Major 9 Minor 6 Minor 4
4 1000
(21500) (7500) (4000)
Minor 10 Minor 7
5 - 2000
(22000) (10000)
Minor 9 Major 8
6 - 500
(17000) (16500)
Minor 9 Major 7 Minor 4
7 500
(17000) (12500) (4000)
Minor 9 Minor 7 Minor 5
8 1500
(17000) (10000) (5500)
For example: Fighter 9/Priest 6/Sage 3, or Fencer 10/Fairy Tamer
7, etc.

Classes for Level 10-11 Characters (44,000 Exp. Pts.)


Sample Class 1 Class 2 Class 3 Remaining
Exp. Pts.
1 Major 11 Minor 6 - 1500
(35000) (7500)
2 Major 10 Major 8 - 0
(27500) (16500)
3 Major 10 Major 7 Minor 4 0
(27500) (12500) (4000)

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Sample Class 1 Class 2 Class 3 Remaining
Exp. Pts.
4 Major 10 Minor 7 Minor 5 1000
(27500) (10000) (5500)
5 Minor 11 Minor 8 - 3000
(28000) (13000)
6 Minor 10 Major 9 - 500
(22000) (21500)
7 Minor 10 Major 8 Minor 5 0
(22000) (16500) (5500)
8 Minor 10 Minor 8 Minor 6 1500
(22000) (13000) (7000)
For example: Grappler 10/Enhancer 7/Ranger 5, or Fencer
11/Scout 8, etc.

Classes for Level 11-12 Characters (56,000 Exp. Pts.)


Sample Class 1 Class 2 Class 3 Remaining
Exp. Pts.
1 Major 12 Minor 7 - 2000
(44000) (10000)
2 Major 11 Major 8 - 4500
(35000) (16500)
3 Major 11 Major 8 Minor 4 500
(35000) (16500) (4000)
4 Major 11 Minor 8 Minor 6 500
(35000) (13000) (7500)
5 Minor 12 Minor 9 - 3500
(35500) (17000)
6 Minor 11 Major 10 - 500
(28000) (27500)
7 Minor 11 Major 9 Minor 5 1000
(28000) (21500) (5500)
8 Minor 11 Minor 9 Minor 7 1000
(28000) (17000) (10000)
For example: Sorcerer 12/Sage 7, or Fencer 11/Rider 9/Ranger 5,
etc.

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Important Note! Classes to Learn!
When creating characters, it is important that someone in the
adventuring party has mastered the Scout and Sage classes
(though it doesn't have to be the same character with both
classes).
Without Scouts, the party will have trouble navigating their
way through cities and dungeons and will almost certainly be
on the backfoot when it comes to monsters and combat
initiative. Without Sages, it's difficult to figure out what kind of
monsters you may be fighting, and the party can be taken
advantage of by attacks and defenses that remain unknown.
Additionally, searching through ruins and labyrinths becomes
significantly more difficult without the knowledge of a Sage
handy.
Please consult with the other players when creating characters,
in order to make sure your adventuring party has all of the
appropriate classes covered!

Language Acquisition

Learning languages as high-level characters is the same as


learning languages as a starting character. However, if a
character ends up taking levels in either the Sage or Bard
classes, these classes offer the chance to learn additional
languages. Exactly which languages the character learns
through these classes is up to the player.

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Determining Adventurer Level, HP and MP

At this point, enough information should be available to


determine the character's Adventurer Level, HP, and MP.
Remember, Adventurer Level is the highest level of all classes
the character has levels in, while HP is the character's total
Vitality plus three times their Adventurer Level, and MP is still
the character's Spirit added to three times the combined levels
of all spellcasting classes the character has.

Learning Combat Feats

A high-level character's Combat Feats begin with those learned


as a starting character. Once the starting Combat Feats are
determined, new Combat Feats are picked, up to a maximum
based upon the character's Adventurer Level as shown in the
table below. However, this does not consider those Combat
Feats learned automatically (such as [Chain Attack] and
[Throw Attack] when a level in Grappler is taken). Don't forget
to list those Combat Feats as well.
Combat Feats by Adventurer Level
Adventurer Level Number of Combat Feats
1-2 1
3-4 2
5-6 3
7-8 4
9 - 10 5
11 - 12 6
13 - 14 7
15 8

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Automatically Acquired Combat Feats
Class Level Combat Feat
7 Toughness
Fighter
13 Battle Master
1 Chain Attack
1 Throw Attack
Grappler
7 Counter
13 Battle Master
5 Treasure Hunt
7 Fast Action
Scout 9 Shadow Sneak
12 Treasure Master
15 Skill Master
5 Healing Aptitude
7 Indomitable
Ranger 9 Potion Master
12 Fleet Footed
15 Shukuchi
5 Keen Eyes
7 Weakness Exploit
Sage 9 Mana Save
12 Mana Resistance
15 Sage's Wisdom
Here, you can find explanation the riding rules for handle
when riding a horse or motorcycle. It also contains additional
rules for situations that were not explained in “Core Rulebook
II”.

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Purchasing Equipment and Spending Reputation

Equipment can be freely purchased for high-level characters


by using the large amount of money and Reputation. These
stores of wealth can be used to purchase a lot of higher rank
magical items and equipment, but don't forget to purchase the
equipment needed for your classes. When purchasing
Accessories, it's helpful to not only copy the name, but also the
effect of the accessory (if any) onto the character sheet as well.
When running low on money, it's not a bad idea to pick up
some healing items and consumables, such as potions and
Mako Stones, all at once.

Finishing Up

At this point, once the character is outfitted with equipment,


they should be ready to begin play. Unlike starting characters,
high-level characters are able to tackle much more difficult
challenges, whether it be combat against a fierce dragon or
arguing in the court of a king. Go out and enjoy the adventures
that await!

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Part 2 Game Rules

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Rules for Riding

This section covers rules for riding. For clarification, the term
"riding" is referring to any time a character is on a horse,
motorcycle, or other object or being that is capable of moving
on its own separate from the mounted character.

Riding and Mounts

As mentioned above, riding is when a character is on a horse,


motorcycle or other object or being that moves on its own.
Objects and animals capable of being ridden are collectively
referred to as "Mounts". When riding, it's assumed that the
character riding has some control of the mount, whether it be
the speed of the mount, the direction the mount is going, etc.

Riders and Jockeys


While anyone can ride on a horse, for example, and be called
a rider, there are those who can take the time and master
everything there is to know about their mounts. These gifted
individuals are better known as "Jockeys," having mastered the
Rider class (see p. 108).
Rider Restrictions
Characters who wish to mount up, but do not have levels in
the Rider class, are limited in the mounts they can choose.
Specifically, such riders are limited to Horses, War Horses,
and Manabikes (both normal and minibikes). Additionally,
they are unable to do much more than steer their mount. A
jockey, on the other hand, is able to ride nearly any mount, so

67
long as their Rider class level is equal to or higher than the
Mount's Appropriate Level (see p. 121).
Benefits of Riding
The most obvious benefit of riding a mount is being able to
move using the Movement Speed and movement methods of
the mount in question, regardless of the rider's own Movement
Speed. For example, riding a Pegasus will allow the rider to
not only move at the Pegasus' speed, but also fly through the
sky at the Pegasus' Flying speed. If the character has levels in
the Rider class, they can use their Adventurer Level to
enhance the skills of the mount (see p. 72). Additionally,
jockeys have access to Riding Stunts (see p. 109), special
techniques only Riders can perform, coaxing out the full
power of the mount.

Strengthening Mounts
Whenever a jockey is riding a mount, they can push the mount
to its limits, drawing out more from the mount than non-
jockeys. When the jockey is riding a mount, the mount's
"Mount Level" (see p. 121) is the same as the jockey's
Adventurer Level. If the jockey's Adventurer Level is higher
than the maximum value of the mount's Appropriate Level,
then the mount's Mount Level is considered to be the
maximum value instead.
Adventurer Level Reference
Under the revised riding rules, the mount will now use the
jockey's Adventurer Level as long as the jockey meets the
minimum required level to ride. As a result, the jockey and
mount will tend to be much closer in level, making the mount
much easier to handle after this revision.

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Perception when Riding and Commanding the Mount
Each mount has a set perception, separate from that of the
jockeys. If a rider or jockey gives a command to a mount, and
the mount cannot understand the command due to a lack of
perception (i.e., it cannot find the destination or appropriate
target), then the command will end up ignored. Any bonuses
and penalties to perception will be handled separately between
jockey and mount.

Restrictions when Riding


When riders and jockeys mount up, they are bound by certain
restrictions. Riders, for example, must take up the method of
control (whether reins, handlebars, or something else) in both
hands, and cannot use either hand for something other than
controlling their mount. Jockeys, on the other hand, are able
to ride one-handed, and so can use their other hand for
weapons, items, spells, magical implements, etc.

Riding Behavior and Riding Checks


Normally, riders and jockeys do not need to make any sort of
check while riding or controlling mount. However, there may
be special circumstances where the GM may rule that the
mount is becoming skittish, unstable, or something along
those lines. In such cases, the GM may call for a Riding check
(see p. 108) in order to keep the mount under control.
Riding Checks when not Mounted
Even if the jockey is not riding the mount when the GM calls
for a Riding check, if the jockey and mount are in close
proximity to each other is it assumed that the jockey has
control of the mount in some manner (reins in hand, holding

69
handlebars, etc.). In such cases, the Riding check would be
made as though the jockey was actually riding the mount.
Mount Behavior
If a mount must make a check while away from a jockey, they
have a standard value given as part of their data, and this
standard value is what gets used. In this situation, the mount's
level is calculated using the Adventurer Level of its jockey. If
the mount needs to make a check and there is no given
reference value, assume the value is equal to the Mount Level.

Falling and Mounts


If either the rider (or jockey) or the mount would fall over
while riding, the rider falls prone and will take falling damage
(see CR I: p. 207-213). In this situation, the fall distance is
equal to 1/20th the distance moved in the previous turn
(rounded up), with a minimum of 2m. As with regular falling
damage, the character may attempt a Tumble check to reduce
the damage taken from falling off of a mount.

Passengers and Double Riding


A rider or jockey can have another character riding on the
same mount. Such a character is known as a "Passenger", and
riding with a passenger is "Double Riding".
Even with a passenger, a mount does not change its Movement
Speed or types of movement, and the mount's data does not
change. Additionally, both the rider and passenger will move
at the mount's Movement Speed, taking their Moves
simultaneously. It takes a Major Action for a character to
either mount or dismount as a passenger.

70
When double riding, all riders (including jockeys) receive a -4
penalty to all checks (see p. 91). In addition, passengers cannot
use their hands for anything but holding on to the mount, and
the only Action they may take, Major or Minor, is to dismount
the mount.

Jockeys

Unlike other riders, having levels in the Rider class and


becoming a jockey will help a character get the best out of
anything they choose to mount. There is also the possibility to
join the Riders' Guild (see p. 253) and rent a mount, purchase
a Mount Contract Certificate, and shop for other rider- and
mount-related equipment.

Mount Contract Certificates and Renting Mounts


Jockeys are able to rent mounts from the Riders' Guild, so long
as they have a Mount Contract Certificate. This certificate
shows that the character has the requisite knowledge and skill
to ride that particular type of mount, and so for each different
mount offered, a new Mount Contract Certificate must be
purchased. However, once this is taken care of, that mount
may be rented any number of times.
Returning the Mount
At the end of the session, mounts rented from the Riders'
Guild must be returned. However, if the mount's HP is 0 or
less, the Guild will look down on the character as someone
who can't protect their mount and will give the character a
Dishonor Mark (see p. 82).

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Mount Upkeep
Whether buying a mount to own, or renting one from the
Guild, upkeep and maintenance costs will need to be paid. To
keep bookkeeping simple, the upkeep and maintenance costs
for a mount is the same as the PC for both food and shelter.
Magitech-Type mounts, as well as those that are animated
statues (see p. 80), do not require such upkeep and
maintenance costs.
About Mount Upkeep
These costs are not paid on a session-by-session basis, but
rather only when a PC would be eating or sleeping.

Mount Control and Strengthening a Mount


Another benefit of being a jockey is being able to control the
mount with one hand, leaving the other open. Additionally,
the jockey is more accurately able to command the mount,
due to their training.
Also, when the jockey is riding a mount, the mount's "Mount
Level" is the same as the jockey's Adventurer Level. If the
jockey's Adventurer Level is higher than the maximum value
of the mount's Appropriate Level, then the mount's Mount
Level is considered to be the maximum value instead.

Learning and Using Stunts


By taking levels in the Rider class, the character is able to learn
different Stunts that they can have the mount perform. For
each level in the Rider class the character has, they may learn
one Stunt, as listed in the Rider's class description (see p. 108).

72
Jockey Benefit Summary

• Able to control a mount with one hand


• Minor Action instead of a Major Action to mount or
dismount
• Make Riding Checks (see p. 93)
• Use your Adventurer Level instead of the mount's
Mount Level
• Perform Stunts
• Rent a mount free of charge from the Riders' Guild
with appropriate Mount Contract Certificate

73
Mounts

Definition of a Mount

A mount is an object or character intended to be controlled


by a rider, through holding a bridle and reins or a control stick,
riding, and issuing commands. All mounts are operated by a
single rider, moving, and acting based upon the rider's
intentions. Additionally, jockeys can also enhance a mount,
and have learned how to get the most out of any mount they
ride.

Riding Conditions and Proper Level


In order to ride a mount properly, the rider's levels in the
Rider class must at least equal the mount's minimum
Appropriate Level, if not higher.

Mount Ownership

To protect a mount from being stolen or manipulated by


others, the jockey needs to establish ownership of the mount
they're using. In doing so, the mount will recognize the jockey
as the one in control and will refuse to work with others.
Mounts owned by the jockey will exclusively respond to the
jockey's commands and no others.
In order to show knowledge of the mount and to establish a
contract with the Riders' Guild, the jockey needs to have a
Mount Contract Certificate. However, to show ownership of a
specific mount, the jockey also needs to have a Mount

74
Proprietary Certificate. One of the benefits of the Proprietary
Certificate is the jockey can transform the mount in question
into a statue form.

Securing Ownership and Certificates


The Mount Contract Certificate is a paper showing that the
character has a contract with a particular mount. The Contract
Certificate does not need to be equipped, just in the character's
possession.
When renting a mount at the Riders' Guild, the character
presents the Contract Certificate and signs a contract to
temporarily become the mount's master. When making a
contract, a simple ritual is performed, and a magical mark is
engraved onto the mount in order to show ownership. This
contract lasts until the mount is returned to the Riders' Guild,
at which point the mark disappears. If either the jockey or
mount dies, the magical mark is not removed.
A jockey cannot rent a mount from the Riders' Guild without
a Mount Contract Certificate. The name of the mount is
attached to the certificate as well, so there is no generic Mount
Contract Certificate, but a character may have a Horse
Contract Certificate or a Draconet Contract Certificate. Each
mount's contract is sold by the Riders' Guild, and the price of
each Certificate is listed in the Mount Data.
Mount Contract Sphere
For Magitech-Type mounts, the Riders' Guild offers
magispheres instead of certificates. However, the uses are
practically the same as a certificate.

75
Proprietary Certificates and Spheres
If a character ends up purchasing a mount from the Riders'
Guild, and not just renting one, the character is given a
Proprietary Mount Certificate or Proprietary Mount Sphere.
This is proof that a character owns a particular mount. The
Proprietary Mount Certificate is prepared for an individual
mount, and the character's name is added to the Certificate as
well, so it would end up being "(Character Name)'s Proprietary
Mount Certificate".
Even if someone else has a Mount Contract Certificate for the
same type of mount, the mount cannot have the Guild's seal
ritual performed on it, and it will not listen to anyone other
than its owner. Additionally, any mount whose owner has a
Proprietary Certificate (or Sphere) increases all sections'
maximum HP by 10.
Exclusive Certificates and Normal Contracts
Purchasing a mount from the Riders' Guild doesn't preclude
the jockey from continuing to rent mounts from the Guild. It
is possible to have an owned mount and a rental mount from
the Guild at the same time. While a rental mount still needs
to abide by the rules in the contract with the Riders' Guild, a
purchased mount does not need to abide by the same rules.
Mounts without Contracts
Without a Mount Contract Certificate, a mount is not
considered to have any sort of owner, Riders' Guild, or
otherwise. However, even without a Certificate, a character
riding a mount is temporarily considered the mount's owner.
Wild animals, having not been trained by the Riders' Guild
and used to having a rider, cannot be considered mounts as
they are. However, with the GM's permission, a character can
76
try and communicate with the animal in order to turn it into a
mount. In that case, the character can receive a Proprietary
Mount Certificate when registering that mount with the Riders'
Guild free of charge.

Ownership Restrictions
Mount ownership remains valid as long as Jockey keeps the
Mount Contract Certificate and a Mount Proprietary
Certificate. However, Jockey can have active Stunt effects on
one mount at the same time.
Transfer of Ownership
If you have multiple Mount Contract Certificates and Mount
Proprietary Certificates, you can carry around multiple
mounts as statues or in enclosures or ride them as jockey see
fit.
Even if jockey takes hold of another jockey’s Mount Contract
Certificate, the ownership will not be transferred. Neither
Mount Contract Certificate nor Mount can be used by others.
However, the jockey who does not have its Mount Contract
Certificate will not be able to mount contracted mount and will
not be able to perform a stunt with it. If you lose your Mount
Contract Certificate, you will need to pay the same amount to
reissue it.
Ownership and Rent of Multiple Beasts
If you own different types of Mount Contract Certificates or
Mount Contract Spheres, you can rent them all from the
Rider’s Guild, one body at a time. However, you cannot
control more than one mount at the same time.

77
Mount Statues

A jockey can have a mount turned into a statue by affixing a


Mount Certificate, Proprietary Certificate or other paperwork
used in the contract ritual (such as a Reduction Tag) directly
to the mount. In doing so, the mount becomes a statue and
shrinks to be about the size of one's palm, making it
impervious to harm and easy to carry around. However, the
jockey must own the mount in question, and if they lose
ownership of the mount, it cannot be recalled from a statue
form.
A mount in statue form cannot move on its own and is treated
as though time has not passed at all once recalled from statue
form. In order to recall the mount, the attached tag must be
removed from the statue. It is greatly advised that the statue be
placed on the ground before the tag is removed, as the mount
will return to normal size upon tag removal.
Difference Between Certificates and Reduction Tags
When turning a mount into a statue, or recalling a mount from
a statue, if a Mount Certificate or Proprietary Certificate is
used in the process, it is a Major Action to either affix or
removes the Certificates.
However, when using any of the Reduction Tags (I to III) (see
p. 141), it is only a Minor Action to affix or remove the Tag.
Storing and Recalling Magitech-Type Mounts
Magitech-type mounts can be stored and recalled similar to
other mounts, though the specifics differ. For Magitech-type
mounts, Mount Spheres, Proprietary Spheres, and Manabike
Storage Spheres are all built around a particular mount, which
is stored within the magisphere. To either store or recall a
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Magitech-type mount, the jockey must spend 1 MP while
holding the appropriate magisphere. This MP may come from
a Mako Stone if so desired.
As with Contract Certificates, Mount Spheres and Proprietary
Spheres require a Major Action to either store or recall a
mount, while the Manabike Storage Sphere only uses a Minor
Action.
Reduction Tag Interference
Reduction Tags aren't the strongest of magics, so when two
mounts turned into statues via these Tags are in close
proximity to each other, the magic of one Tag will interfere
with the other, causing both mounts to revert to normal size.
Because of this interference, a jockey may only turn one
mount into a statue via Reduction Tags. However, the magic
in the Reduction Tags does not interfere with any Certificates
or Spheres, allowing the jockey to use those to carry more
stored mounts with them.

Promoting Mounts

Horses purchased and owned by jockeys may undergo special


training at the Riders' Guild, and if successful can be trained
as War Horses. These War Horses can be trained further,
becoming Legendary Horses, and finally Divine Horses.
However, in order to receive such training, both rider and
horse must be a part of the Riders' Guild, and the appropriate
training costs must be paid. Once this is taken care of, it will
be assumed that the training happens during downtime
between adventures, and the mount will be promoted at the
beginning of the next session.

79
Even if a mount is promoted this way, the original Proprietary
Certificate for the mount will still be valid proof of ownership.
Promotion Expenses
Before Promotion After Promotion Cost (G)
Horse War Horse 7,500
War Horse Legendary Horse 15,000
Legendary Horse Divine Horse 40,000

Death of a Mount

Here, we will explain what to do if the mount dies.

Loss of a Mount
If a mount rented from the Riders' Guild is reported as
deceased, the rider who rented it will receive a Dishonor
Mark, showing that they were neglectful enough to allow a
mount to die. However, no other compensation is required.
If a mount that was owned by the rider dies, not only is the
mount lost but the corresponding Proprietary
Certificate/Sphere is also rendered useless and cannot be used
to create a contract with another mount.
Magitech-Type Mounts and Destruction
Magitech-type mounts are not considered to be either alive or
dead, even when functioning. If a Magitech-type mount's HP
reaches 0, however, it is considered to be immediately
destroyed. If the mount was rented from the Riders' Guild and
returned while destroyed, the rider will receive a Dishonor
Mark just the same as they would with other mounts.

80
Reviving Dead Mounts
As a general rule, a mount cannot be revived using the
"Resurrection" spell once dead. However, if both the GM and
PC can come to an agreement, "Resurrection" may just work
to resuscitate a dead mount. In doing so, the mount does
receive soulscars as a PC would (see CR I: p. 213-218).
Additionally, resurrecting a mount rented from the Riders'
Guild will still give the rider a Dishonor Mark upon return.

Mounts with Multiple Sections


Mounts with multiple sections do not die until either all
sections have their HP reduced to 0, or the main section has
its HP reduced to 0. If a non-main body section has its HP
reduced to 0 and it fails its Death Check, it will be treated as a
Disabled Section. Disabled Sections cannot recover HP, nor
have effects such as "Awaken" used on them. However, the
item "Secret Medicine of Section Regeneration" will restore the
Disabled Section to full functionality. Returning a rented
mount with Disabled Sections to the Riders' Guild will give the
rider a Dishonor Mark.
"Secret Medicine of Section Regeneration"
This magical tincture will restore all Disabled Sections (other
than the Main Section) to 1 HP and restore their functions.
The medicine takes 10 minutes to fully work.
It is possible to buy some Secret Medicine from the Riders'
Guild and use it on mounts just before returning them to the
Guild. While not the most ethical thing to do, it will allow the
return of a mount without giving the renter a Dishonor Mark
like returning a mount with Disabled Sections would.
Additionally, this medicine can be sold directly to the Guild,

81
and will almost always fetch straight market value due to the
potency of the medicine combined with how rare it is to find.

Dishonor Marks

If a mount rented from the Riders' Guild dies over the course
of an adventure, the rider does not get reimbursed for the
money they paid to rent the mount. Additionally, a Dishonor
Mark is not only attached to the rider's rental account but is
also spread to other Riders' Guild locations. Dishonor Marks
on a rental account show that the rider is reckless and has let
a mount die under their control before.

Disadvantages of Dishonor Marks


If a rider attempts to rent a mount from the Riders' Guild and
they have a Dishonor Mark on their account, then an
additional charge is applied before the rental can occur. This
additional fee is determined by not only the price of the Mount
Contract, but also which type of Dishonor Mark the
prospective rider has. For example, if the rider has the
Dishonor Mark of Horse Killer, then they will need to pay an
extra 125 Gamels in order to rent a horse, but an additional
500 gamels to rent a manabike.
Dishonor Marks
Type of Additional Fee Rep Required for
Mark Expunging
Horse Killer 0.5x 20
Abandoner 1x 30
Guild Ruiner 2x 50
Mount Killer 3x 70
Corpse Temporary 100
Rider Banishment

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Increasing Dishonor
If a rider continues to have mounts die or be destroyed under
their watch, the type of Dishonor Mark will change, increasing
in severity. Not only will additional rental fees continue to be
applied, but the Reputation needed to get the Dishonor Mark
expunged increases. In increasing severity, the Marks go from
“Horse Killer” to "Abandoner", "Guild Ruiner", "Mount
Killer", and finally "Corpse Rider".
Temporary Banishment
A character who has earned the most disgraceful Dishonor
Mark, "Corpse Rider", will be banned temporarily from the
Riders' Guild. Not only will they not be able to rent or
purchase any mounts, but they are also prohibited from
purchasing any other items from the Guild as well.

Removing Dishonor Marks


Dishonor Marks are treated as titles offering 0 Reputation, but
they cannot be removed by the PC without permission from
the Riders' Guild. In order to expunge a Dishonor Mark, the
PC will have to pay Reputation. The PC may pay Reputation
at any time in order to remove the Dishonor Mark, but even
if the Reputation is paid immediately upon death of the
mount, the character still has to wait until the next session to
be able to rent another mount from the Guild.
Not all Dishonor Marks can be removed through payment of
Reputation. However, most Dishonor Marks can be
expunged, though the payment of Reputation should be kept
track of. For example, removing the most basic Dishonor
Mark, "Horse Killer" would be noted under Reputation
purchases as "Horse Killer (1st time, expunged)".

83
As with most Reputation payments, paying Reputation to
remove Dishonor Marks will result in a loss of Total
Reputation.
Removing Higher Dishonor Marks
If a character has a higher Dishonor Mark, then they will only
drop down to the next highest Dishonor Mark when paying
Reputation to expunge Dishonor Marks. For example, if a
character has the "Guild Ruiner" Dishonor Mark and pays the
appropriate Reputation to have that removed (in this case, 50
Reputation), then their Dishonor Mark will drop to
"Abandoner", rather than be removed entirely. If the character
has enough unspent Reputation, they can remove more than
one Dishonor Mark at a time. As with most Reputation
payments, paying Reputation to remove Dishonor Marks will
result in a loss of Total Reputation.
Re-Earning Dishonor Marks
Once a character has their Dishonor Marks fully expunged but
managed to have a rental mount killed or destroyed under
their watch again, they will earn the lowest Dishonor Mark,
"Horse Killer", again. To distinguish this from the last
Dishonor Mark, it should be noted as "Horse Killer (2nd
Time)".

84
GM Guide: Handling Mounts During Gameplay
As GM you must be aware of the extent to which the mounts
can go. For example, it's difficult, if not nearly impossible, to
have a mount in the narrow passageways of a barrow mound,
nor would it be socially acceptable to ride a mount into a high-
level aristocrat's mansion.
Players with the Rider class may feel that their choice of class
is wasted if they are constantly being placed in positions where
having a mount is unacceptable. In order to prevent such
feelings, it is suggested that the GM incorporate scenarios
where having a Rider in the party would be useful, and have
places designed for a Rider character to be able to mount up
and use their class to the fullest. As a player, it should be your
prerogative to actively devise ways to allow your Rider skills to
be useful, such as encouraging an enemy into a larger arena
where a mount would be usable.
If you have a small dungeon or one-shot session or special
scenario that doesn’t mount-friendly, talk to your players that
plan to use rider class, so everyone is on board.

85
Mounted Combat

Notes Regarding Mounts in Combat

When a rider brings a mount into combat, there are a few


changes to the flow of combat. This section will go into detail
regarding those changes.

Riding in Battle
When engaging in combat, both the mounted PC and mount
can actively participate. The mounted PC and mount are
considered to have the same coordinates, and the movement
type and speed used are those of the mount. While riding, the
mount moves and performs Major Actions as commanded by
the rider. As a general rule, if the mount is nor being ridden,
it will not move or take Major Actions on its own, but will act
on its own instincts.
Just like a monster with multiple sections, a mount and rider
can act independently from each other, and are targeted
separately for effects.

Mount Weaknesses
Just as with most monsters, mounts do have weaknesses,
though specifics depend upon the type of mount. If an enemy
spellcaster appears, it is a possibility that these weaknesses
might be exploited.
Unlike monsters, whose weaknesses are found through a
Monster Knowledge check, a mount's weaknesses are

86
discovered through a contested roll at the start of the battle.
The jockey's Rider Class Level + Intelligence Bonus is
compared to the character with the highest Magic Power
among the enemies, and if the jockey is successful, the mount's
weaknesses are unusable. However, if the monsters win, then
all enemies (not just the spellcaster) may take advantage of the
mount's weaknesses. This check is made during the "Begin
Combat" step.

Actions While Riding in Combat

Rider Behavior
The actions available for a rider to take in combat depends
upon the mount's movement. For example, if the mount takes
a Normal Move, then the rider is also limited to actions
available after a Normal Move, and so on.
Weapon Restrictions while Riding
As a general rule, Wrestling type weapons cannot be used
while mounted. Additionally, at least one hand must be used
to control the mount, so any two-handed weapon cannot be
used while mounted.
Mounting and Dismounting
In order for a character to mount up or dismount from a
mount during combat, if that character does not have any
levels in the Rider class, then they must mount up or dismount
as a Major Action. However, if they have any levels in the
Rider class, then these actions become Minor Actions. A
character may choose to mount up or dismount either before
or after the mount's movement, but can only choose to either
mount up or dismount once per turn.
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Sealing and Unsealing Statues in Combat
For more details on sealing a mount into a statue, unsealing a
mount from a statue, or calling a mount from a magisphere,
see "Mount Statues" (see p. 78).

Behavior of Mounts in Combat


Mounts can, as their Major Action, use melee attacks and
special abilities appropriate to the combat at hand. If there are
any abilities that can be used as Minor Actions, they will be
noted as such. Any special abilities the mount has are
considered to be those able to be used after a Normal Move,
unless otherwise noted. Generally, anything a PC can do
during combat, a mount can also do. For example, attacking
with ranged weapons or magic are actions that would require
the mount to take a Limited Move.
Mounts with Multiple Sections
For mounts with multiple sections, only one section can be
commanded per turn, but that section is able to use both
Major and Minor Actions. It is possible to command different
sections over the course of multiple turns.
In order to command multiple sections in the same turn,
Stunts such as "Lion's Fury" or "Versatility" must be used.

Forcefully Dismounting
In situations where either the rider or mount is knocked
prone, the rider falls off the mount (see p. 70), and is forced
to stop riding. Similarly, if either the rider or the mount is
forced to move, the rider will become unmounted as they will
be at different coordinates after the forced movement. For
example, if only the rider (or mount) is forced to move, the
mount (or rider) will remain at its original coordinates, and the
88
rider will fall prone after moving. If both the rider and mount
are forced to move to the same coordinates, however, the rider
will remain mounted.
Notes on [Throw Attack] and Similar Effects
When using [Throw Attack], or any other effect that involves
counting the number of sections a character has, for
convenience the rider and mount are considered to have the
same number of sections as the mount normally + 1 (for the
rider).
When a Rider or Mount Loses Consciousness
If either the rider or mount loses consciousness (i.e. from
being put to sleep magically, having their HP drop to 0, etc),
the rider falls prone off of the mount (see p. 70). If the rider is
the one falling unconscious, they may not Tumble in order to
prevent falling damage.
Passengers
If a rider is forcefully dismounted and would fall prone, any
passengers that may be riding along will also fall prone off of
the mount.

89
Riders without Rider Class Levels
When a rider who does not have class levels in the Rider Class
participates in combat, the rider themselves are in a state
where both hands are unable to be used. Without a hand free
to guide them, mounts cannot perform Major Actions in
combat when mounted by such a rider.
Enemy Riders and Mounts
When an enemy with Rider levels appears, the rider and
mount are considered two different monsters for determining
Initiative, Reputation and Weakness. However, the handling
of [Throw Attack] and similar effects, as well as forced
dismounting, are treated the same as they would for a PC.
Also, defeating both a mount and rider will offer the chance
for loot from both enemies.

90
Supplemental Rules

New Skills

Detect
Calculation: Adventurer level + Intelligence modifier
Use Time: 10 seconds (1 round)
Effect: Allows you to see through illusions, detect lies, and see
through falsehoods.
Details: If you have a suspicion that something may not be
what it seems, the GM may allow you to try and Detect the
truth. If successful, you can:

• see through illusions (see CR II: p. 121-127) and


disguises (see CR I: p. 240-248);
• know if someone is trying to lie to you;
• notice inconsistencies in stories (such as someone
pretending to be an amnesiac, or a high-level
adventurer pretending to be a fledgeling);
• tell if a Barbarous is taking human form.
The target number for this skill is usually determined by the
GM. In the case of trying to see through a disguise, it is a
contested roll against the original Disguise check.

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Using Detect in Play
If players go around trying to Detect everything they come
across, illusory or not, the progress of the game will grind to a
halt. However, never allowing players a chance to catch
disguised opponents is no fun either. The GM needs to weigh
the options of using the skill, and could only allow it where
there is an actual possibility of discovering falsehoods. At the
same time, if PCs never think to look for illusions and
disguises, or players blindly accept testimony that their
characters would notice as false, it may not be a bad idea for
the GM to call for a Detect check.

Discovering the Nature of Hidden Monsters


Some monsters, like mimics and gargoyles, are able to disguise
themselves using their special abilities to seem like they are
something else. The Detect skill can be used to uncover these
monsters while hiding, as well as other NPCs using magic to
hide their true appearance.
In these situations, the GM should make a Detect check in
secret for each of the PCs, allowing players whose characters
succeed to make Monster Knowledge checks after they
determine that something is wrong. The target number for
these Detect checks should be based on the information and
clues that the PCs have come across, being easier if PCs have
done their work and are attentive to their surroundings, or
having a higher target number if the characters are doing little
more than blindly flailing around. As a general rule, Detect
checks are something the GM calls for. No matter how
suspicious an NPC may act, Detect checks are not something
the PC can actively ask the GM to roll for.
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Riding
Calculation: Rider level + Dexterity modifier
Use Time: Instant
Effect: Maintains control over a mount during difficult
circumstances.
Details: When riding a mount in difficult circumstances, such
as "riding across a log bridge", or "riding through deep mud in
a rainstorm", a successful check allows you to stay on your
mount. A failed check will halt movement, and in some
situations may even throw the rider off the mount.
Taking Minor Actions as Major Actions
In addition to such actions like mounting or dismounting a
mount, actions that can be done as Minor Actions may also be
performed as a character's Major Action for the turn. This
includes such actions as "Receiving a Weapon" or "Standing
from Prone". However, this does not allow for circumventing
a "once per turn" limitation on some Minor Actions by
performing them both as a Minor Action and a Major Action.
Also, some Minor Actions are specifically only able to be
performed as Minor Actions, and so cannot be performed as
a Major Action.

New Range/Area: Breakthrough

Area: Breakthrough
The user of an effect with Area: Breakthrough will move in a
straight line to any point within the range of that character's
Full Move, and will affect all characters within that path. While
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using an effect with Area: Breakthrough, the user is unaffected
by movement obstruction, and will always perform a Full
Move (even if they don't move their full distance).
The specified end point must be visible before using an effect
with Area: Breakthrough, and such effects cannot be used
while already engaged in melee with enemies (see CR I: p. 191-
200). If the center of a battlefield is included in the path, the
effect is treated the same as an effect with Area: Line (see CR
I: p. 184-186).

Enhanced Racial Features (11th Level)

The following are further enhancements for racial features


once a character's Adventurer Level is 11th or higher.
Typically, there is one ability that is preferred to be used over
others due to ease of use, and so those will be listed below.
Valkyries will also have their 6th Level Enhanced Ability
shown below as well.
Use This as Option Rule
Please use this rule as an optional rule. If using these rules,
refer to Core Rulebook II for 6th level enhancements.

Race Human Strengthened [Sword's


Racial Feature Salvation/Change Fate]
Summary When using [Sword's Salvation/Change Fate], add +2 to the
result. However, this will not work if changing double 6's to
double 1's (which will also cause an automatic failure), or
vice versa. When using a Power Table, the maximum result
is 12.

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Race Elf Strengthened Racial [Sword's Salvation/Gentle
Feature Water]
Summary By soaking your whole body in water for 1 hour, you can
recover HP and MP as though sleeping 6 hours. This can
be done once per day and does not interfere with normal
sleeping and recovery.

Race Dwarf Strengthened Racial [Sword's Salvation/Body


Feature of Flame]
Summary You now resist Energy-type damage from any source as
well. When dealt Energy-type damage, it is automatically
halved. If the source of the damage has Resist: Half, then a
successful Fortitude or Willpower check (as appropriate)
will reduce damage to 0 instead.

Race Tabbit Strengthened Racial Feature [Danger Sense]


Summary When making a Danger Sense check, add +4 to the result.

Race Runefolk Strengthened Racial [HP


Feature Conversion]
Summary [HP Conversion] can now be used twice per day.

Race Nightmare Strengthened Racial [Alternate


Feature Form]
Summary When in [Alternate Form], all Accuracy and Spellcasting
checks receive a +1 bonus.

Race Shadow Strengthened Racial [Moonlight's


Feature Protection]
Summary Willpower is increased by an extra +2 (to +6), while Poison,
Curse and Disease damage are reduced by an additional -3
(to -6).

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Race Lildraken Strengthened [Sword's
Racial Feature Salvation/Wings of the
Wind]
Summary Flying using [Sword's Salvation/Wings of the Wind] can last
up to 12 rounds per day.

Race Grassrunner Strengthened Racial [Mana


Feature Interference]
Summary When fighting monsters with "Perception: Magic", you
receive a +1 bonus to Accuracy and Evasion.

Race Newman Strengthened Racial [Child of


Feature Magic]
Summary All Magic Power is increased by an additional +1 (to +2).

Race Valkyrie Strengthened Racial Blessing of the


Feature War-Maiden
Summary 6th Level: In addition to the bonus to Fortitude and
Willpower, increase the target's Defense by -3, and reduce
all magical damage received by -3.
11th Level: [Blessing of the War-Maiden] can now be used
twice per day.

Destroying Structures

During the session, there may arise a situation where the


players want to destroy some structure, like a box, building,
door, etc. The following section covers rules for such
situations.

Structure Data
Each structure has a thickness, Defense and HP. Depending
upon the materials and tools used, it may be impossible to
critically damage a structure, let alone actually do any damage

96
at all. Keep in mind that a structure's Defense is only half as
effective against magical damage.

Destroying Structures
Destroying structures is similar to attacking monsters, except
the structure cannot use any sort of Evasion to dodge attacks.
Essentially, this means that a character will hit a structure on
any roll except double 1's. However, a character can only
damage a structure once per attack per round (so [Dual
Technique], [Chain Attack], and other methods of attacking
multiple times allows multiple instances of damaging
structures). If a structure isn't taken down with one attack, it
can be attacked again until destroyed.
Poison-type, Curse-type, Disease-type, and Psychic-type
effects deal no damage to structures.

Structures and Magic in Combat


During combat, it's likely that a large area of effect will
inevitably include structures, such as walls and doors. In
situations like this, typically if there is no intention to destroy
the structures, they will not be damaged. The GM may change
this if they feel it necessary, though.

List of Structures
Information for typical structures is listed below, and should
be referred to when necessary. However, should the
circumstances warrant it, the GM may choose to increase the
thickness of a structure, increasing its HP accordingly.

Wooden Door (Thickness: 2 cm)

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Wooden Door (Thickness: 2 cm)
Defense: 6 HP: 20
No Criticals: Bow
Summary: A relatively sturdy door often found in dungeons
and private homes. It can be reinforced with iron, making it
more robust.
Iron Door (Thickness: 2 cm)
Defense: 16 HP: 40
No Criticals: Sword, Spear, Thrown, Bow, Crossbow,
Lightning, Fire, Wind, Water/Ice
Summary: An iron door, occasionally seen in dungeons. Being
solid iron, it's extremely tough and difficult to break through.
Wooden Wall (Thickness: 5 cm)
Defense: 8 HP: 30
No Criticals: Bow
Summary: The outer wall of a standard private home.
Stone Wall (Thickness: 20 cm)
Defense: 18 HP: 60
No Criticals: Sword, Spear, Thrown, Bow, Crossbow,
Lightning, Fire, Wind, Water/Ice
Summary: A standard wall made of stone, often seen in
dungeons.

98
Brick Wall (Thickness: 10 cm)
Defense: 12 HP: 50
No Criticals: Sword, Spear, Thrown, Bow, Crossbow,
Lightning, Fire, Wind, Water/Ice
Summary: A wall made of hardened bricks, typically seen as
outer walls for upper-class private homes.
Iron Wall (Thickness: 5 cm)
Defense: 22 HP: 80
No Criticals: Sword, Spear, Axe, Thrown, Bow, Crossbow,
Slash, Lightning, Fire, Wind, Water/Ice
Summary: A wall made of solid, thick iron. The thicker it gets,
the harder it is to penetrate.
Wooden Fence (Thickness: 2 cm)
Defense: 4 HP: 15
No Criticals: Bow
Summary: A simple barrier meant to run the perimeter of
rural areas. Often used to corral and protect livestock from
predators, as well as delineate multiple fields of farmland.
Stone Outer Wall (Thickness: 1 m)
Defense: 22 HP: 120
No Criticals: Sword, Spear, Thrown, Bow, Crossbow,
Lightning, Fire, Wind, Water/Ice
Summary: An outer wall made of solid stone, designed to
protect small-to-medium fortified towns and cities.

99
Stone Rampart (Thickness: 2 m)
Defense: 30 HP: 300
No Criticals: Sword, Spear, Thrown, Bow, Crossbow,
Lightning, Fire, Wind, Water/Ice
Summary: A standard rampart.
Wooden Gate (Thickness: 8 cm)
Defense: 10 HP: 40
No Criticals: Bow
Summary: A double-sided gate, often seen used in walls
surrounding mansions. When used in outer walls and
ramparts, it can be two to three times as thick.
Iron Gate (Thickness: 8 cm)
Defense: 26 HP: 200
No Criticals: Sword, Spear, Axe, Thrown, Bow, Crossbow,
Slash, Lightning, Fire, Wind, Water/Ice
Summary: A sturdy iron gate, often seen in fortified castle
walls. It's hard to find a better gate than solid iron.
Wooden Chest (Thickness: 1 cm)
Defense: 6 HP: 15
No Criticals: Bow
Summary: A standard chest made of hardwood. Destroying
the chest may also damage or destroy any fragile contents.

100
Iron Chest (Thickness: 1 cm)
Defense: 16 HP: 30
No Criticals: Sword, Spear, Thrown, Bow, Crossbow,
Lightning, Fire, Wind, Water/Ice
Summary: A sturdy iron chest. Destroying the chest may also
damage or destroy any fragile contents.

New Uses for Reputation

Here are some new things you can do with your reputation.

Personal Connection with NPCs


By using the Reputation currently available, it is possible to
create a personal bond between a PC and an NPC.
Connections are treated the same way as Renowned Items,
tracked as "Connection: **/(NPC's name)", where // is the
particular level of the bond. In order to form a connection with
an NPC, the PC must refer to the chart below and spend the
appropriate Reputation on that person in order to create a
bond.
If a PC is looking to bond with a particular character, they must
first create a connection by knowing each other, even if it's only
in passing. This is to prevent PCs from attempting to bond
with characters they haven't met just yet. Deeper connections
with that particular NPC are paid from the PC's Reputation
towards increasing that bond to the level of "Friend", and later,
"Confidant".
Aquaintance
The most basic of bonds, this shows that the NPC has
acknowledged the character as someone of note, and will
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usually remember the character by name. There may be a
working relationship, where the NPC can trust the PC to take
care of some simple business or task, but that's about the
extent of the connection.
Friend
The PC and NPC have gotten to know each other, and will
often allow the other to call them by nicknames, or at least be
less formal with each other. The NPC and PC have a
relationship close enough to help the other out in case of dire
straits, but won't go so far as to put themselves out when doing
so. The NPC positively reacts to hearing about the PC, and
will often seek them out first if the strength of an adventurer is
needed to handle some business or other.
Confidant
The PC and NPC are very close, able to share deep feelings
both publicly and privately. Private worries and secrets are
freely discussed, as is otherwise confidential information. A
bond this deep is a relationship that has been tested and found
to be strong, even in the face of adversity. In case of a crisis,
the NPC will do everything in their power to help their friend
out, and will wholly trust the PC with their life if necessary.
Lost Connection
A connection becomes strained if there is action taken against
the NPC that is extremely detrimental, whether physically,
socially, financially, etc. A loss of trust and faith in the PC will
cause an existing connection to drop one level, alienating the
NPC and causing a loss of Total Reputation. However, this
does not apply if the PC was acting in good faith, and only
caused harm to their NPC friend through the whims of fate.

102
If the NPC dies, there is no lost connection between them and
the PC. However, at that point the PC cannot spend
Reputation and build a stronger connection.
Utilizing NPC Connections
If a PC and NPC become particularly close during the course
of a session, the GM may wish to grant the PC a connection
with that NPC. To do so, the appropriate Reputation should
also be given out, in order to allow the PC to pick up that
connection. If the NPC is one created by the GM, and not one
listed below, the GM should use the chart to determine an
appropriate amount of Reputation in order to connect with a
PC.
If the PC has a connection with an NPC, the GM should
actively try to bring the NPC into sessions at some point, in
order to reinforce the connection between the characters.
However, connections represent a relationship built on trust;
if the PC tries to use the NPC in a situation convenient for the
PC and not the NPC, or generally tries to take advantage of
the connection between the two characters, the GM should
warn the PC that they may be straining the connection,
possibly losing the connection if the behavior continues.

103
Connection Table
NPC Main Acquaintanc Frien Confidan

Rulebook
Name Residence e d t

Emperor Lukythra 500 1000 4000 II


Julius Imperial
Krause Palace
Luther Blue Thunder 10 100 200 II
Ellerden Swords
Drucken Lukythra 100 400 800 II
Gardel Institute of
Magitechnolog
y
Magdalen Durlesburg 200 500 1000 II
a Yates Fourth Army
Howl Kashkarn 100 300 600 II
Barkman Garrison
Kokul Fendil Royal 400 800 1600 II
and Palace
Rafensa
Dan Port of 50 200 400 II
Shirow Rocyletta
Gertrude Kudelia 50 800 1200 II
Bandit Guild
"Deathcrimson
"
Albert Razeldawn 100 300 1200 II
Duraland
Blue Lip Zalts 50 100 200 II
Revett
Nono Lukythra 50 100 200 II
Vanillatte Temple
District
Amelia Luferia, 10 300 600 II
Skyfish Rocyletta
Batelden Luferia Main 100 500 1000 II
Erra Temple
Shawn Lukythra 50 300 800 II
Graham Thieves' Guild
104
NPC Main Acquaintanc Frien Confidan

Rulebook
Name Residence e d t

"Dark Night's
Falcons"
King Durlesburg 500 1000 2000 II
Alfred III Palace
Marquis Kudelia 300 600 2000 II
Cader
Kudelia
Rasun El Fendil Royal 300 800 1000 II
Charade Palace
Shadorni Lonely 10 100 200 II
k Dragon
Shuligan
James Kashkarn 100 200 400 II
Kovar Consulate
Valentin Fendil 10 50 100 II
Carnot
Adela Rocyletta 100 200 400 II
Calvert Parliament
Simon Rocyletta 100 200 400 II
Bonnefoit Parliament
Jorgen Rocyletta 100 200 400 II
Reigliff Parliament
Helmin Free City 100 200 400 II
Kartz Alliance
Council
Ishmael Temple of 200 600 1200 II
Church Lyphos in
Lukythra
Seth Home in 10 150 200 II
Susaro Kashkarn
Bernard Duvall Royal 500 1000 2400 III
Falk Palace
Bastian Duvall Royal 200 400 1000 III
Bair Palace
Fulmeri Dordea 50 200 500 III
Bergamen Fortress
t
105
NPC Main Acquaintanc Frien Confidan

Rulebook
Name Residence e d t

Sherio Unknown 200 400 800 III


Trato Miraboa 50 100 200 III
Pampani Tabbit
Autonomous
Region
Xavier Regallia Palace 400 900 1600 III
Hoaguel
Bellanger Alphort Palace 400 900 1800 III
Castanier
Ixelles Miraboa 300 600 1600 III
Jennebert Palace
Ismael Great Temple 500 1000 3000 III
Vizcaino of Sephilia
Ulrika Great Temple 50 150 300 III
Atstelberg of Sephilia
Raul Temple of La 50 200 300 III
Alfonso Lumeia
Marika Unknown 50 100 200 III
No.3
Almiralda Rudea - - - III
Mountains
Volkreia Kelkeira - - - III
Island
Valerio La Lumeia 500 1000 2000 III
Silvestri Palace
Emilio Barnad 300 800 1600 III
Pablo Council
Blumkvist Mist Forest 500 1000 2000 III

106
Part 3 Data

107
Classes

Riders, Mounts and Stunts

Rider Minor Class


A class designed to control mounts of various types, those with
Ricer class levels are colloquially known as jockeys. While not
a class designed to teach aptitude in combat with spells or steel,
they can still participate and use their mounts to turn the tides.
Jockeys become familiar with a number of different mounts,
and can control a mount with minimal movements.
Riders are proficient in:

• First Aid checks (see CR I: p. 117-137)


• Riding checks (see p. 93)
• Tumble checks (see CR I: p. 117-137)
• Cartography checks (see CR I: p. 117-137)
• Monster Knowledge checks (see CR I: p. 117-137) ※

※ Identifying monsters only; cannot determine Weaknesses

Uses of Rider Class


When riding a mount as a jockey, you can have the mount
move and act according to your orders. No vocalizations or
gestures are needed to issue such commands, however at least
one hand needs to be in control of the mount in order to
control and command the current mount. Controlling mount
is a Minor Action, and the jockey is able to have the mount

108
take its Move, perform a Major Action, and perform any
number of Minor Actions (within reason).

Acquiring Stunts
When a character becomes a Rider, they also learn how to get
the most out of any of the mounts they ride, whether animal,
vehicle or otherwise. When taking a level of the Rider class,
including the first, the character is able to choose a Stunt from
the Stunts available to them. Some stronger Stunts are
restricted by level, limiting their use to the more experienced
Riders. As a general rule, Stunts can only be performed while
riding a mount, are typically not magical effects, and do not
cost MP to perform.

How to Read Stunts

① Name
The name of the Stunt. The symbol in front of the name
shows the type of Action, if any, needed to perform the Stunt.

109
౦: These Stunts are always active.

☆: These Stunts are performed as Minor Actions. It may be


possible to perform multiple Minor Action Stunts at the same
time.

Ж: These Stunts are performed as Major Actions.

ᐁ: These Stunts automatically occur once the appropriate


conditions are met.

② Prerequisites
A list of the Stunts needed to be learned beforehand, if any.

③ Compatible
The types of mounts that are able to perform the Stunt in
question.

④ Area
The area of the mount which is actually performing the Stunt
and receiving the benefit thereof.
None: This Stunt has no effect on the mount, and instead
affects the Rider and passengers.
Main: This Stunt only affects the Main Section of the mount
if the mount has multiple Sections.
All: This Stunt affects the entirety of the mount.
⑤ Summary
A quick overview of the Stunt and its effects.

110
⑥ Effect
Detailed descriptions of the Stunt and its effects. For Stunts
that refer to stats such as "Rider Class Level" or "Intelligence
Bonus" (for example), refer to the jockey's stats.

List of Stunts

1st Level Rider Required

☆ Intimidation
Prer. None Comp. Animals, Mythical Beasts Area Main
Sum. -1 on certain checks
The mount states at a target in the same battlefield with lethal
intent, intimidating and frightening them. A contested roll is
made between the rider's Rider Class Level + Spirit Bonus
against the target's Willpower. If the Stunt is successful, the
Eff. target receives a -1 penalty to Accuracy, Spellcasting and any
checks made for Major Action Unique Skills. This is a Psychic-
type effect and can only be performed once every 10 seconds
(1 round).
Using this Stunt causes the mount to spend 5 MP.

౦ Remote Command
Prer. None Comp. Animals, Mythical Beasts Area All
Sum. Command a mount from up to 30m away
With this Stunt, the jockey can be up to 30m away and issue
commands to their mount. A mount that is either an Animal or
a Mythical Beast is able to hear their jockey and perform the
Eff. command to the best of their abilities. The mount can also
perform Stunts, and the Area of those Stunts can be shifted to
either Main or All as the jockey sees fit.
This Stunt has no effect while the jockey is riding a mount.

111
౦ Enhance Mount
Animals, Mythical Main or
Prer. None Comp. Area
Beasts, Magitech All
Sum. Strengthens the mount temporarily
This Stunt tightens the control the Rider has over the mount,
increasing the mount's Accuracy and Evasion by +1. If the
Eff. mount has multiple Sections, then only the Main Section
receives such a bonus; if the mount has no sections at all, then
the whole mount will be affected.

ᐁ Mount's Devotion
Animals, Mythical
Prer. None Comp. Area Main
Beasts
Sum. If jockey would fall to 0 HP or lower, mount takes hit instead
When being ridden by a jockey at the same coordinates, if the
jockey would receive damage that would reduce them to 0 HP
or lower, the mount may take the damage instead. After
determining the total damage that would be dealt to the jockey,
Eff.
reduce the mount's HP by that much instead. If a mount has
multiple sections, only the Main Section can be a substitute in
this way.
This Stunt can only be used once per battle.

౦ Attack Obstruction
Animals, Mythical
Prer. None Comp. Area None
Beasts, Magitech
Sum. Rider/Passenger Evasion +1
The mount is maneuvered in such ways as to provide the rider
Eff.
and any passengers a +1 bonus to Evasion while riding.

112
౦ Elevated Attack
Animals, Mythical
Prer. None Comp. Area None
Beasts, Magitech
Sum. Rider/Passenger Physical Damage +2
When riding a mount, this Stunt increases the physical damage
done by the rider and any passengers by +2. This includes not
Eff.
only melee attacks, but any ranged attacks and thrown weapons
as well.

౦ Search Command
Animals, Mythical
Prer. None Comp. Area Main
Beasts
Sum. Mount can use Track, Danger Sense and Search
The jockey can command the mount to attempt to use the
Track, Danger Sense and/or Search skills. These skills are
resolved using Rider class level + Intelligence bonus and utilize
Eff.
the enhanced senses of the mount in order to find what the rider
is looking for. In order to make a skill check, the rider must be
dismounted and holding the reins of the mount.

౦ Tandem
Animals, Mythical
Prer. None Comp. Area None
Beasts, Magitech
Sum. Passengers may perform Actions at disadvantage
By shifting their weight and supporting themselves with one
arm, passengers may perform Major and Minor Actions while
Eff.
riding along with the jockey. However, they do receive a -2
penalty to all Actions when doing so.

113
☆ Charge
Animals, Mythical
Prer. None Comp. Area All
Beasts, Magitech
Sum. Increase damage by attacking after movement
Before moving, the jockey can declare a Charge. In doing so,
the mount takes a Normal Move, and the first melee attack
made this turn by either the jockey or mount deals an extra +1
damage per 5m moved (rounded up). The distance moved is
Eff. measured by the shortest path between the mount's starting
point and the attack target, regardless of the actual route taken.
If the attack misses, the damage bonus is lost.
If the mount cannot take a Normal Move, this Stunt cannot be
used.

౦ HP Enhancement
Animals, Mythical Beasts,
Prer. None Comp. Area All
Magitech
Sum. Mount Max HP +10
Eff. Increase the Maximum HP of all sections of the mount by +10.

5th Level Rider Required

☆ Limit Drive
Prer. None Comp. Magitech Area All
Sum. Runaway mount gives +2 Accuracy, +4 damage, -2 Evasion
When this Stunt is used, for the next 10 seconds (1 round), the
Accuracy of all sections of the Mount are increased by +2, and
all damage dealt by the mount is increased by +4. However, the
Eff.
Evasion of both the mount and jockey are reduced by -2 until
the beginning of the next turn.
This Stunt can only be used once per battle.

114
☆ Lion's Fury
Animals, Mythical
Prer. None Comp. Area All
Beasts, Magitech
Sum. Take up to two Major Actions
If the mount has multiple sections, this Stunt can be used to give
up to two of those sections a Major Action during the mount's
Eff. turn. Any section that takes a Major Action with this Stunt
receives a -2 penalty to their Evasion until the beginning of the
next turn.

౦ Riding as One
Animals, Mythical
Prer. None Comp. Area None
Beasts, Magitech
Sum. Ride a mount using no hands
With training, the jockey can control the mount using only
Eff. commands and by shifting their weight. This allows the jockey
to ride while having both hands free to perform Actions with.

౦ Improved Elevated Attack


Animals,
Elevated
Prer. Comp. Mythical Beasts, Area None
Attack
Magitech
Sum. Rider/Passenger Physical Damage additional +2 (total +4)
When riding a mount, this Stunt further increases the physical
damage done by the rider and any passengers by +2, to a total
Eff.
of +4 damage. This includes not only melee attacks, but any
ranged attacks and thrown weapons as well.

115
౦ Special Ability Release
Animals, Mythical
Prer. None Comp. Area All
Beasts, Magitech
Sum. Use special abilities of mounts
With this Stunt, mount abilities that have "Prerequisite: Special
Ability Release" can now be used. Additionally, abilities with
Eff.
"Enhance: Special Ability Release" can be used to their full
extent.

Ж Trample
Animals, Mythical
Prer. Charge Comp. Area All
Beasts, Magitech
Sum. Move and attack with Area: Breakthrough
Before moving, the jockey can declare they are going to
trample. Make a melee attack once with any section of the
Eff. mount (including the jockey) on all targets within "Range:
Mount's Full Move" and "Area: Breakthrough" (see p. 93).
Accuracy is rolled for each attack separately.

Ж Magic Command
Animals, Mythical
Prer. None Comp. Area All
Beasts
Sum. Mount can use magic
If the mount is one that can use magic spells, this Stunt allows
the jockey to command the mount to cast a spell as a Major
Eff. Action. The mount can cast spells as appropriate, such as being
able to ignore metal armor penalties, the presence of the jockey,
language barriers, etc.

116
౦ Improved HP Enhancement
HP Animals, Mythical
Prer. Comp. Area All
Enhancement Beasts, Magitech
Sum. Mount Max HP additional +10 (total +20)
Increase the Maximum HP of all sections of the mount by an
Eff.
additional +10, to a total of +20.

౦ MP Transfer
Animals, Mythical
Prer. None Comp. Area Main
Beasts
Sum. Jockey can use Mount's MP
With this Stunt, the jockey is able to use the MP of the mount
currently being ridden. This Stunt is treated the same as if the
jockey were using MP from a Mako Stone (though this Stunt
cannot also be combined with the use of a Mako Stone when
Eff.
spending MP). The amount of MP that can be used in this
manner is equal to the character's Rider class levels, and MP
can only be transferred from the Main Section (if the mount has
multiple sections).

10th Level Rider Required

౦ Improved Enhance Mount


Animals,
Enhance Main
Prer. Comp. Mythical Beasts, Area
Mount or All
Magitech
Sum. Mount receives additional enhancements
With this Stunt, the mount is significantly more mobile,
increasing the mount's Accuracy and Evasion by an additional
Eff. +1 (for a total of +2). If the mount has multiple Sections, then
only the Main Section receives such a bonus; if the mount has
no sections at all, then the whole mount will be affected.

117
Ж Mounted Command
Animals, Mythical
Prer. None Comp. Area None
Beasts, Magitech
Sum. Riders and Companions Accuracy +2
By surveying the battlefield, the rider can lead others to success.
Eff. As a Major Action, the jockey can grant all allies in the same
battlefield (including the mount) a +2 bonus to Accuracy.

౦ Greater Elevated Attack


Animals,
Improved
Mythical
Prer. Elevated Comp. Area None
Beasts,
Attack
Magitech
Sum. Rider/Passenger Physical Damage additional +4 (total +8)
When riding a mount, this Stunt further increases the physical
damage done by the rider and any passengers by +4, to a total
Eff.
of +8 damage. This includes not only melee attacks, but any
ranged attacks and thrown weapons as well.

౦ Rampage
Animals, Mythical
Prer. Charge Comp. Area All
Beasts, Magitech
Sum. Additional Major Action after Charge
After making a Charge attack, the jockey can take one
additional Major Action (using the section that made the melee
Eff.
attack from Charge) at the coordinates where they finished
making their Charge.

118
౦ Supercharge
Animals, Mythical
Prer. Charge Comp. Area All
Beasts, Magitech
Sum. Charge even after a Full Move
This Stunt allows the jockey to declare a Charge even after
taking a Full Move. As with Charge, only one section of the
Eff. mount (including the jockey) can make a melee attack. If the
jockey uses Supercharge to make a Charge attack, they cannot
also use Rampage.

౦ Overdrive
Prer. Charge Comp. Magitech Area All
Sum. Charge even after a Full Move
This Stunt allows the jockey to declare a Charge even after
taking a Full Move. As with Charge, only one section of the
Eff. mount (including the jockey) can make a melee attack. If the
jockey uses Supercharge to make a Charge attack, they cannot
also use Rampage.

౦ Improved Attack Obstruction


Animals,
Attack
Prer. Comp. Mythical Beasts, Area None
Obstruction
Magitech
Sum. Rider/Passenger Evasion Additional +1 (Total +2)
The mount is maneuvered to provide the rider and any
Eff. passengers an additional +1 bonus to Evasion while riding, for
a total of +2.

119
౦ Special Ability Perfect Release
Special
Animals, Mythical
Prer. Ability Comp. Area All
Beasts, Magitech
Release
Sum. Use all special abilities of mounts
With this Stunt, mount abilities that have "Prerequisite: Special
Ability Perfect Release" can now be used. Additionally, abilities
Eff.
with "Enhance: Special Ability Perfect Release" can be used to
their full extent.

Ж Orochi's Fury
Lion's Animals, Mythical
Prer. Comp. Area All
Fury Beasts, Magitech
Sum. Take Major Actions with all sections
If the mount has multiple sections, this Stunt can be used to
take a Major Action with each of those sections during the
Eff. mount's turn. Any section that takes a Major Action with this
Stunt receives a -2 penalty to their Evasion until the beginning
of the next turn.

౦ Balance
Animals, Mythical
Prer. None Comp. Area None
Beasts, Magitech
Sum. Jockey acts independently of mount
The jockey can steady themselves while riding, allowing them
Eff. to take any Action that would be possible after a Limited Move,
even if the mount moves during the same turn.

120
Mount Chart

Below is the list of mounts available to Riders.


Name Classification Appropriate Level
Horse Animal 1-4
Dolphin Animal 2-5
War Horse Animal 4-7
Legendary Horse Animal 7 - 10
Divine Horse Animal 10 - 13
Hippogryph Mythical Beast 4-6
Pegasus Mythical Beast 5-7
Wyvern Mythical Beast 7-9
Draconet Mythical Beast 10 - 12
Lesser Dragon Mythical Beast 13 - 15
Mini Manabike Magitech 1-2
Manabike Magitech 3-6
Superior Manabike Magitech 7-9
Skybike Magitech 11 - 13

How to Read Mount Data

① Name
The name of the mount. If there is a reference page, that page
shows data for the mount as a monster.

② Price
How much (in Gamels) it takes to acquire the mount. The first
number is the price for purchasing the mount outright, while
the second price is the cost for a Proprietary Certificate or
Proprietary Sphere (see p. 76). If the mount has multiple
sections (in this book, only Wyvern, Draconet and Lesser

121
Dragon), the cost for one dose of the "Secret Medicine of
Section Regeneration" is listed after those prices.

③ Mount Data
Appropriate Level: The range of levels possible for the mount.
Intelligence: The Intelligence of the mount. As a general rule,
as long as a jockey can give instructions, the mount will act
according to those instructions, but will revert to instincts when
not commanded.
Perception: The means of perception the mount has available.

122
Language: The languages the mount can speak. If the jockey
and mount can speak the same language, communication
between the two is possible.
Reputation and Weak Points: How well known the type of
mount is, as well as any weaknesses the mount has (see p. 86).
Movement Speed: How fast the mount moves.
Mount Level: The statistics for the mount at each possible
level. The level referenced in combat will be the same as the
jockey's Adventurer Level.

④ Sections/Main Section
If a mount has multiple sections, the number of sections is
listed, with a Main Section specifically noted (see CR II: p.
290-292).
⑤ Special Abilities
All special abilities of the mount are noted here. Unless
specifically noted, a special ability can be used after the mount
has taken a Normal Move. Also, if the special ability mentions
Rider class level or Intelligence Bonus, the jockey's stats are
used unless mentioned otherwise.
If the special ability has any Stunt prerequisites, they will be
mentioned here. Also, if a special ability is enhanced by a Stunt
known by the jockey, it will also be mentioned here.
⑥ Description
This is the description of the mount.

123
Mount List

Animals
Horse Price: 5,000G/250G
Mount Data
App. Lvl: 1 - 4 Int: Animal Perc: 5 Senses Lang: None
Rep: 4 Weak Point: Physical Damage +2 pts. Move Spd: 30

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

1 Hoof 3 2 3 2d 2 1 25 8
2 Hoof 4 3 4 2d+1 3 2 28 9
3 Hoof 5 4 5 2d+2 4 3 31 10
4 Hoof 6 5 6 2d+3 5 4 31 11
Special Abilities
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against
Psychic-type and Curse-type effects.
Description
A typical horse, built for running long distances. Horses that allow
riders have been well trained and will listen to the commands of
the rider without fail.

124
Dolphin (see p. 320) Price: 5,000G/500G
Mount Data
App. Lvl: 2 - 5 Int: Average Perc: 5 Senses Lang: Marine Mammal
Rep: 6 Weak Point: Fire Damage +3 pts. Move Spd: 25 (Swimming)

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

2 Tackle 4 4 4 2d+2 3 3 23 9
3 Tackle 5 5 5 2d+3 4 3 30 11
4 Tackle 6 6 6 2d+4 5 4 37 13
5 Tackle 7 7 7 2d+5 6 5 44 15
Special Abilities
[Underwater Only]
Cannot move outside of water, nor be mounted outside of water.
While underwater, both jockey and mount can move freely and
do not suffer any penalties for moving while underwater.
Description
Dolphins are able to move freely underwater and are the premier
mount for any sort of underwater travel. However, they are all but
useless on land, and even transporting a dolphin mount overland
is difficult. This is why dolphins are typically only seen available at
Riders' Guilds near the seaside.

125
War Horse Price: 10,000G/1,000G
Mount Data
App. Lvl: 4 - 7 Int: Animal Perc: 5 Senses Lang: None
Rep: 5 Weak Point: Physical Damage +2 pts. Move Spd: 25

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

4 Hoof 7 6 6 2d+4 5 4 40 15
5 Hoof 8 7 7 2d+6 6 5 44 17
6 Hoof 10 8 8 2d+7 7 6 48 19
7 Hoof 11 10 9 2d+9 8 7 52 21
Special Abilities
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against
Psychic-type and Curse-type effects.
[Techniques / Prerequisite: Special Ability Release]
Use the "Beetleskin" and "Bear Muscle" Techniques as Minor
Actions.
Description
A professionally trained horse for combat. Under the command
of an expert jockey, it is strong enough to send weak monsters
scattering.

126
Legendary Horse Price: 20,000G/2,000G
Mount Data
App. Lvl: 7 - 10 Int: Animal Perc: 5 Senses Lang: None
Rep: 6 Weak Point: Physical Damage +2 pts. Move Spd: 25

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

7 Hoof 11 10 10 2d+10 9 8 60 25
8 Hoof 12 11 11 2d+12 10 9 65 28
9 Hoof 13 12 13 2d+13 12 10 70 31
10 Hoof 15 13 14 2d+15 13 11 75 34
Special Abilities
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against
Psychic-type and Curse-type effects.
[Techniques / Prerequisite: Special Ability Release]
Use the "Beetleskin" and "Bear Muscle" Techniques as Minor
Actions.
[Indomitable / Prerequisite: Special Ability Perfect Release]
If the Legendary Horse's HP drops to 0 or less, it may make a
Death Check in order to stay standing, taking actions as normal.
However, if it fails a Death Check, it dies.
Description
A well-traveled war horse that grew into a legendary figure. It has
excellent capabilities when it comes to defending its rider and are
often seen in the service of high-ranking generals and aristocrats.

127
Divine Horse Price: 50,000G/5,000G
Mount Data
App. Lvl: 10 - 13 Int: Animal Perc: 5 Senses Lang: None
Rep: 7 Weak Point: Physical Damage +2 pts. Move Spd: 30

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

10 Hoof 15 14 14 2d+16 13 12 82 40
11 Hoof 16 15 15 2d+17 14 14 88 44
12 Hoof 17 16 16 2d+19 15 15 96 48
13 Hoof 18 18 17 2d+21 16 16 104 52
Special Abilities
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against
Psychic-type and Curse-type effects.
[Techniques / Prerequisite: Special Ability Release]
Use the "Strong Blood", "Beetleskin", "Recovery (5 HP)" and "Bear
Muscle" Techniques as Minor Actions.
[Indomitable / Prerequisite: Special Ability Perfect Release]
If the Legendary Horse's HP drops to 0 or less, it may make a
Death Check in order to stay standing, taking actions as normal.
However, if it fails a Death Check, it dies.
Description
A horse consecrated by the gods; it is believed that it will return
from combat unharmed in order to protect its master. However,
it will not allow anyone to ride it unless the rider is also without
equal.

128
Mythical Beasts
Hippogryph (see CR II: p. 376-391) Price: 15,000G/1,500G
Mount Data
App. Lvl: 4 - 6 Int: Animal Perc: 5 Senses Lang: None
Rep: 12 Weak Point: Slash Damage +3 pts. Move Spd: 25 / 50
(Flying)

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

4 Beak 6 5 5 2d+4 5 2 25 8
5 Beak 7 7 7 2d+6 6 4 35 12
6 Beak 9 8 8 2d+8 8 5 45 16
Special Abilities
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and
Evasion to both jockey and mount.
[Continuous Attack / Prerequisite: Special Ability Release]
If the Hippogryph successfully hits a target in melee, they may
make a second attack against the same target.
Description
A winged beast capable of flight, Hippogryphs are agile mounts in
combat. Capable of high speeds while flying, a Hippogryph is a
formidable monster on its own, let alone under the command of
a capable rider.

129
Pegasus (see CR II: p. 376-391) Price: 20,000G/2,000G
Mount Data
App. Lvl: 5 - 7 Int: Average Perc: 5 Senses Lang: None
Rep: 9 Weak Point: Accuracy +1 Move Spd: 20 / 40 (Flying)

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

5 Hoof 6 6 7 2d+5 6 3 41 33
6 Hoof 7 7 8 2d+6 7 5 46 36
7 Hoof 8 8 9 2d+8 8 6 51 39
Special Abilities
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and
Evasion to both jockey and mount.
[Poison/Disease Immunity]
Immune to all Poison-type and Disease-type effects.
[Passenger / 1 / Prerequisite: Special Ability Release]
One extra character can ride a Pegasus as a passenger. This
passenger can take Major Actions without being penalized for bad
footing but can only take such Major Actions as would be possible
after a Limited Move. Mounting a Pegasus as a passenger is a
Major Action, but dismounting is only a Minor Action.
Description
A white horse with wings on its back, a Pegasus isn't as capable in
combat as other mounts. However, they compensate by allowing
a passenger to ride as well.

130
Wyvern (see p. 373) Price: 40,000G/4,000G/1,000G
Mount Data
App. Lvl: 7 - 9 Int: Low Perc: 5 Senses Lang: None
Rep: 8 Weak Point: Accuracy +1 Move Spd: 15 / 30 (Flying)

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

Bite
9 8 11 2d+9 10 7 38 31
(Head)
Wing
7 (Wings) - - 10 2d+7 9 5 29 29
x2
Tail
- - 10 2d+6 8 6 33 26
(Tail)
Bite
10 9 12 2d+11 11 8 48 35
(Head)
Wing
8 (Wings) - - 11 2d+9 10 7 39 31
x2
Tail
- - 11 2d+8 9 7 43 29
(Tail)
Bite
12 11 13 2d+12 12 9 58 39
(Head)
Wing
9 (Wings) - - 12 2d+10 11 8 49 33
x2
Tail
- - 12 2d+9 10 8 53 32
(Tail)
Sections: 4 (Head / Wings x2 / Tail) Main Section: Head
Special Abilities
• Wyvern
[Techniques]
Use the "Cat's Eyes", "Beetleskin" and "Recovery (5 HP)"
Techniques as Minor Actions.

131
• Head
[** Breath / Rider Class Level + Intelligence Bonus / Fort / Half]
As a Major Action, spit an elemental mass up to a range of 20m.
Upon reaching the desired distance, the mass explodes into a 3m
radius area, dealing "Power 20 + Rider Class Level + Intelligence
Bonus" damage to up to 5 targets in the area. The element can be
one of Fire, Water/Ice, Lightning or Poison, and can be chosen
upon rental or purchase of the mount. This ability cannot be used
in consecutive rounds.
• Wings
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and
Evasion to both jockey and mount. If either Wing is reduced to 0
HP or lower, this ability cannot be used.
• Tail
[Tail Sweep]
As a Major Action, use the tail to attack up to 5 targets in the same
battlefield. Accuracy and Damage is the same as a normal attack,
and this attack cannot be used in consecutive rounds.
Description
Often thought of as a "flying dragon", a Wyvern is a mount known
for their ferocity. However, because they have been trained by the
Riders' Guild from the time it hatched from an egg, it will provide
unwavering service to their jockeys. The different types of
Wyverns available vary from city to city, and not every branch of
the Riders' Guild will have Wyverns available.

132
Draconet (see CR II: p. 376-391) Price: 100,000G/10,000G/3,000G
Mount Data
App. Lvl: 10 - 12 Int: Average Perc: 5 Senses (Darkvision) Lang:
Dragonic Rep: 15
Weak Point: Physical Damage +2 pts. Move Spd: 12 / 25 (Flying)

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

Bite
13 12 13 2d+14 12 12 63 32
(Body)
10 Wing
(Wings) - - 12 2d+9 10 10 41 16
x2
Bite
14 14 14 2d+15 13 13 70 36
(Body)
11 Wing
(Wings) - - 13 2d+11 11 11 48 18
x2
Bite
15 15 15 2d+17 14 14 77 40
(Body)
12 Wing
(Wings) - - 14 2d+12 12 12 55 20
x2
Sections: 3 (Body / Wings x2) Main Section: Body
Special Abilities
• Draconet
[** Immunity]
A Draconet will suffer no effects and receive no damage from
certain types of elemental attacks. The element can be one of Fire,
Water/Ice, Wind, Earth, Lightning, or Energy, and can be chosen
upon rental or purchase of the mount.
• Body
[** Breath / Rider Class Level + Intelligence Bonus / Fort / Half
/ Enhance: Special Ability Perfect Release]
As a Major Action, spit an elemental mass up to a range of 20m.
Upon reaching the desired distance, the mass explodes into a 3m
radius area, dealing "Power 20 + Rider Class Level + Intelligence
Bonus" damage to up to 5 targets in the area. The element of the

133
breath will be the same element chosen for [** Immunity] above.
This ability cannot be used in consecutive rounds.
Enhance: If the jockey has the Stunt "Special Ability Perfect
Release", the Draconet can choose the targets within range, and
exclude any targets they wish.
• Wings
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and
Evasion to both jockey and mount. If either Wing is reduced to 0
HP or lower, this ability cannot be used.
[All-Out Attack / Prerequisite: Special Ability Release]
As a Minor Action, a Wing can ready itself to deal an additional
8 damage on their next attack. However, any Evasion Check made
by either of the Wings that used this ability this turn receives a -3
penalty.
Description
An incredibly young dragon, difficult to ride due to its fiery
temperament. Only very skilled jockeys can attempt to ride one
of these rare mounts, and only a few branches of the Riders' Guild
even have a Draconet available. However, they are smart enough
to communicate with the jockey, assuming a common language is
used.
Lesser Dragon (see CR II: p. 376-391) Price: 180,000G/18,000G/
4,500G
Mount Data
App. Lvl: 13 - 15 Int: High Perc: 5 Senses (Darkvision) Lang: Trade
Common, Arcana, Dragonic Rep: 12
Weak Point: Physical Damage +2 pts. Move Spd: 15 / 30 (Flying)
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

Bite
17 17 17 2d+18 15 14 79 84
(Head)
Tail
- - 16 2d+16 13 16 103 30
13 (Body)
Wing
(Wings) - - 15 2d+14 13 13 54 28
x2

134
Bite
18 18 18 2d+20 16 15 92 90
(Head)
Tail
- - 17 2d+17 14 18 116 36
14 (Body)
Wing
(Wings) - - 17 2d+16 14 14 67 32
x2
Bite
19 19 19 2d+22 17 16 105 96
(Head)
Tail
- - 18 2d+18 15 20 129 42
15 (Body)
Wing
(Wings) - - 18 2d+18 15 15 80 36
x2
Sections: 4 (Head / Body / Wings x2) Main Section: Head
Special Abilities
• Lesser Dragon
[** Immunity]
A Lesser Dragon will suffer no effects and receive no damage
from certain types of elemental attacks. The element can be one
of Fire, Water/Ice, Wind, Earth, Lightning, or Energy, and can be
chosen upon rental or purchase of the mount.

[Techniques]
Use the "Strong Blood", "Beetleskin", and "Recovery (7 HP)"
Techniques as Minor Actions.
• Head
[Truespeech Magic, Spiritualism Magic (Level 10) / Magic Power
14 (21)]
Prerequisite: Magic Command
Cast both Truespeech and Spiritualism Magic up to 10th level.
For individual spell effects, refer to that spell's description.
[Magic Aptitude]
Prerequisite: Special Ability Perfect Release
Learn the Combat Feats [Metamagic/Targets],
[Metamagic/Distance], [Magic Convergence], [Magic Control],
[Guided Magic] and [Wordbreak].
[** Breath / Rider Class Level + Intelligence Bonus / Fort / Half/
Enhance: Special Ability Perfect Release]
As a Major Action, spit an elemental mass up to a range of 20m.
Upon reaching the desired distance, the mass explodes into a 6m
135
radius area, dealing "Power 40 + Rider Class Level + Intelligence
Bonus" damage to up to 20 targets in the area. The element of the
breath will be the same element chosen for [** Immunity] above.
This ability cannot be used in consecutive rounds.
Enhance: If the jockey has the Stunt "Special Ability Perfect
Release", the Lesser Dragon can choose the targets within range,
and exclude any targets they wish.
• Body
[Passenger / 2 / Prerequisite: Special Ability Release]
Two extra characters can ride a Lesser Dragon as a passenger.
These passengers can take Major Actions without being penalized
for bad footing but can only take such Major Actions as would be
possible after a Limited Move. Mounting a Lesser Dragon as a
passenger is a Major Action, but dismounting is only a Minor
Action.
[Tail Sweep]
As a Major Action, use the tail to attack up to 5 targets in the same
battlefield. Accuracy and Damage is the same as a normal attack,
and this attack cannot be used in consecutive rounds.
[Large]
Unless the Body of the Lesser Dragon is reduced to 0 HP or less,
the Head may not be engaged in melee combat.
• Wings
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and
Evasion to both jockey and mount. If either Wing is reduced to 0
HP or lower, this ability cannot be used.
[All-Out Attack / Prerequisite: Special Ability Release]
As a Minor Action, a Wing can ready itself to deal an additional
8 damage on their next attack. However, any Evasion Check made
by either of the Wings that used this ability this turn receives a -3
penalty.
Description
This dragon has just recently grown from a Draconet but is still
younger than 500 years old. The few jockeys who can tame these
massive beasts are called "Dragoons", and the combined combat
power is simply unmatched. Whole battlefields can be scorched
with a minimum of effort, and even entire counties will respect
dragoons and their mounts.

136
Magitech
Magitech-type mounts differ from other mounts in that they
have no instincts to run off of and are treated as though they
were Constructs. Additionally, Magitech-type mounts are
immune to Poison-type, Disease-type and Psychic-type effects
and damage.
Mini Manabike Price: 3,000G/300G
Mount Data
App. Lvl: 1 - 2 Int: None Perc: Mechanical Lang: None
Rep: 6 Weak Point: Magic Damage +2 pts. Move Spd: 40
Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

1 Tackle 3 3 3 2d+2 1 3 40 -
2 Tackle 3 3 4 2d+3 2 3 40 -
Special Abilities
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
Description
A mana-powered motorcycle meant for beginning riders, they are
commonplace among the Riders' Guild. Not only are mini
manabikes smaller and easier to handle than a living mount, but
they are also stronger than a living mount of the same level. An
Artificer can choose to make a mini manabike when using the
"Automobile" spell (see CR I: p. 269-278) instead of a normal
manabike.

137
Manabike Price: 10,000G/1,000G
Mount Data
App. Lvl: 3 - 6 Int: None Perc: Mechanical Lang: None
Rep: 8 Weak Point: Magic Damage +2 pts. Move Spd: 50

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

3 Tackle 6 6 5 2d+4 5 5 50 -
4 Tackle 6 6 7 2d+6 7 5 50 -
5 Tackle 6 6 8 2d+8 8 5 50 -
6 Tackle 6 6 9 2d+10 9 5 50 -
Special Abilities
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
[Grenade Launcher / Rider Class Level + Dexterity Bonus / Will
/ Half]
As a Major Action, launch a grenade up to 20m. Upon landing, it
explodes into a 3m radius, dealing "Power 20 + Rider Class Level
+ Intelligence Bonus" Fire damage to up to 5 targets in the area.
This ability's C Value is 10 and costs the jockey 10 MP to use
(Mako Stones may help to pay this cost).
Description
A Magitech-type mount on the market at the Riders' Guild, these
machines can be safely stored inside manaspheres and carried
from place to place without much hassle. The standard manabike
created by the Artificer's "Automobile" spell works the same as
these mounts, only it doesn't require any MP to be spent in order
to store or recall the bike (assuming the spell is still active).

138
Superior Manabike Price: 30,000G/3,000G
Mount Data
App. Lvl: 7 - 9 Int: None Perc: Mechanical Lang: None
Rep: 9 Weak Point: Magic Damage +2 pts. Move Spd: 50

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

7 Tackle 10 10 10 2d+10 9 9 90 -
8 Tackle 10 10 11 2d+12 11 9 90 -
9 Tackle 10 10 12 2d+14 12 9 90 -
Special Abilities
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
[Grenade Launcher / Rider Class Level + Dexterity Bonus / Will
/ Half / Enhance: Special Ability Release]
As a Major Action, launch a grenade up to 20m. Upon landing, it
explodes into a 4m radius, dealing "Power 30 + Rider Class Level
+ Intelligence Bonus" Fire damage to up to 10 targets in the area.
This ability's C Value is 10 and costs the jockey 15 MP to use
(Mako Stones may help to pay this cost).
Enhance: If the jockey has the Stunt "Special Ability Release", they
can choose which targets within the explosion area are damaged.
Description
A high-performance manabike, these machines can be purchased
from the Riders' Guild. Larger than the standard manabike, it also
had improved operations and durability, and can withstand the
rigors of combat quite well.

139
Skybike Price: 60,000G/6,000G
Mount Data
App. Lvl: 11 - 13 Int: None Perc: Mechanical Lang: None
Rep: 10 Weak Point: Magic Damage +2 pts.
Move Spd: 50 / 50 (Flying)

Accuracy

Damage

Defense
Fighting

Evasion
Style

Level Fort Will HP MP

11 Tackle 14 14 14 2d+14 14 14 140 -


12 Tackle 14 14 16 2d+16 16 14 140 -
13 Tackle 14 14 17 2d+18 17 14 140 -
11 Tackle 14 14 14 2d+14 14 14 140 -
Special Abilities
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and
Evasion to both jockey and mount.
[High-Speed Maneuvers / Prerequisite: Special Ability Release]
When taking a Full Move, the jockey may use this ability to give
both the jockey and mount the Combat Feat [Shadow Sneak] (see
CR II: p. 156-161). This ability costs the mount 50 HP to use.
[Weapon Platform]
Equip up to 3 additional armaments.
[Laser Gun / Rider Class Level + Dexterity Bonus / Evasion /
Negated / Enhance: Special Ability Perfect Release]
As a Major Action, shoot a laser at a target up to 50m away. The
laser has Area: Line, and deals "Power 50 + Rider Class Level +
Intelligence Bonus" Energy damage to the target. This ability's C
Value is 10 and costs the jockey 10 MP to use (Mako Stones may
help to pay this cost).
Enhance: If the jockey has the Stunt "Special Ability Perfect
Release", they can exclude any target within the area of effect.

Description
A manabike capable of flight, this machine is the top of the line
when it comes to both offensive capabilities and maneuverability.
In fact, it very well may outperform most of the riders in the
Riders' Guild. The manabike created by the Artificer's "Skybike"
spell is handled in the same way as this mount.

140
Mount Equipment List

The following are various items and equipment meant for


both rider and mount.

Contract Certificates
Price
Name Description
(G)
Mount Contract Allows rental of a type of Animal
250+
Certificate or Mythical Beast mount
Mount Contract Allows rental of a type of
300+
Sphere Magitech mount
Proprietary Proves ownership of a living
0
Mount Certificate mount
Proprietary Proved ownership of a magitech
0
Mount Sphere mount
Tag designed to control Animals
Mount Reduction
and Mythical Beasts level 3 or 100
Tag I
lower
Tag designed to control Animals
Mount Reduction
and Mythical Beasts level 7 or 500
Tag II
lower
Tag designed to control Animals
Mount Reduction
and Mythical Beasts level 13 or 2,000
Tag III
lower
Manabike Manasphere specifically designed
10,000
Storage Sphere to hold manabikes

Equipment for Animal and Mythical Beast Mounts


Animal and Mythical Beast mounts can be equipped with one
weapon and one type of armor per body section. It takes 10
minutes to put on or take off mount equipment.

141
Mount Weapons
Blade Horn is a slashing weapon, while the rest are all
bludgeoning weapons.
Name Description Price (G)
Big Horn Damage +1 800
Iron Rivet Damage +2 2,000
Flicker Hammer Accuracy +1 3,000
Blade Horn Damage +3 5,000

Mount Armor
Name Description Price (G)
Leather Barding Defense +1 300
Chain Barding Defense +2 1,000
Plate Barding Defense +3 3,000
Wind Coat Evasion +1, Defense +2 4,000

Mount Items
Name Description Price (G)
Quality Reins Riding Checks +2 1,000
Azure Amulet Mount's Fortitude +1 5,000
Crimson Amulet Mount's Willpower +1 5,000

142
Magitech Armaments
Magitech mounts can equip one armament unless otherwise
noted.
Name Description Price
(G)
Spiked Chain Damage +3, Evasion -1, Max HP -
1,000
5
Full Cowl Defense +3, Accuracy -1
2,000
Armor
Heavy Shield Defense +2, Max HP +10,
3,000
Evasion -1

Magitech Items
Name Description Price
(G)
Restore Restores one section from "destroyed" to
5,000
Kit 1 HP. 10 min. to take effect
Repair Heals 10 HP to one section. 1 min. to
200
Patch take effect
Repair Major Action to heal "Power 10 + Rider
Tape I Level + Dexterity Bonus" HP to one 100
section.

143
Magic

Truespeech Spell List (11-15 Levels)

Cost
Thunder Bolt 13MP
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Half
Summary Type
Fires a bolt of lightning at the target Lightning
Effect
Deals Power 50 + Magic Power damage.

Cost
Slow 8MP
Target Range/Area Duration Resistance
1 Character 30m/Target 1 minute (6 r) Neg
Summary
Slows target's movements and actions
Effect
The target moves at half their normal speed (rounded up). At the
beginning of their turn, if they roll a 1-2 on 1d, they cannot take a
Major Action that turn.

144
Cost
Familiar II 30MP
Target Range/Area Duration Resistance
1 Object Touch/- Permanent N/A
Summary
Create an intelligent follower
Effect
This spell works as "Familiar", but the created familiar has intelligence,
and can speak in the Arcana language. As with "Familiar", the possible
choices of bird, cat and frog are merely placeholders, and can be
substituted out for similar animals if the caster so wishes.

Cost
Weapon Mastery II 8MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Neg
Summary
Infuse the target with mana in order to unlock understanding of their
weapons
Effect
The target gains the use of one of the following Combat Feats:
[Weapon Mastery II/**] (one type), [Weapon Master], [Pinpoint
Attack], [Pinpoint Attack II], [Aimed Attack II], [Aimed Attack III],
[Power Attack II], or [Cleave]. By casting the spell repeatedly, you can
enable a target to use multiple feats. This spell's effect can stack with
"Weapon Mastery" (see CR I: p. 232-240).

Cost
Shock 15MP
Target Range/Area Duration Resistance
1 Character 50m/Shot Instant Can't
Summary Type
Attacks with pure mana Bludgeoning
Effect
Deals Power 30 + Magic Power damage to both the target's HP and
MP.

145
Cost
Polymorph 10MP
Target Range/Area Duration Resistance
Caster Self/- 1 Day None
Summary
Change physical appearance
Effect
The caster can change their shape into any creature that the caster has
seen, other than Undead, Constructs or Daemons. All of the caster's
Classes, Combat Feats and mental abilities remain the same, but the
physical abilities of the new form will be gained. If the character uses
fixed values, that data can be used as-is.
For example, if the caster were to turn into a Drake Baron (Dragon
Form) (see CR II: p. 292-323), they could use the Energy Breath and
Flight abilities, but not the Spiritualism Magic, Magic Aptitude,
Techniques or Humanization abilities. It is ultimately up to the GM
which abilities are granted, and which are ignored.

Cost
Desultory 9MP
Target Range/Area Duration Resistance
1 Character 30m/Target 30 seconds (3 r) Temporary
Summary Type
Disturbs concentration and disrupts magic Psychic
Effect
The target's Spellcasting checks receive a -4 penalty for the duration of
the spell.

Cost
Teleport 15MP
Target Range/Area Duration Resistance
1 Object 10m/Target Instant N/A
Summary
Instantly move to a location of the caster's choice
Effect
Move the target to either a place the caster has previously been, or a
place within sight up to 1km away. The size of the target can be no
larger than 1m radius or 2m high. The spell ignores walls, shields, and
other obstructions, but will fail if there is no safe place for the object to
exist at the destination.

146
Cost
Lightning Bind 19MP
Target Range/Area Duration Resistance
1 Character 10m/Target 1 minute (6 r) Temporary
Summary Type
Restrain and attack target with lightning rope Lightning
Effect
The target cannot move and takes a -2 penalty to all skill checks. In
addition, the target is dealt Power 20 + Magic Power at the end of each
turn. While bound, the target automatically fails any Willpower checks
from damaging spells with "Resist: Half" or "Resist: Neg". This damage
cannot critical.

Cost
Dimension Gate 23MP
Target Range/Area Duration Resistance
Any Point 10m/Target 30 seconds (3 r) N/A
Summary
Creates a gate to a distant destination
Effect
Creates a 3m radius gate at the foot of the caster. The exit of this gate
is at any point the caster knows and specifies when casting this spell,
regardless of location or distance. However, the gate may not be
created while inside a building.

Cost
Dimension Sword 18MP
Target Range/Area Duration Resistance
Any
50m/Line Instant Half
Point/Special
Summary Type
Attack with a blade that cleaves through space itself Slashing
Effect
Deals Power 60 + Magic Power damage.

147
Cost
Magic Reflection 17MP
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Reflects magic spells back to caster
Effect
A spell with "Target: 1 Character" may be reflected back to that spell's
caster. The caster of Magic Reflection may choose to know the result
of the Spellcasting check for a spell before using this effect. After a
spell is reflected with this effect, the spell ends.
If the spell is reflected, the caster may try to resist the spell.
If the spell does not reflect, the target may attempt to resist the spell as
normal.
If the reflected spell's caster is already included in the area of the spell,
reflecting the spell only makes the caster affected, it does not give the
caster a second attempt to resist.

Cost
Save The World 50MP
Target Range/Area Duration Resistance
500m Radius Self/- 1 Hour N/A
Summary
Creates a mana barrier that protects buildings
Effect
A hemispherical barrier forms at the edge of the targeted area,
protecting it from any outside influences or interference. This barrier
cannot be broken or removed by any means, physical, magical, or
otherwise, even by spells like Perfect Cancellation. The caster must
concentrate for the duration of the spell to maintain the effect. If the
caster moves or takes any sort of Action, the effect dissipates, and the
barrier disappears.

148
Cost
Perfect Cancellation 33MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target Instant Neg
Summary
Eradicates all traces of mana within range
Effect
All magic, including spells, spellsongs, special abilities, monsters'
unique skills, etc., within range are subject to cancellation. For each
effect within range, if this spell's Spellcasting check is greater than the
effect's caster, that effect is cancelled. If this spell is cast with an hour's
casting time, it may also affect magical items. The Spellcasting check of
the magical item depends upon the era the item was made in, and any
items from the Schnell period or earlier are unaffected.
Magic Item Era Magic Power
Current Day 25
Al Menas 30
Durandal 40

Cost
Meteor Strike 30MP
Target Range/Area Duration Resistance
6m Radius/20 50m/Target Instant Half
Summary Type
Calls a meteor to fall on the opponent. Bludgeoning
Effect
Deals Power 100 + Magic Power damage. The caster must be able to
see the sky, and the subject must be visible from the sky, in order for
this spell to succeed.
The caster can spend an hour casting this spell. In doing so, the Target
increases to "500m radius", and the Range is "1km". When casting the
spell this way, the Combat Feats [Magic Control] and [Magic
Convergence] cannot be used. This version of the spell deals damage
to structures and buildings as well. The buildings' Defense is ignored
when dealing damage, and this spell criticals on 8 or higher against
buildings.

149
Spiritualism Spell List (11-15 Levels)

Cost
Earth Heal II 8MP
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Neg
Summary
Target absorbs life energy from the earth in order to heal
Effect
Heals Power 30 + Magic Power HP. Undead and Constructs can be
healed by this spell. This spell cannot critical.

Cost
Sneak 7MP
Target Range/Area Duration Resistance
1 Character Touch/- 3 minutes (18 r) N/A
Summary
Shrouds target in mist, hiding it from magical perception
Effect
The target cannot be seen by those with Magical or Mechanical means
of perception for the duration of the spell. If the character takes a Full
Move, attacks, or uses magic on another target, this effect ends
immediately. Characters using 5 Senses as means of perception can
see the character normally.

Cost
Haste 18MP
Target Range/Area Duration Resistance
1 Character 30m/Target 1 minute (6 r) N/A
Summary
Increases movement of the target
Effect
Increase the target's Movement Speed by +12m. Additionally, the
target rolls 1d at the end of each of their turns, and if the result is 5 or
higher, they may take a second Major Action that turn.

150
Cost
Sonic Weapon 8MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Wraps wind around weapon to increase damage
Effect
When the target makes a melee or ranged attack, the weapon used in
that attack now deals Wind-type damage, increases its damage by +2,
and lowers the critical value by -1 (to a minimum of 8). For fixed-value
characters, increase their damage by +4 instead.

Cost
Change Position☆ 12MP
Target Range/Area Duration Resistance
1 Doll 30m/Target Instant N/A
Summary
Swaps positions with doll
Effect
The caster swaps their position with a doll or puppet within range of
the spell. Walls, barriers, etc. are bypassed by this magic, but if there is
not enough space for the caster to safely exist in the doll's space before
the replacement, the spell fails.
Casting this spell is a Minor Action. This spell may only be used once
per round.

Cost
Mana Seal 16MP
Target Range/Area Duration Resistance
1 Character 10m/Target 1 minute (6 r) Neg
Summary
Blocks the target's use of mana
Effect
Targets that fail to resist this spell cannot use more than 10 MP in a
single turn, regardless of how they would spend it. For example, three
Techniques would only allow the use of one more MP that turn, so a
fourth Technique could not be used. MP used from Familiars or
Mako Stones does not count towards this limit.

151
Cost
Create Golem III 20/32MP
Target Range/Area Duration Resistance
1 Object Touch/- 1 Day N/A
Summary
Creates a strong golem from elemental materials
Effect
Same as “Create Golem” (see CR I: p. 240-248) but can create the
strongest types of golems under the Conjurer's control.
Create Golem Mana Costs
MP
Golem Type Ingredient
Cost
Rock Golem 20 Enchanted Rock
Iron Golem 32 Enchanted Iron

Cost
Raging Earth II 18MP
Target Range/Area Duration Resistance
10m Radius 10m/Target 30 seconds (3 r) N/A
Summary
Draws vitality from earth to heal all in an area
Effect
Each creature in the area regenerates 10 points of damage at the end
of their turn. This even heals creatures of the Undead and Construct
categories.

152
Cost
Wraith Form 20MP
Target Range/Area Duration Resistance
Caster Self/- 1 Day N/A
Summary
Take form of a wraith, separating mind and body
Effect
The consciousness of the caster breaks free, taking the form of a
Wraith. The caster's physical and mental abilities remain the same, but
their perception changes to Magic, and they float through the air while
moving. Additionally, the caster's Wraith form has the Unique Skills
[Normal Weapon Immunity] and [Fog Body].
While a Wraith, the caster's body lies unconscious. If the duration
elapses or the caster wishes, they may return to their body regardless of
location. However, if the caster's body is destroyed or otherwise lost
while in Wraith form, the spell becomes permanent, and the caster
remains as a Wraith, unable to return to their body.

Cost
Create Undead II 22-36MP
Target Range/Area Duration Resistance
1 Corpse Touch/- 1 Day N/A
Summary
Animate more powerful Undead
Effect
Same as "Create Undead" (see CR I: p. 240-248), but the types of
Undead created are much stronger.
Create Undead Mana Costs
Undead Type MP Cost
Specter (see CR II: p. 346-359) 22
Ghost Horse (see p. 346) 29
Cast Armor (see CR II: p. 346-359) 36

153
Cost
Copy Doll 20MP
Target Range/Area Duration Resistance
1 Doll Touch/- 1 Year N/A
Summary
Creates a doll indistinguishable from the caster
Effect
The caster creates a doll duplicate of themselves and can shift their
consciousness into the doll at any time. Despite being a doll, the caster
can manipulate the new body as if it were their own, retaining all
physical abilities, down to still requiring food and sleep.
While separated, the caster's original body is unconscious. At any time,
the caster can know the condition of their body. If the doll's HP drops
to 0, the caster returns to their original body, while the doll body
crumbles into useless dust.

Cost
Steal Memory 19MP
Target Range/Area Duration Resistance
1 Character Touch/- Permanent Neg
Summary
Acquires a memory from the target
Effect
The caster can take a specific memory from the target, so that the
target never even knows they had a memory taken from them. The
caster chooses when to begin to take a memory, as well as how long
the memory they're taking is, then spends an equal amount of time
casting this spell. The caster steals memory in increments of 10
seconds (1 round) at a time, even if the memory they're taking isn't that
long. If this effect ends, the target recovers all of their stolen memories,
as well as the fact that they were stolen (but not by whom). However,
this does not cause the caster to lose the memory they stole.

154
Cost
Immortality 30MP
Target Range/Area Duration Resistance
1 Character 30m/Target 1 minute (6 r) N/A
Summary Type
Become indestructible Curse
Effect
The target becomes immune to all Poison-, Disease-, Curse- and
Psychic-type damage and effects, and does not fall unconscious when
their HP falls to 0 or lower. Any Death Checks will automatically
succeed for the duration of the spell. However, HP cannot be
recovered in any way while this spell is active, and if the target's HP is
still at 0 or below when the spell ends, a Death Check must be made at
that time, based on the character's current HP.

Cost
Death Cloud 26MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target Instant Half
Summary Type
Creates a cursed cloud of roiling death Curse
Effect
Deals Power 60 + Magic Power damage. If this reduces a character's
HP to 0 or less, they receive a -20 penalty to their next Death Check.

Cost
Revenant Curse 30MP
Target Range/Area Duration Resistance
1 Character Touch/- 1 Day Neg
Summary Type
Brands the living to rise as a Revenant when dead Curse
Effect
If the target dies after casting this spell, they gain 5 soulscars
temporarily and rise as a Revenant (see CR I: p. 462-468). Once the
duration of this spell ends, the target is fully and permanently a
Revenant. However, if the spell is cancelled via “Remove Curse” (see
CR I: p. 248-255) before then, the extra 5 soulscars disappear, and the
body becomes a normal corpse once more.

155
Basic Divine Spell List (11-15 Levels)

Cost
Surrender 13MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant Neg
Summary
Dampens the fighting spirit
Effect
Barbarous who fail to resist this spell stop fighting and will follow the
caster as a friend. If the target has more than 1/10th of their Maximum
HP remaining, this spell does not work.

Cost
Bless II 12MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Neg
Summary
Grants a divine blessing to all abilities
Effect
Increase all of the target's ability scores by +6, resulting in a +1 bonus
to all of his modifiers. This will also increase derived ability scores,
such as Maximum HP and MP. For fixed-value characters, increase
their Accuracy, Evasion, Fortitude and Willpower by +1, and
Maximum HP and MP by +6.

Cost
Holy Light II 9MP
Target Range/Area Duration Resistance
6m
Self/- Instant Half
Radius/20
Summary
Blinding light burns away Undead
Effect
Deals Power 50 + Magic Power damage to Undead in the area.
Targets who fail to resist this spell also receive a -2 penalty to
Willpower for 3 minutes (18 rounds).
156
Cost
Escape 3MP
Target Range/Area Duration Resistance
1 Character 30m/Target Instant N/A
Summary
Call on the divine to leave a bad situation
Effect
The target immediately teleports to the closest temple of the god that
the caster believes in. This spell ignores any sort of walls, barriers, etc.

Cost
Sacred Field 20MP
Target Range/Area Duration Resistance
100m Radius Self/- Instant N/A
Summary
Creates a barrier blocking that hostile to your god
Effect
The target area has a barrier formed around it, preventing any
Barbarous or Undead from passing through. This barrier also prevents
any spells or abilities from Barbarous or Undead form passing through
as well. This barrier does not move with the caster; once the spell is
cast, the caster is free to move, and the barrier will remain where it is.
When this spell is cast, if there are any Barbarous or Undead already
within the area of this spell, the barrier will not form. Additionally, if
this effect overlaps with the range of a “Vice Field” spell (see p. 294),
both spells' effects end immediately.

Cost
Rescue 17MP
Target Range/Area Duration Resistance
1 Character Touch/- 1 Day N/A
Summary
Know the target's health, and save them from dire situations
Effect
For the duration of the spell, the caster knows the current HP of the
target, regardless of distance.
With the target's consent, the caster can call the target to their side as a
Minor Action. This can bypass walls, barriers, etc., but will fail if there
is not enough space for the target to safely exist before the movement.
Once this effect is used, or if the caster casts this spell on another
target, the spell ends
157
Cost
Erase Soulscar 50MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Heals a soulscar
Effect
Remove one of the target's soulscars. This cannot remove the innate
soulscar of a Nightmare. If this is used a second time on a character,
the spell will automatically be resisted.
This spell takes one day to cast.

Cost
Oracle 14MP
Target Range/Area Duration Resistance
10km Radius Self/- 3 minutes (18 r) N/A
Summary
Project your voice to distant believers
Effect
The caster can project their voice to any character within the range of
the spell who is also a follower of the same god. Only characters with
at least 1 level in the Priest class can hear the caster. The caster cannot
hear any responses from those he talks to, regardless of faith.

Cost
Cure Motary 10MP
Target Range/Area Duration Resistance
1 Character 50m/Target Instant Neg
Summary
Heal wounds and cleanse undead with the blessing of the divine
Effect
Heals the target for Power 70 + Magic Power HP. No effect on
Constructs.
If the target is Undead, deals Power 70 + Magic Power damage. This
damage cannot critical.

158
Cost
Jihad 40MP
Target Range/Area Duration Resistance
500m Radius Self/- 6 Hours N/A
Summary
Strengthen those of the same faith
Effect
The caster chooses one Warrior-type class, and all those within the
target area increase their level in that class by 3 for the duration of the
spell. This does not increase the character's Adventurer Level, nor
does it allow the acquisition of Combat Feats (including those gained
automatically by class). Fixed-value characters increase their Accuracy,
Evasion, and damage by +3 instead.
This spell has no effect on Tabbits or Runefolk.

Cost
Purify Soul 20MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant Neg
Summary
Bring peace to the souls of the dead
Effect
Only effective on Undead monsters Level 13 or lower. Sets the target's
HP and MP to 0. If they fail to resist the spell, their soul is sent to the
afterlife, under the care of the god of the caster. If the monster is
willing, this spell will affect an Undead regardless of Level.

159
Cost
Reincarnation 30MP
Target Range/Area Duration Resistance
1 Corpse Touch/- Instant Neg
Summary
Give a departed soul a new life
Effect
Only effective on a corpse less than 24 hours old. The target's soul will
be reborn in a child within the next 7 days but will not remember
anything from their previous life until they reach a certain age, as
determined by this spell's Spellcasting check. However, the child has
all of the same ability scores as the old character, and once they reach
a certain age they regain their memories of their past life, including
class levels and Combat Feats.
This spell takes 1 hour to cast.
Spell Check Age to Regain Memory
25 or less Will not regain memory naturally
26 - 27 30 years old
28 - 29 20 years old
30 - 31 10 years old
32+ 5 years old

160
Cost
Call God 50-200MP
Target Range/Area Duration Resistance
1 God 30m/Target 1 minute (6 r) N/A
Summary
Call down the god you believe in.
Effect
This spell calls upon the caster's deity and pleads them to help in times
of dire need. Only those who have mastered the Priest Class and are
of the same faith as the caster will notice that a god has appeared. This
spell's MP and casting time depends upon the type of God being
called.
Ancient God - 200 MP
Calling an Ancient God takes one year to prepare the correct rituals,
and an additional week to actually cast the spell. Once summoned, the
god can perform massive miracles, such as creating massive fissures in
the continent, creating whole islands, and other miracles that vastly
change the face of Raxia. Characters with an Adventurer Level or
monster Level 35 or lower can be wiped out without effort.
Once this spell is complete, the caster's soul leaves with their god,
preventing the caster from being resurrected.

Major God - 100 MP


Calling a Major God takes one month to prepare the correct rituals,
and an additional day to actually cast the spell. Once summoned, the
god can perform large-scale miracles, such as leveling an entire
mountain, or turning the land within the caster's vision into deep
forest. Characters with an Adventurer Level or monster Level 25 or
lower can be wiped out without effort.
Once this spell is complete, the caster immediately dies, regardless of
their current HP value.

Minor God - 50 MP
Calling a Minor God takes 6 rounds to prepare the correct rituals, and
the spell may be cast immediately afterwards. Once summoned, the
god can perform small-scale miracles, such as moving an immense
boulder, or causing an entire hillside to burst into blooming flowers.
Characters with an Adventurer Level or monster Level 15 or lower can
be wiped out without effort.
Once the spell is complete, the caster falls to 0 HP, and has their
Maximum MP reduced by 50 for the next 7 days.

161
Cost
Restoration 18MP
Target Range/Area Duration Resistance
1 Character 50m/Target Instant N/A
Summary
Purifies and fully heals the target
Effect
The target heals to their Maximum HP, and can choose any number
of effects, detrimental or otherwise, to get rid of.
This spell has no effect on Undead or Constructs.

Specialized Divine Spell List

Specialized Divine Spells of Lyphos, God of Creation


Cost
Promise Circle 10MP
Target Range/Area Duration Resistance
3m Radius/5 Self/- 3 minutes (18 r) N/A
Summary
Share and collaborate with teammates
Effect
Whenever a target uses an effect that would cost MP during their turn,
they may instead use MP from another target or targets within range.

162
Specialized Divine Spells of Tidan, God of the Sun
Cost
Evangel 20MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target Instant N/A
Summary
Channel the sun to heal
Effect
Attempts to remove all Poison-, Disease-, Curse-, and Psychic-type
effects on the target. For each target, this spell's Spellcasting check
must equal or exceed the effect's check to remove the effect.
This spell can only be cast in direct sunlight, or while within the range
of “Daybreak” (see CR II: p. 131-143), but in that case the effect of
Daybreak is lost.

Specialized Divine Spells of Sien, God of the Moon


Cost
Wishing Star 20MP
Target Range/Area Duration Resistance
1 Character 50m/Shot 30 seconds (3 r) N/A
Summary
Create a star made of mana and bless the target
Effect
The target is surrounded by small stars made of mana. When the
target would make a Fortitude or Willpower check, they automatically
succeed instead.

163
Specialized Divine Spells of Lu Lode, God of Wanderers
Cost
Air Cushion 20MP
Target Range/Area Duration Resistance
Any Point 30m/Target 3 minutes (18 r) Can't
Summary
Swirling wind lifts all within range
Effect
A small whirlwind, 20m radius, springs forth from the target point. A
character entering this whirlwind will be lifted off of the ground slightly
and will not receive any penalties for moving through difficult terrain.
Additionally, a character falling prone within this whirlwind will receive
no damage.

Specialized Divine Spells of Zaiya, God of Knights


Cost
Armor of Zaiya 15MP +
Optional HP
Target Range/Area Duration Resistance
6m Radius/20 Self/- 3 minutes (18 r) N/A
Summary
Project an imitation of the armor that protected the god Lyphos
Effect
By spending HP, the caster can increase the Defense of all targets of
this spell. For every 10 HP the caster spends, increase the Defense of
all targets by +1. The caster cannot spend more than 100 HP in this
manner (for a maximum bonus of +10 Defense) and cannot pay HP if
they would go to 0 HP or lower.
This spell does not affect other Priests of Zaiya.

164
Specialized Divine Spells of Kilhia, God of Wisdom
Cost
Completion ☆ 10MP
Target Range/Area Duration Resistance
Caster Self/- 10 seconds (1 r) N/A
Summary
Temporarily learn magic by seeing through Kilhia's eyes
Effect
The caster will temporarily gain the ability to cast up to 10th level
spells of one of Truespeech, Spiritualism, or Fairy Magic. The Magic
Power for any of those spells become "Priest Class level + Intelligence
Bonus". The caster may ignore any material requirements for spells,
such as needing a Magical Implement, but these spells will still
consume MP as normal.
This spell may be cast as a Minor Action.

Specialized Divine Spells of Luferia, God of Water


Cost
Ice Dome 10MP
Target Range/Area Duration Resistance
30m Radius Self/- 1 Hour N/A
Summary
Creates a hemisphere of protective ice
Effect
A dome of ice is created around the perimeter of the target area,
allowing sight but blocking movement, attacks, and spells with Area:
Shot. The dome itself is 30cm thick, has 100 HP, 0 Defense, and is
immune to all damage but Fire-type damage. The dome breaks at the
end of the spell's duration, or if its HP is reduced to 0. If the perimeter
of this spell would cross through any buildings or characters, the spell
does not take effect.

165
Specialized Divine Spells of Asteria, God of Elves
Cost
Panic 15MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target 3 minutes (18 r) Neg
Summary Type
Confuses enemies and allies in combat Psychic
Effect
When the target makes a melee attack, ranged attack, or casts a spell
with "Target: One Character", the target for the attack is chosen at
random from all available characters in the same battlefield. Wide-area
effects or effects that target multiple characters are unaffected by this
spell.

Specialized Divine Spells of Grendal, God of Dwarves


Cost
Offensive Fire 20MP
Target Range/Area Duration Resistance
Any Special/Breakt
Instant Half
Point/Special hrough
Summary Type
Charge through enemies and set them on fire Fire
Effect
Deals Power 90 + Magic Power to all within the Breakthrough area
(see p. 93).

166
Specialized Divine Spells of Sacaros, God of Drinking
Cost
Nectar Rain 8MP
Target Range/Area Duration Resistance
10m Radius 30m/Target 3 minutes (18 r) Can't
Summary
Fragrant liquor rains and heals
Effect
Characters in the area heal 5 HP at the end of each round. When this
spell has ended, all characters who healed in this way are drunk for 1
hour, receiving a -1 penalty to all skill checks. This spell has no effect
on Undead or Constructs.

Specialized Divine Spells of Lills, God of Love


Cost
Embrace 24MP
Target Range/Area Duration Resistance
1 Character Touch/- 3 minutes (18 r) N/A
Summary
Temporarily transfer magic and abilities
Effect
All of the class levels, spells and Combat Feats known by the caster
(other than the Priest class and spells) are transferred to the target for
the duration of the spell. While transferred, the caster cannot use any
of these class abilities or Combat Feats. The target of this spell must be
a humanoid or Barbarous of the opposite sex of the caster. In order to
cast this spell, the priest must have both hands free.

167
Specialized Divine Spells of Nilda, God of Clothing
Cost
Hidden Dress 10MP
Target Range/Area Duration Resistance
1 Character Touch/- 10 minutes (60 r) N/A
Summary
Creates a transparent garment to hide from sight
Effect
While worn, the transparent garment created by this spell will render
the wearer undetectable by Magic perception, as well as the 5 Senses.
If the character takes a Full Move, attacks, or uses magic on another
target, this effect ends immediately. Characters using Mechanical
means of perception can see the character normally.

168
Fairy Spell List (11-15 Levels)

Cost
Water Edge 8MP
Target Range/Area Duration Resistance
1 Character 30m/Shot Instant Half
Summary Type
Attack with a blade of water Water/Ice
Effect
Deals Power 20 + Magic Power damage. Targets that fail to resist this
spell receive a -2 penalty to Accuracy for 30 seconds (3 rounds).

Cost
Forget 16MP
Target Range/Area Duration Resistance
1 Character 10m/Target 7 Days Neg
Summary Type
Dark fairies rob a week of memories Psychic
Effect
The target immediately forgets everything that has happened over the
past week, including the memory of losing their memories. This does
not cause the loss of class levels or Combat Feats. When this spell
ends, the missing memories immediately return.

Cost
Flame Coat 7MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Fiery garment protects from cold
Effect
The target takes -5 damage from all Water/Ice-type effects.
Additionally, any penalties from adventuring in cold weather or
snowstorms are ignored for the duration of the spell.

169
Cost
Invisibility ☆ 16MP
Target Range/Area Duration Resistance
Caster Self/- 10 seconds (1 r) N/A
Summary
Light fairies hide the caster
Effect
The target cannot be seen by those that use 5 Senses for perception
for the duration of the spell. The caster stays invisible regardless of
their movement, and any character attacking or attacked by the caster
receives a -4 penalty, as if "Both eyes cannot be used" to accurately
attack or evade (see CR I: p. 141-144).
This spell may be cast as a Minor Action.

Cost
Current 24MP
Target Range/Area Duration Resistance
Special 30m/Target 1 Day N/A
Summary
Ask water fairies to change rivers and tides
Effect
This spell targets one river or stream within the caster's sight. The
caster can choose the speed at which the water flows, from "slowly
walking" up to "50 km/h", as well as changing the direction the water
flows. With this spell, a river can be a roaring stream uphill while
slowing a raging waterfall to a gentle sprinkle.
If the caster is in a boat, this spell affects the water directly underneath
them instead.

Cost
Firestorm 13MP
Target Range/Area Duration Resistance
5m Radius/15 30m/Target Instant Half
Summary Type
Call fire fairies to dance and attack Fire
Effect
Deals Power 40 + Magic Power damage.

170
Cost
Fairy Treatment 12MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Ask fairies to help remove bad ailments
Effect
The caster is able to remove any number of bad ailments or effects the
target may be suffering from, except Curse-type effects.

Cost
Maelstrom 13MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target Instant Half
Summary Type
Creates a fierce vortex of water Water/Ice
Effect
Deals Power 30 + Magic Power damage. If any targets are underwater,
those targets receive an additional 5 damage.

Cost
Whirlwind 8MP
Target Range/Area Duration Resistance
1 Character 30m/Target 1 Hour N/A
Summary
Carry the target in a fairy's wind
Effect
The target takes flight and automatically heads towards a location set
by the caster which is either known or within sight. The target can fly at
any speed, up to 50 km/h, but cannot take Major Actions while flying
this way.

171
Cost
Earthquake 28MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- Instant Half
Summary Type
Violently shake and crack the earth Earth
Effect
Deals 50 damage. Targets who fail to resist this spell fall prone. This
spell has no effect on creatures who aren't standing on the ground.
While casting the spell, the caster must have both hands on the
ground. They can remain in this pose and keep the earthquake going,
dealing no additional damage, but causing anyone moving through the
area to take a -2 penalty to all actions due to poor footing. If the caster
keeps the earthquake going for 10 minutes (60 rounds), all buildings
and structures within the range will collapse. If the caster moves or
takes any other action, the earthquake ends.

Cost
Tornado 13MP
Target Range/Area Duration Resistance
Any Point 50m/Line Instant Half
Summary Type
Create a tornado that attacks everything in its way Wind
Effect
Deals Power 40 + Magic Power damage.

Cost
Neutralize 44MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- 3 minutes (18 r) Can't
Summary
Suppresses the elements
Effect
While within the area, any Fire-, Water/Ice-, Earth-, or Wind-type
effects are negated, spells and special abilities of those types cannot be
used, and all damage of those types is reduced to 0. This applies even
if the source of the damage is outside of and casting into the range of
this spell.
172
Cost
Avoid Fairy 15MP
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Neg
Summary
Causes fairies to flee
Effect
Fairies Level 15 or lower flee as far as possible from the caster. If the
target is a fairy called by the caster, this spell cannot be resisted.

Cost
Chaos Smash 18MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target Instant Half
Summary Type
Combine the power of all fairies to attack Energy
Effect
Deals Power 60 + Magic Power damage.

Cost
Fairy Lord Special MP
Target Range/Area Duration Resistance
Any Point Touch/- 10 seconds (1 r) N/A
Summary
Call a powerful Fairy for an errand
Effect
Summons a Fairy Level 17 or less to serve the caster. The summoned
fairy will carry out any orders to the best of its ability, including those
commands that may end up being harmful to the fairy. Commanding
the summoned fairy is a Minor Action.
This spell costs "Summoned Fairy's Level x 3" MP to cast.

173
Magitech Spell List (11-15 Levels)

Cost
Skybike 20MP
Item Range/Area Duration Resistance
Large Touch/- 1 Hour N/A
Summary
Create a Skybike (see p. 137)
Effect
Creates a Skybike for the caster to ride. While riding the Skybike, you
may not use the targeted large magisphere for any other spells.

Cost
Sniper Range ☆ 5MP
Item Range/Area Duration Resistance
Small/Medium
Touch/- 10 seconds (1 r) N/A
/Large
Summary
Extend the range of ranged weapons
Effect
When the target makes a ranged attack, increase the range of that
attack by 10m (small)/30m (medium)/50m (large).
This spell can be cast as a Minor Action.

Cost
Panacea Light 10MP
Item Range/Area Duration Resistance
Medium 30m/Shot Instant N/A
Summary
Calls a warm light that purifies the mind
Effect
Removes all Psychic-type effects from the area.

174
Cost
Prism Effect 10MP
Item Range/Area Duration Resistance
Small Self/- 3 minutes (18 r) N/A
Summary
Refracts light to appear invisible to machines
Effect
The caster cannot be seen by Mechanical means of perception,
whether from monsters or magical items designed to record. Even if
the caster would show up, they appear to be invisible. If the caster is
the target of an attack from a monster with Mechanical perception, 1d
is rolled before the attack. On a 1-3, the caster must use their Evasion
to dodge the attack as normal. On a 4-6, the caster automatically
dodges the attack, no Evasion roll required. Characters that use 5
Senses or Magic Perception can see the character normally.

Cost
Cannon Bullet ☆ 4MP
Item Range/Area Duration Resistance
Medium, 1 10 seconds (1
Touch/- N/A
Shot round)
Summary
Compress a large amount of mana into a bullet
Effect
This spell creates a bullet that deals Power 50 + Magic Power damage.
When firing, the caster receives a -1 penalty to their Accuracy.
This spell can be cast as a Minor Action.

Cost
Sphere Shed 10MP
Item Range/Area Duration Resistance
Large Touch/- Instant N/A
Summary
Store tools and equipment in magispheres
Effect
A tool or other inanimate object, no larger than 1m radius and 2m tall,
can be stored inside a magisphere. Only one item can be stored per
magisphere and living things and corpses cannot be stored. While an
item is stored in a magisphere, that magisphere cannot be used for
other magic use. This spell can be recast on the same magisphere in
order to recall the stored item.
175
Cost
Chaff Grenade 9MP
Item Range/Area Duration Resistance
Medium 10m/Shot Instant Neg
Summary
Scatter debris to interfere with mana
Effect
A grenade explodes in an area of 5m Radius/15, releasing a large
number of debris and preventing magical items from being used for 30
seconds (3 rounds). Mako Stones may not be used to draw MP from,
and any increased Accuracy, Evasion and damage from magical
weapons and armor are lost temporarily. However, this does not
prevent the use of Magical Implements, Holy Seals, Gems or
magispheres.

Cost
Effect Protector 15MP
Item Range/Area Duration Resistance
Large Self/- 3 minutes (18 r) N/A
Summary
Creates a barrier to protect from effects
Effect
The next time the caster becomes the target of a spell or special ability
with "Resist: Can't", the caster is unaffected by that spell or ability.
If a spell or ability is canceled by this spell, the magisphere used for
this spell shatters into unusable dust, and the spell's effect immediately
ends.

Cost
Copy 30MP
Item Range/Area Duration Resistance
Large Touch/- 1 Day N/A
Summary
Transforms magisphere into a duplicate of an item
Effect
The magisphere becomes an exact copy of an item held in the caster's
hand. The item to be copied must be from the Al Menas era or later
and cannot be an item larger than one held in both hands. Living
creatures cannot be copied with this spell. While this spell is in effect,
the chosen magisphere cannot be used for other spells.
This spell takes 10 minutes (60 rounds) to cast.
176
Cost
Return 18MP
Item Range/Area Duration Resistance
Large Touch/- 1 Year N/A
Summary
Recall to a previously established magisphere
Effect
When this spell is cast, the caster sets a magisphere to float in position.
While in this position, the magisphere cannot be used for any other
spells.
Once a magisphere has been set in this way, the caster can recall
themselves to the magisphere's position as a Minor Action. At the
caster's discretion, characters touching the caster or in the same
battlefield can also be recalled. After the caster uses the recall feature,
casts this spell again to set a second magisphere, or the set magisphere
is destroyed, the spell ends and the magisphere used crumbles into
useless dust. The caster knows if the magisphere is destroyed before
using this recall effect.
This spell takes 10 minutes (60 rounds) to cast.

Cost
Machine Repair 40MP
Item Range/Area Duration Resistance
Large x 1 - 3 Touch/- Permanent N/A
Summary
Repair modern tools and equipment
Effect
The caster is able to repair any item or structure built during the Al
Menas era or later, depending upon the number of magispheres they
use for this spell. One magisphere will repair something around the
average size of a human, two magispheres can repair objects the size of
a hut, while three magispheres will repair anything the size of a small
fort or smaller. However, at least 70% of the tools and materials must
be from the original object. This spell can repair Runefolk bodies as
well as Constructs, however it does not restore any HP.
This spell takes 1 hour to cast.

177
Cost
Mana House 15MP
Item Range/Area Duration Resistance
Large Touch/- 1 Day N/A
Summary
Creates a comfortable house to rest in
Effect
A smallish house, approximately 70 ft2, appears on the spot. There
are three bedrooms, a living room, dining room and kitchen, and
about 5 people can live inside comfortably. Barbarous Level 5 or
higher and all Undead are unable to come closer than a 50m radius
around the house.
The house itself has 100 HP and 10 Defense. If the building itself is
attacked, or a Barbarous is within 10m of the house, an alarm will
sound.
While this spell is in effect, the chosen magisphere cannot be used for
other spells.

Cost
Minimum Leap ☆ 15MP
Item Range/Area Duration Resistance
Medium Touch/- Instant N/A
Summary
Teleport across short distances
Effect
The caster teleports the target anywhere within 10m. Walls, barriers,
etc. are bypassed, but the destination must be within sight of the caster.
This spell can be cast as a Minor Action.
This spell can only be cast once per turn.

178
Cost
Quick Rampage 18MP
Item Range/Area Duration Resistance
Large Touch/- 3 minutes (18 r) N/A
Summary
Create a manipulator arm from the magisphere
Effect
An arm extends from the magisphere, able to be controlled as a
separate arm of the casters. Dexterity checks made using this arm
(other than Accuracy) receive a +4 bonus.
If this spell is used in combat, the manipulator arm may make a melee
or ranged attack in addition to the caster's normal actions. A
manipulator arm is treated as one hand for the purposes of wielding
weapons and is unaffected by the caster's Combat Feats.
While this spell is in effect, the chosen magisphere cannot be used for
other spells.

Cost
Skyship 40MP
Item Range/Area Duration Resistance
Large x 5 Touch/- 1 Day N/A
Summary
Create a small ship that can fly through the air
Effect
This spell requires 5 Large magispheres to cast and requires 10
minutes to cast. The caster creates a flying ship large enough to hold
10 passengers comfortably (see Skyship, p. 137).
While this spell is in effect, the chosen magispheres cannot be used for
other spells. If the Skyship is destroyed, the chosen magispheres are
also destroyed, and crumble into useless dust.

179
Cost
Genocide Bullet ☆ 10MP
Item Range/Area Duration Resistance
Medium, 1 10 seconds (1
Touch/- N/A
Shot round)
Summary
Creates the strongest magical bullets
Effect
This spell creates a bullet that deals Power 70 + Magic Power damage.
When firing this bullet, the range of the gun is halved, but the area
increases to a 6m Radius/20. If the shooter has the Combat Feat
[Magic Control], the targets may be chosen at will.
This spell can be cast as a Minor Action.

180
Techniques

List of Techniques

10th Level Enhancer Required


Chameleon 30 seconds (3
Duration
Camouflage ☆ r)
Sum. Increased Hide
The user gains a +4 bonus to Hide checks and cannot be seen
by 5 Senses Perception from more than 10m away. The user
Eff.
also cannot be the target of melee or ranged attacks while
using this Technique.

Kraken Stability ☆ Duration 30 seconds (3 r)

Sum. Cannot Fall Prone


The user's lower body becomes like that of a kraken's
tentacles, becoming immune to falling prone by any means.
Eff.
This Technique is only effective if the user is standing on solid
ground or on the seafloor.

Jii Prophecy ☆ Duration 1 Hour

Sum. Detect Incoming Danger


The user is able to see into the future for a second or two,
Eff. allowing them to gain a +2 bonus to both Initiative and Danger
Sense.

181
Strider Walk ☆ Duration 3 minutes (18 rounds)

Sum. Walk on Water


The user can walk on water and dense clouds. However, when
Eff.
using this Technique, they cannot take a Full Move.

Spider Web ☆ Duration 3 minutes (18 rounds)

Sum. Create Multifunctional Silk Threads


Spin thick threads of strong silk from the user's fingertips to
aid in movement. The silk works the same as the Artificer
Eff. spell Wire Anchor (i.e., the user can climb walls better, and
use it to entrap opponents), but uses the user's Enhancer Level
+ Strength Bonus if a check is needed.

Titan's Foot ☆ Duration 10 seconds (1 round)

Sum. Strengthen Kicks


As a Major Action, the user can kick a 1m radius hole into a
wall less than 1m thick, creating a loud noise while doing so. If
the wall is more than 1m thick, the kick instead creates a
Eff.
hemispherical divot in the structure. This Technique cannot
be used on Iron or harder material and cannot be used while
in combat.

Troll Vitals ☆ Duration 30 seconds (3 rounds)

Sum. Magic Damage -4


The user's vital organs become like that of a Troll's, causing
Eff.
them to take -4 magical damage from any source.

182
Balloon Seed Shot
Duration 30 seconds (3 r)

Sum. Use Weapons with Mouth
The user can use Thrown weapons with their mouth, using
their Enhancer Level + Dexterity Bonus for Accuracy and
Eff. Enhancer Level + Strength Bonus for damage. Attacks with
this Technique can only be used once per round as a Minor
Action.

3 minutes (18
Fenrir's Bite ☆ Duration
rounds)
Sum. Grow Fangs
The user's canines extend, allowing a Bite (see p. 196) attack
to be made as a Wrestling weapon, using their Enhancer Level
+ Dexterity Bonus for Accuracy and Enhancer Level +
Strength Bonus for damage.
If the user already has a Bite attack, then they can use this
Eff. Technique to increase either their Accuracy by +1 or damage
with the Bite by +2. This Technique's effects are cumulative,
to a total of +2 Accuracy and +4 bonus damage.
This Technique can be used once per round. Attacks with this
Technique can only be used once per round as a Minor
Action.

Healthy Body ☆ Duration Instant

Sum. Removes Negative Effects


Remove a Poison-, Disease-, or Psychic-type effect from the
Eff.
user.

183
Spellsongs

List of Spellsongs

10th Level Bard Required

Amazing Prelude - Singing -

Randomly copy the effect of another known


Sum. Pet -
Spellsong
By playing a melody off the cuff, the Bard is able to copy the
effect of another Spellsong that they know. Any Prelude or
Eff. Singing requirements for the copied song are ignored, and the
Spellsong takes effect immediately. If the Spellsong requires a
check to be made, it is made with a +2 bonus.

20 seconds (2
Clap Prelude
rounds)
Singing -

Sum. Force others to clap along Pet Bird


Anyone hearing the Bard's rhythmic clapping has the urge to
clap along, dropping anything they may be holding. While
Eff.
clapping, characters cannot take any Actions that would require
the use of their arms.

10 seconds
Chorus Prelude
(1 round)
Singing Required

Sum. Force others to sing along Pet -


Anyone hearing the Bard's relaxed, yet catchy melody will have
the urge to sing along. While singing, characters can only take
Eff.
Limited Moves, and cannot use any magic that requires
vocalization.

184
Sonic Voice Prelude - Singing -

Sum. Create damaging sonic shockwaves Pet Insect


This high-pitched frequency deals Power 20 Wind-type
damage each round to those within the Spellsong's area of
Eff.
effect. This damage cannot critical. This song affects those who
would normally be immune to Psychic-type effects.

10 seconds (1
Dare Prelude
round)
Singing -

Sum. Prevent the use of Active Combat Feats Pet Frog


This jarring noise disrupts concentration, preventing the use
Eff.
of any Active Combat Feats.

20 seconds (2
Dance Prelude
rounds)
Singing -

Sum. Force listeners to dance Pet -


Passionate melodies cause listeners to dance violently,
Eff. reducing their Accuracy and Evasion by -2. Characters with
Grappler Class Levels are immune to this Spellsong's effects.

20 seconds (2
Fall Prelude
rounds)
Singing -

Sum. Cause flying characters to drop Pet Bird


This heavy screaming causes any flying characters to crash into
the ground, dealing them falling damage. Additionally,
Eff. characters cannot benefit from any "Flight" special abilities and
cannot take flight until they are out of the range of this
Spellsong.

185
March Prelude - Singing -

Sum. Normalize movement speed Pet Frog


The Bard chooses a movement speed from 1 to 24 meters.
While within the area of this Spellsong, all characters will
Eff.
move at the chosen speed when taking a Normal Move. This
Spellsong does not change a character's Agility.

20 seconds
Reduction Prelude
(2 rounds)
Singing -

Sum. Reduce MP consumption Pet Insect


A peaceful tune, this Spellsong reduces any MP consumption
Eff.
within range by -1 (but cannot reduce it to 0 or lower).

10 seconds
Lazy Prelude
(1 round)
Singing -

Bird,
Sum. Lower Class Levels Pet Frog,
Insect
This languorous number causes those who hear it to
temporarily lose a level in each Class they have. This reduction
will affect Adventurer Level but will not reduce Maximum HP
or MP. Reduction of Class Levels may cause the loss of
Combat Feats and Techniques, in which case the most recent
Eff.
of each is lost. If a Class Level is reduced to 0 this way, it is as
though the character does not have a level in that Class at all.
Fixed-value characters reduce their Accuracy, Evasion,
Fortitude, Willpower, and all Magic and Special Ability checks
by -1.

186
Combat Feats

Automatically Acquired Combat Feats

The following is a list of Combat Feats that are automatically


acquired when each class reaches a certain level. These
Combat Feats are all Passive Feats (see CR I: p. 280-286).
Automatically Acquired Combat Feats
Class Level Combat Feat
Fighter 13 Battle Master
Grappler 13 Battle Master
12 Treasure Master
Scout
15 Skill Master
12 Fleet Footed
Ranger
15 Shukuchi
Sage 12 Mana Resistance
15 Ancestor's Wisdom

187
Passive Combat Feats List

Fleet Footed
Req. Ranger Level 12 Class -
Sum. Increases mobility
The character's Normal Move increases by 10m, and their
Full Move increases by 30m.
Effect
You automatically learn this feat when your Ranger level is
increased to 12. You may not learn it any other way.

Guardian
Adventurer Level 9,
Req. Class -
[Cover]
Sum. Protect a target from multiple attacks
This feat enhances [Cover]. When you declare [Cover],
Effect you can choose to redirect up to 5 attacks towards each
character you're Covering to yourself.

Capacity
Req. Adventurer Level 11 Class -
Sum. Increase MP capacity
Your Maximum MP increases by +15. Grassrunners
Effect
cannot take this Combat Feat.

Sage's Wisdom
Req. Sage Level 15 Class Sage
Sum. Become perfectly proficient as a Sage
Once per check, the Sage may reroll the result of a skill
check influenced by their Sage Class Levels. The choice to
reroll can be made after seeing the result of their first roll.
Effect Both dice must be rerolled, and the new result must be
taken.
You automatically learn this feat when your Sage level is
increased to 15. You may not learn it any other way.

188
Shukuchi
Req. Ranger Level 15 Class -
Sum. Take Actions after a Full Move
The Ranger is able to take any Actions normally possible
after a Normal Move and can take them after taking a Full
Effect Move as well.
You automatically learn this feat when your Ranger level is
increased to 15. You may not learn it any other way.

Skill Master
Req. Scout Level 15 Class Scout
Sum. Become perfectly proficient as a Scout
Once per check, the Scout may reroll the result of a skill
check influenced by their Scout Class Levels. The choice
to reroll can be made after seeing the result of their first
Effect roll. Both dice must be rerolled, and the new result must
be taken.
You automatically learn this feat when your Scout level is
increased to 15. You may not learn it any other way.

Treasure Master
Req. Scout Level 12 Class -
Notice the choicest treasure and monster parts when
Sum.
looting
When rolling for Loot Recovery (see CR I: p. 431-439)
during Post-Combat Cleanup, add an additional +1 to the
Effect roll (for a total of +2).
You automatically learn this feat when your Scout level is
increased to 12. You may not learn it any other way.

Battle Master
Fighter or Grappler Level
Req. Class -
13
Sum. Combine the effects of two Active Combat Feats
Two Active Combat Feats can be used per round. Apply
each effect (and any penalties) separately.
Effect You automatically learn this feat when your Fighter or
Grappler level is increased to 13. You may not learn it any
other way.

189
Weapon Master
Adventurer Level 11,
Req. [Weapon Proficiency Class -
II/**]
Sum. Improved skill at arms allows the use of any weapon.
Effect You can equip any weapon without penalty.

Armor Master
Adventurer Level 11,
Req. Class -
[Armor Proficiency II/**]
Sum. Improved skill at arms allows the use of any type of armor.
Effect You can equip any armor or shield without penalty.

Mana Resistance
Req. Sage Level 12 Class -
Sum. Sense the movements of mana and protect oneself
By feeling the movement of mana, the Sage can tell when a
magical attack is coming and prepare appropriately,
Effect reducing all Magic Damage they receive by -5.
You automatically learn this feat when your Sage level is
increased to 12. You may not learn it any other way.

Greater Mana Strike


Adventurer Level 9,
Req. Class -
[Mana Strike]
Sum. Improve Accuracy of [Mana Strike]
When you use [Mana Strike], you can add your
Intelligence Bonus to the attack's Accuracy. However, you
Effect suffer an additional -1 penalty to Evasion, Fortitude, and
Willpower checks (for a total of -2) when using [Mana
Strike].

190
Pinpoint Attack II
Adventurer Level 9,
Req. Class -
[Pinpoint Attack]
Sum. Strike true, regardless of weapon
Increase your Accuracy with melee and ranged attacks by
Effect
an additional +1 (for a total of +2 Accuracy).

Active Combat Feats List

Infight
Req. Grappler Level 9 Class Grappler
Sum. Rush in to attack, disregarding safety
Increase your Accuracy by +3 but decrease your Evasion
Effect
by -3.

Mirage Arrow
Req. Marksman Level 9 Class Marksman
Sum. Make two attacks and take the better result
When using Thrown or Bow weapons, the Marksman may
make two attack rolls against the same target, taking the
Effect
better of the two rolls. Using this Combat Feat expends
two ammunitions.

Nerve Strike
Req. Grappler Level 9 Class Grappler
Aim at vital points, reducing the damage from physical
Sum.
attacks
When declaring an attack, you can say you're going for a
[Nerve Strike]. If that attack hits, for the next 10 seconds (1
round), the target's physical melee and ranged attacks will
Effect
deal -8 damage. This cannot reduce the damage to 0 or
lower, and only one damage reduction effect may be active
on a target.

191
Flying Kick
Req. Grappler Level 9 Class Grappler
Sum. End movement with a flying kick
At the end of a Normal Move, if the Grappler was able to
move 10m or more, they may immediately make an attack
Effect using the <Kick> Wrestling weapon. While this is treated
as a Major Action, the Grappler may take one additional
Major Action during that same turn.

Cleave
Req. Fighter Level 9 Class Fighter
Sum. Swing a two-handed weapon to attack multiple targets
When wielding a Sword, Axe, Mace or Warhammer that
requires two hands to wield, the Fighter can attack up to 5
Effect targets in the same battlefield. Each attack requires its own
Accuracy check, made with a -2 penalty, and each target hit
must make their own Evasion check.

192
Items

Melee Weapons

All SS-Rank weapons are treated as magical weapons, and the


Combat Feat [Weapon Master] is required in order to wield
one of these weapons. They cannot be wielded in any other
way. SS-Rank weapons also cannot be custom-forged (see CR
II: p. 41-44), but they can eventually be made into a character's
Favored Weapon (see CR II: p. 51-54).

SS-Rank Swords
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Angel Feather 1H 2 +2 17 1 2 3 4 5 5 6 7 7 8 ⑩ 60,000

1H† 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩
Hyperion 80,000
2H 20 +1 50 4 6 8 10 10 12 12 13 15 15 ⑩

Geister ※ 2H 30 +1 70 5 9 10 12 14 16 17 18 19 19 ⑩ 95,000
※: While equipped, user takes 5 damage at the end of each turn.

193
SS-Rank Axes

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥ ⑦⑧⑨⑩⑪ ⑫ Price

Dynast 2H 40 -1 90 7 10 12 15 18 19 21 23 25 26 ⑪ 114,000

A-Rank Spears
Only those with [Weapon Proficiency/Spear] may equip the
following weapons.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Normal Lance ※ 1H 20 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ 1,200


※:+2 damage while riding

S-Rank Spears
Only those with [Weapon Proficiency II/Spear] may equip the
following weapons.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Heavy Lance ※ 1H 25 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ 8,280


※: +3 damage while riding

194
SS-Rank Spears

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Fatal Lance ※ 1H 25 - 50 4 6 8 10 10 12 12 13 15 15 ⑩ 66,000


※: +5 damage while riding

SS-Rank Maces
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Zeno 2H 28 +3 53 5 7 9 10 11 12 12 14 15 15 ⑫ 92,000

SS-Rank Staves
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Magus ※ 2H 14 +1 44 4 6 7 8 10 10 11 12 13 14 12 100,000
※: Wielder can spend HP instead of MP to cast spells.

195
SS-Rank Flails

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

1H† 15 - 35 3 4 5 7 8 9 10 10 11 12 ⑨
Silver Comet 71,000
2H 15 - 45 4 6 7 9 10 10 11 12 13 14 ⑨

SS-Rank Warhammers
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Rosenhagen 2H 19 -1 39 4 5 6 7 8 10 11 11 12 13 ⑧ 87,700

B-Rank Wrestling
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥ ⑦⑧⑨⑩⑪ ⑫ Price

Bite 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑨ -

196
SS-Rank Wrestling

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Hands of Glory
1H 10 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ 45,000
※1
Legs of Honor
1H# 10 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ 58,000
※2
※1: A weapon that strengthens one's punches. Defense +1

※2: A weapon that strengthens one's kicks. Defense +1

Ranged Weapons

All SS-Rank weapons are treated as magical weapons, and the


Combat Feat [Weapon Master] is required in order to wield
one of these weapons. They cannot be wielded in any other
way. SS-Rank weapons also cannot be custom-forged (see CR
II: p. 41-44), but they can eventually be made into a character's
Favored Weapon (see CR II: p. 51-54).

SS-Rank Thrown Weapons


These weapons have a range of 20m.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Tri-Edge ※ 1H* 15 +2 35 3 4 5 7 8 9 10 10 11 12 ⑩ 46,000


※:Returns to owner at end of turn.

197
SS-Rank Bows
These weapons have a range of 40m.

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Ruindahlia ※ 2H 18 +1 48 4 6 7 9 10 12 12 13 13 15 ⑩ 73,000
※:Can deal Wind-type damage at user's discretion

SS-Rank Crossbows
These weapons have a range of 40m.

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Gard 2 80,00
26 +1 56 5 8 10 10 11 12 13 15 16 16 ⑩ 18
e H 0

SS-Rank Guns
Only those with [Weapon Proficiency II/Gun] may equip the
following weapons.

Max Min Magic Crit


Name Stance Accuracy Range Price
Magazine STR Power Rate

Full Fire
8 2H 15 - - ⑩ 20m 60.000

Desperado 2 2H 20 +2 +2 ⑪ 60m 80,000
※:Cannot be loaded with a Quick Loader.

198
Ammunition

Name Equipment Slot Price Effect

Holds 24 arrows or
Quiver ※ Back, Waist, Other 100
quarrels
Bullet Pouch Back, Waist, Leg,
100 Holds 24 bullets
※ Other
※:Requires [Weapon Proficiency/Bow], [Weapon
Proficiency/Crossbow] or [Weapon Proficiency/Gun] to equip.

Armor

The Combat Feat [Armor Master] is required in order to wear


one of the following suits of armor. They cannot be worn in
any other way. SS-Rank armor also cannot be custom-forged
(see CR II: p. 41-44), but they can eventually be made into a
character's Favored Armor (see CR II: p. 51-54).

SS-Rank Nonmetallic Armor


Min
Name Evasion Defense Price
STR
Astral Guard ※1 6 +1 7 24,000
Phoenix Cloak
17 +2 8 61,000
※2
※1: Reduces Magic Damage by -3.

※2: Grappler only.

199
SS-Rank Metal Armor
Name Min STR Evasion Defense Price
Imperial ※ 30 -1 14 100,000
※:Reduces Magic Damage by -3.

A-Rank Shields
Only those with [Armor Proficiency/Shield] may wear the
following armor.
Name Min STR Evasion Defense Price
Knight Shield ※ 15 - +2 1,250
※: Also increases Defense of a mount if equipped while
riding.

SS-Rank Shields
Name Min STR Evasion Defense Price
Glorious 15 +1 +4 47,000

200
General Equipment

This is a collection of items, daily necessities, etc. that are


useful for adventurers to keep on hand. If you buy weapons
and armor and have enough money, you may want to buy
some of this general equipment.

Chemicals/Herbs

Name Price Notes

Dexterity Drink as a Major Action to increase Accuracy


2,000
Potion by +2 for 3 rounds
Drink as a Major Action to increase Normal
Speed
2,000 Movement Speed by +5 (+15 for a Full Move)
Potion
for 6 rounds
Anti-Magic Drink as a Major Action to absorb up to 13
3,000
Potion points of Magic Damage for 6 rounds

Wizards' Items
Name Price Notes
Command Magic stone used to change the given
100
Stone command of a Golem
Enchanted
2,000 Material for a Rock Golem
Rock
Enchanted
8,000 Material for an Iron Golem
Iron

201
Accessories

Head Accessories
Name Price Notes
Goddess's 20,000 [Magic] Rarely make healing magic
Veil hyper effective. Women only

Neck Accessories
Name Price Notes
Curse 60,000 [Magic] Damage dealt to Daemons +3;
Rebellion damage taken from Daemons -3

Waist Accessories
Name Price Notes
Tinder Tail 3,000 [Magic] Start small fires
Champion 30,000 [Magic] Guarantee an attack hit
Loincloth once per day. Men only

Foot Accessories
Name Price Notes
Centipede 12,000 [Magic] Replicate desired footsteps
Boots
Hundred 12,000 [Magic] Replicate sound of many
Boots footsteps

202
Magic Items List

List of Magic Weapons (by Price)


Category and
Name Price Effects
Rank
Fi Star Strengthens
10,000 Staff B
Rossum Spellsongs
Elemental Adds any type to
12,000 Sword B
Blade weapon
Berserker's 13,000 Attack at the cost of
Sword B
Soul ※ life
Can critical any
Destroyer 15,000 Sword A
enemy
Increases damage
Death Scythe 16,000 Axe A
with vitality
Ignores Defense
Zantetsuken 25,000 Sword A
when attacking
Blessed
30,000 Sword B Recovers HP
Sword
Judgment Blocks enemies
32,000 Spear B
Spear from moving
Staff of 96,000 Creates a small
Staff B
House ※ house
※: Cannot be bought.

List of Magic Armor (by Price)


Category and
Name Price Effects
Rank
Yscaean Improve [Multi-
Metal Armor
Magical 14,000 Action] Combat Feat
B
Armor while worn
Nonmetallic Clothing with latent
Mana Coat 28,000
Armor B magical power

203
Category and
Name Price Effects
Rank
Combat
Reduce Magic
Maid's 38,000 Nonmetallic B
Damage by -3
Outfit
Asteria's Reduces elemental
40,000 Shield B
Defense damage
Robe of Nonmetallic Damages incoming
10,000
Wild Roses Armor B attackers

Other Magical Items (by Price)


Name Price Category and Rank
Sake Seeds 100 Turn water into sake
Guardian Stone 100+ Reduce Magic Damage
Leave a message up to 30
Message Rouge 1,000
seconds long
Record and play back
Versatiles 5,000
landscapes
Magical Cabal
9,000 Randomly generate magic
Coffer
10,000 Contains either magitech robots
Jack in the Box
※ or magical treasure
Flying Broom 25,000 Fly at a speed of 20m
72,000
Mirror of Truth Uncover the truth

Eternal 167,000
Take two Major Actions
Chronoglass ※
※: Cannot be bought.

204
Asteria's Defense Base Price: 40,000

Small disc-
Popularity 19 App. Equip -
shaped shield
Summary Reduces elemental damage Era Durandal
This is a B-Rank Shield, a graceful circular shield blessed
by the God Asteria. While equipped, the user receives -3
damage from Fire-, Water/Ice-, Wind- and Earth-type
Effect sources, whether physical or magical.
Name Min STR Evasion Defense
Asteria's Defense 6 - +1

Yscaean Magical Armor Base Price: 14,000

Mithril armor
Popularity 15 App. with luxurious Equip -
decorations
Improve [Multi-Action]
Summary Era Durandal
Combat Feat while worn
This is B-Rank Metal Armor, full mithril plate armor
with ornate filigrees and luxurious decorations. While
wearing this armor, when the user activates the Combat
Feat [Multi-Action], they increase their Accuracy and
Effect Magic Power by +1.
Min
Name Evasion Defense
STR
Yscaean Magical
20 - +7
Armor

205
Robe of Wild Roses Base Price: 40,000

Robe covered in
Popularity 15 App. translucent Equip -
thorny vines
Summary Damages incoming attackers Era Durandal
This is B-Rank Nonmetallic Armor, a simple robe with a
wild rose motif embroidered into it. The thorny vines are
infused with a small amount of magic, appearing to be
wrapping around the wearer. However, the vines have no
substance until the wearer is in danger, when they will
magically materialize. When the wearer of the robe is the
Effect target of a melee attack or a spell with "Range: Touch",
the robe will automatically deal 2d Magic damage back to
the attacker. The wearer of the robe cannot be damaged
by their own robe's effect.
Name Min STR Evasion Defense
Robe of Wild Roses 2 - +2

Eternal Chronoglass Base Price: 167,000 (Not for sale)

Hourglass with
Popularity 16 App. rainbow-colored Equip -
sand
Summary Take two Major Actions Era Durandal
A mysterious hourglass that is able to stop time around it
temporarily. When used as a Minor Action, the user is
Effect
able to take two Major Actions during the same round.
The Chronoglass may only be used once per day.

206
Elemental Blade Base Price: 12,000

Short sword with


Pop. 16 App.rainbow-colored Equip -
blade
Sum. Adds any type to weapon Era Durandal
This is a B-Rank Sword, a short blade with a rainbow hue.
With a command word and a Minor Action, the blade will
take on any one of the following types: Fire, Water/Ice,
Earth, Lightning or Wind.

Add'l Dmg
Effect
Min STR
Accuracy

Crit Rate
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1

Curse Rebellion Base Price: 60,000

Popularity 26 App. Simple necklace Equip Neck


Damage dealt to Daemons
Summary +3; damage taken from Era Durandal
Daemons -3
When the wearer of this necklace makes a melee or
ranged attack or casts a spell that targets a Daemon, they
Effect deal an extra +3 damage to that Daemon. Additionally,
when a Daemon would make an attack on the wearer,
reduce the damage from that attack by -3.

207
Berserker's Soul Base Price: 13,000 (Not for sale)

Two-handed
Pop. 15 App.sword with a black Equip -
blade
Sum. Attack at the cost of life Era Durandal
This is a B-Rank Sword, burned black from the grudge of the
warrior who died while wielding it. The warrior's grudge still
infuses the weapon, and its curse (a Curse-type effect with a
value of 20) seeps into the mind of the new wielder.
When an attack is made using this sword, the MP of the
wielder is reduced by 5, regardless of if the attack hits or
misses. Once the user's MP is reduced to 0, HP begins to
decrease at the same rate (with any excess MP reduction
rolling over to HP). When the user's HP drops to 0 from this
effect, they fall unconscious and immediately make a Death
Check.
Effect
Once this sword is used in battle, the user may only move
closer to enemies and attack with this sword. Any other
Actions, such as using a different weapon, or any Minor
Actions, cannot be taken.

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

2H 17 +1 27 2 3 4 6 6 8 8 9 9 10 ⑧ +1

Combat Maid's Outfit Base Price: 38,000

Maid's outfit
Popularity 15 App. designed not to Equip -
restrict movement
Summary Reduce Magic Damage by -3 Era Al Menas
This is B-Rank Nonmetallic Armor, a fancy maid's outfit
reinforced for combat uses. Specifically designed to
prevent damage from firearm usage, this outfit reduces
Effect all incoming magical damage by -3 points.
Name Min STR Evasion Defense
Combat Maid's Outfit 10 +1 0

208
Command Stone Base Price: 100

Lead-colored
Popularity 10 App. stone with Equip -
magical power
Change the given command
Summary Era Durandal
of a Golem
The user of this item can change the commands given to
a Golem or Undead created via "Create Golem" or
"Create Undead". As a Major Action, the stone must be
Effect touched to the monster in question and a new command
given. Once used, this stone will crumble to dust. This
stone can only be used on monsters created by the caster
and will not work on those created by another character.

Sake Seeds Base Price: 100 (10 seeds)

Sake-scented
Popularity 6 App. Equip -
grain seeds
Summary Turn water into sake Era Durandal
These seeds come from a specially produced grain fruit,
altered with magic to create a fruit whose seeds can turn
water into sake. One seed changes a mug-full of water,
Effect dissolving completely, though multiple seeds will create
stronger alcohol. There are fruits that can produce
different liquors as well, and rare Sake Seeds will fetch a
high price at market.

209
Zantetsuken Base Price: 25,000

Single-edged
Pop. 14 App. longsword with a Equip -
saw-like blade
Sum. Ignores Defense when attacking Era Durandal
This is an A-Rank Sword, a jagged sword capable of tearing
through armor like paper. If an attack using this sword is an
Automatic Success, the defender's Defense is treated as 0 for
that attack only.

Add'l Dmg
Effect
Min STR
Accuracy

Crit Rate
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1

Jack in the Box Base Price: 10,000 (Not for sale)

An ordinary
Popularity 15 App. Equip -
treasure chest
Contains either magitech
Summary Era Al Menas
robots or magical treasure
A popular toy made during the Al Menas period; it was
originally used to test one's luck. However, due to their
inherent danger, they were often discarded until only a
few remain in functional shape. They are quite useful for
trapping and protecting dungeons, however.
Inside the rather ordinary-looking chest is either a
magitech-powered automaton or some amount of
money, though the contents are only known once the
Effect box is opened. Despite the small interior of the chest,
the automatons that may spring out are full-size, and
having them fit back into the chest is impossible.
The chart below shows the contents in an easy-to-
randomize format. If an automaton does end up coming
out of the box, it will attack the person opening the lid.
Regardless of the contents, however, once opened the
chest is just an ordinary treasure chest.

210
Contents of "Jack in the Box"
Roll Contents Roll Contents
Rigaqua (see CR Gorghan (see CR
1 4
II: p. 359-376) II: p. 359-376)
Barringer (see CR Gar-UI (see CR I:
2 5
II: p. 359-376) p. 462-468)
Gamels (2d x
3 Nothing 6
2,000G)

Judgment Spear Base Price: 32,000

Long spear with


Pop. 16 App. three-pronged Equip -
blade
Sum. Blocks enemies from moving Era Durandal
This is a B-Rank Spear, a three-pronged spear with the power
to stop the sinful in their tracks. In olden days, these were
used en masse by city guards in order to protect the walls.
If an attack using this spear is an Automatic Success, the
defender cannot move or take any Actions for 10 seconds (1
round). This effect is a Psychic-type effect with a value of 20
and has no effect on those who are immune to Psychic-type
effects.
Effec
t
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

1H
18 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ +1

2H 18 +1 28 2 3 4 6 6 8 9 9 10 10 ⑩ +1

211
Blessed Sword Base Price: 30,000

Rapier with
Pop. 14 App. Equip -
platinum blade
Sum. Recovers HP Era Durandal
This is a B-Rank Sword, a thin platinum blade blessed by the
gods. This blade cannot harm another being instead, when an
attack is made with this sword, it instead heals the defender
for what would be the calculated damage. This effect can only
be used once per day per character. This effect cannot heal
Undead or Constructs.
Effect

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

1H 10 +1 10 1 1 2 3 3 4 5 5 6 7 10 +1

Guardian Stone Base Price: 100+

Glossy small blue


Pop. 13 App. Equip -
stone
Sum. Reduce Magic Damage Era Al Menas
A shiny blue stone, about the size of the tip of a thumb, this
stone is able to absorb magical damage that would otherwise
affect the caster. If the holder would receive any magical
damage, they may redirect that damage to this stone. Only
one stone may be used in this way at a time, though multiple
Effect
stones may be carried at once.
The cost of this stone is equal to 100G times the square of
the HP of the stone. For example, a 5 HP stone would be
2,500G (5 HP x 5 HP x 100G). When the HP of the stone
reaches 0, it crumbles into dust.

212
Mirror of Truth Base Price: 72,000 (Not for sale)

Full-length mirror
Pop. 15 App. Equip -
with silver edging
Sum. Uncover the truth Era Durandal
A magical mirror that will show true appearances, it stands at
1m wide by 2m tall. This mirror will always show one's true
Effect appearance, no matter how much it is changed via magic and
special abilities. The mirror does not dispel any of those
effects, however.

Staff of House Base Price: 96,000 (Not for sale)

An oak tree cane


Pop. 14 App. Equip -
with a spiral tip
Sum. Creates a small house Era Durandal
This is a B-Rank Staff, a weathered oak cane with a spiral on
one end. When the spiral end is stabbed into the ground and
a command word is spoken, the cane transforms into a small
but fully furnished house over the course of 30 seconds (3
rounds). The house needs a 20m radius to be called forth but
remains where it is until the command word is spoken a
second time.
Effect
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1
Flying Broom Base Price: 25,000

An ordinary
Pop. 8 App. Equip Face
broom
Sum. Fly at a speed of 20m Era Durandal
What appears to be an ordinary broom is actually a magical
tool often found in old Al Menas era ruins. Each of these
brooms allows a character to fly for up to an hour per day,
Effect moving at a rate of 20m per round, or 60m when taking a
Full Move. Due to its size, only two characters can ride on
any given broom, though one rider may be replaced with up
to 200kg of luggage and other inanimate belongings.
213
Champion Loincloth Base Price: 30,000

Men's waistband
Pop. 12 App. Equip Waist
with flashy colors
Guarantee an attack hits once
Sum. Era Durandal
per day
A waistband with very bright and conspicuous colors (red and
white are popular), this loincloth is designed to make a well-
trained man look even better. While wearing the Champion
Loincloth, the user's melee Accuracy is reduced by -1.
Effect However, once per day as a Minor Action, the user can
declare their next attack to be an Automatic Success and does
not need to roll Accuracy.
It takes 30 seconds (3 rounds) to both put on and take off the
Champion Loincloth, and it may only be worn by men.

Tinder Tail Base Price: 3,000

A bushy, foxlike
Pop. 10 App. Equip Waist
tail
Sum. Start small fires Era Durandal
A convenient tail, it allows you to create fire even without
normal tinder and setup. As a Minor Action, the tail can be
shaken and, if something scratches the tip, a small fire
Effect appears there. However, this fire will go out in the same
round unless some other form of kindling is available to keep
the fire going. This fire cannot be used in combat to deal
damage.

214
Death Scythe Base Price: 16,000

A jet-black scythe
Pop. 14 App. Equip -
more than 2m long
Sum. Increases damage with vitality Era Durandal
This is an A-Rank Axe, an eerie black scythe etched with
unsettling patterns whose aura radiates death. Once per
round as a Minor Action, the user can spend 5 HP in order
to increase this weapon's damage by +5 for the round.

Add'l Dmg
Effect
Min STR
Accuracy

Crit Rate
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

2H 17 +1 37 3 5 6 7 8 9 10 11 12 12 ⑪ +1

Destroyer Base Price: 15,000

Single-edged two-
Pop. 21 App. Equip -
handed sword
Sum. Can critical any enemy Era Durandal
This is an A-Rank Sword, a large, single-edged sword built to
chop through anything. An attack made using this sword can
critical, even if the defender is normally immune to criticals.
Add'l Dmg
Min STR
Accuracy

Crit Rate

Effect
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

2H 20 +1 35 3 4 5 7 8 9 10 10 11 12 ⑩ +1

215
Versatiles Base Price: 5,000

Disc-shaped tiles
Pop. 12 App. with a mirror Equip -
finish
Record and play back
Sum. Era Al Menas
landscapes
A set of tiles from the famous wizard "Oblivion" Versa, who
lived during the Al Menas era. Each tile can fit in the palm of
one's hand, is about as thick as a few sheets of paper stacked
upon one another, with a surface as smooth and reflective as
a mirror.
By holding one in your hand and speaking the command
word, the tile will record all of the surrounding landscape
reflected in it for the next 10 minutes. Once started, this
recording cannot be stopped. After the recording is complete,
a second command word will reproduce the recorded
landscape as an image on the surface of the tile. When used
Effect
in combat, activating either effect of a Versatile is a Major
Action.
The command words for both recording and image
reproduction are the same for all Versatiles and are well
known among veteran adventurers. Unless special
precautions are taken, these words will be known to the
adventurer when they succeed on their Appraise check.
Only one image can be stored in each Versatile, and once an
image is recorded it cannot be erased. Additionally, each
Versatile is about as sturdy as pottery, and with little effort can
be completely destroyed.

Centipede Boots Base Price: 12,000

Pop. 12 App. Red leather shoes Equip Foot


Sum. Replicate desired footsteps Era Durandal
These magical shoes have a special malleable sole. Once per
hour, as a Major Action, the user can change their footprints
to appear as those of another person or a monster for the
next 3 minutes (18 rounds).
Effect
When activating the shoes, the user must know the name,
face, and physique if copying a person, and must have
succeeded on a Monster Knowledge check if copying a
monster.
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Hundred Boots Base Price: 12,000

Pop. 12 App. Blue leather shoes Equip Foot


Replicate sound of desired
Sum. Era Durandal
footsteps
These magical shoes have a special sole that makes a unique
noise. Once per hour, as a Major Action, the user can change
their footprints to sound as those of another person or a
monster for the next 3 minutes (18 rounds).
Effect
When activating the shoes, the user must know the name,
face, and physique if copying a person, and must have
succeeded on a Monster Knowledge check if copying a
monster.

Fi Star Ossum Base Price: 10,000

A green wand with a


Pop. 14 App. Equip -
bifurcated tip
Sum. Strengthens Spellsongs Era Al Menas
This is a B-Rank Staff, a replica of an instrument used by a
very popular female bard. When held in one's hand and a
Spellsong is recited, the Spellsong will affect all within its area,
even those would normally be immune to Psychic-type
effects.
Effect
Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

③④⑤⑥⑦⑧⑨⑩⑪⑫

1H 5 +2 5 0 1 1 2 2 3 4 5 5 5 ⑫ +1

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Magical Cabal Coffers Base Price: 9,000

Bottle filled with


Pop. 10 App. colorful magical Equip -
stones
Sum. Randomly generate magic Era Durandal
A bottle filled with various magic; it will randomly generate a
magical effect from the following table when thrown in
combat. This item has a range of 10m and does not consume
any MP for its effects. Treat all spells as having a Magic
Power of 10. Once used, this item will disappear.
Random Magic Table
Roll Spell Overview Reference
Effect 1 Light Illuminates area See CR I
2 Spark Attack with lightning See CR I
3 Poison Poisons small area See CR I
Cloud
4 Fireball Attack with fire See CR I
5 Acid Cloud Acidic air burns and See CR II
melts
6 Blizzard Creates local blizzard See CR II

Mana Coat Base Price: 28,000

Coat made of
Popularity 14 App. Equip -
light fabric
Clothing with latent magical
Summary Era Al Menas
power
This is B-Rank Nonmetallic Armor, a special coat
designed by a wizard to aid in protection. This coat's
Effect Defense is equal to the user's Intelligence Bonus.
Name Min STR Evasion Defense
Mana Coat 1 - Special

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Goddess's Veil Base Price: 20,000

Pure white veil


Popularity 14 App. Equip Head
with ribbons
Rarely make healing magic
Summary Era Durandal
hyper effective
A gorgeous, pure white veil, it is a symbol of grace and
charity throughout Raxia. A woman who wears the
Goddess's Veil can treat healing magic as though it had a
Effect C Value of 10; i.e., healing spells can critical and will heal
more than usual.
Men may also wear the Goddess's Veil, but do not gain
any benefits from doing so.

Message Rouge Base Price: 1,000

Light-colored
Popularity 14 App. lipstick in a Equip -
small shell
Leave a message up to 30
Summary Era Durandal
seconds long
This lipstick is used by lovers to leave messages for one
another. Occasionally, someone may stumble across
these messages and find a particularly sordid secret.
By making a kiss mark with Message Rouge on your lips,
a message of up to 30 seconds long can be stored in the
mark. This message will remain until the kiss mark is
Effect reduced to just traces of rouge. To hear the stored
message, all one has to do is point a finger at the kiss
mark with the mental intention of hearing any message
inside, and the magic of the rouge will allow the message
to be heard.
Once Message Rouge is used to store a message, the rest
of the lipstick will disappear.

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Part 4 World

220
Faith and Divine Power

The strength of the gods' power that they can exert on Raxia is
directly proportional to the number of followers they have.
Therefore, in regions where there are few followers of a
particular god, the priesthood of that god also weakens.
Conversely, in regions where a god is worshipped by the
general masses, the priesthood is quite powerful. However, the
exact relationship between the number of followers a god has
in a region and their power has not been fully determined.
What is known is that temples, monuments, and even old
totems dedicated to a god will increase their influence, as well
the number of believers in that particular region. It is assumed
that the spiritual power that was poured into these physical
vessels, combined with the power of prayer from followers,
that allow a god to retain their power in a given area. Priests
performing miracles in areas will also create believers in that
particular god, giving rise to a sect of that god in the area,
allowing other priests to perform more powerful miracles, etc.
A Holy Seal, a physical affirmation of the god's blessing upon
a priest, is required in order to perform Priest spells.

Ancient Gods

The most venerable of the gods, such as Lyphos and Tidan,


are well-known anywhere on Raxia, with a large number of
followers. Because of this, their power will not decrease
anywhere in Raxia. At the same time, though, these ancient

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gods cannot devote as much time and effort to each individual
priest, and so it is unlikely that calling on them will give a direct
revelation to one of their priests.

Major and Minor Gods

Major gods, such as Zaiya and Lu Lode, are well known


throughout the entirety of a continent, and will retain power in
that area. However, when traveling to a faraway area, whether
by land or by sea, the sphere of influence those gods have
diminishes, and it will be unlikely that inhabitants of the new
region have heard of these distant gods.
Minor gods, such as Luferia, aren't even as lucky as that. Being
gods that have recently ascended to godhood, they have not
established a base of followers too far from their own region.
When moving away from that region, priests of this god will
find it harder to call upon their god in times of need.
Priest spells of major gods will cost an additional +1 MP when
traveling outside of the continent of their god's influence.
However, Priest spells of minor gods increases their costs by
+2 MP when traveling out of the region of their god's influence.
This increase in MP consumption does not change depending
upon exactly how far away the Priest travels.
For example, the minor god Lills is worshipped in the Zalts
region but is rarely worshipped in the Agia region in the north
and the Liezen region in the south. Thus, Priests of Lills have
their spells' MP costs increased by +2 when adventuring
outside of the Zalts region.

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However, the god Zaiya is known throughout the entirety of
the Terastier continent but is only starting to make a foothold
in the continent of Razeldawn to the north. While in Terastier,
Zaiyan Priests cast spells as normal, but when adventuring in
Razeldawn, their Priest spells cost an additional +1 MP to cast.

Increasing a God's Area of Influence


A Priest can consecrate ground in the name of their god in
order to bring MP costs back into line. By spending 1,000G
and 3 days, the Priest can consecrate a 1km patch of land in
the name of their god, allowing them to cast their spells without
any extra MP consumption.
Additionally, if a Priest can perform missionary services and
convert even 1/200th of a city's population (i.e., 10 people out
of a city of 2,000) to their god, they can ignore the increased
MP consumption while adventuring within that city. These
people can already be following a god of their own or be non-
religious. So long as they know the existence of a god, are
respectful of that god, and attend temple services at least once
a week, that person can be considered a believer. However,
despite how much they may respect the gods, Tabbits and
Runefolk can never be considered a believer.

Aid from a Minor God

While minor gods cannot exert influence over much more


than a small area, they are able to appear to mortals much
more often than older gods. Occasionally, they will appear
directly as a divine being, or will disguise themselves in mortal
form in order to contact the PCs. Either way, the GM may not
only use the god as a means to offer up information and use a
Priest character as an oracle but can also use the god as a
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patron for the PCs' adventuring party, hiring the players to
help the god out where they cannot hold influence.

Apotheosis

Adventurers trying to reach 15th level will eventually become


aware of a path to becoming a god. Through a number of
adventures, the players must have overcome events that
threatened the entirety of Raxia, or maybe have even fought
against a god indirectly. In doing so, they have become
touched by the will of the gods.
Adventurers who reach 15th level have attained the maximum
of human growth and are quite rare in Raxia. Only by taking a
step towards the divine, whether by being sponsored by a god,
or overthrowing one with violence, can a character advance
beyond 15th level. It is said that one takes the first step on
becoming a god by grasping the First Sword, Lumiere, after
reaching the height of their progress. There are also stories of
those who had been particularly blessed by the gods and were
allowed to touch Lumiere before even reaching 15th level,
though the truth of the matter remains a mystery.

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Magitech of Al Menas

300 years ago, the Al Menas civilization fell.


In part due to the Great Catastrophe, many great magitech
works and knowledge regarding the creation of such were lost
to the widespread destruction. What follows is what is
currently known about magitech on Terastier.

Airship Magicores

Airships, while still incredibly rare, have been rebuilt from the
remains of older Al Menas airships. Despite their rarity, these
airships represent a significant amount of power and money to
the general public, as only the wealthy and powerful are able
to put together the expeditions to find and recover airship
wreckages. The manufacturing method of the magicores that
power these flying marvels has been lost, so most of the
expeditions are to find older wrecks, recover the magicore if it
is still there, then rebuild a hull around the magicore to create
a new airship.
What is known about the magicores is that they are mostly
made of a metal called "manatite", an ore in which it appears
that mana itself has crystallized inside the metal, then both
crystal and metal have been compressed under immense
pressure. Manatite is a rather hard metal, harder than steel, yet
almost weightless. For obvious reasons, manatite is an
excellent conductor of magical energy, and it also has the fairly
unique property of repelling gravity.

225
A magicore itself is a small sphere or cylinder, little more than
the size of an adult's hand, with a number of thin plates of high
purity manatite layered inside. These plates are skillfully
designed to interfere with each other's magical fields in such a
way as to generate an incredible amount of lift.
Currently, the methodology and skill of smelting manatite has
been lost, and if there were any machines designed to help in
this process, they have been either destroyed by the Barbarous
or lost to time. Because of this impossibility to recreate such
high purity manatite in the current day, functioning magicores
have been known to fetch prices of 1 million Gamels, and even
higher, to the right buyer.

Swords of Protection

Many Swords of Protection were created during the Al Menas


period, though at that time they seemed more like semi-
permanent magical items. However, because of the various
raids of the Barbarous, quite a few of these Swords have been
destroyed, to the point where the current number of known
Swords of Protection cannot feasibly protect the entirety of the
civilized races. To make matters worse, the protection granted
by these Swords is waning, and needs to be maintained
through the collection and usage of Sword Shards.
Barrier Maintenance Ritual
In many cities and larger towns, with the assistance of both the
temples as well as the Institute of Magitechnology, rituals are
held just about once each week in order to maintain the
protective barrier granted through the Swords of Protection.

226
In most cases, this ritual is a day's work, lasting from dawn to
dusk. Certain procedures need to be followed, rituals and
spells cast in particular orders, and crushed Sword Shards
applied to the Swords of Protection in a specific manner.
During this ritual, the Sword will lose all power to drive off the
Barbarous and undead. For cities with multiple Swords of
Protection, these rituals are staggered over a couple of days,
rotating from one sword to another, so as to not put the entire
city at risk of an attack. Smaller towns, with but a single Sword
of Protection, are not as lucky.
Additionally, without enough Sword Shards to fuel the ritual,
the protection provided may cease suddenly during the week.
There are more than enough examples of border town ruins,
places where the protection from the Swords ran out too early
and the Barbarous overwhelmed the locals.
Distribution of Swords of Protection
No doubt these Swords of Protection are quite useful in
civilized lands, but they can also be considered archaeological
treasures as well, and as such will tend to congregate around
cities and areas where there are large communities that can
deal with archaeology and the treasures found. Thus, larger
cities will tend to have one of these Swords per 2,000
permanent residents, where smaller towns and villages will
have 1 Sword for every 10,000 residents (or more). Almost
ironically, the larger the city, the more protection it will have
between walls, guards, and such, and the less protection it will
need from a recovered Sword. Each sword also varies in power
somewhat, but in general each ritual to restore a Sword of
Protection will erect a barrier about 1km in diameter, which
will diminish over the course of the week as the Sword slowly
loses power.

227
Barrier Resistance
Passed down among the Barbarous are items that allow them
to bypass the barrier from a Sword of Protection. Such items
are quite rare and valuable, and so taking even one of these
into battle is a show of power from the Barbarous that does so.
Often taking the form of a ring, bracelet, or other armband,
these items block the protection from a Sword of Protection
for a limited time, usually around an hour or so before losing
all durability and crumbling away. Occasionally, a leader of a
large band of Barbarous will have multiple bands and will be
able to not only break through the protective barrier but stay
within the radius of the Sword of Protection for a significant
period of time, much longer than the usual hour or so. This is
often seen as a sign of a much larger Barbarous invasion
looming.

Teleporters

One of the most amazing ways the Al Menas society was


prospering was through the various methods of transportation.
Various vehicles and motorbikes took to the ground, fleets of
boats sailed across the waters of Raxia, and airships flew
through the clear skies.
And the most powerful of these was the teleporter.
A teleporter required a massive location specifically designed
for its use, allowing anything and anyone to be moved across
the planet instantly. These teleporters allowed massive
quantities of food, materials, and workers to travel to the exact
location where they were needed in order to keep everything
maintained. During the heyday of the Al Menas civilization,
these teleporters were even used by civilians, allowing
228
someone to travel halfway across the planet to another of a
number of facilities without a second thought.
Nowadays, there are a few teleports still able to be used, but
nothing near to the extent during the Al Menas days. A
massive magical circle inside of a closed room is a fairly good
indicator of an old teleporter, though activation may be locked
behind old passwords and lost rituals. Even then, teleports will
fail to work if even one side is unsafe, though as time has
continued on these failsafe’s may not always function as
intended. Teleporter facilities were undoubtedly important
facilities, and many may still be heavily guarded by magitech
automatons.

229
Northern Terastier

On the northern end of the Terastier continent, there are


three major humanoid regions, each with their own power
base: Zalts, Liezen, and Dagnia. Each region has a minimum
level of security, and the general public will definitely take
advantage of that, but the various Barbarous are always on the
outskirts of such areas, waiting to pick off any they can, seeing
humanoids as weak and vulnerable. Conversely, this is a
wonderful place for one to take up adventuring in the
wilderness, hunting for treasures and driving back the
Barbarous.
Climate
The weather in the northern regions is very clearly divided into
the four seasons, though on the average the temperature is on
the warmer side. Winters are often not very cold, and snow
really only shows up in the southern mountains before quickly
melting away. On the contrary, summers will be fairly hot,
though the humidity isn't high enough to be oppressive. If one
sits in the shade, it will often be enough to relax comfortably
on a summer's day.
Terrain
The land is quite rugged, with large forests and quite a few
rivers coming down out of the mountains, making the region
a great place for humans to live. At the same time, because of
the fertile land and abundance of natural resources, Barbarous
are also after control over the land, and are willing to drive out
anyone in their way.

230
The southern reaches of the region are covered by the Rudea
Mountains, which are used as a launching point for the
Barbarous to attack the surrounding areas. There are also
large Barbarous bases in the Dagnia area, and conflict is quite
common throughout.
Ruins
Ruins of the older days can be seen scattered throughout
Terastier, hollow reminders as to what can happen should the
Barbarous be unopposed. At the same time, these ruins can
also hold remnants of the past, relics and treasures waiting to
be found by courageous adventurers.

The Liezen Region

Located inland in the northern part of the Terastieran


continent, the Liezen region is protected to its south by the
Rudea Mountains, and to the west by the vast Tilla Forest.
These natural barriers protect the inhabitants from the
Barbarous, though the region itself isn't largely populated.
There is some trade with Zalts to the north, and Dagnia to the
east, but the current trade routes aren't the safest routes, so
only well-protected caravans will travel throughout Liezen.
The southern side of the Rudea Mountains is also a large
Barbarous gathering ground, and a number of Barbarous
incursions begin as they pour out of the mountains into lower
Liezen. The southern kingdoms of Duball and Regallia have
prepared for such incursions, and not only have highly trained
guards and soldiers at the ready, but also have a number of
skilled adventurers on call as well.

231
Popular gods worshipped in this region include Kilhia and 232
Zaiya, drawing followers from the soldiers and tacticians
protecting the region from the Barbarous. Tidan, Grendal,
and even Nilda also find followers among the general
populace, as light, heat and clothing are staples for human
society. Additionally, Asteria is another popular god to follow
in the region, though whether that's less to do with her
particular sphere of influence and more to do with protection
against the fey in the Tilla Forest is up for debate.
"Fairy Land" Alphort Kingdom
A small kingdom located in the northwest of Liezen, it is on
the edge of the Tilla Forest and is quite well known for its
forestry and lumber industry. Currently governed by Queen
Belanger Castagniers (37 years old), and about 50,000 people
live in the capital Domeni, a large number of them elves.
Alphort is known as a prime place to study Fairy magic, due
to its close proximity to such a large forest, as well as much of
the cityscape taking advantage of the natural surroundings.
Many of the buildings are constructed around the trunks of
ancient trees, and a number of streams and small rivers flow
throughout alongside the roadways. Even without an interest
in Fairy magic, it is worthwhile to take a trip out to see such a
large city built to be in harmony with nature.
Animal husbandry and beast capturing is also a fairly lucrative
industry as well, considering how close Alphort is to the Tilla
Forest. These animals, once tamed, are often used in
cultivating the land, pulling caravans, and even military service.
There is some trade with the Free Cities of the Zalts region,
and every so often whole caravans of tamed animals can be
seen heading north from Alphort.

233
Around the time of the Great Catastrophe, the nearby land
was in constant turmoil, conflict erupting at a moment's notice
between the Barbarous and Alphort. However, in part due to
the taming and usage of animals in the military, it has been
fairly peaceful and prosperous as of late. There is still a
number of soldiers who ride tamed beasts into battle, ready to
protect the kingdom, if necessary, though military spending
has decreased in recent years.
Queen Castagniers is well known among the fairies and is
more than happy to accommodate them in the court, however,
politics do not necessarily seem to be her strong suit.
Thankfully, both the Chancellor and Minister have been
competent enough to keep the kingdom functioning, and
there are no major complains with regards to national affairs.
That being said, there are rumors that the Queen is buying
jewels from the fairies using military money, and the citizens
are worried as to what may happen were a large-scale
Barbarous attack to break out.
"Dragon Citadel" Duball Kingdom
The largest kingdom in the region, Duball is in the southwest
of Liezen. Ruled by King Bernard Falk (53 years old), the city
of Duball holds around 70,000 inhabitants. Known for having
a strong army, King Falk has taken the time to fortify many of
the cities Duball protects due to the constant threat of
Barbarous invasion, making the kingdom seem like a series of
interconnected castles.
However, Duball gets its name from the Dragon Knights, a
prestigious title granted only to those strong enough and
worthy enough to take it. Only a Dragon Knight can be king,
and there are but five in the entirety of the kingdom, including
King Falk. Each Dragon Knight has control over both a
234
Draconet and a Lesser Dragon, and even one Dragon Knight
taking their mounts out to a battle is on par with most other
kingdoms' entire armies. However, the king's dragon,
Grundart, is over 500 years old, and is stronger than even a
Lesser Dragon in combat power, though he rarely leaves his
roost at the royal palace.
Roger Falk, the founding king who built the kingdom shortly
after the Great Catastrophe and King Falk's ancestor, made an
agreement with the Great Dragon of the Rudea Mountains,
Ardeltaid, in order to gain aid in fighting against the
Barbarous. This act was what had given rise to the Dragon
Knight, and in honoring the agreement with Ardeltaid, Duball
has become a fearsome military force against the constant
Barbarous incursions.
To this day, aspiring knights are sent to Ardeltaid in an attempt
to overcome numerous trials and become another Dragon
Knight, gifted with Ardeltaid's own eggs to raise. Those who
are found unworthy of the title may yet still serve the kingdom,
though riding Wyverns instead of Dragons. However, these
knights are not ridiculed or looked down upon, as the trials to
become a Dragon Knight are quite arduous indeed, and even
making the attempt is something to be proud of.
Even with such a strong army at his command, King Falk must
still deal with no end of Barbarous invasions. While the
kingdom's knights help drive back many of these attempts, it
is only with the aid of adventurers that Duball is able to repel
the Barbarous fully.
"Legacy of the Magical King" Miraboa Kingdom
The smallest kingdom in the Liezen region, the kingdom of
Miraboa lies in the northeast, with approximately 20,000

235
inhabitants calling the kingdom home. The current king,
Ixelles Jennebert (43 years old), claims to be the descendant
of the legendary "Magic King" of the Durandal.
The kingdom itself is built around a large crack in the earth
created during the Great Catastrophe, commonly called the
"Well of Wisdom". This name came from the large amount of
ancient magical ruins uncovered by the earth cracking, and a
nation came to be established around the various camps and
buildings that had sprung up for excavation and research.
Because of this, magical research is incredibly popular in the
kingdom, and a number of universities and magical research
towers dot the kingdom.
This pursuit of knowledge has drawn the attention of many
tabbits over the course of their life, and to this day Miraboa
has a significant number of tabbits as citizens. Tabbits are
known for wandering and learning as they travel, so for a
significant number of their race to settle down and devote time
to studying the ruins is unusual, to say the least.
The first king, Harold Jennebert, established a formal School
of Magic after taking the throne, and encouraged the growth
of new magicians in the area. King Jennebert was also quite
active in excavating the ruins and uncovering a number of
magical items and artifacts and took the time to learn of the
various adventurers and scholars who came to challenge the
ruins alongside him.
King Ixelles has inherited his father's wishes and is constantly
promoting the establishment of magical schools and
supporting research of the ruins in hopes of uncovering some
valuable information that has been previously lost due the
either the ravages of time, or the destruction of knowledge at
the hands of the Barbarous.
236
Recently, though, King Jennebert has shut down sections of
the ruins, and claims that "something dangerous has been
found" or that the crown is "monopolizing valuable knowledge"
have begun to fly left and right. Regardless of the truth of the
matter, there are still new adventurers and scholars drawn to
the kingdom because of the ruins, and veteran explorers just
see the restricted area as yet another obstacle to be overcome.
"Iron Wall Fortress" Kingdom of Regallia
The Kingdom of Regallia is found in the southeastern part of
the Liezen region, its five fortresses tucked in a valley between
the Rudea and Drackea Mountains. Also known as the "Five-
Layered Shield", this heavily fortified kingdom is currently
ruled by King Xavier Boaguel (29 years old).
The capital of Regallia, the fortress city of Mantoise, is home
to around 40,000 inhabitants, with each other city holding
anywhere from 2,000 to 6,000 civilians on top of a number of
soldiers. There are a significant number of dwarves who call
Regallia home and are often seen training to repel any
Barbarous invasions that may arise.
Due to the large number of Barbarous coming out of the
south, the southernmost city, Bourde, was built to be the most
fortified of the five cities, and it's 1,000 soldiers have never let
a Barbarous invasion get past them to this day. However, the
other cities do not let Bourde's successes allow them to grow
complacent. The other cities of Ritel (with 200 active soldiers),
Dordea (100 soldiers), Mantoise (700 soldiers) and Hyurte
(100 soldiers) have also seen their fair share of military service
to the kingdom.
Among the five cities, Dordea is best known for their soldiers
being the elite out of all serving in Regallia. Being a fortress

237
city with a high dwarven population, many of the Dordean
soldiers end up being dwarves striving to live up to the
reputation their predecessors earned. With the Rudea
Mountains close by, mining operations are also big business in
Dordea, drawing in not only a number of dwarves looking to
mine the mountains out, but also a number of smiths, looking
to hone their craft while forging arms and armor for the
soldiers. Because of these factors, Dordea is currently home
to about 2,000 dwarves, though that number is continuing to
rise.
Overall, Regallia is a very brave and physical kingdom, albeit
with little in the way of magical studies. However, the study of
magitech uncovered by the mining operations, as well as
martial strategies and techniques, more than makes up for any
magical shortcomings.
"Dragonhome" Rudea Mountains
Also known as the "Dragon King Mountains", the Rudea
mountain range is home to a large number of dragons. With
a number of sheer cliffs, many peaks rise well over 3,000m
above sea level, with more than a few having never had a
humanoid set foot on them. Only the kingdom of Duball
regularly has adventurers make their way into the mountains,
and even those brave souls often stick to the well-tread paths.
However, there are many untouched ruins, some rumored to
go as far back as the Durandal era, with a significant number
supposed to have fallen underground due to the numerous
upheavals. The great dragon, Ardeltaid, known for his dealing
with the Duball Kingdom, was said to have been cursed by a
powerful wizard from the Durandal era, and part of the pact
that King Roger Falk made was to figure out what the curse
was and to break it.
238
239
240
Even without dealing with Ardeltaid and their brood, a
significant number of dragons call the Rudea Mountains
home. As another part of the pack between Ardeltaid and
Falk, dragons will leave humans alone unless they interfere
with the hunt for food, or humans encroach into nesting areas
and ruin their homes. Because of this, the true number of
dragons in the region is much larger than reports will say,
though dragon encounters remain a rarity.
However, Barbarous have begun to be more active in the
mountains, often trying to invade the various kingdoms of the
Liezen region and gain a foothold outside of the mountains. A
number of foreign adventurers have also been active in the
mountains, driven by the thought of raiding dragon nests for
eggs to sell on the black market. These incidents have begun
to erode the trust between humans and dragons, though what
will come of this remains to be seen.
"Beast's Paradise" Tilla, the Sea of Trees
A vast forest that comprises most of the western border of the
Liezen region, massive enough to be called the "Sea of Trees",
the Tilla forest is an ancient home to equally massive flora and
fauna. Each of these massive beasts have their own territory,
and will attack mercilessly to defend it from intruders, whether
another beast or an adventuring party. There is also an
enormous plateau that can be seen sticking above the treetops,
though it is said to be home to a large colony of roc birds.
There are theories that the Al Menas created massive forests
like the Tilla in order to store large animals there, both for
preservation as well as defense of their own lands, but there is
thus far no evidence to support these theories.
Despite all of the dangers, there are still ruins from the Al
Menas civilization buried in the overgrowth, and so
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adventurers will often try to delve into the forest to find these
secrets. There are some guides in the Kingdom of Alphort,
though many of these will not go very far into the forest due to
the dangers.
Well of Wisdom
The so-called "Well of Wisdom" is a massive fissure found in
the Miraboa Kingdom. Buried within are massive ruins dating
back at least to the times of the Durandal, and while there have
been significant excavations and recoveries of magical items, it
is rumored that what has been explored is not even 10% of the
entirety of what is buried.
In addition to the numerous archaeological finds and magical
items, these ruins also host a number of deadly traps, making
it so even veteran explorers are wary of delving too deep.
There are also stories of an increased number of encounters
with various Daemons, just waiting to take advantage of foolish
adventurers exploring too far in order to be free from their
imprisonment.
There have been some arguments as to whether or not this
fissure is really just a massive Sword Labyrinth...
Forest Of Unearthly Mist
A vast forest that stretched between the Liezen and Dagnia
regions, it is always covered in a dense fog, making normal
passage impossible. Only by following the two rivers that flow
through the forest are the surest way to pass, and even then,
there's often deadly animals and plants waiting for
unsuspecting travelers.
There is a legend of young Yggdrasil trees deep within the
forest, occasionally able to be seen with a telescope from far

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outside the forest. However, the dense fog makes such
observations questionable at best, and to date there have not
been any adventurers who have been able to verify the
presence of such trees and return safely.
"Murderous Waterside" Zoma Marsh
The Zoma Marsh is a large wetland that extends north of the
Forest Of Unearthly Mist and is home to a large number of
aquatic Barbarous, including Lizardmen. What towns were
nearby have long been destroyed and overrun by the
Barbarous, who now control the area entirely. The Lizardmen
tend to stick to the old ruins of the towns, while more
dangerous Barbarous and other monsters live just under the
water's surface.
"Spine of Terastier" Drackea Mountains
A large mountain range opposite the Rudea Mountains, the
Drackea Mountains are a massive range, extending far beyond
the borders of the kingdom of Regallia. Because of the size of
the mountain range, it is often referred to as the "Spine of
Terastier". The southern part of the mountain range plateaus
off, becoming home too larger Barbarous such as Ogres and
Giants. However, even the smaller Barbarous in the area are
quite strong, making traveling through the area a dangerous
affair.
"The Calamitous Land" Karzoral Plateau
At the southern end of both the Rudea and Drackea
Mountains lies the large Karzoral Plateau, taking up much of
the center of the Terastieran continent. A desolate land, it
hides the old capital of the Barbarous underneath the wastes.
This massive underground city was used as a starting point for
the Great Catastrophe, and many Barbarous still live within
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the labyrinthine city. In fact, there are so many Barbarous
hiding under the Karzoral Plateau that the kingdom of Regallia
is unable to make any sort of meaningful excursion to the city,
and so the armies watch each other across the Rudea
Mountains, waiting for any sign of weakness.
"Kingdom of Darkness" Underground City Tabaljid
A massive underground city located beneath the Karzoral
Plateau. Over the course of hundreds of years, Barbarous
flocking to the city have excavated it and expanded the space,
creating a massive maze-like structure home to thousands of
Barbarous. Rumors abound that there have been separate
nations based upon the race of Barbarous created within the
city itself, and that there have been wars between these nations.
Even today, the Barbarous in the city live a very chaotic life.
Naturally, no humanoid has ever been able to set foot inside
Tabaljid and return to tell the tale.

The Dagnia Region

The Dagnia region is a large area located on the eastern side


of Northern Terastier. Home to the Danos Sea, much of the
region was built near the waterfront in order to take advantage
of water-based shipping and tourism. However, since the
Great Catastrophe, much of the region lies in ruins, with most
remaining civilized settlements located near the western
border, close to the Zoma Marsh. As with the Liezen region,
much of the history of the Dagnia region lies within its conflicts
with the Barbarous. In particular, both the Kelkeira and Colf
islands in the Danos Sea are home to a sizable population of
Barbarous.

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The Dagnia region is also home to many religious peoples,
especially followers of both Lyphos and Tidan. The Holy
Kingdom of Sephilia is home to an enormous temple
dedicated to Lyphos, and many pilgrims travel from all across
Terastier in order to see the sacred beauty. In order to protect
these pilgrims as they travel, many in the priesthood have
taken up arms, and have become powerful warriors in their
own right. Though Lyphos and Tidan have sizable
congregations in the land, other gods, such as Kilhia, also have
a good following in the region.
At the same time, though, rules and regulations in the region
are very strict behind the scenes, and more free-spirited
adventurers see the area as "full of stuffed shirts". In particular,
those with any sort of soulscars are looked down upon with
disdain, and Nightmares are especially discriminated against.
"The Divine Storehouse" Holy Kingdom of Sephilia
Located in the far west of Dagnia, the country is a very religious
nation ruled over by Pope Ismael Vizcaino (56 years old). The
capital, Aale, is located at the mouth of the Sefur River, and
alone has a population over 100,000 citizens. Many of these
are pilgrims who have traveled to the city to pay homage to the
state religion of Lyphos the Divine Ancestor and settled in the
capital rather than attempting to head back to their original
home. Aale is one of the few cities to have survived the Great
Catastrophe, though the fortified city was considered to be a
sacred place long before those events.
However, during the rise of magitechnology, many of the
elders in Sephilia believed that such works would turn people
away from the light of the divine, and so research into magitech
was frowned upon. While this has meant that much of the
work around Sephilia has to be done by hand, instead of being
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aided with magitech machines, this does give the city an old-
fashioned appearance.
Religious artwork and sculpture are quite common, as well.
While much was destroyed during the Great Catastrophe,
there are still displays of breathtaking paintings and splendid
architecture to be found all throughout Aale. Even now, the
city attracts many artisans, painters and sculptors who wish to
restore much of what was lost during the Catastrophe.
Pope Vizcaino holds worship of Lyphos highest among the
gods and preaches respect for order and decrying those who
would scar their own soul. His teachings stir many in the city
to uphold the laws, and the majority of the citizens are polite
and morally driven. At the same time, though, adventurers
appear to be "ruffians" and "ne'er-do-wells", and those with free
spirits find the kingdom a hard place to live within.
Additionally, Pope Vizcaino shows an absolute intolerance for
the Barbarous, and will often send troops to both Kelkeira and
Colf in order to fight the Barbarous. However, despite
frequent attacks on the islands, there is yet to be any sort of
decisive action in this conflict, and there are concerns among
the citizens that troops are being wasted unnecessarily. As a
result, despite their supposed reputation, more and more
adventurers are being hired by the Papacy in order to travel
and fight the Barbarous.
There are some Lyphos warrior-priests who take vows in order
to protect the weak and fight off evils wherever they may be.
Such warrior-priests take on the name "Crusader", and only the
best of their numbers may identify themselves as anything else.

246
247
Crusaders are seen by the populace as the object of admiration
and respect, though their vows, including such restrictions as
being forbidden to lie, put them at odds with adventurers.
While worship of Lyphos is seen as the state religion, and
many of the public do follow the teachings of the Pope, there
are almost as many who follow Tidan, God of the sun. There
is even a temple of Tidan near the grand temple of Lyphos,
and there is no ill blood between priests of the two temples.
Despite this, there are unproven stories that Lyphosian priests
might face some sort of censure if they were to help lesser
priests, like those of Tidan.
Because of the views on soulscars, there are no priests in the
entire kingdom who are willing to resurrect fallen adventurers,
and so dying in combat is a very dangerous and very real
possibility. Nightmares are also discriminated against, due to
their inherent soulscars, and often find themselves shunned at
best, though attacks on Nightmares are not unheard of. Oddly,
Tabbits and Runefolk also find themselves as outcasts in
Sephilia, due to their various issues with connecting to the
divine, though they are not actively looked down upon like
Nightmares are.
"Ruined City" Republic of Barnad
Located in the center of the Dagnia region, the republic
inherited its name from the ruins of Barnad, a Durandal era
city destroyed during the Great Catastrophe. A young city-
state, it has only been around 100 years or so, though its
population is currently around 15,000.
The current city of Barnad occupies only about one-fifth of
the original city, the remainder being ruins yet to be explored
to any significant extent. There have been some archaeologists

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from Sephilia who have made small expeditions into the ruins,
sending caravans back to Sephilia, Regallia and beyond with
their findings. There have been efforts to traverse the Istan
River as well, in hopes of having a waterway to Regallia, though
little headway has been made.
Inheriting the customs of the old city, Barnad is a republic,
ruled by a parliament of elected officials to determine the fate
of the country. However, it takes quite a few Gamels to even
run for a position, and so the parliament is mostly made of
successful adventurers and rich merchants. The driving
motivation of the parliament, outside of protecting themselves
and their citizens from the Barbarous, is "how to make
money". To that end, studies of magitech and other
archaeological items is welcome, as are wizards and sages who
are able to identify the various magical and magitech devices
left behind in the ruins.
A number of Runefolk have also begun to settle in the area,
almost as if they're looking to find information about previous
civilizations. However, rumors of unscrupulous operations
using Runefolk as unskilled hard labor and servants have
become common as of late, though the parliament has
currently turned a blind eye to such unsubstantiated tales.
"Kingdom of the Sun" La Lumeia Kingdom
A nation in the south of the Dagnia region, the Kingdom of
La Lumeia is home to a great number of Tidan, god of the
sun. Even the current king, King Valerio Silvestri (24 years
old), and his royal family are devout followers of the sun god.
With more than 60,000 residents, La Lumeia is well known
for having some of the most fertile land in the Dagnia region,
and provides many crops across not only Dagnia, but Liezen
and Zalts as well. However, the current feeling among the
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populace of La Lumeia is that of unease, due to numerous
Barbarous attacks.
While not as strict as the Holy Kingdom of Sephilia, La
Lumeia does not look kindly on those with soulscars, and also
prohibits any sort of resurrection. At the same time, there are
specially trained exorcists who go on excursions to eradicate
the undead that plague the kingdom. Unlike the Crusaders of
Sephilia, these exorcists are willing to do whatever it may take
and sacrifice whatever is necessary in order to eradicate the
threat of the undead. This leads the exorcists to be both
trusted and feared among the general populace, and even the
Crusaders of Sephilia are often at odds with the methods used,
though they do not argue with the results.
Soldiers in La Lumeia are highly skilled, and often join in on
excursions to the various islands in the Danos Sea with
Sephilian troops in order to quash the Barbarous there. There
is an alliance between the two kingdoms, and many followers
of Lyphos have found their way to La Lumeia to start a new
life. Despite the outside influence, La Lumeia doesn't look
down on adventurers as harshly, and they are almost accepted
as a normal way of life in the kingdom. Even with the more
accepting public, though, adventurers' reputations will never
surpass those of the Crusaders.
"Glory of the Gods" Danos Sea
A bay-like sea in the middle of the Dagnia region. It is said
there used to be a floating city in the middle of the bay, and its
prosperity had people calling it the "Glory of the Gods".
However, this floating city was destroyed during the Great
Catastrophe, and the ruins lie at the bottom of the sea, its
knowledge and relics lost to the deep. It is said, though, that
the underwater city that sat underneath the floating city is still
250
active, though it supposedly remains covered by a dome-like
canopy.
At present, however, the Danos Sea is the territory of the
Barbarous, and so any sort of underwater exploration or
recovery efforts are extremely dangerous. From their bases on
both the Kelkeira and Colf islands, powerful Barbarous
leaders command various sea faring Barbarous, and are a great
threat to the human race.
However, the Crusaders of Sephilia will never stop in their
attempts to recover what was once known as the "Glory of the
Gods".
Kelkeira and Colf
These islands in the Danos Sea, also known as the "Daemon
Islands" and "Barbarous Paradise", are the home base for
Barbarous in the Dagnia region.
Kelkeira Island is a large, curved island, while Colf is long and
narrow. A large fortress was built on the islands during the
Durandal era, and now the Barbarous have taken control and
turned it into a terrifying symbol. Led by a Nosferatu named
Volkreia, the Barbarous on the islands have fallen under the
sway of his immeasurable charisma and have turned the
islands into their playground.
With this constant threat looming over them, the Holy
Kingdom of Sephilia has sent troops over to the islands in
order to deal with the Barbarous living there. However,
between Volkreia's charm and power, as well as the number
of both Barbarous and undead under his control, such attacks
have been consistently repelled. Retaliatory strikes against the
various kingdoms have also proven dangerous, as while
Swords of Protection can protect against both Barbarous and
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undead, these swords will not prevent humans enthralled by
Volkreia and his vampires from getting into these cities and
taking them down from the inside.
However, Volkreia will only send retaliatory attacks after one
of the subjugation assaults from Sephilia has failed and does
not take the initiative when attacking. This has led some in
Sephilia to express caution about making another attack on the
islands, and as of late there has not been an attempt to gather
forces for another assault.
"Ancient Cursed Battlefield" Soltra Plains
The Soltra Plains are the area to the south and east of the
Danos Sea, and long ago these shores were prosperous, with
numerous cities all along the water. However, during the Great
Catastrophe many of these cities were destroyed, and
countless human and Barbarous lives were lost in the conflicts.
Since then, the land has been a barren waste, the innumerable
ruins only inhabited by undead cursed to walk the land, as
even Barbarous are afraid to set foot in these lands. Now, only
foolhardy adventurers and hardened Tidanite exorcists will
dare step into the area, testing their resolve against the living
dead.

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Adventuring in Raxia

Riders' Guilds

The Riders' Guild is an organization that works alongside the


Adventurer's Guild in order to capture, train and outfit mounts
for those able to ride.
After the collapse of society across Terastier following the
Great Catastrophe, the demand for various trained mounts for
transportation and defense greatly increased, and those that
rose to meet this need became the Riders' Guild. Taking cues
from various horse-riding clubs that had existed during the Al
Menas days, the Guild has risen to become one of the most
prominent guilds across Raxia. New branches of the Guild are
being established all the time, and with newer technology and
innovations when it comes to not only the mounts themselves,
but their equipment as well.
While it would appear that adventurers are the most common
riders among guildmembers, it is actually merchants and
caravanners who are always looking for both pack animals
willing to carry their various wares as well as other riders and
mounts that may wish to make a quick bit of money doing
guard duties.
While it may appear that all Riders' Guilds are all the same, it
is actually a conglomerate of independent guilds under the
same name. While most guilds typically have some
combination of animals and magitech vehicles available for
mounts, in especially large cities multiple guilds may be

253
competing against each other, often preferring one particular
type of mount over another. However, in more rural areas, the
Adventurer's Guild may double as a Riders' Guild outpost,
with a small stable of mounts not far from the guildhouse.
Occasionally, there are guild branches operated by the local
state, and in such guilds preferential treatment may be given to
those willing to go out on adventures that would advance the
state's interests. On the other hand, there are guild halls owned
by the Institute of Magitechnology, and such guild branches
will have significantly more manabikes available to ride and
may even be willing to sell one to the right buyer.
Under normal circumstances, the Riders' Guild deals with a
good number of animals that do require some space to roam
while in Guild custody, and so many of the guildhalls and
warehouses can be found on the outskirts of any given city. In
certain cases, the stables are set up outside the city walls
themselves.

Mounts
Mounts used by the Riders' Guild will always have a mark
denoting ownership unique to that particular guild branch
somewhere on the mount itself. For the various animals, a
branding iron may be used in order to create a permanent
mark, though magical markings passed down from the old
horse-riding clubs of the Al Menas are used quite often. These
magical markings are also common on the various vehicles, as
branding them would almost assuredly damage the vehicle.
The animals used by the Riders' Guild start out as completely
wild beasts and are trained by Guild teachers using specialized
methods for each type of beast in order to become proper
mounts. Adventurers are involved in these processes as more
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than just a renter or buyer but may also be asked to find young
animals to train, as well as occasionally recovering an animal
that has escaped from its training.

Mount Reduction Tags


These tags contain the power to reduce a mount and their
equipment in size, as well as preserve them in stone until the
mount is needed. This magic can extend to any drawn carriage
as well, making it easy to transport over a large distance.
It is thought that these tags were a form of petrification
preservation technology being actively researched in the latter
half of the Al Menas era. This technology would put the
animal into a state of suspended animation, reducing its size
and turning it into stone. The thought behind this process was
to reduce both the maintenance and upkeep of such an animal
and make it easier to transport that animal from one location
to another without using any sort of teleportation, while still
being able to call upon the beast should the situation prove it
necessary. Once such experiments were proven successful, the
magic of these tags were heavily utilized over the following
years.
Mount Contract Certificates and Proprietary Mount Certificates
In recent years, the Riders' Guild has been approving the use
of both Mount Contract Certificates and Proprietary Mount
Certificates among its members. These Certificates have very
similar powers as the Reduction Tags when applies to a mount
but are able to be used and reused much more often than the
Reduction Tags. Additionally, while the magical interference
between multiple Reduction Tags has not been fully resolved,
these Certificates do not have such restrictions, and many

255
adventurers have a number of different mounts and Contracts
depending upon the purpose.
As adventurers and riders become more trusted within the
guild, many of the guild branches are willing to lose out on
rental fees, so long as the adventurer purchases one of these
Certificates. However, this trust does not come right away, and
must not only be earned by the adventurer, but also
maintained through their deeds.

Celebrities in Northern Terastier

In this section are short descriptions of famous NPCs found


throughout Northern Terastier. It is up to the GM to make
use of these NPCs as they see fit, whether as clients and
sponsors for adventuring jobs, rivals searching the same
deserted ruins for treasure, or adversaries willing to take out
competition. Feel free to change any aspect of the following
NPCs, such as their age or personality, as the scenario needs.

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Liezen Region
"The Dragon Knight King" King Bernard Falk
(Human/Male/53 yrs.)
"Let's go, Grundart. There's
Barbarous to hunt."
The King of the Duball Kingdom,
Bernard Falk is a fair and honest
man, with a strong temperament. As
a ruler, he is a benevolent leader, and
is respected and admired by those in
the Duball Kingdom. He will do
everything in his power to protect his
kingdom against the attacks of the
Barbarous, and when he calls upon
the great dragon Grundart for
combat, they make a truly ferocious team.
At the same time, King Falk has been the target of Barbarous
assassins on a number of different occasions and has died
numerous times. His major flaw is he is an unrivaled lover of
liquor and alcohol, and it is only when he is drunk that he is
unaware of any assassin. However, King Falk continues to
drink without hesitation, despite the fears and worries of his
aides.

257
"Dragon Marquis" Bastion Bair (Human/Male/33 yrs.)
"For His Majesty and the people.
That's why I became a Dragon
Knight."
A young Dragon Knight with the
rank of Marquis. Because of his
status as a Dragon Knight, as well as
his rank in the courts, it is rumored
that Bastion will be the next in line to
become King of Duball.
Having lost his parents at a young
age, Bastion dotes fondly on his
younger brother, Jean-Jacques. There are those who would say
that this affection is his only weakness, though anyone who
would say such things do so out of earshot of Bastion. Between
his promising future, beauty, and currently being single, he has
many followers among the lower courts, and will even earn
grudges from others without his knowledge.
"Mother General" Fulmeri Bergament (Dwarf/Female/97
yrs.)
"Hey, speak up! What, did you drop
the ball or something?"
The dwarf in charge of the soldiers at
Dordea, Fulmeri looks like a young
girl, and yet is nearly a century old.
Nicknamed the "Mother General",
she has six sons and three daughters,
and is the head of a family of over 30
members, including her great-
grandchildren.
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Despite her childlike appearance, Fulmeri is a very harsh and
intimidating general, and more than one headstrong dwarf has
found himself shrinking away from her never-ending tirade. In
peacetime, she trains recruits, and anyone who thinks to be a
troublemaker quickly finds themselves on the wrong end of a
number of training exercises. At the same time, though,
Fulmeri lost her husband due to the war against the Barbarous
and is constantly being followed by a number of suitors.
"Fairy Princess" Sherio (Fairy/Female/?)
"I found some treasure over there. I
can guide you if you want..."
A fairy that resembles a beautiful elf.
While her identity is unknown, it's
possible Sherio may be a water fairy,
as she will show up near water.
Regardless of whether she shows up
in a city, or out in the countryside, she
will invite people to follow her to a
mysterious place.
Whether this is malicious or not is
arguable, as some never return from such treks. Even those
who do end up returning often have some of their memories
removed, despite returning with treasures. Either way, Sherio's
true purpose is completely unknown, though it is believed that
it is just having fun. Some adventurers have heard the tales and
look forward to finding her and going on an adventure, while
others believe that she is a harbinger of evil that must be struck
down.

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"Daemon Obsessed" Trato Pampani (Tabbit/Male/27 yrs.)
"If you're aware of the origins of
daemons, you may know something
about us tabbits as well..."
A tabbit researcher in the so-called
Tabbit Autonomous Region in
Miraboa, Trato is obsessed with
daemons and their origin, and how
that may relate to the origin of tabbits.
His relentless thirst for knowledge
has seen him hire a number of
adventurers to delve into the Well of
Wisdom, in hopes of finding that elusive bit of evidence that
would prove his theories true. However, while he is obsessed
with the research he is doing, many believe that Trato is just
wasting his time, and there has been nothing found because
there is no evidence to be found.
Although he is an excellent wizard in his own right, Trato
dislikes fighting, and will insist to be a sagely scholar, nothing
more. When trying to capture a daemon alive, however, he
has no qualms about fighting fiercely, unleashing powerful
magic in the hopes of disabling the target instead of killing it.
"Iron Man" Xavier Hoaguel (Human/Male/29 yrs.)
A warlord in the kingdom of Regallia, Xavier earned
recognition fighting alongside King Falk of Duball. His
nickname came from his unearthly stamina, as he was able to
fight on for hours fully armed without stopping. While his
large, rough appearance and heavy armaments make him
appear to be a wild king of the wastes, Xavier is actually a
brutally effective tactician, taking advantage of every

260
opportunity he can to turn the tides against the Barbarous. He
is also fairly proficient with magitech and has no qualms with
firing a gun at the enemy. A brilliant and pleasant man, he has
earned the respect of both soldiers and civilians throughout
the Liezen region.
"Queen of Jewels" Queen Belanger Castagniers
(Human/Female/37 yrs.)
The current ruler of the Kingdom of Alphort, Queen
Castagniers took the throne as a matter of hereditary
succession. With youth and beauty that belie her age, she is
more apt to be a Fairy Tamer than a ruler of a kingdom.
Queen Castagniers does show enthusiasm when it comes to
fashion and collecting jewelry, and some believe that she is
funding her passion projects using national money. While she
does have a husband, the Queen has become a patron for a
number of young adventurers, and rumors have it that she has
taken a lover on the side from among them.
"Magic King" Ixelles Jennebert (Human/Male/43 yrs.)
The current king of Miraboa, King Jennebert is a master of
Truespeech, Spiritualism, and Magitech spells, giving him
unparalleled magical might as a ruler and the right to
nickname himself the "Magic King". Unfortunately, his
overconfidence has led to crisis in the past, as he has been
known to have a lack of awareness of the plight of his subjects.
On the other hand, anyone looking to study magic has the
backing of the state, and Miraboa is a major destination when
it comes to learning a variety of different styles of magic.
Occasionally, King Jennebert has given special lectures
regarding the uses of magic, though due to the subject matter
only a few dedicated magicians showed up to hear the king
speak.
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Dagnia Region
"Battle Pope" Ismael Vizcaino (Human/Male/56 yrs.)
"To purify one's soul is to purify
oneself. This is the way the gods have
shown us."
The Pope of the Church of Lyphos,
and leader of the Holy Kingdom of
Sephilia. Pope Vizcaino is a radical
exclusionist, and does not tolerate
anyone who bears soulscars, whether
Barbarous or otherwise. Sparing no
expense, he has sent a number of
soldiers to the islands in the Danos
Sea in hopes of crushing the Barbarous who live there, but as
of, yet subjugation efforts have proved fruitless. While many
still hold support for the Pope for taking strong actions against
an obvious threat, there are those who look at the failed attacks
on the Barbarous as a waste of manpower and resources and
think that the Pope is overstepping his authority.

262
"Pure White Knight" Ulrika
Atstelberg (Human/Female/17 yrs.)
"How can you overlook someone in
need?"
A Lyphosian warrior-priest, Ulrika is
training in order to become a Crusader
herself. As many of the populace
would tell it, she is very pretty, smiles a
lot, and will go out of her way to help
someone in need, almost radiating an
aura of safety and security around her.
However, it is obvious that she still needs training, and this
shortcoming does tend to cause more trouble than not.
Ulrika is also an active combatant against the Barbarous, but
is hesitant to take the life of another, even if they are as evil as
she is told. As of late, she is wondering about the state of the
church and her future within the church. This internal debate
is writ large all over her face as she goes out to help the less
fortunate, her smile a little less bright as she questions her
faith.

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"Hunter of the Dead" Raul Alfonso (Nightmare/Male/31
yrs.)
"Tidan, let these poor souls find
some rest..."
In order to overcome the stigma of
being born a Nightmare, Raul took it
upon himself to become an exorcist
of Tidan, a symbol of fear among the
devout. By using a variety of guns,
advanced Divine spells, and martial
prowess, he has become one of the
premier exorcists in the church
today. However, when dealing with
the undead, Raul is dangerously aggressive and doesn't appear
to fear death, his recklessness making even other exorcists
fearful of his powers.
"Troublesome Doll" Marika No.3 (Runefolk/Female/22 yrs.)
"...Why was I born?"
Marika is one of many Runefolk
produced for archaeological
exploration, one of many meant to go
delving into the Well of Wisdom.
However, none of the Runefolk
produced for this purpose have
remained in sync with each other,
and so Marika has been able to go
out into the world and explore it on
her own terms.
Though she appears to be a young woman, Marika is an
accomplished Artificer, and has been fighting on the front
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lines against Barbarous for about 20 years. Her appearance
only serves to confuse and distract would-be enemies from the
power that she wields. However, due to her penchant for being
in dangerous situations, Marika has noticed that she is not seen
as an equal among adventurers and is worried for what the
future may bring on that front.
"Beautiful Destroyer" Almiralda
(Drake/Female/?)
"Burn it down! Destroy it all! Then
we can make this world ours!"
The leader of the Barbarous in the
Rudea Mountains. Almiralda is a
powerful drake even among other
drakes, and her ruthless and warlike
personality have given her a
reputation as one of the most
dangerous Barbarous in northern
Terastier. Holding a grudge against humans for killing her
husband, she often gathers large armies of Barbarous in order
to attack the civilized races and is willing to make any sacrifice
necessary in order to achieve her goals.

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"Quiet Immortal" Volkreia (Nosferatu/Male/?)
"Why look for a fight? I'll give one to
you if you wish, but I must say I'm
tired of this..."
A Barbarous king with a castle on
Kelkeira Island, Volkreia has been a
threat to the Dagnia region since the
Great Catastrophe. A vampire of
Clan of Frau, he was a dangerous foe
who led an army of the undead
against civilization. However, as of
late he has been rather disinterested
in endless combats and would like to live quietly alone. Rumor
has it that Volkreia found a human girl and fell in love with
her, only to watch her die in combat against the Barbarous he
led.
Now, Volkreia only calls for attacks on the humans in
retaliation for their assaults on his castle. Even then, he does
not go out into combat himself anymore, but merely sends
subordinates off to war.
"Dawn King" Valerio Silvestri (Human/Male/24 yrs.)
A fairly young king, Valerio took the throne of La Lumeia just
recently due to his father, the previous king, dying in combat
against the Barbarous. A devout believer in Tidan, the sun
god, King Silvestri has a number of battle honors of his own
and has worked with Sephilia in attacking the Barbarous in
Danos Sea.
However, he knows of the history of Sephilia and how they
have relentlessly provoked the Barbarous for generations, how
retaliatory attacks tend to disproportionately affect La Lumeia,
266
and is not happy with having his whole kingdom and citizens
be a shield for Sephilia to hide behind. As a result, there is a
definite tension between King Silvestri and Pope Vizcaino,
which can even be seen in formal communications, let alone
if they were to meet face to face.
"Death Dealer" Emilio Pablo (Human/Male/39 yrs.)
One of the 11 councilors from the Republic of Barnad. He
has been researching, developing, and restoring old magitech
weapons from the ruins of the old city of Barnad, and has been
selling them in massive quantities. In particular, caravans full
of various weapons have been making their way to the
kingdom of Regallia as of late, with the number of exports
increasing yearly. However, there are critics who claim that
he's more worried about making money and putting business
first, rather than dealing with the imminent threat of the
Barbarous. There are also rumors that some of his weapons
are being sold into Barbarous hands as well, but nothing can
be proven at this point.
"Young Yggdrasil" Blumkvist (Yggdrasil Sapling/?/?)
A sampling of an Yggdrasil tree, hiding in the Forest Of
Unearthly Mist. It seems as though Blumkvist can see the
entire forest clearly, and it is said that if something were to
happen that would bring great harm to the forest, an old voice
sounds out of nowhere in order to give warning. Legend has it
that, during the time of the Great Catastrophe, it sought the
aid of adventurers passing through in order to drive away the
Barbarous who were attempting to destroy the forest. Since
then, it has been relatively tolerant of the civilized races,
assuming they give the forest the proper respect when traveling
through.

267
Part 5 Game Mastery

268
Scenario

Sample Scenario: "Dragon Eater"

Scenario Overview
The goal of this scenario is to find a missing Dragon Knight in
training, as well as recover a stolen dragon egg from the hands
of the Barbarous.
The PCs are asked to find out what happened to a prominent
knight who was headed to the dragon Faraliel in order to join
the ranks of the Dragon Knights of Duball. Upon arriving at
Faraliel's lair, they do not find the knight, but instead a
seriously wounded dragon. The party is then told how
Barbarous attacked the dragon's lair and stole one of Faraliel's
eggs, and the Dragon Knight-to-be left on a quest to find and
retrieve the egg.
Following the trail of the knight, the party will come across the
lair of the Barbarous who had stolen the egg. Deep within the
lair lies a daemon that had been sealed away during the
Durandal period, and the Barbarous hope to use the power
contained within the dragon's egg as a sacrifice to free the
daemon. It is up to the party to stop the profane ritual and save
both the dragon's egg and the knight.

Scenario Preparation
This scenario is designed for 5 PCs, with an average
Adventurer Level of 10. The session should take about 4-5
hours, depending upon how focused the players are. If there
269
is a different number of players, there will be guidelines to
adjust the number of monsters and Sword Shards in the
adventure as necessary. If there are two or less players, it is
recommended that the PCs are an average Adventurer Level
of 13 or higher, instead of 10.

Scenario Setting
The setting for this scenario is in the Liezen region of
Northern Terastier. Specifically, the party will begin in the
kingdom of Duball, known as the "Dragon Citadel" due to its
particular reverence for the great monsters. Duball is the
frontline when it comes to Barbarous invasions and is
constantly under attack. There are a number of uncharted
territories that border Duball, and even the experienced
adventurer should be careful when passing through. Because
of this constant conflict, though, a number of veteran
adventurers are drawn to the region, in order to give their aid
against the Barbarous.

Reading the Scenario


In the following text, some text will be in italics. These
sentences are meant to be read aloud by the GM, in order to
set the scene in each player's mind. Other, non-italicized text
is for the GM to know what is going on in the scene, as well as
any tricks, traps and treasure that may be found.

The Main Story


"Dragon Knight" - The highest title in the Kingdom of Duball.
Even members of the royal family cannot take the throne
unless they are also a Dragon Knight, that's how much the title
means to the Kingdom. Once the heir to the throne can ride

270
atop a dragon of their own, only then will the populace of
Duball will truly recognize their future king.
A young man has gone to the mountain where the great dragon
of Duball, Ardeltaid, lives, in order to become a Dragon
Knight himself. The first test of any true Dragon Knight, as
anyone in Duball will tell you, is to have one of the dragon's
lineages give the knight one of their eggs to raise. However, the
knight has not returned.
The great Dragon Marquis, Bastion Beirre, is looking for
competent adventurers to help him search for his younger
brother. Has something happened to the younger Beirre, and
why has he not returned to Duball? Has he angered the
dragons, or worse?
Story Timeline
The Day Before the Request
Barbarous attack the dragon Faraliel, steal an egg
Jean-Jacques chases after the Barbarous
Jean-Jacques attacks the Barbarous, is defeated
The Night Before the Request
Jean-Jacques' wyvern returns to Duball, Jean-Jacques nowhere
to be found
The Day of the Request
Jean-Jacques applies some first aid to himself, gives chase again
The Second Day After the Request
Jean-Jacques finds the cave of the Barbarous, is seriously
wounded
271
PCs find the cave of Faraliel, follow Jean-Jacques' trail
The Second Night After the Request
PCs discover the cave of the Barbarous, confront the
Barbarous within.
Scenario Flowchart

272
Introduction
Duball, the kingdom of Dragon Knights.
The Kingdom of Duball is in a dangerous place, located at the
border between civilized lands and the wilds that are home to
the Barbarous hordes. In particular, those Barbarous that have
crossed the Rudea Mountains to the south of the kingdom are
often quite strong and are rarely able to be driven off by
normal troops. Often, only the presence of a Dragon Knight
is enough to handle these powerful enemies.
Because of the constant conflict with the Barbarous, many
veteran adventurers are drawn to Duball, and offer their skill
to defend the kingdom. Your party is among the more famous
groups of adventurers who have traveled this far, and your
reputation precedes you. So much so that upon arriving in
town you are approached by a courier, who carries a message
from one Bastion Beirre, known among the populace as the
Dragon Marquis, and is one of the few Dragon Knights of the
kingdom.
The PCs in this scenario are assumed to be veteran
adventurers, whether they have come to Duball in search of
new adventures and thrills, or local adventurers who have
worked their way up to their current position. Either way, the
party is well known even before coming to the capital city of
Duball, and part of their reputation is taking on a number of
high-risk high-reward jobs and returning successfully.
If the PCs are looking to stay at the local Adventurer's
Guildhall, "Pike's Glory" is the place to be. The hall is known
for its abnormal number of higher-level adventurers and
difficult jobs and is more than happy to have famous
adventurers like the party stay while they're in town.

273
Almost immediately after arriving at "Pike's Glory", a courier
comes specifically asking for the party. If they ask who the
message comes from, they will be informed that the message
is from the "Dragon Marquis" Bastian Beirre. Marquis Beirre
is a Dragon Knight, an elite knight capable of riding a dragon
in battle and is considered to be the heir to the throne once
King Falk passes away. Beirre is only 33 years old, but his skill
at arms and treatment of his dragon mount are said to be
unmatched within the kingdom. He is also known to be quite
affable when he's not dealing with a Barbarous attack, and is
the perfect client with regards to status, credibility, and
personality.
Request of Marquis Beirre, Dragon Knight
Upon informing the party that the Dragon Marquis personally
requested they come to his mansion, the courier steps outside
and waits next to a grand carriage. With little fanfare, you step
in and find a seat, as the carriage makes its way through the
city of Duball. It is not long before the carriage comes to a
large mansion, complete with a gated wall and a large garden
in the front of the building.
The courier leads you into the building, and to a small
reception room just off of the entranceway. The room has a
good amount of luxurious, yet practical furniture, and it is not
long before a gentleman enters the room. Marquis Bastian
Beirre apologizes for the wait and greets the party. It is obvious
from his expression that there is something weighing heavily
on his mind, though exactly what remains to be seen.
Marquis Beirre introduces himself to the party and asks if they
wouldn't mind relaxing while he addresses the reason for the
sudden calling. A maid comes into the room not long after,

274
pushing a cart with tea and other small appetizers to serve the
party.
"Let me not beat around the bush, as I'm sure you're
wondering why I called you here. My younger brother, Jean-
Jacques, has gone missing, and I wish for you to find him.
"Jean-Jacques, my dear younger brother, has taken to following
in my footsteps, to the point where he wanted to attempt the
trials to become a Dragon Knight. The first step in doing so is
to head into the Rudea Mountains to the south, find a dragon's
cave, and care for one of their eggs until it hatches. The
dragons found in the mountains are of the brood of the great
dragon Ardeltaid and will assist those from Duball as per an
ancient pact made by King Falk's ancestor.
"However, just last night Jean-Jacques' wyvern mount returned
to the mansion, with my brother nowhere to be seen. The
wyvern, as well as much of the riding tack, was covered in small
scratches, as though it had seen some intense fighting before
coming back. I have no doubt something has happened to my
brother, and my task to you is to find out exactly what.
"As shameful as it is to say, Jean-Jacques is my only family, and
I care deeply for him. So much so that I am willing to pay
8,000G to each of you if he is brought back alive. If..." At this
point Bastian closes his eyes, takes a deep breath, then opens
his eyes again and continues. "If he is found dead, I will still
pay you 5,000G for the return of his body.
"Of course, I wouldn't send you out completely unprepared. I
do have a map to lead the way to Jean-Jacques' last known
location, the cave of the dragon Faraliel, as well as 10 days'
worth of food and drink. I also have a Dexterity Potion and a
good-sized Mako Stone, one of which I'd be willing to offer if
275
necessary. You may also need to show proof that you're
working on my behalf, so I have this small token showing
you're in my employ.
"When you have everything together, I beg of you to hurry and
find my brother as soon as you can. The Rudea Mountains are
quite dangerous, even for a knight like myself, so I could only
imagine how my poor brother is doing. Please, find him
quickly."
Jean-Jacques Beirre is a young lad of 20 years, with boyish
good looks and striking blonde hair. Though he is a bit
foolhardy, he is quite personable, and is quite capable of
becoming a Dragon Knight. Bastian thinks the world of his
younger brother and has supported Jean-Jacques' decision to
follow in his footsteps.
As soon as the PCs accept the request, Marquis Beirre will
have a pair of butlers come into the room, one pushing a part
with a number of packages on it, the other carrying a small
metal plate and a scroll. The packages are 10 days of food and
drink, one per member of the party, and will not spoil while
traveling during this scenario, as well as either the Dexterity
Potion or the 10-point Mako Stone, whichever the party
chose. The metal plate is a palm-sized engraving of the crest
of the Dragon Knights, which will provide proof that the party
is acting on behalf of Marquis Beirre, while the scroll is a map
to the cavern of the dragon Faraliel, where Jean-Jacques was
heading.
If the party has horses to ride, they will arrive at the dragon's
cave in two days. However, if they choose to walk, it will take
twice as long (four days). The party will not run into any
encounters while traveling to the Rudea Mountains.

276
To the Dragon's Mountain Lair
The Rudea Mountains are a range of steep, rugged mountains,
difficult to climb even in the best of weather. As the party
travels closer to the mountain range, you pass by a number of
small groves of trees, following ancient trails through the
woods that appear to be rarely used. Were it not for the map
from the Marquis, it is unlikely you would have found your
way to the mountains.
Eventually, you come across what appears to be a byroad into
the mountains, with a small carving in a nearby tree matching
a symbol on your map. Following the byroad for most of the
day, you eventually come across a massive cave entrance. As
you check your map to make sure this is the right place, you
get the feeling that you're sitting in front of a dragon's gaming
maw, staring down its dark throat.
Confirming your position, you enter the cave, taking in just
how massive it really is. The entrance is 10m wide, while the
ceiling quickly moves upward and away, disappearing into
darkness. Continuing on, this cave is easily large enough for a
dragon to live in.
As the players enter the cave, a Scout or Ranger can make a
Danger Sense check (TN 15). If successful, they notice the
coppery smell of blood, emanating from further on in the cave.
The PCs can also look for footprints, requiring a Track check
(TN 15), and if successful they will notice there were a number
of footprints heading into and out of the cave. If the Track
check result is over 20, the footprints can be determined to be

277
specifically those of a large species of Barbarous, at least 10 in
number.

The Wounded Dragon


The smell of blood is in the air.
As you head deeper into the cave, the smell becomes strong,
almost irritating to breathe. The scent becomes overwhelming
as you all arrive at the back of the cave and come across a
gruesome scene.
A large red dragon lies on the floor, in the middle of a pool of
blood. There are several blackened Barbarous corpses
nearby, the end of a fierce battle that took place quite recently.
As you look around the carnage, the dragon stirs, not dead,
but not quite alive either. It opens its eyes slightly as the party
comes closer.
The fallen dragon is the Lesser Dragon Faraliel, a mild-
mannered dragon who does not tend to attack without
provocation. However, she has been attacked by the
Barbarous recently, and so she is more cautious than normal.
Faraliel is severely injured, with all sections but their head at -
10 HP, and the Head only at 60 HP. Faraliel currently has 0
MP, as she has been casting healing spells since the Barbarous
attack in order to stay alive.
If the PCs approach cautiously and show the dragon the coat
of arms from Marquis Beirre, she will visibly relax. If asked
what happened, she will relay the following information to the
PCs.

278
"I was attacked by some Barbarous the other day. There were
quite a few of them, and they had managed to take me by
surprise. I tried my best to stop them, but there was just so
many, and they were well-organized for a group of Ogres.
Their purpose was to steal one of my eggs I had recently laid...
My precious egg...
"After stealing my egg from me, the Ogres ran away as fast as
they could, as if they had more important things to do. In their
haste, they didn't make sure I was totally dead, which is a small
favor itself. Jean-Jacques, that young man, came upon my poor
self not long afterwards, and healed me as best as he could.
However, he was no trained healer, and so he couldn't heal all
of my wounds.
"The young man tried his best, though, and as he kept at it, I
told him what had happened. After dressing my wounds, he
took his arms and headed out towards the Ogres. I wish he
hadn't, though, as he doesn't stand a chance against that many
Barbarous, especially as well-trained as they were. At this
point, I can only imagine the poor lad has been killed...
"The way they came in and attacked, it seemed like the Ogres
were specifically looking for one of my eggs. I can only imagine
it is going to be used for some vile ritual. Please, I ask of you
to stop them and bring my egg back if you can."
At this point, Faraliel tries to lift herself up off the floor of the
cave and fly out, but crashes back to the ground. The wounds
on her wings have not healed, and she cannot fly.
If the PCs are able to heal Faraliel, she will follow the PCs in
their search for Jean-Jacques. If they return the egg safely,
Faraliel will also gift the party with an Eternal Chronoglass, a

279
powerful artifact and one of Faraliel's most treasured items
from her hoard.
If the PCs are greedy and choose to attack Faraliel, she will
fight as best as she can give her weakened state. If the party
defeats the dragon, they will find the Eternal Chronoglass and
around 200,000G worth of treasure. However, Faraliel is one
of the most important dragons in Duball and killing her will
be sure to bring the full wrath of the kingdom down upon the
party.
Following the Knight, Jean-Jacques
As the party looks near the mouth of the cave, it is obvious
now that Jean-Jacques has followed the footsteps of the Ogres
who attacked Faraliel. The Ogres were more likely too
preoccupied with the dragon's egg to notice the lone knight
following behind. However, as the trail winds through the
mountains, the way becomes quite steep, with no roads to be
found. Continuing on will become quite difficult, with hard
work ahead.
If the PCs have healed Faraliel, she will offer to let the PCs
ride on her back, making the travel to the mouth of the cave
and beyond quite easy. She can instinctively track the location
of the egg, so it is unnecessary to have the PCs do any sort of
tracking.
However, if the PCs are heading out on their own, they need
to make a Track check (TN 13) in order to keep the footprints
in sight. A failed check loses the trail, and the PCs will lose a
day getting back on track.
The Sealed Cave

280
As you pass a hollow in the mountainside, there is a fairly large
cave opening. At 5m wide, it is much larger than you would
expect for a hidden cave entrance. From a distance, it is
difficult to see, but as you approach the cave, it is quite easy to
find the cave due to the Ogre guards out front. These two
Ogres are strong, but they're unlikely to be a match for skilled
adventurers like yourselves.
Standing as lookouts are two Lesser Ogres, who should be
fairly easy for the PCs to surprise. The area surrounding the
cave entrance is quite rugged, so sneaking up on the Ogres
should be trivial.
However, should either of the Lesser Ogres be alive after two
rounds, reinforcements will come from the cave, drawn to the
sounds of battle. 4 Ogres and 2 Ogre Berserkers will join the
battle during the third round of combat, while the Ogres
remaining in the cave will be alerted to intruders and cannot
be further surprised.
If the PCs are with Faraliel, the Lesser Ogres will attempt to
run inside for help. However, between her attacks and Flame
Breath, they will not make it far enough into the cave to alert
the other Ogres.
Into the Cave
A strange, heavy presence can be felt emanating from the cave.
From the looks of it, the cave was originally a natural cave that
had been sealed by a rockfall in front of the entrance, hiding
its presence and making it nearly invisible. It appears, though,
that the Ogres have cleared away the fallen rocks, and moved
into the cave without much of an issue.
The cave is 5m high inside, large enough that a rider with a
single-section mount can enter quite easily. However, if
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Faraliel is with the party, the Lesser Dragon will not be able to
continue on, as the cave is too small for her.
"Pshah, of course those cowards would retreat into such a
small cave. Were they only out here, I would set them all
ablaze! However, I must entrust the care of my egg to you, and
hope that you can defeat these Ogres in my stead."
With that, Faraliel will wait outside for the party to emerge.
If the party captures the Lesser Ogres alive, they will tell the
party the following information.
"We've got a plan to kill the humans, we do." "Dorgan, he's our
leader, and the strongest around. His Succubus mistress is
really good at magic, so they stay on top of the other Ogres."
"Between the dragon and the knight, we've lost a couple
fighters, but there's still more than 10 of us!" "The knight? He
killed two of the guards, but he got beaten up too. He's back
in the cave, but I hope he's dead by now."
a: Entrance
The cave is a natural cave, its walls smooth and worn. There
are a number of small, branching paths, but only the one path
leading forward is large enough for both humans and Ogres to
pass through.
There are no distinguishing features of the entrance to the
cave, outside of the footprints. If a character succeeds on a
Track check (TN 13), they will know there are a number of
Ogres who are still deep within the cave.
b: Groundwater Spring
The sound of slow-moving water echoes in the large chamber.
On the far side of the room, a groundwater vein slowly

282
meanders from one side of the room to the other, filling a
small pond with water. Near the edge of the water, you can see
a body lying on the ground.

283
There is a small spring here, filled with clean, clear water. At 284
the bottom of the spring is a groundwater vein, flowing from
"h". If a PC wishes to swim, it is 30m entirely underwater, and
so a Swim check needs to be made to swim against the current,
TN 15 if there is a light the PC can use underwater, TN 19 if
not. If the PC is an Elf, or has "Underwater Aptitude", no
check needs to be made.
If the PC is unsuccessful, they will be pulled past the spring
into a narrow part of the stream and become trapped. Without
aid, the PC will die.
Lying by the spring is Jean-Jacques Beirre. He had managed
to fight his way past the Ogre guards but was defeated by more
Ogres farther in and knocked unconscious. After waking up,
he attempted to retreat and find help, but was attacked by one
of the Alchemy Tooths in "c". IF the party has lost a day or
more's travel before arriving at the cave, Jean-Jacques will be
dead from the Golden Disease.
A PC can attempt to cast "Resurrection" on him, and he will
return to life. However, if there is no attempt to mitigate the
Golden Disease, whether through "Cure Disease" or some
other method, he will succumb to the disease and die again
within 24 hours. A successful Monster Knowledge check (TN
14) will let the PCs know that this disease is caused by an
Alchemy Tooth, and that there is a serum that can be acquired
from a dead Alchemy Tooth that will cure the disease.
If Jean-Jacques can be brought to consciousness, he will tell
the party the following information.
"Thank you for your aid. My name is Jean-Jacques Beirre,
from the kingdom of Duball. I had tracked a number of
Barbarous from the lair of the dragon Faraliel here, in order
to reclaim a stolen egg and stop a dark ritual. You see, deep
285
within this cave is sealed an ancient daemon, and the Ogres
wish to bring it back into the world by using the dragon egg as
a sacrifice.
"According to folklore, there are a few daemons capable of
destroying entire nations, who have been sealed away for some
time. I dread that this daemon is one of those, and so when I
had heard them talking about the daemon's power and the
ritual, I tried to escape and warn others in Duball about the
situation... Until I ended up getting poisoned from one of
those monsters and ended up in this mess.
"As shameful as it is, I must put aside my pride and ask. Will
you join me, and help me put a stop to this ritual?"
If the PCs ask him for a reward, Jean-Jacques will offer all of
the money he has on him, as well as a ruby ring with the Beirre
coat of arms on it. The ring itself is not magical, but it can be
sold for 8,000G as a work of art. A successful Appraise check
(TN 13) will inform the PCs of its value.
If there are 3 or fewer PCs, the GM should try and have Jean-
Jacques accompany the party if possible. If the party has 5 or
more PCs, his presence is not needed as much (but may still
be welcome). If Jean-Jacques accompanies the party, his
information is as follows. In the case his help is not needed or
refused, he will wait outside of the cave (with Faraliel if she is
there) for the party to emerge.
c: Snake Nest
As you enter the room, there seems to be a chasm on the other
side of the room, cutting the room in half. The cave continues
on beyond this chasm, but your attention is drawn to the
strange, golden snakes that have come out of the shadows. As
you approach, they raise their heads, getting ready to attack.
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Jean-Jacques Beirre (Human/Male/20 yrs.)

Dexterity 24 (+4) Adventurer Level 10


Agility 20 (+3) Fortitude 13 HP 63
Strength 25 (+4) Willpower 12 MP 17
Vitality 18 (+3) Combat Feats,
Intelligence 16 (+2) Techniques/Spellsongs
Spirit 17 (+2) Weapon Proficiency/Spear
Class Level Armor Proficiency/Metal Armor
Fighter 8 Cover
Pinpoint Attack
Ranger 5
Armor Proficiency II/Metal
Rider 10 Armor
Sage 3 Toughness
Trade Common Healing Aptitude
(Read/Speak) ☆ Charge
Regional Dialect ౦ Enhance Mount
Known (Liezen)
౦ Attack Obstruction
Languages (Read/Speak)
౦ Elevated Attack
Barbaric (Speak)
౦ Remote Command
Dragonic (Speak)
☆ Lion's Fury
Magitech (Read)
Money Cash ౦ Riding as One
3,000G Ж Trample
౦ Improved Elevated Attack
౦ Special Ability Release
Accuracy

Crit Rate
Power

Extra
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Damage

Pike +1 (1H) 13 35 3 4 5 7 8 9 10 10 11 12 ⑩ 14

Pike +1 (2H) 13 45 4 6 7 9 10 10 11 12 13 14 ⑩ 14
Bastard Sword
14 17 1 2 3 4 5 5 6 7 7 8 ⑩ 31
+1
Equipment Evasion Defense Equipment, Items, etc.
Mithril Adventurer's Kit, Treat Potion
Plate 12 12 x6, Mount Contract Certificate
Kite Shield (Wyvern)

287
Three Alchemy Tooths are in the room and will attack if the
players attempt to get to the chasm on the other side.
Enemies: Alchemy Tooth x3
Behind the Alchemy Tooths lies a chasm, about 6m away
from the party. Upon closer inspection, the chasm is 10m
deep, and a failed check to cross it will result in a terrible fall.
d: Force Wall
As the party walks down the corridor, they come to an abrupt
halt as a strange, transparent wall fills the tunnel. Its reddish-
purple glow sheds some light in the tunnel, but not much.
Seeing beyond the wall is quite difficult, and it is likely that
trying to pass by force would end up going poorly.
A character touching the Force Wall receives Power 40 + 20
Lightning-type damage (with a C Value of 10). A successful
Willpower check (TN 22) can reduce this damage by half.
Characters with the Racial Trait "Mana Interference" are
unaffected by this damage. Regardless, the wall doesn't actually
stop anyone from passing through, though it does block line
of sight for magical effects.
The device in room "g" is used to control this door.
e: Guard Unit
A fairly spacious room, though there are a few Barbarous here
loitering. Upon seeing the party approach, they gather their
weapons and move in to attack.
Enemies: Ogre Berserker x1, Ogre x3
Lying on the floor are three unidentifiable bodies, barely
recognizable as more than piles of bones. The Ogres will fight

288
to the death and will refuse to speak to the PCs even if
captured alive.
f: Sealed Door
The tunnel widens, and as it does you notice a door set into
the wall. This door is obviously man-made, a clear difference
to the natural rock walls everywhere else in the cave. Complex
patterns and sigils were carved into the door, intended to keep
something sealed behind. However, the door now hangs
slightly ajar, the seal obviously broken.
Behind the door lies the room where a powerful daemon was
sealed into this cave, and the Barbarous are about to begin the
ritual to revive it. The door is open slightly, allowing the
players to open it without issue, however there are three Ogres
standing watch that will attack the players as they enter the
room.
A successful Hide check (TN 18) will allow that PC to look
through the gaps in the door unnoticed, through which they
will see room "i". However, if the PC fails, they are close
enough to the Ogres (10m) for them to move and attack in the
same round of combat.
Door Engraving
The following is engraved on the door, written in the Arcana
language.
Sealed beyond lies the Lord of the Great Woe, the
Incarnation of Destruction, the Daemon Lord Bargadaras.
His power has brought the Ten Kingdoms to ruin, slaying the
Seven Emperors of Magic. To unleash this power is to know
destruction and be doomed.

289
A Sage or Bard can make an Insight check (TN 22) in order
to remember the lore of Bargadaras. It is said he was one of
the most powerful Daemons known to Raxia and was said to
have destroyed a number of great kingdoms during the
Durandal period, and many great wizards are said to have died
by his hand. However, his true identity is unknown, and there
are debates as to whether Bargadaras even existed, let alone
performed all of the foul deeds attributed to him if he did.
g: Force Wall Control Panel
There is a pedestal here, carved of a stone different from that
found in the cave. Polished smooth, it is about 1m high and
finely engraved with many letters, glowing dimly with a magical
light.
This pedestal controls the force wall found in "d". The
engravings are words in Arcana, and by speaking the words
there and holding a hand over the panel, one can turn the
force wall on or off. A Sage can use an Appraise check (TN
18) to figure out how to use it. The pedestal cannot be
destroyed or removed.
h: Groundwater Vein
Groundwater has collected in the deeper crevasses of the cave,
creating a large pond of clear water. There seems to be a slow
flow of water from the eastern side of the room, heading south
in the cave.
This pond is connected to the spring in "b" by a groundwater
vein. If a PC wishes to swim, it is 30m entirely underwater, and
so a Swim check needs to be made. The PC would be
swimming with the current, and so the TN is 13 if there is a
light the PC can use underwater, TN 17 if not. If the PC is an
Elf, or has "Underwater Aptitude", no check needs to be made.
290
If the PC is unsuccessful, they will be pulled past the spring
into a narrow part of the stream and become trapped. Without
aid, the PC will die.
i: Room of Sealing
Inside is a room carved by hand, smoothed out from the
natural walls of the rest of the cave. On the far side of the room
is an altar, a large, heavy stone similar to a coffin set on top.
There are three large eggs set in front of the altar; these must
be the stolen dragon eggs.
Also in the room are an exceptionally large Ogre, as well as a
half-nude woman with thin wings coming from her back, both
facing the altar. Three Ogres are standing watch, facing the
only door into the room, looking to prevent unwanted visitors
from entering.
This room is the chamber where the ancient daemon lord was
said to be sealed.
Three Ogres are in the 10m corridor right behind the door,
while the Ogre leader and woman are performing a ritual in
the 15m x 20m room beyond. The Ogres are looking to unseal
Bargadaras in hopes of bringing untold destruction to
Terastier. They think they can control the ancient daemon
lord, but unknown to them their rituals are incomplete, and
the daemon will never be subdued by the Ogres.
If the PCs enter the corridor, the Ogre Warlord and Succubus
will stop the ritual and turn to attack the party.
"You persistent insects! If you want to interfere with our ritual,
we will crush you!"
Enemies: Ogre Warlord x1, Succubus x1, Ogre x3

291
The Ogre Warlord has 13 Sword Shards with him and will
attempt to use [Multi-Action] to make a magical attack against
the Rearguard while melee attacking the Frontline. The
Succubus will use magic to attack and will attempt to use
"Indecent Dreams" in order to incapacitate foes. All foes will
fight to the death and will not surrender.
If there are 4 or fewer PCs, reduce the number of Sword
Shards carried, and remove the 3 Ogres entirely. If there are
6 or more PCs, use 2 Ogre Berserkers instead of 3 Ogres.
If the Barbarous are defeated, the scenario will end.

End
Defeating the Ogre Warlord and Succubus and returning with
Jean-Jacques will end the scenario.
No special encounters will occur on the way back to Duball,
though if Faraliel was with the party, she may fly them back to
the city for a grand entrance.
Marquis Beirre will be delighted if the PCs are able to bring
back Jean-Jacques alive. In the future, the Marquis will be
treated as a "friend" of the PCs (adding 400 points to their
Total Reputation, as though they had spent it on the bond
between characters).
In addition to the reward, the party will receive 1,000 + (1d x
10) Experience Points, as well as the Experience Points for all
of the monsters defeated along the way.

Subsequent Developments
Through this incident, the PCs will not only become
acquainted with Marquis Beirre but will also have performed
a valuable service in the name of the Kingdom of Duball. The
292
party will become famous within the kingdom, and any PCs
with Rider levels will be able to rent a Dragonet as a mount.
At the same time, it is apparent that the Barbarous were
attempting to destroy not only the kingdom, but the rest of the
continent as well. A grave threat such as this cannot be ignored,
and there is no doubt the Barbarous will try more and more
radical plans. While adventurers will undoubtedly be drawn
into this conflict, it is possible the PCs could follow up on this
attack and make an excursion into Barbarous lands.
However, if the PCs were underhanded and killed Faraliel,
their duplicity will undoubtedly be discovered before long, and
the Marquis Beirre will disavow any knowledge of the party.
They will be treated as outlaws in the Dragon Kingdom and
have their own bounty hunters chasing them to the ends of the
earth in order to extract justice for the slain dragon.

293
Divine Magic of the Malevolent
Gods

Replacement Basic Divine Spells

Priests of the Malevolent Gods have a few different spells in


their arsenal than those of the Gods of Light. Specifically, the
11th level spell "Surrender", the 12th level spell "Sacred Field",
and the 13th level spell "Erase Soulscar" are not learned.
Instead, the 11th level spell "Resignation", the 12th level spell
"Vice Field", and the 13th level spell "Instant Soulscar" are
learned in their place.
Cost
Resignation 13MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant Neg
Summary Type
Dampens the fighting spirit Psychic
Effect
Targets who fail to resist this spell will receive a -4 penalty to their
Accuracy and Spellcasting checks when one of the targets is a
Barbarous. If the target has more than 1/10th of their Maximum HP
remaining, this spell does not work.

294
Cost
Vice Field 20MP
Target Range/Area Duration Resistance
100m Radius Self/- Instant N/A
Summary
Creates a barrier blocking that hostile to your god
Effect
The target area has a barrier formed around it, preventing any
humanoid or Undead from passing through. This barrier also prevents
any spells or abilities from humanoids or Undead form passing
through as well. This barrier does not move with the caster; once the
spell is cast, the caster is free to move, and the barrier will remain
where it is.
When this spell is cast, if there are any humanoids or Undead already
within the area of this spell, the barrier will not form. Additionally, if
this effect overlaps with the range of a Sacred Field spell (see p. 156),
both spells' effects end immediately.

Cost
Instant Soulscar 20MP
Target Range/Area Duration Resistance
1 Character 30m/Target 1 minute (6 r) Temporary
Summary
Gives the target a temporary soulscar, weakening humanoids and
strengthening Barbarous
Effect
The target receives one soulscar for a split second. Depending upon
the target, this spell will act differently:
If the target is a humanoid, then they must roll a die at the beginning
of their next turn. If the result is 3 or less, then no movement or Major
Actions may be taken that turn.
If the target is a Barbarous, then they must roll a die at the beginning
of their next turn. If the result is 4 or greater, that Barbarous may take
two Major Actions that turn.

295
Specialized divine spells of Dalkhrem, God of War
Cost
Fatal Explosion 22MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- Instant Half
Summary Type
Call upon Dalkhrem's power to create a massive
Bludgeoning
attack
Effect
Deals Power 80 + Magic Power damage.

Specialized divine spells of Bragzabas, God of Decay


Cost
Pollution 17MP
Target Range/Area Duration Resistance
100m radius 30m/Target 3 minutes (18 r) Can't
Summary
Makes the area and everything within more susceptible to poison and
disease
Effect
All characters within the spell receive a -3 penalty to resist all Poison-
and Disease-type effects. The land within range becomes barren, and
any non-character plants in the spell's range will immediately die. The
land remains fallow for a year, and nothing will grow until then.

296
Specialized divine spells of Metissier, God of Immortality
Cost
Unholy Soil 50MP
Target Range/Area Duration Resistance
100l of soil Touch/- Permanent N/A
Summary Type
Desecrate soil with unholy power Curse
Effect
If the caster would die, or otherwise have their body destroyed, their
spirit will seek out this specially prepared ground, and create a new
body from the soil. The character will still receive a soulscar as with a
normal resurrection, and their MP will remain as it was when they
died, but this new body will be in perfect health, and their HP will be
restored to its maximum.
If this spell is cast on a new target, the previous target becomes inert
soil.
This spell takes one day to cast.

Specialized divine spells of Laris, God of Madness


Cost
Call Daemon 20MP
Target Range/Area Duration Resistance
Any Point 10m/Target Instant N/A
Summary
Summons a daemon from another world.
Effect
Calls a Daemon Level 13 or lower to assist the caster. The summoned
Daemon cannot use a Major Action on the turn they are summoned
but will act on their own initiative every turn thereafter.

297
Bestiary

There are many new monsters to add to Sword World,


ranging from weak Level 1 monsters to powerful Level 20
monsters. When using such high-level monsters, they will
often have a number of powerful abilities, and so the GM
should be aware of what the PCs can do in combat and adjust
accordingly. On the other hand, if it appears that the PCs will
overwhelm the monsters with little effort, think about
powering the monster up using Sword Shards.

New Additions

This book adds a few new additions to monster effects.


"/ Can't" Special Abilities
As with some spells, there are some monster special abilities
that just cannot be resisted. Whenever such an ability is used,
it will automatically take effect, and does not give the targets a
chance to resist or evade the effect.
Special Abilities using Multiple Sections
There are a few new abilities of monsters that require multiple
sections to work in conjunction with each other in order to be
used. In such cases, the sections needed must still be alive, and
must not have taken a Major Action that turn. After using such
an ability, all sections used will be considered to have taken
their Major Action for the turn.
Sometimes, there will be abilities that don't require a specific
set of sections but will grow stronger the more sections are
298
available to be used. For example, an ability may deal "2d x
(Remaining Sections)" damage, where the (Remaining
Sections) is however many sections remain that have not taken
their Major Action that turn.

Combat with NPCs

When fighting humanoid NPCs with specific character data, a


Monster Knowledge check can still be made to figure out how
strong that NPC is. The target for that check is going to be the
character's Adventurer Level +3, and if successful the target's
race, classes (and levels), and any equipment will be known.
Named equipment can be determined by a subsequent
Appraise check (see CR I: p. 117-137) to determine what
abilities it has. Upon defeat, the NPC will award (Adventurer
Level x 10) experience points.

299
Barbarous

5 Goblin Shaman
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma, Sylvan
Hab: Forest, Mountains, Caves Disp: Hostile
Rep/Weak: 13 / 16 Init: 12 Move Spd: 11 Fort: 7 (14) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 6 (13) 2d+4 7 (14) 5 31 38
Unique Skills W. P.: Magic Damage +2 pts.
[Fairy Magic (Level 5) / Magic Power Loot
8 (15)] 2-5 Bag of Silver (1d
A Goblin Shaman may cast Fairy x 30G)
Magic as a fifth-level Fairy Tamer. For 6-9 Gemstones (1d x
individual spell effects, refer to that 150G)
spell's description. 10+ Luxury
[Divine Magic (Level 2) / Magic Accessories (1d x
Power 5 (12)] 500G)
A Goblin Shaman may cast Divine
Magic as a second-level Priest. It is up
to the GM to determine any Special Divine Spells. For individual spell
effects, refer to that spell's description.
[Magic Aptitude]
A Goblin Shaman can use the Combat Feat [Metamagic/Targets].
A high-ranking Goblin that can use Fairy Magic in addition to their usual
combat prowess. While they look like normal Goblins, Goblin Shamans
are often adorned with colorful feathers and flashy jewelry to help them
stand out from other low-ranking Goblins.

300
7 Lizardman Mariner
Int: Average Perc: 5 Senses Lang: Barbaric, Lizardman, Dragonic
Hab: Swamp, Wetlands Disp: Hostile
Rep/Weak: 12 / 16 Init: 15 Move Spd: 14 / 14 (Swimming)
Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 10 (17) 2d+6 9 (16) 8 54 20
Unique Skills W. P.: Earth Damage +3 pts.
[Cooperation] Loot
A Lizardman Mariner gains a bonus 2-9 None
to their Accuracy equal to the number 10+ Silver Medal
of other Lizardman Mariners in the (700G)
same battlefield, up to a maximum of
+4.
[Revenge]
When another Lizardman in the same battlefield is defeated, the
Lizardman Mariner gains a cumulative +2 bonus to damage for 10
seconds (1 round).
[Underwater Aptitude]
A Lizardman Mariner is able to move in water without penalty.
A member of an elite group of Lizardmen, trained to rush into enemy
territory and create openings for other Barbarous from within. In the
past, there was worry that these elite Lizardmen would take down cities
under a united leadership. However, with no central power to unite
them, they pose less of a threat nowadays.

301
10 Yeti
Int: Low Perc: 5 Senses Lang: Giantish
Hab: Cold Regions, Snowy Mountains Disp: Hostile
Rep/Weak: 14 / 17 Init: 15 Move Spd: 17 Fort: 15 (22) Will: 12 (19)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw
(Upper 13 (20) 2d+11 12 (19) 10 60 21
Body)
Kick
(Lower 12 (19) 2d+9 10 (17) 12 72 12
Body)
Sections: 2 (Upper Body / Lower Weak Point: Fire Damage +3 pts.
Body) Main Section: Upper Body
Unique Skills Loot
• Yeti 2-6 None
[Water/Ice Immunity] 7 - 12 White Fur Pelt
A Yeti takes no damage from (1,000G)
Water/Ice-type effects. 13+ Silver Fur Pelt
• Upper Body (9,000G)
[Continuous Attack]
If a Yeti successfully hits a target in
melee, they may make a second attack against the same target.
• Lower Body
[Large Body]
As long as the Yeti Lower Body's HP is 1 or more, the Upper Body
receives a +4 bonus to melee Evasion checks. When the Lower Body
falls to 0 HP or lower, this effect disappears.
A snow giant covered in white hair, a Yeti stands tall at over 5m. Often
found in cold and snowy areas, Yetis are quite territorial, and will
mercilessly defend their territory from any invaders. Their arms are
larger than their body, and their devastating claw attacks can rend steel
with little effort, so retreat is recommended if accidentally angering one.

302
11 Ogre Berserker
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Ogrish, Drakish
Hab: Various Disp: Hostile
Rep/Weak: 15 / 19 Init: 17 Move Spd: 19 Fort: 16 (23) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 15 (22) 2d+14 12 (19) 13 88 13
Unique Skills W. P.: Magic Damage +2 pts.
[Continuous Attack II] Loot
If an Ogre Berserker successfully hits 2-8 Bag of Silver
a target in melee, they may make a (200G)
second attack. If a second attack hits 9 - 12 Gemstones (1d x
they can make a third attack against 500G)
the same target. 13+ Golden
[Power Attack II] Berserker
An Ogre Berserker can deal an Accessory
additional +12 damage on their next (4,500G)
attack. However, any Evasion Check
made by the Ogre Berserker this turn
receives a -2 penalty.
While these Ogres cannot shapeshift or use magic like their brethren,
their relentless attacks and savage strength more than make up for those
shortcomings. While dumb in comparison, Ogre Berserkers are quite
happy to just be able to fight and will find joy in running down those
weaker than them.

303
11 Leanan Sidhe
Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Nosferatu, Trade Common
Hab: Various Disp: Hostile
Rep/Weak: 15 / 22 Init: 18 Move Spd: 18 Fort: 13 (20) Will: 16 (23)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 15 (22) 2d+11 14 (21) 11 72 33
Unique Skills W. P.: Accuracy +1
[Bloody Temptation / 14 (21) / Will / Loot
Negated] Always Leanan Sidhe
On a successful Claw attack, the Blood (1,000G)
Leanan Sidhe can choose to drink 2-8 None
blood instead of dealing damage. 9 - 12 Barbarous
When doing so, the target must make Decree (500G)
a Willpower check or be affected by 13+ Ring of Ruddy
the Leanan Sidhe's curse, whose
Complexion
effects depend upon how many times
(9,500G)
they have failed the Willpower check.
This curse has a target power of 21 for "Remove Curse” but can also be
broken if the target drinks the blood of the same Leanan Sidhe that has
drunk theirs. This ability can only be used once per day per target.
1 - 3: The target will act as though the Leanan Sidhe is a trusted ally and
will try to sabotage any combat between the Leanan Sidhe and the party.
The target will help the Leanan Sidhe, so long as it does not cause any
loss of life, property, or status.
4 - 5: The Leanan Sidhe's wants, and needs will be the highest priority,
with even the target's own life, property and status being secondary.
When in combat, the target will at first take no action against the Leanan
Sidhe but will move to help them as an ally once their HP has been
reduced.
6: The Leanan Sidhe is an equal to the target, who is willing to part with
everything short of their own life in order to keep the Leanan Sidhe alive
and happy. The target will not hesitate to join the Leanan Sidhe should
combat break out.
7: The target exists solely to serve the Leanan Sidhe, and would die for
the Leanan Sidhe, were they to command it.
[Spy Knowledge]
The Leanan Sidhe is immune to the effects of Swords of Protection.

304
A Barbarous created by the whims of an immortal Nosferatu, the Leanan
Sidhe appears as a beautiful woman with pale skin, a slim body, and
sharp fangs. Usually seen as a servant to the highest-ranking Barbarous
in the area, they can also slip past the protection offered by Swords of
Protection in order to carry out espionage missions. Unlike other
Nosferatu, the Leanan Sidhe can walk around in sunlight without any ill
effects, making them incredibly dangerous foes if they need to dirty their
hands in combat.
Leanan Sidhe, when working in human territory, will try and find their
target, get close to them, and then drink their blood. Doing so puts their
target under their thrall, while the target thinks of the Leanan Sidhe as a
new lover, living their life as normal otherwise. Due to the effects of the
curse, however, the target will become weakened and pale as time passes.

12 Succubus
Int: Average Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 17 / 20 Init: 19 Move Spd: 19 / 38 (Flying)
Fort: 15 (22) Will: 17 (24)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 13 (20) 2d+14 13 (20) 10 88 108
Unique Skills W. P.: Magic Damage +2 pts.
[Spiritualism Magic, Divine Magic Loot
(Level 12) / Magic Power 16 (23)] Always Succubus
A Lesser Manticore may cast both Perfume (400G)
Spiritualism and Divine Magic as a 2-8 None
twelfth-level Conjurer and Priest. It is 9 - 12 Beautiful Tail
up to the GM to determine any (3,000G)
Special Divine Spells. For individual
13+ Captivating Tail
spell effects, refer to that spell's
(7,000G)
description.
[Magic Aptitude]
A Succubus can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets], and
[Wordbreak].

305
[Indecent Dreams / 16 (23) / Will / Negated]
A Succubus can drain energy from a target within a 20m radius, dealing
them 2d Curse-type damage to either their HP or MP and causing them
to fall asleep immediately. The Succubus must choose whether to target
HP or MP for each use of Indecent Dreams and will regain HP or MP
equal to the damage dealt. This ability will still affect those who don't
normally sleep.
[Flight]
A Succubus receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
Appearing as a beautiful person with bat wings, these Barbarous are
commonly called a Succubus, though technically males of the species are
an Incubus. Regardless of the name, these Barbarous will invade dreams
and turn them quite salacious, draining energy from their victims through
lewd acts. They can even cause sleep in those who would not normally
sleep, meaning no one is off limits to their energy draining abilities.

306
13 Ogre Warlord
Int: Average Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Drakish, Ogrish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 16 / 20 Init: 20 Move Spd: 20 Fort: 18 (25) Will: 18 (25)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 17 (24) 2d+15 14 (21) 16 121 69
Unique Skills W. P.: Physical Damage +2 pts
[Truespeech Magic (Level 10) / Magic Loot
Power 14 (21)] 2-8 Bag of Gold
An Ogre Warlord may cast (1,400G)
Truespeech Magic as a tenth-level 9 - 12 Luxury
Sorcerer. For individual spell effects, Accessories (2d x
refer to that spell's description. 500G)
[Magic Aptitude] 13+ Royal Treasured
An Ogre Warlord can use the Sword (8,000G)
Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control],
[Metamagic/Targets], [Multi-Action], and [Wordbreak].
[Master Warrior]
An Ogre Warlord can use the Combat Feat [Battle Master].
[Mana Strike]
An Ogre Warlord may deal an additional +14 damage to their next
melee attack. If they do, they receive a -1 penalty to Evasion, Fortitude,
and Willpower checks until their next turn.
Though unable to transform, Ogre Warlords are a higher breed of Ogre,
able to learn combat and become master tacticians like no other Ogre
can. While not much different in outward appearances, Ogre Warlords
will often stand out due to an abundance of various crowns, necklaces,
and other such ornamentation they wear. Additionally, every Ogre
Warlord has a fancy sword, more treasure than weapon, that shows their
dedication to the Barbarous cause.

307
15 Hecatoncheires
Int: Average Perc: 5 Senses (Darkvision) Lang: Barbaric, Giantish
Hab: Various Disp: Hostile
Rep/Weak: 16 / 22 Init: 20 Move Spd: 20 Fort: 21 (28) Will: 19 (26)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Upper
- - 19 (26) 12 98 35
Body
Weapon
(Arm) 21 (28) 2d+19 21 (28) 9 63 18
x6
Kick
(Lower 19 (26) 2d+21 18 (25) 12 87 23
Body)
Sections: 8 (Upper Body / Arm x6 / Weak Point: Physical Damage +2
Lower Body) Main Section: Upper pts.
Body
Unique Skills Loot
• Arm Always Massive Weapon
[Swords Dance / Can't] x6 (1,800G)
The Hecatoncheires does a strange, 2-7 None
flailing dance that deals 2d + 8 - 12 Lump of Silver
(Remaining Arms) + 5 Physical (3,600G)
damage to one target in the same 13+ Lump of Gold
battlefield. Because of the weird (18,000G)
movements of the dance, this attack
cannot be Evaded. All remaining Arms must be able to take a Major
Action to use this ability.
[Limited Attacks]
Due to the size of the Hecatoncheires, only two Arms can make attacks
on a single target during a single round.
• Lower Body
[Large Body]
As long as the Hecatoncheires Lower Body's HP is 1 or more, the Upper
Body receives a +4 bonus to melee Evasion checks. When the Lower
Body falls to 0 HP or lower, this effect disappears.
A giant with 12 arms, 6m tall, the Hecatoncheires is built solely for war.
With six arms holding weapons and six holding shields, it will honor

308
those who are willing to stand firm and challenge his might, while
spurning those who would use cowardly tactics. These giants are often
entrusted to guard important locations, often vaults and other valuable
storerooms, and are rarely encountered outside.

15 Leanan Sidhe Assassin


Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Nosferatu, Trade Common
Hab: Various Disp: Hostile
Rep/Weak: 18 / 25 Init: 22 Move Spd: 20 Fort: 19 (26) Will: 22 (28)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 21 (28) 2d+16 20 (17) 16 108 96
Unique Skills W. P.: Accuracy +1
[Bloody Temptation / 20 (27) / Will / Loot
Negated] Always Leanan Sidhe
On a successful Claw attack, the Blood (1,000G)
Leanan Sidhe can choose to drink 2-8 None
blood instead of dealing damage. 9 - 12 Kinship Decree
When doing so, the target must make (5,000G)
a Willpower check or be affected by 13+ Ring of Crimson
the Leanan Sidhe's curse, whose Complexion
effects depend upon how many times (12,000G)
they have failed the Willpower check.
This curse has a target power of 27 for "Remove Curse” but can also be
broken if the target drinks the blood of the same Leanan Sidhe that has
drunk theirs. This ability can only be used once per day per target.
1 - 3: The target will act as though the Leanan Sidhe is a trusted ally and
will try to sabotage any combat between the Leanan Sidhe and the party.
The target will help the Leanan Sidhe, so long as it does not cause any
loss of life, property, or status.
4 - 5: The Leanan Sidhe's wants, and needs will be the highest priority,
with even the target's own life, property and status being secondary.
When in combat, the target will at first take no action against the Leanan
Sidhe but will move to help them as an ally once their HP has been
reduced.
6: The Leanan Sidhe is an equal to the target, who is willing to part with
everything short of their own life in order to keep the Leanan Sidhe alive

309
and happy. The target will not hesitate to join the Leanan Sidhe should
combat break out.
7: The target exists solely to serve the Leanan Sidhe, and would die for
the Leanan Sidhe, were they to command it.
[Bloody Change / 20 (27) / Will / Negated]
On a successful Claw attack, the Leanan Sidhe can choose to drink
blood instead of dealing damage. When doing so, the target must make
a Willpower check or be affected by the Leanan Sidhe's curse, whose
effects depend upon how many times they have failed the Willpower
check. This curse has a target power of 26 for "Remove Curse” but can
also be broken if the target drinks the blood of the same Leanan Sidhe
that has drunk theirs. This ability can only be used once per day per
target.
1st time: The Leanan Sidhe knows the target's name and will be able to
take their appearance.
2nd time: The Leanan Sidhe knows the target's most common
mannerisms, quirks, and tone and can reproduce them, though close
friends and family will notice something off. Additionally, the Leanan
Sidhe knows the target's family and close acquaintances.
3rd time: The Leanan Sidhe can perfectly copy all of the target's
mannerisms, quirks, and tone, undetectable to even close friends and
family of the target. The target begins to notice they are becoming more
forgetful but will rationalize it away.
4th time: The Leanan Sidhe gains a wide range of the target's memories
and can call upon a good deal of the character's knowledge. The target
now suffers from significant memory loss and will have some trouble
with everyday life. Past experiences, old promises, and even locations of
stored items and equipment are all difficult, if not impossible, to recall.
5th time: The Leanan Sidhe gains the lowest-level class of the target
(randomly determined if more than one), while the target loses access to
that class entirely.
6th time: The Leanan Sidhe knows all of the target's memories, as well
as the highest-level class of the target (randomly determined if more than
one). The target will have lost enough memory and ability to the point
where even daily life is difficult.
7th time: The Leanan Sidhe has access to all of the target's combat
abilities, Combat Feats, all classes, etc., and for all intents and purposes
can become an exact copy of the target. Meanwhile, the target is little
more than a living corpse.
[Spy Knowledge]
The Leanan Sidhe is immune to the effects of Swords of Protection.

310
Among the Leanan Sidhe, there are only a few elites who are skilled
enough to call themselves "Assassins". Under the command of older
Nosferatu, these Assassins will infiltrate large cities in order to find and
impersonate important targets, whether high-ranking officials or famous
adventurers. Once this impersonation is complete, the Assassin will open
the city to Barbarous invasions, taking down civilization from the inside.

311
17 Drake Count (Human Form)
Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 18 / 25 Init: 23 Move Spd: 30 / 60 (Flying)
Fort: 23 (30) Will: 23 (30)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 23 (30) 2d+21 21 (28) 21 140 90
Unique Skills W. P.: Magic Damage +2 pts.
[Spiritualism Magic (Level 15) / Magic Loot
Power 21 (28)] Always Heraldic Ring
A Drake Count (Human Form) may (3,000G)
cast Spiritualism spells as a fifteenth- 2-7 None
level Conjurer. For individual spell 8 - 12 Beautiful
effects, refer to that spell's description. Draconian Horn
[Magic Aptitude] (4,200G)
A Drake Count (Human Form) can
13+ Noble Draconian
use the Combat Feats [Guided
Horn (12,000G)
Magic], [Magic Convergence], [Magic
Control], [Metamagic/Distance], [Hawk Eye], [Multi-Action] and
[Wordbreak].
[Master Warrior]
A Drake Count (Human Form) can use the Combat Feat [Battle
Master].
[Techniques]
A Drake Count (Human Form) can use the "Beetleskin", "Cat's Eyes",
"Recovery (9 HP)", "Giant Arms", and "Sphinx Knowledge" Techniques.
[Flight]
A Drake Count (Human Form) receives a +1 bonus to Accuracy (only
for melee attacks) and Evasion while flying.
[Greater Mana Strike]
A Drake Count (Human Form) may gain a +6 bonus to Accuracy and
deal an additional +21 damage with their next melee attack. If they do,
they receive a -2 penalty to Evasion, Fortitude, and Willpower checks
until their next turn.
[Dragonification]
As a Major Action, the Drake Count transforms into a draconic form,
healing all HP and MP. Any lingering magical effects are removed as

312
well. For more information, see the Drake Count (Dragon Form) data.
A Drake Count cannot transform for an hour after using this ability.
One of the highest-ranking Barbarous, Drake Counts have a regal air
about themselves that lesser Drakes do not. While they may be the same
as other Drakes physically, a Drake Count's appearance and mannerisms
have that noble look about them, unconsciously showing off their status
to other Barbarous. At the same time, Drake Counts are masterful
combatants and tacticians, able to control thousands of Barbarous
beneath them with ease.

18 Drake Count (Dragon Form)


Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 19 / 26 Init: 23 Move Spd: 30 / 60 (Flying)
Fort: 24 (31) Will: 24 (31)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
23 (30) 2d+22 22 (29) 22 150 90
(Body)
Wing
(Wings) 24 (31) 2d+18 19 (26) 19 80 46
x2
Sections: 3 (Body / Wings x2) Weak Point: Magic Damage +2
Main Section: Body pts.
Unique Skills Loot
• Drake Count (Dragon Form) Always Heraldic Ring
[Master Warrior] (3,000G)
A Drake Count (Dragon Form) can 2-7 None
use the Combat Feat [Battle Master]. 8 - 12 Beautiful
[Techniques] Draconian Horn
A Drake Count (Dragon Form) can (4,200G)
use the "Beetleskin", "Cat's Eyes", 13+ Noble Draconian
"Recovery (9 HP)", "Giant Arms", and Horn (12,000G)
"Sphinx Knowledge" Techniques.
313
[Shimmering Scales]
A Drake Count (Dragon Form) takes no damage from Energy-type
effects.
[Humanification]
As a Minor Action, a Drake Count (Dragon Form) can change from a
draconic form to a human. However, any HP lost as a dragon is carried
over as a human, which may cause death if enough HP is lost. For more
information, see the Drake Count (Dragon Form) data.
• Body
[Spiritualism Magic (Level 15) / Magic Power 21 (28)]
A Drake Count (Dragon Form) may cast Spiritualism spells as a
fifteenth-level Conjurer. For individual spell effects, refer to that spell's
description.
[Magic Aptitude]
A Drake Count (Dragon Form) can use the Combat Feats [Guided
Magic], [Magic Convergence], [Magic Control], [Metamagic/Distance],
[Hawk Eye], [Multi-Action] and [Wordbreak].
[Energy Breath II / 23 (30) / Fort / Half]
The Drake Count (Dragon Form) may vomit a mass of pure energy,
directed towards a single point. The energy travels up to a range of 50m,
exploding upon impact into a 6m radius explosion of pure energy,
dealing 2d + 25 Energy-type damage to up to 20 targets in the area. This
ability cannot be used in consecutive turns.
[Greater Mana Strike]
A Drake Count (Dragon Form) may gain a +6 bonus to Accuracy and
deal an additional +21 damage with their next melee attack. If they do,
they receive a -2 penalty to Evasion, Fortitude, and Willpower checks
until their next turn.
• Wings
[Flight]
A Drake Count (Dragon Form) receives a +1 bonus to Accuracy (only
for melee attacks) and Evasion while flying. If one of the wings falls to 0
HP or lower, this ability cannot be used.
A massive beast, the dragon form of a Drake Count is much larger than
those of the Drake Barons underneath them. With glistening translucent
green scales, its glory is only surpassed by its frightening combat ability.

314
19 Vampire Rose (Vampire Form)
Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Nosferatu, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 21 / 27 Init: 25 Move Spd: 27 / 54 (Flying)
Fort: 25 (32) Will: 26 (33)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 23 (30) 2d+20 25 (32) 21 144 144
Unique Skills W. P.: Physical Damage +2
pts.
[Truespeech Magic, Spiritualism Loot
Magic, Divine Magic (Level 15) / Always Tainted Ashes
Magic Power 24 (31)] (10,000G)
A Vampire Rose (Vampire Form)
may cast Truespeech, Spiritualism
2-8 None
and Divine Magic as a fifteenth-level 9 - 12 Immortal Cloak
Sorcerer, Conjurer and Priest. It is up (10,000G)
to the GM to determine any Special 13+ Rose Coat of
Divine Spells. For individual spell Arms Accessory
effects, refer to that spell's description. (20,000G)
[Magic Aptitude]
A Vampire Rose (Vampire Form) can use the Combat Feats [Guided
Magic], [Magic Convergence], [Magic Control], [Metamagic/Distance],
[Metamagic/Targets], [Metamagic/Time], [Hawk Eye], [Multi-Action]
and [Wordbreak].
[Flight]
A Vampire Rose (Vampire Form) receives a +1 bonus to Accuracy (only
for melee attacks) and Evasion while flying.
[Normal Weapon Immunity]
A Vampire Rose (Vampire Form) is immune to damage from normal
weapons and can only be harmed with silver or magical weapons.
[Rose Enchantment / 22 (29) / Will / Negated]
By releasing a fragrance that smells like a rose's, the Vampire Rose
(Vampire Form) can enthrall a target within a 20m radius. The target will
follow the Vampire Rose's orders for 10 seconds (1 round) but has a -2
penalty on all Actions as they are not in full control of their body. This
ability happens automatically at the beginning of the Vampire Rose's
turn, with the Vampire Rose able to give commands as a Minor Action
during their turn. This is a Psychic-type effect.
315
[Double Claws]
When dealing damage with a Claw attack, damage is rolled twice and
added during damage calculation.
[Blood Suck]
On a successful Claw attack, the Vampire Rose (Vampire Form) can
choose to drink blood instead, dealing 2d + 30 damage. The Vampire
Rose heals HP equal to the total damage dealt.
If the target is reduced to 0 HP or lower from this attack, they receive a
-15 penalty to their next Death Check. If the character fails this Death
Check, they receive an extra 5 soulscars, and rise as a Blood Sucker.
If the Vampire Rose does not use this ability at least once every 7 days,
they lose 9 HP and MP per week (cumulative) that they do not drain
blood, and also cannot use their "Regeneration" ability. These penalties
immediately go away once the Vampire rose successfully drains blood.
[Regeneration]
At the end of each round, a Vampire Rose (Vampire Form) recovers 9
HP.
[Vampire Body]
As long as a Vampire Rose (Vampire Form) is under sunlight, it receives
a -2 penalty to all Accuracy and Evasion Checks. Additionally, the
Vampire Rose cannot use their "Regeneration" or "Normal Weapon
Immunity" abilities, and at the end of each round, the Vampire Rose is
dealt 9 Magic damage. This damage cannot be reduced by any means.
[Bat Form]
As a Minor Action, the Vampire Rose transforms into a myriad of bats,
each about 10cm long. For more information, see the Vampire Rose
(Bat Form) data. A Vampire Rose cannot transform during the same
turn they use their [Vampire Form] ability.
[Resurrection]
After 7 days, the Vampire Rose will revive itself from the collection of
tainted ashes that it leaves behind when "killed". In order to prevent this
from occurring, the ashes must be dispersed into free-flowing water or
stored in a place sacred to one of the Gods of Light. However, in order
for these methods to be effective, the character performing the deed
must have succeeded on their Monster Knowledge check enough to
know the Vampire Rose's Weakness. If they have not, then the Vampire
Rose will still resurrect itself after 7 days, even if these deeds are
performed.
One of the highest-ranking Barbarous, Drake Counts have a regal air
about themselves that lesser Drakes do not. While they may be the same
as other Drakes physically, a Drake Count's appearance and mannerisms

316
have that noble look about them, unconsciously showing off their status
to other Barbarous. At the same time, Drake Counts are masterful
combatants and tacticians, able to control thousands of Barbarous
beneath them with ease.

19 Vampire Rose (Bat Form)


Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Nosferatu, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 21 / 27 Init: 25 Move Spd: 54 (Flying)
Fort: 25 (32) Will: 26 (33)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None - - 25 (32) 21 144 144
Unique Skills W. P.: Physical Damage +2
pts.
[Truespeech Magic, Spiritualism Loot
Magic, Divine Magic (Level 15) / Always Tainted Ashes
Magic Power 24 (31)] (10,000G)
A Vampire Rose (Bat Form) may cast
Truespeech, Spiritualism and Divine
2 - 8 None
Magic as a fifteenth-level Sorcerer, 9 - 12 Immortal Cloak
Conjurer and Priest. It is up to the (10,000G)
GM to determine any Special Divine 13+ Rose Coat of
Spells. For individual spell effects, Arms Accessory
refer to that spell's description. (20,000G)
[Magic Aptitude]
A Vampire Rose (Bat Form) can use the Combat Feats [Guided Magic],
[Magic Convergence], [Magic Control], [Metamagic/Distance],
[Metamagic/Targets], [Metamagic/Time], [Hawk Eye], [Multi-Action]
and [Wordbreak].
[Flight]
A Vampire Rose (Bat Form) receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying.
[Normal Weapon Immunity]
A Vampire Rose (Bat Form) is immune to damage from normal
weapons and can only be harmed with silver or magical weapons.

317
[Resurrection]
After 7 days, the Vampire Rose will revive itself from the collection of
tainted ashes that it leaves behind when "killed". In order to prevent this
from occurring, the ashes must be dispersed into free-flowing water or
stored in a place sacred to one of the Gods of Light. However, in order
for these methods to be effective, the character performing the deed
must have succeeded on their Monster Knowledge check enough to
know the Vampire Rose's Weakness. If they have not, then the Vampire
Rose will still resurrect itself after 7 days, even if these deeds are
performed.
[Vampire Form]
As a Minor Action, the Vampire Rose transforms into its original
vampire form. For more information, see the Vampire Rose (Vampire
Form) data. A Vampire Rose cannot transform during the same turn
they use their [Bat Form] ability.
[Bat Dance / Can't]
The Vampire Rose (Bat Form) swarm around a single target in the same
battlefield, dealing Physical damage equal to 1/3 the Vampire Rose's
Current HP (rounded down) + 10. Because of the number and size of
the bats, this attack cannot be Evaded.
[Swarm]
When targeting the Vampire Rose (Bat Form) or another character in
the same battlefield, the Combat Feats [Precise Shot], [Guided Magic]
and [Magic Control] cannot be used.
Vampires are immortal Nosferatu, with shining red eyes and sharp,
pointed fangs. In order to keep themselves alive, they must feed on the
blood of humanoids. Many vampires can trace their lineage to the head
of the clan, proven leaders both in and out of combat. However, some
Lesser Vampires are initiated into the clan through a "Sanguine Vow", a
bloody deal from the head of the clan drawn up in order to introduce
new vampires into the clan. These vampires are often leading a number
of Lesser Vampires, as well as a few Leanan Sidhe.
In order to become even a Lesser Vampire, however, A Vampire must
perform a ritual called a "Blood Kiss". This ritual involves giving their
own blood to the vampire-to-be over the course of seven consecutive
nights. After the seventh Blood Kiss, the recipient rises as a Lesser
Vampire, in thrall to their Vampire elder and unable to disobey their
orders.
Vampire Roses are one of a few different branches under the Frau clan,
along with the Vampire Lily, Vampire Daisy, and Vampire Shamrock
branches. Each of these is so named as the vampires will exude a faint

318
scent of the flower they are named after, even if they have been reduced
to ashes by adventurers. Vampire Roses in particular often dress in flashy
red velvet outfits and move with an unearthly grace. The scent of roses is
always about them, and this scent has been known to be disorientating
and can fascinate the simple-minded.

319
Animals

2 Giant Centipede
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Caves Disp: Hostile
Rep/Weak: 7 / 11 Init: 9 Move Spd: 14 Fort: 3 (10) Will: 2 (9)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 3 (10) 2d 2 (9) 3 16 3
Unique Skills W. P.: Physical Damage +2 pts
[Poison / 3 (10) / Fort / Negated] Loot
If the Giant Centipede hits with their 2-5 None
Bite attack, the target must 6-9 Chitin Shell
immediately make a Fortitude check. (30G)
If they fail to resist, they receive an 10+ Quality Chitin
extra 6 Poison-type damage. Shell (100G)

A huge centipede, measuring 1m long all together, that has developed


large fangs. Giant Centipedes will attack humanoids and animals alike,
feeding on their flesh. It's said that a light tonic can be made by crushing
its shell, though the effectiveness of such a drink is in question.

320
2 Dolphin
Int: Average Perc: 5 Senses Lang: Sea Animal
Hab: Ocean Disp: Neutral
Rep/Weak: 6 / 11 Init: 11 Move Spd: 25 (Swimming)
Fort: 4 (11) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 4 (11) 2d+2 3 (10) 3 23 9
Unique Skills W. P.: Fire Damage +3 pts.
[Underwater] Loot
The Dolphin doesn't receive penalties 2-5 None
for moving or taking Actions in water. 6-9 Pearl Fragments
However, it can't perform any Action (50G)
without water. 10+ Ocean Pearl
(200G)

This species of Dolphin grows to around 3m long, and is highly


intelligent, able to speak their own language. While Dolphins often live-
in groups out in the seas and open ocean, they will rarely come to the
coast and attempt to make contact with humanoids. There are some who
have even been trained by humans to allow riders on their back, though
preparations need to be made to allow the rider to breathe underwater.

321
3 Anaconda
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Caves Disp: Hungry
Rep/Weak: 8 / 12 Init: 11 Move Spd: 15 Fort: 6 (13) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Constrict 5 (12) 2d+3 3 (10) 4 29 9
Unique Skills W. P.: Magic Damage +2 pts.
[Tightening Constriction] Loot
A successful hit from a Constrict 2-5 Snakeskin (20G)
attack entangles the target. Each 6-9 Fine Snakeskin
round, the entangled target is hit (150G)
automatically by the Anaconda, and 10+ Premium
makes all Accuracy and Evasion Snakeskin
Checks with a -2 penalty. (320G)
Removing the entangling constriction
requires an (Adventurer Level +
Strength bonus) Check opposed by the Anaconda's Accuracy check.
This check may be made by another person as well. If successful, the
target is not entangled anymore.
A large snake, an Anaconda measures around 2m in length. Its preferred
method of attack is to hide in trees as though it were a large vine, then
drop down onto unsuspecting prey. The coils of an Anaconda can
constrict and suffocate something as large as a cow. The skin of the
Anaconda is prized for its capabilities when turned into leather, and
adventurers are often sent to procure such skins.

322
4 Vulture
Int: Animal Perc: 5 Senses Lang: None
Hab: Mountains, Forest Disp: Hungry
Rep/Weak: 9 / 13 Init: 15 Move Spd: 30 (Flying) Fort: 7 (14) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak 6 (13) 2d+6 5 (12) 5 35 12
Unique Skills W. P.: Magic Damage +2 pts.
[Flight] Loot
A Vulture receives a +1 bonus to Always Flight Feathers
Accuracy (only for melee attacks) and (100G)
Evasion while flying. 2-8 Cheap Meat
(100G)
9+ Fine Meat (200G)

A large bird of prey that tends to live in high mountains or canyons. A


Vulture's wingspan can reach up to 3m, and with that it can easily carry
away both livestock and humanoids. Normally, they are content to fly
high above, but when hungry will descend to catch prey to bring back to
their nest.

323
5 Tiger
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 10 / 14 Init: 14 Move Spd: 22 Fort: 8 (15) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 7 (14) 2d+8 8 (15) 4 38 13
Unique Skills W. P.: Accuracy +1
[Fast Action] Loot
During the first round of combat, if Always Large Fangs
the Tiger won initiative, it may take (100G)
two Major Actions that round. 2-6 None
However, it can only take one Move. 7 - 12 Tiger Pelt (200G)
[Continuous Attack] 13+ Fine Tiger Pelt
If the Tiger successfully hits a target in (600G)
melee, they may make a second attack
against the same target.
A four-legged carnivore with black and orange stripes. A ferocious feline,
these large cats are experts at hunting alone, hiding with their striped
camouflage and striking unexpectedly. Their fur is prized by fashion
enthusiasts, and high-quality pelts can fetch a good price at the market.

324
5 Hippopotamus
Int: Animal Perc: 5 Senses Lang: None
Hab: Coast Disp: Neutral
Rep/Weak: 10 / 14 Init: 10 Move Spd: 10/ 20 (Swimming)
Fort: 8 (15) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Snapping
5 (12) 2d+8 5 (12) 7 45 12
Bite
Unique Skills W. P.: Fire Damage +3 pts.
[Underwater Aptitude] Loot
A Hippopotamus is able to move in 2-6 None
water without penalty. 7 - 12 Large Fang
[Loud Roar] (150G)
As a Major Action, the 13+ Large Fangs x4
Hippopotamus can let loose a loud (600G)
bellowing roar, able to be heard up to
100m away, then rolls 2d. If the result
is 10 or more, then another Hippopotamus will join combat after 1d
rounds, looking to help their comrades. The GM may adjust the number
of Hippopotamuses appearing from this ability (even to 0, if
appropriate), according to the situation. This ability cannot be used on
consecutive turns.
A rotund mammal with thick, pebbly grey skin, a Hippopotamus is
actually made mostly of thick muscle, not fat. While not always traveling
in the tightest of groups, Hippos will rarely travel alone, and others are
little more than a bellowing roar away. They are quite mild animals, only
becoming hostile if attacked, or to protect their young. Once provoked,
however, they are quite powerful animals, and have incredible strength
for an animal of their size. If a Hippopotamus feels like it is outmatched,
it will attempt to call on others to help take down threats tougher than
itself.

325
6 Iron Turtle
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean, Coast, River, Swamp Disp: Neutral
Rep/Weak: 12 / 17 Init: 10 Move Spd: 10 / 30 (Swimming)
Fort: 9 (16) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 7 (14) 2d+9 7 (14) 10 43 12
Unique Skills W. P.: Fire Damage +3 pts.
[Underwater Aptitude] Loot
An Iron Turtle is able to move in 2-8 Sturdy Shell
water without penalty. (200G)
[Shell Guard] 9+ High-Quality
As a Major Action, the Iron Turtle Shell (1,200G)
can retract into its shell, increasing its
Defense to 20 for 10 seconds (1
round).
[Cover]
As a Minor Action, the Iron Turtle can cover an ally in the same
battlefield for 10 seconds (1 round), so that the next melee or ranged
attack against the ally is made against the Iron Turtle instead.
A large turtle, ranging anywhere from 1 to 3 m in size, it gets its name
because of its shell being as hard as iron. These turtles are fairly docile,
slow to move and unlikely to cause any harm. However, because their
shell is used in a variety of crafts, overfishing has led to a decline in their
population and the Iron Turtle is becoming harder to find in the wild.

6 Elephant
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands Disp: Neutral
Rep/Weak: 12 / 16 Init: 14 Move Spd: 20 Fort: 10 (17) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tusk
8 (15) 2d+7 7 (14) 7 37 12
(Head)
Trample
8 (15) 2d+10 6 (13) 6 44 18
(Body)

326
Sections: 2 (Head / Body) Weak Point: Magic Damage +2
Main Section: Head pts.
Unique Skills Loot
• Head 2-6 Damaged Ivory
[Throw / 5 (12) / Evasion / Negated] Tusk (100G)
The Elephant attempts to grab a 7 - 12 Ivory Tusk
target. If successful, the target is (500G)
thrown out of the battlefield 15m in a 13+ Fine Ivory Tusk
direction of the Elephant's choice. (2,000G)
Upon landing, the target will receive
15 physical damage and is knocked
prone.
[Loud Roar]
As a Major Action, the Elephant can let loose a loud trumpeting, able to
be heard up to 100m away, then rolls 2d. If the result is 10 or more, then
another Elephant will join combat after 1d rounds, looking to help their
comrades. The GM may adjust the number of Elephants appearing from
this ability (even to 0, if appropriate), according to the situation. This
ability cannot be used on consecutive turns.
• Body
[Large Body]
As long as the Elephant Body's HP is 1 or more, the Head receives a +4
bonus to melee Evasion checks. When the Body falls to 0 HP or lower,
this effect disappears.
[Trample with Both Feet]
The Elephant may Trample twice during the same turn but must attack
two different targets when doing so.
Elephants are massive mammals, often 5m tall or larger, found in
grasslands and wilderness. Despite its size, they are fairly easygoing and
tend not to attack unless threatened. Some Elephants have even been
trained as exotic mounts, instead of training horses. Their tusks are
highly valued for crafts and fashion, and ivory poachers are a constant
threat.

6 Grizzly Bear
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Mountains Disp: Hungry
Rep/Weak: 12 / 16 Init: 14 Move Spd: 18 Fort: 9 (16) Will: 6 (13)

327
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 8 (15) 2d+8 7 (14) 14 49 14
Unique Skills W. P.: Magic Damage +2 pts.
[Double Attack] Loot
A Grizzly Bear can make two Claw Always Bear Fur (150G)
attacks each round, though each 2 - 12 Bear Paws
attack requires its own Accuracy (300G)
check. 13+ Aromatic Bear
[Bear Hug] Paws (1,200G)
If the Grizzly Bear successfully hits
with both Claw attacks, they can then
entangle the target. Each round, the entangled target is hit automatically
by the Grizzly Bear, dealing 2d + 16 damage, and cannot move or make
any melee or ranged attacks. Removing the bear hug requires an
(Adventurer Level + Strength bonus) Check opposed by the Grizzly
Bear's Accuracy check. This check may be made by another person as
well. If successful, the target is not entangled anymore. The Grizzly Bear
cannot attack another target while holding a Bear Hug but can release it
as a Minor Action.
[Power Attack]
The Grizzly Bear can deal an additional 4 damage on their next attack.
However, any Evasion Check made by the Grizzly Bear this turn receives
a -2 penalty.
A large bear with grey-brown fur, Grizzlies can stand on their hind legs
to intimidate would-be predators, standing around 2-3m tall when doing
so. In the summer, they will rarely appear to those wandering in the
wilderness, but as the seasons change, they will attack livestock in order
to build up bulk for their winter hibernation. Grizzlies are especially
dangerous during the springtime, as they are ravenously hungry after
their hibernation.
Bear paws, specifically the right paw, are used as ingredients in high-end
cuisine, as the right paw is the one used to scoop honey. It is said that
honey has infused itself into the skin of the bear, giving the paw an almost
sweet, gamey flavor. The left paw, however, is rarely used and often
discarded as there is little demand for it.

328
7 Sabertooth Tiger
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Mountains Disp: Hostile
Rep/Weak: 14 / 18 Init: 17 Move Spd: 20 Fort: 11 (18) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 10 (17) 2d+10 9 (16) 7 53 13
Unique Skills W. P.: Accuracy +1
[Double Bite] Loot
When dealing damage with a Bite 2-6 Long Fang x2
attack, damage is rolled twice and (200G)
added during damage calculation. 7 - 12 Sharp Fang x2
[Power Attack] (400G)
The Sabertooth Tiger can deal an 13+ Shining Fang x2
additional 4 damage on their next (1,200G)
attack. However, any Evasion Check
made by the Sabertooth Tiger this
turn receives a -2 penalty.
Similar in appearance to a normal tiger, the Sabertooth Tiger has two
very large, very sharp canine teeth that give it its name. These fangs are
said to be strong enough to easily penetrate metal armor.

329
8 Sea Serpent
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean Disp: Hungry
Rep/Weak: 14 / 19 Init: 16 Move Spd: 15 / 30 (Swimming)
Fort: 9 (16) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
10 (17) 2d+10 10 (17) 8 45 18
(Head)
Constrict
11 (18) 2d+8 8 (15) 7 58 21
(Body)
Sections: 2 (Head / Body) Weak Point: Fire Damage +3 pts.
Main Section: Head
Unique Skills Loot
• Sea Serpent Always Sea Serpent
[Underwater Specialization] Scales (200G)
A Sea Serpent can breathe and 2-6 None
vocalize while underwater and does 7 - 12 Parasitic Shellfish
not suffer any penalties for moving Husk (200G)
while underwater. While outside of 13+ Shining Parasitic
water, all actions receive a -2 penalty. Shellfish Shell
• Head (1,000G)
[Flame Breath / 9 (16) / Fort / Half]
The Sea Serpent spits a large fireball around itself, dealing 2d + 5 Fire-
type damage to up to 10 targets within a 5m radius of the Sea Serpent.
• Body
[Large Body]
As long as the Sea Serpent Body's HP is 1 or more, the Head cannot be
attacked in melee, and receives a +4 bonus to Evasion against ranged
attacks. When the Body falls to 0 HP or lower, this effect disappears.
[Long Body]
The Head can make a melee attack on any target within 10m, whether
they're in the same battlefield or not. When the Body falls to 0 HP or
lower, this effect disappears.
[Entangling Constriction]
A successful hit from a Constrict attack entangles the target. Each round,
the entangled target is hit automatically by the Constrict, and makes all
Accuracy and Evasion Checks with a -2 penalty. This penalty is not
cumulative. Removing the entangling constriction requires an

330
(Adventurer Level + Strength bonus) Check opposed by the Sea Serpent
Body's Accuracy check. This check may be made by another person as
well. If successful, the target is not entangled anymore. This ability can
be used even if the Sea Serpent is already entangling a target.
A giant ocean snake, a Sea Serpent can measure up to 20m long, causing
sailors to believe they had encountered an aquatic dragon. Under normal
circumstances, they are solitary monsters, content to eat fish but will
attack boats when desperately hungry. There are subspecies of Sea
Serpents that are able to live in fresh water, and some cities have even
enshrined a Sea Serpent as the embodiment of a water god.

331
9 Raptoras
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 15 / 18 Init: 17 Move Spd: 10 / 40 (Flying)
Fort: 12 (19) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak
12 (19) 2d+12 11 (18) 9 47 14
(Head)
Wing
(Wings) 11 (18) 2d+9 9 (16) 8 36 8
x2
Tail
13 (20) 2d+10 10 (17) 10 55 22
(Body)
Sections: 4 (Head / Wing x2 / Body) Weak Point: Magic Damage +2
Main Section: Head pts.
Unique Skills Loot
• Raptoras 2-6 Saurian
[Limited Attacks] Membrane
Due to the size of the Raptoras, only (100G)
two attacks can be made on the same 7 - 12 Black Membrane
target during a single round. (500G)
• Head 13+ Obsidian
[Gale Breath / 11 (18) / Fort / Half] Membrane
The Raptoras breathes a mass of (3,000G)
compressed air around itself, dealing
2d + 8 Wind-type damage to up to 10
targets within a 5m radius of the Raptoras.
• Wings
[Flight II]
A Raptoras receives a +2 bonus to Accuracy (only for melee attacks) and
Evasion while flying. If one of the Wings falls to 0 HP or lower, this
ability cannot be used.
[Violent Winds / 12 (19) / Fort / Negated]
The Raptoras creates a corridor of high-speed winds, dealing 2d + 8
Wind-type damage to every target up to 20m in front of it, and knocking
them prone. This ability requires both Wings to be alive, with neither
having taken an Action during the round this ability is used. This ability
cannot be used in consecutive turns.
332
• Body
[Giant]
As long as the Raptoras Body's HP is 1 or more, the Head cannot be
attacked, whether melee or ranged. When the Body falls to 0 HP or
lower, this effect disappears.
A featherless monster that flies using its giant wings, the Raptoras can
reach up to 10m long with wings fully extended, and even 5m without.
Thought to be some type of pterosaur, its skin is scaly like a reptilians,
but without the constant shedding. Ferocious even when unprovoked,
they will swoop down and swallow prey whole. Its skin is prizes among
leatherworkers due to the natural black color, as well as the quality.

12 Dolgiras
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands Disp: Neutral
Rep/Weak: 17 / 20 Init: 18 Move Spd: 15 Fort: 17 (24) Will: 15 (22)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Horn
15 (22) 2d+14 14 (21) 14 72 14
(Head)
None
- - 13 (20) 13 86 22
(Body)
Tail
13 (20) 2d+10 14 (21) 11 61 13
(Tail)
Sections: 3 (Head / Body / Tail) Weak Point: Water/Ice Damage
Main Section: Head +3 pts.
Unique Skills Loot
• Head Always Hard Frill (300G)
[Charge / 14 (21) / Evasion / Negated] 2-5 None
The Dolgiras charges full force in a 6 - 12 Large Horn
straight line up to 45m, dealing 2d + (1,000G)
20 Physical damage to anything in its 13+ Great Horn
path and knocking it prone. This is (3,000G)
treated as an "Area: Breakthrough"
effect and requires both the Head and Body in order to use this ability.
If the Dolgiras Charges, they cannot attack or use any special abilities
with the Tail that round.
333
[Double Attack]
A Dolgiras can make two Horn attacks each round, though each attack
requires its own Accuracy check.
[Discharge / 15 (22) / Fort / Half]
The Dolgiras can unleash an electrical bolt from its horns, attacking a
single target up to 20m away, dealing it 2d + 12 Lightning-type damage.
• Body
[Large Body]
As long as the Dolgiras Body's HP is 1 or more, the Head cannot be
attacked in melee, and receives a +4 bonus to Evasion against ranged
attacks. When the Body falls to 0 HP or lower, this effect disappears.
• Tail
[Tail Swing]
A Dolgiras can use their tail to attack up to 5 targets. Accuracy and
Damage is the same as a normal attack, and this attack cannot be used
in consecutive rounds.
A large animal, similar to a Rhinoceros, with two horns jutting out from
its forehead and its neck covered by a bony frill. At least 7m in length, a
Dolgiras is solid muscle, though its herbivorous diet leads it to be mostly
docile. However, once threatened, it will relentlessly attack the threat,
either driving it from the Dolgiras' territory or trampling its corpse into
the ground.

334
14 Kraken
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ocean Disp: Hostile
Rep/Weak: 15 / 21 Init: 21 Move Spd: 15 / 30 (Swimming)
Fort: 18 (25) Will: 17 (24)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle
18 (25) 2d+18 15 (22) 13 94 32
(Body)
Tentacle
(Tentacle) 19 (26) 2d+15 17 (24) 12 58 14
x5
Sections: 6 (Body / Tentacle x5) Weak Point: Lightning Damage
Main Section: Body +3 pts.
Unique Skills Loot
• Kraken Always Large Tentacle
[Soft Body] (500G)
Bludgeoning weapons treat the 2-6 Spoiled Squid
Kraken's Defense as 5 points higher. Ink (100G)
In addition, Thrown weapons deal no 7 - 12 Squid Ink
damage. (2,000G)
[Underwater Specialization] 13+ Fire Squid Ink
A Kraken can breathe and vocalize (5,000G)
while underwater and does not suffer
any penalties for moving while underwater. While outside of water, all
actions receive a -2 penalty.
• Body
[Ink Spray / 17 (24) / Fort / Negated]
The Kraken sprays a stream of ink up to 30m away in a straight line.
Those who fail to resist this ability are blinded and take a -4 penalty to
all skill checks (other than Fortitude and Willpower). Wiping the ink
from one's eyes is a Major Action and may be done by another character.
This ability cannot be used in consecutive turns.
• Tentacles
[Rampage / Can't]
The Kraken flails its tentacles, dealing 2d + (Remaining Tentacles)
Physical damage to one target in the same battlefield. This attack cannot
be Evaded. All remaining Tentacles must be able to take a Major Action
to use this ability.

335
[Long Reach]
Each Tentacle can make a melee attack on any target within 10m,
whether they're in the same battlefield or not.
[Interposing Tentacles]
The Kraken's Body cannot be attacked by melee or ranged attacks.
When three or more Tentacles fall to 0 HP or lower, this effect
disappears.
Krakens are infamous sea monsters, having a bit of a reputation out on
the open waters as ruthless shipwreckers. Towering over most ships at a
whopping 20m long, Krakens tend to see ships as little more than toys.
More than a few voyages have found their end at the wrong end of a
Kraken's crushing tentacles.

336
14 Roc
Int: Animal Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hostile
Rep/Weak: 15 / 21 Init: 25 Move Spd: 15 / 60 (Flying)
Fort: 19 (26) Will: 17 (24)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak
17 (24) 2d+17 17 (24) 12 82 22
(Head)
Claw
18 (25) 2d+13 17 (24) 10 69 19
(Wing) x2
None
- - 15 (22) 10 90 26
(Body) x2
Talon
19 (26) 2d+14 17 (24) 12 62 17
(Foot) x2
Sections: 7 (Head / Wing x2 / Body Weak Point: Accuracy +1
x2 / Foot x2) Main Section: Head
Unique Skills Loot
• Head Always Strange Flight
[Continuous Attack] Feathers (500G)
If a Roc successfully hits a target in 2-6 None
melee, they may make a second attack 7 - 12 Beautiful
against the same target. Feathers
• Wing (1,200G)
[Flight II] 13+ Vivid Feathers
A Roc receives a +2 bonus to (3,000G)
Accuracy (only for melee attacks) and
Evasion while flying. If one of the Wings falls to 0 HP or lower, this
ability cannot be used.
[Windstorm / 18 (25) / Fort / Negated]
The Roc flaps its wings, creating high winds in a 20m radius around itself,
dealing 2d + 12 Wind-type damage to all targets within the area and
knocking them prone. Both Wings must be alive and able to take a
Major Action in order to use this ability. This ability cannot be used in
consecutive turns.
• Foot
[Clutch]
A successful hit from a Talon attack will automatically grab the defender
as well. The grabbed target cannot move, and melee attacks can only hit
337
the grabbing foot. While held, the Roc can only attack the target with a
Talon attack (even the Roc's Storm will not hit the target), but the Talon
attack will automatically hit. Prying the grabbing foot open requires an
(Adventurer Level + Strength bonus) Check opposed by the Roc Talon's
Accuracy check. This check may be made by another person as well. If
successful, the target is not grabbed anymore. The Roc may also release
the grabbed target as a Minor Action.
• Body
[Large Body]
The Roc's Head and Wings cannot be attacked by melee or ranged
attacks. When both Body sections fall to 0 HP or lower, this effect
disappears.
A monstrous bird whose wingspan reaches 30m, the Roc is a wondrous
sight to see. They live in the higher altitudes of most mountain ranges,
though their massive form and vivid coloring can be seen from quite far
away. With their massive talons, they can grab even mature cows and fly
away with them, let alone a full-grown humanoid.

338
Plants

1 Alraune
Int: Low Perc: 5 Senses Lang: Trade Common
Hab: Grasslands, Forest Disp: Neutral
Rep/Weak: 9 / 12 Init: 7 Move Spd: 10 Fort: 2 (9) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 1 (8) 2d-2 3 (10) 0 20 3
Unique Skills W. P.: Physical Damage +2 pts
[Piercing Scream / 3 (10) / Will / Loot
Negated] 2-8 None
As a Major Action, the Alraune can 9+ Mysterious Seed
make a high-pitched Psychic-type (100G)
scream, causing everyone within 20m
to immediately fall unconscious.
Another character may take a Major
Action and wake up anyone knocked unconscious by this effect, though
the awoken character is still prone.
Alraunes are plant monsters that look like small children, around 80 cm
tall, with large white flowers blooming out of their heads. Very timid, they
will attempt to escape immediately when startled, but are curious and will
watch from a distance if possible. Alraunes have a child-like personality,
and if treated appropriately can be made to be fond of humans.

339
3 Spin Blossom
Int: None Perc: Magic Lang: None
Hab: Grasslands, Forest Disp: Hostile
Rep/Weak: 11 / 13 Init: 10 Move Spd: 12 (Floating)
Fort: 4 (11) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Petals 4 (11) 2d+4 3 (10) 3 23 11
Unique Skills W. P.: Fire Damage +3 pts.
[Mindless] Loot
A Spin Blossom is unaffected by any 2-8 None
Psychic-type effects. 9+ Rotating Petals
(200G)

This plant monster gets its name from the way it moves, lazily drifting on
the breeze, its sturdy petals positioned so it will gently rotate and float
through the sky while the wind blows. While not a great threat on its own,
Spin Blossoms have been noted to swarm into large areas and have
ruined small communities. Because of this threat, they are often the
target of low-level extermination missions for adventurers, in the hopes
of culling numbers before the blossoms become dangerous. On rare
occasions, the flowers will still rotate even when removed from the stem
and can be sold to the right buyer for a decent bit of coin.

340
7 Entlet
Int: Average Perc: Magic Lang: Sylvan
Hab: Forest Disp: Neutral
Rep/Weak: 12 / 18 Init: 10 Move Spd: 12 Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Branch
9 (16) 2d+8 8 (15) 9 54 42
(Trunk) x2
Sections: 2 (Trunk x2) Weak Point: Fire Damage +3 pts.
Main Section: None
Unique Skills Loot
[Fairy Magic (Level 8) / Magic Power Always Ent Leaves
10 (17)] (100G)
An Entlet may cast Fairy Magic as an 2-6 None
eighth-level Fairy Tamer. For 7 - 12 Mysterious Seed
individual spell effects, refer to that (100G)
spell's description. 13+ Mysterious
[Magic Aptitude] Sapling (500G)
An Entlet can use the Combat Feats
[Guided Magic], [Metamagic/Distance], [Hawk Eye] and [Wordbreak].
A giant tree that roams around, using its roots as feet to walk. Entlets are
said to be over 100 years old and have a wide variety of knowledge they
can be persuaded to share with others. Their leaves are said to be herbs
that increase one's wisdom, and teas brewed with them are especially
popular among mothers. Entlets tend to be gentle giants and will be
friendly if they are treated in kind.

341
8 Ripper Leaf
Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 15 / 18 Init: 14 Move Spd: 20 (Floating)
Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Leaf 11 (18) 2d+10 9 (16) 8 57 26
Unique Skills W. P.: Fire Damage +3 pts.
[Double Attack] Loot
A Ripper Leaf can make two Leaf 2-6 None
attacks each round, though each 7 - 12 Sharp Leaves
attack requires its own Accuracy (100G)
check. 13+ Keenly
[Regeneration] Sharpened
At the end of each round, the Ripper Leaves (500G)
Leaf recovers 5 HP.
[Mindless]
A Ripper Leaf is unaffected by any Psychic-type effects.
An evolved form of the Spin Blossom, Ripper Leaves have a series of
razor-sharp leaves around the rotating petals keeping it aloft. These
leaves will shred any prey attracted by the bright flowers, and it is thought
that the Ripper Leaf was able to evolve into its current state by drinking
the blood of fallen prey through its roots.

342
12 Belladonna
Int: None Perc: Magic Lang: None
Hab: Forest, Grasslands Disp: Hostile
Rep/Weak: 16 / 20 Init: 12 Move Spd: 15 Fort: 16 (23) Will: 14 (21)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Vine
(Upper 15 (22) 2d+10 14 (21) 12 66 14
Body)
Tackle
(Lower 13 (20) 2d+12 13 (20) 13 78 16
Body)
Sections: 2 (Upper Body / Lower Weak Point: Fire Damage +3 pts.
Body) Main Section: None
Unique Skills Loot
• Belladonna Always Belladonna
[Poison / 16 (23) / Fort / Negated] Leaves (1d x
If the Belladonna hits with a melee 150G)
attack, the target must immediately 2-8 None
make a Fortitude check. If they fail to 9+ Poisonous
resist, they receive an extra 2d Poison- Flower (500G)
type damage, and will continue to take
this damage every hour. The leaves of
the Belladonna can be turned into an antidote for this poison, with one
leaf curing one person.
[Mindless]
A Belladonna is unaffected by any Psychic-type effects.
• Upper Body
[Snaring Vines / 14 (21) / Fort / Negated]
As a Major Action, the Belladonna can use its Vine to ensnare a target
in the same battlefield. If the target fails to resist, they are ensnared,
unable to move and receiving a -4 penalty to Evasion checks.
Removing the ensnaring vines requires an (Adventurer Level + Strength
bonus) Check opposed by the Belladonna's Accuracy check. This check
may be made by another person as well. If successful, the target is not
ensnared anymore. This ability can be used even if the Belladonna is
already ensnaring a target.

343
A Belladonna appears at first glance to be a green-skinned humanoid,
but upon closer investigation is actually a plant whose vines have been so
entwined with each other they are able to take the shape of a human. By
taking a humanoid shape, the Belladonna is able to move much more
easily to attack prey, and will drain nutrients from anything it has killed,
animal or otherwise. It will also hide in forests, using its plant body to
disguise itself before surprising prey.
The vines of a Belladonna contain a horrific poison, causing high fevers,
nausea and even death from just a touch. However, the leaves from the
Belladonna's vines can be turned into an antidote for this contact poison,
so it is recommended to slay the Belladonna before the poison spreads
throughout the victim's body.

20 Yggdrasil Sapling
Int: High Perc: Magic Lang: Sylvan
Hab: Forest Disp: Neutral
Rep/Weak: 18 / 23 Init: 20 Move Spd: 0 Fort: 25 (32) Will: 27 (34)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None
- - 22 (29) 19 170 156
(Trunk)
Branch
(Branch) 25 (32) 2d+23 24 (31) 17 122 34
x5
Sections: 6 (Trunk / Branch x5) Weak Point: Fire Damage +3 pts.
Main Section: Trunk
Unique Skills Loot
• Yggdrasil Sapling Always Yggdrasil Leaf
[Water/Ice, Earth Immunity] (5,000G)
An Yggdrasil Sapling takes no damage 2-6 None
from Water/Ice-type or Earth-type 7 - 12 Yggdrasil Branch
effects. (15,000G)
[Limited Attacks] 13+ Great Yggdrasil
Due to the size of the Yggdrasil Branch
Sapling, only two Branches can make (50,000G)
attacks on a single target during a
single round.

344
• Trunk
[Fairy Magic (Level 15) / Magic Power 27 (34)]
An Yggdrasil Sapling may cast Fairy Magic as a fifteenth-level Fairy
Tamer. For individual spell effects, refer to that spell's description.
[Breath of the World Tree]
At the end of each round, the Yggdrasil Sapling recovers 20 HP and MP.
[Magic Aptitude]
An Yggdrasil Sapling can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Distance], [Metamagic/Time], [Metamagic/Area], [Hawk
Eye], and [Wordbreak].
[Triple Action]
The Yggdrasil Sapling may take three Major Actions during each of its
turns.
• Branches
[Long Branches]
Each Branch can make a melee attack on any target within 20m, whether
they're in the same battlefield or not.
[Branch Cover]
If the Yggdrasil Sapling's Trunk would be attacked by a melee or ranged
attack, a spell with "Area: Shot", or other similar abilities, a Branch may
move in the way of the attack, taking the damage instead automatically
(no Evasion, Fortitude or Willpower check needed). Each Branch may
only do this once per round. This does not protect the Trunk from
"Area: Target" spells or wide-area effects.
[Branch Flurry / Can't]
The Yggdrasil Sapling thrashes its Branches at a single target, dealing 2d
+ 5 x (Remaining Branches) Physical damage. Because of the speed and
size of the flailing branches, this attack cannot be Evaded. All remaining
Branches must be able to take a Major Action to use this ability.
In Raxia, the name "Yggdrasil" is known as the name of the great World
Tree, the largest tree known to mankind, that has been rooted in Raxia
since the beginnings of the Schnell Civilization. This young tree is but a
sapling of another Yggdrasil, the result of a seed flung far from the
original tree that has taken root. Though it is young compared to the
original World Tree, the Yggdrasil Sapling is still large enough to scrape
the heavens and remains unable to be accurately measured using current
equipment. It is said that the history of Raxia lies engraved in its leaves
and branches, and those who are able to find even a fallen twig of the
tree can find themselves with a wealth of knowledge.

345
Undead

4 Skeleton Archer
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 6 / 13 Init: 8 Move Spd: 18 Fort: 5 (12) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 6 (13) 2d+5 5 (12) 5 28 -
Unique Skills W. P.: HP Recovery (deals
damage instead) +3 pts.
[Bow] Loot
Instead of making a Weapon attack, 2-8 Sturdy Bone
the Skeleton Archer can fire its bow. (30G)
This attack is treated as a ranged 9+ Magical Bone
attack from a Bow category weapon, (250G)
with a range of 30m. This attack uses
the same Accuracy and damage as the
Skeleton Archer's Weapon attack.
[Precise Shot]
Ranged attacks fired into a battlefield cannot misfire.
[Bone Body]
A Skeleton Archer is immune to criticals from edged weapons.
[Mindless]
A Skeleton Archer is unaffected by any Psychic-type effects.
These Skeletons have been armed with a bow and arrows, which they
fire relentlessly at any living thing that draws close enough. Skeleton
Archers can be created using the Spiritualism spell "Create Undead",
costing 16 MP for each Skeleton Archer raised.

346
5 Skeleton Soldier
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 7 / 14 Init: 10 Move Spd: 21 Fort: 6 (13) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 8 (15) 2d+6 5 (12) 7 32 -
Unique Skills W. P.: HP Recovery (deals
damage instead) +3 pts.
[Power Attack] Loot
A Skeleton Soldier can deal an 2-8 Sturdy Bone
additional 4 damage on their next (30G)
attack. However, any Evasion Check 9+ Magical Bone
made by the Skeleton Soldier this turn (250G)
receives a -2 penalty.
[Bone Body]
A Skeleton Soldier is immune to
criticals from edged weapons.
[Mindless]
A Skeleton Soldier is unaffected by any Psychic-type effects.
Skeleton Soldiers are heavily armed and armored shock troopers,
expendable yet still dangerous in their own right. Often seen carrying
large weapons, these mindless undead actively seek out intruders and
attack relentlessly. Skeleton Soldiers can be created using the
Spiritualism spell "Create Undead", costing 20 MP for each Skeleton
Soldier raised.

347
8 Poltergeist
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 11 / 17 Init: 18 Move Spd: 16 (Floating)
Fort: 8 (15) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle
11 (18) 2d+8 11 (18) 8 45 51
(Core)
Ram
(Object) 11 (18) 2d+5 11 (18) 8 45 11
x4
Sections: 5 (Core / Object x4) Weak Point: Magic Damage +2
Main Section: Core pts.
Unique Skills Loot
• Poltergeist 2-6 Broken
[Object Camouflage] Memento (500G)
A Poltergeist's Core is 7 - 12 Memento
indistinguishable from the other (1,000G)
Objects it is using at the start of 13+ Enchanted
combat. However, once the Core uses Object (2,000G)
any spells, or either the "Command
Weapon" or "Rush" abilities, the Core
is easily identified. Melee attacks don't directly identify the Core, but
knowledgeable characters are able to make inferences based upon the
damage received.
• Core
[Spiritualism Magic (Level 8) / Magic Power 10 (17)]
A Poltergeist may cast Spiritualism spells as an eighth-level Conjurer. For
individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Poltergeist can use the Combat Feats [Metamagic/Distance], [Guided
Magic], [Magic Convergence], [Magic Control] and [Wordbreak].
[Command Weapon / Can't]
The Poltergeist possesses the weapon of a target in the same battlefield
up to 20m away and forces it to attack its wielder. Because the weapon
is attacking the character holding it, this attack cannot be Evaded. The
damage dealt is equal to the weapon's Power + 8, but the attack is

348
otherwise the same as though the wielder used the weapon normally.
This ability cannot command any Gun category weapons.
• Objects
[Rush / Can't]
The Poltergeist causes all remaining Objects to simultaneously rush at a
single target in the same battlefield, dealing 2d x (Remaining Objects) to
the target. Because of the erratic movement of the various Objects, this
attack cannot be Evaded. All remaining Objects must be able to take a
Major Action to use this ability.
Poltergeists are formed when someone passes away while still holding an
unusually strong attachment to a particular object. This object becomes
the core of the Poltergeist, regardless of what the object may be, and
through this object the spirit may manipulate other objects in order to
affect the living world.
Typically, common Poltergeist cores are various pieces of jewelry,
favored items of the original owner, or other innocuous mementos. The
commonality of such objects makes it easy for the Poltergeist to hide its
core among other objects it is manipulating. However, only the core of
the Poltergeist can cast spells or manipulate other objects, so it becomes
very apparent where the core is when combat begins.

349
9 Banshee
Int: Low Perc: Magic Lang: Arcana
Hab: Various Disp: Hostile
Rep/Weak: 12 / 19 Init: 17 Move Spd: 21 (Floating)
Fort: 10 (17) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 10 (17) 2d+7 12 (19) 10 62 73
Unique Skills W. P.: Energy Damage +2 pts.
[Truespeech Magic, Spiritualism Loot
Magic (Level 9) / Magic Power 13 2-7 Crystal Tears of
(20)] Resentment
A Banshee may cast both Truespeech (500G)
and Spiritualism Magic as a ninth-level 8+ Crystal Tears of
Sorcerer and Conjurer. For individual Sorrow (1,000G)
spell effects, refer to that spell's
description.
[Magic Aptitude]
A Banshee can use the Combat Feats [Metamagic/Accuracy].
[Metamagic/Area], and [Metamagic/Targets].
[Disorienting Wail / 13 (20 / Will / Negated]
Once per round, as a Major Action, the Banshee can make a high-
pitched Psychic-type wail, causing everyone within 20m to immediately
attack the closest target regardless of whose side they're on. The attack
must be made with the weapon currently wielded, and Active Combat
Feats may be used as normal. If there are multiple valid targets, the attack
target is chosen at random.
[Double Action]
The Banshee may take two Major Actions during each of its turns.
A Banshee is the vengeful spirit of a woman who died in sorrow after
suffering a terrible betrayal, seeking to share its fate with others. Its
screams can shake even the most stoic of adventurers, and it is said that
death comes to those who've heard the wail of a Banshee. Though they
tend to appear as a beautiful woman, Banshees turn as ugly as a mummy
when unleashing their wail on others. Upon defeat, a Banshee will
disappear entirely, leaving behind only beautiful crystals, physical
remnants of their powerful emotions.

350
10 Ghost Horse
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 15 / 22 Init: 20 Move Spd: 36 Fort: 15 (22) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Hoof
13 (20) 2d+10 12 (19) 10 72 23
(Front)
Hoof
13 (20) 2d+11 11 (18) 10 62 18
(Rear)
Sections: 2 (Front / Rear) Weak Point: Water/Ice Damage
Main Section: Front +3 pts.
Unique Skills Loot
• Ghost Horse Always Fiery Hoof
[Fire Immunity] (500G)
A Ghost Horse takes no damage from 2-6 Evil Eye (400G)
Fire-type effects. 7 - 12 Fiery Evil Eye
[Shadow Body] (800G)
When in shadowy areas or at night, 13+ Incandescent Evil
the Ghost Horse automatically melds Eye (3,000G)
with the shadows, becoming
impossible to see without Darkvision. While unnoticed, it can also move
through otherwise solid obstacles, such as walls and barriers. However,
while being seen by a character, this ability is lost.
• Front
[Burning Gaze / 13 (20) / Fort / Negated]
The Ghost Horse gazes at a single target within 20m, igniting it and
dealing 2d + 10 Fire-type damage.
• Rear
[Double Barrel / 13 (20) / Evasion / Negated]
The Ghost Horse rears and kicks with both hind legs, launching the
target out of the battlefield 20m in a direction of the Ghost Horse's
choice. Upon landing, the target will receive 20 Physical damage and is
knocked prone.
A pitch-black horse made of shadow with a mane of flames, the Ghost
Horse is dangerous on its own, but is often seen as a mount for more
powerful undead. Its eyes are a piercing blood-red, and its body will
occasionally have gouts of flame burst forth.

351
11 Dullahan Lord
Int: High Perc: Magic Lang: Arcana, Magitech
Hab: Unknown Disp: Hostile
Rep/Weak: 17 / 24 Init: 22 Move Spd: 40 Fort: 15 (22) Will: 16 (23)
Fighting Accurac Damag Evasio Defens H M
Style y e n e P P
Sword 12
15 (22) 2d+13 12 (19) 12 75
(Body) 3
Ram
(Manabike 14 (21) 2d+14 11 (18) 13 81 43
)
Sections: 2 (Body / Manabike) Weak Point: Energy Damage +3
Main Section: Body pts.
Unique Skills Loot
• Dullahan Lord Always Manabike Parts
[Normal Weapon Immunity] (500G)
A Dullahan Lord is immune to 2-6 None
damage from normal weapons and 7 - 12 Mithril (2,600G)
can only be harmed with silver or 13+ Pure Mithril
magical weapons. (8,800G)
[Iron Body]
The Dullahan Lord is immune to criticals from edged weapons.
• Body
[Truespeech Magic, Spiritualism Magic, Magitech (Level 11) / Magic
Power 9 (16)]
A Dullahan Lord may cast Truespeech and Spiritualism Magic and
Magitech spells as an eleventh-level Sorcerer, Conjurer and Artificer. For
individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Dullahan Lord can use the Combat Feats [Metamagic/Targets],
[Metamagic/Accuracy], and [Multi-Action].
[Power Attack]
A Dullahan Lord can deal an additional 4 damage on their next attack.
However, any Evasion Check made by the Dullahan Lord this turn
receives a -2 penalty.
• Manabike
[Magitech (Level 11) / Magic Power 15 (22)]
The Manabike may cast Magitech spells as an eleventh-level Artificer.
For individual spell effects, refer to that spell's description.

352
[Mounted Guns / 14 (21) / Evasion / Negated]
The Manabike is able to attack with a mounted gun, whose Max.
Magazine is 5 and range is 30m.
[Precise Shot]
Ranged attacks fired into a battlefield cannot misfire.
[Sonic Blaster / 15 (22) / Fort / Negated]
The Manabike can unleash a sonic blast in a 30m radius, and targets who
fail to resist are dealt 2d Magic damage, receive a -2 penalty to Accuracy
and Evasion, and cannot take Minor Actions for 10 seconds (1 round).
This ability cannot be used in consecutive rounds.
[Downswing]
As long as the Manabike's HP is 1 or higher, the Body deals an extra +2
damage. When the Manabike falls to 0 HP or lower, this ability cannot
be used.
[Large Chassis]
As long as the Dullahan Lord Manabike's HP is 1 or more, the Body
cannot be attacked in melee. When the Manabike falls to 0 HP or lower,
this effect disappears.
An improved Dullahan, the Dullahan Lord still wears beat-up white
armor and tucks its head underneath one arm. However, the Dullahan
Lord is familiar with magitech, and takes advantage of an ancient
Manabike instead of the old horse-drawn carriage.

353
354
12 Ghost Ship
Int: Low Perc: Magic Lang: None
Hab: Ocean Disp: Hostile
Rep/Weak: 17 / 20 Init: 19 Move Spd: 50 (On Water)
Fort: 17 (24) Will: 16 (23)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None
- - 12 (19) 12 120 71
(Hull)
Cannon
(Turret) 16 (23) 2d+12 14 (21) 10 69 37
x2
Slap
15 (22) 2d+12 13 (20) 9 53 34
(Oars) x4
Sections: 7 (Hull / Turret x2 / Oars Weak Point: Fire Damage +3 pts.
x4) Main Section: Hull
Unique Skills Loot
• Hull Always Ghost Ship
[Spiritualism Magic (Level 10) / Magic Wood (500G)
Power 13 (20)] 2-6 Nautical Charts
A Ghost Ship may cast Spiritualism (500G)
spells as a tenth-level Conjurer. For 7 - 12 Ocean
individual spell effects, refer to that Navigation Maps
spell's description. (1,000G)
[Magic Aptitude] 13+ Treasure Map
A Ghost Ship can use the Combat (5,000G)
Feats [Metamagic/Distance], [Guided
Magic], [Magic Convergence], [Magic Control] and [Wordbreak].
• Turrets
[Howitzer / 17 (24) / Evasion / Negated]
The Turret shoots a shell up to 100m, exploding on contact into a 6m
radius fireball, dealing 2d + 12 Magic damage to up to 20 targets. This
ability cannot be used on targets in the same battlefield.
[Ammunition]
The Turret's Cannon can only hold one shot and has a range of 100m.
Reloading happens automatically after firing.

355
[Friendly Fire]
If a Turret attacks a target in the same battlefield, the damage dealt is
also done to the Ghost Ship's Hull, regardless of whether the original
target evaded the attack or not.
• Oars
[Oar Flurry / Can't]
The Oars of the Ghost Ship begin to gyrate wildly, beating one target for
2d x (Remaining Oars) Physical damage. Because of the number of oars,
this attack cannot be Evaded. All remaining Oars must be able to take a
Major Action to use this ability.
[Stop Boarding]
The Ghost Ship's Hull and Turrets cannot be attacked in melee. When
three or more Oars fall to 0 HP or lower, this effect disappears.
The remnants of a ship that has been lost at sea. Ghost Ships are a more
common sight out on the open ocean, where dangerous sea monsters
and inclement weather have ended innumerable voyages. The size of the
Ghost Ship depends upon the initial ship's size, but usually the larger the
original ship, the larger and more powerful the Ghost Ship will become.
Ghost Ships also tend to have a number of undead crew, sailors from the
original ship doomed to sail with the Ghost Ship forever. However, some
unfortunate souls lost at sea may also find themselves drawn to a traveling
Ghost Ship, and it is said that there is even a Ghost Ship out there with
Dragon Zombies on board as well.

356
13 Wraith
Int: High Perc: Magic Lang: Trade Common
Hab: Unknown Disp: Hostile
Rep/Weak: 16 / 23 Init: 25 Move Spd: 26 (Floating)
Fort: 16 (23) Will: 19 (26)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None - - 17 (24) 13 88 112
Unique Skills W. P.: Physical Damage +2 pts
[Spiritualism Magic (Level 13) / Magic Loot
Power 18 (25)] 2 - 12 None
A Wraith may cast Spiritualism spells 13+ Frozen Mana
as a thirteenth-level Conjurer. For (5,000G)
individual spell effects, refer to that
spell's description.
[Normal Weapon Immunity]
A Wraith is immune to damage from normal weapons and can only be
harmed with silver or magical weapons.
[Fog Body]
Bludgeoning weapons treat the Wraith's Defense as 5 points higher. In
addition, Thrown weapons deal no damage. The Wraith automatically
halves any incoming Magical damage, even before any resistance checks.
[Magic Aptitude]
A Wraith can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Accuracy] and [Wordbreak].
When using the spell "Wraith Form", this is the form the Conjurer takes.
This data is for a typical Wraith, one whose body has been lost for some
reason, and cannot return to their original form. However, stronger
Conjurers will make for stronger Wraiths, adding their own abilities to
the spiritual form. However, there are some Wraiths who had never
been a Conjurer in their previous life, and these so-called "natural"
Wraiths are curious oddities to those who study monsters.
Though the Wraith's body is formed out of fog and mist, it is unnaturally
cold. In rare cases, the magical power of the Wraith will itself freeze and
coalesce into a solid lump of frozen mana. This frozen mana is so cold
that, under normal weather, it will not melt, making it very valuable
among researchers on the open market.

357
14 Meaningless
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 14 / 21 Init: 20 Move Spd: 20 (Floating)
Fort: 16 (23) Will: 17 (24)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Death
17 (24) 2d+14 18 (25) 15 101 113
Grip
Unique Skills W. P.: Fire Damage +3 pts.
[Spiritualism Magic (Level 14) / Magic Loot
Power 16 (23)] Always Mementos
A Meaningless may cast Spiritualism (500G)
spells as a fourteenth-level Conjurer. 2-6 Mementos
For individual spell effects, refer to (500G)
that spell's description. 7 - 12 Expensive
[Magic Aptitude] Mementos
A Meaningless can use the Combat (1,000G)
Feats [Guided Magic], [Magic
13+ Extravagant
Convergence], [Magic Control] and
Mementos
[Metamagic/Distance].
(6,000G)
[Summon Undead]
As a Minor Action, the Meaningless can summon an Undead monster
Level 11 or lower by spending MP equal to that monster's level. The
summoned Undead is able to act during the same round. This ability
cannot be used in consecutive rounds.
[Ghostly Rush / Can't]
The Meaningless can make a melee attack on any target within 10m,
whether they're in the same battlefield or not. This attack cannot be
Evaded.
[Normal Weapon Immunity]
A Meaningless is immune to damage from normal weapons and can only
be harmed with silver or magical weapons.
[Unliving Aura]
At the end of each round, all Undead within 10m of the Meaningless
recover 10 HP.
Formed from the countless souls of both humans and Barbarous that
died in combat, a Meaningless is singularly focused on the destruction of
the living. Any living creature, humanoid or Barbarous, is not safe from

358
the assault of a Meaningless. Though it looks like an unstable fog, it can
control the souls contained within to rise again from death and attack
anything it wishes. Because of this, fighting a single Meaningless can feel
like fighting an entire army.

15 Giant Zombie
Int: Low Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 13 / 20 Init: 19 Move Spd: 25 Fort: 22 (29) Will: 19 (26)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon
(Upper 19 (26) 2d+20 17 (24) 16 90 20
Body)
Kick
(Lower 20 (27) 2d+16 16 (23) 18 132 10
Body)
Sections: 2 (Upper Body / Lower Weak Point: Physical Damage +2
Body) Main Section: Upper Body pts.
Unique Skills Loot
• Giant Zombie Always Giant Rotting
[Regeneration] Weapon (500G)
At the end of each round, each section 2-6 None
of the Giant Zombie recovers 10 HP. 7 - 12 Gold Bracelet
This has no effect on sections with 0 (5,000G)
HP. 13+ Giant's Treasure
• Upper Body (10,000G)
[Bellowing Roar / 16 (23) / Will /
Negated]
The Giant Zombie can let loose a bellowing roar, a Psychic-type effect
that scares those within 10m. Those who fail to resist are frightened,
receiving a -2 penalty on all skill checks for 30 seconds (3 rounds).
[Simultaneous Attack]
A Giant Zombie's Weapon can attack all characters in the same
battlefield, but a separate Accuracy Check is needed for each character.
Each Accuracy Check is made with a -2 penalty.

359
• Lower Body
[Large Body]
As long as the Giant Zombie Lower Body's HP is 1 or more, the Upper
Body receives a +4 bonus to melee Evasion checks. When the Lower
Body falls to 0 HP or lower, this effect disappears.
Created from the corpses of massive Barbarous, Giant Zombies are
massive undead hulks that know nothing but war. This particular data is
for an average Giant Zombie, but there could be stronger variations,
depending upon the original race of the Barbarous corpse used.

20 Dragon Zombie
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 20 / 27 Init: 21 Move Spd: 20 Fort: 27 (34) Will: 27 (34)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
25 (32) 2d+24 25 (32) 18 147 61
(Head)
Claw
26 (33) 2d+22 22 (29) 20 178 54
(Body)
Wing
23 (30) 2d+20 23 (30) 15 126 51
(Wing) x2
Tail (Tail) 24 (31) 2d+22 23 (30) 19 154 49
Sections: 5 (Head / Body / Wing x2 / Weak Point: HP Recovery (deals
Tail) Main Section: Head, Body damage instead) +4 pts.
Unique Skills Loot
• Dragon Zombie Always Decaying Dragon
[Regeneration] Scales (10,000G)
At the end of each round, each section 2-6 Dragon Eye
of the Dragon Zombie recovers 10 (7,000G)
HP. This has no effect on sections 7 - 12 Dragon Eye x2
with 0 HP. (14,000G)
[Miasma Vortex] 13+ Dragon's
The Dragon Zombie is surrounded by Treasure
a protective veil of miasma, and all (20,000G)
ranged attacks against it receive a -4
penalty to Accuracy.
360
• Head
[Corrosive Breath / 25 (32) / Fort / Half]
The Dragon Zombie spits a gas bubble up to 20m away, which erupts
on contact into a 6m radius cloud of corrosive miasma, dealing 2d + 20
Poison-type damage to up to 20 targets. This ability cannot be used on
consecutive turns.
• Body
[Large Body]
As long as the Dragon Zombie Body's HP is 1 or more, the Head cannot
be attacked in melee, and receives a +4 bonus to Evasion against ranged
attacks. When the Body falls to 0 HP or lower, this effect disappears.
[Twin Strike & Double Attack]
A Dragon Zombie can make two Claw attacks each round, though each
attack requires its own Accuracy check. They may choose to attack
different characters with each attack.
• Wings
[All-Out Attack]
A Dragon Zombie Wing can deal an additional 8 damage on their next
attack. However, any Evasion Check made by the Wing this turn
receives a -3 penalty.
• Tail
[Tail Swing]
A Dragon Zombie can use their tail to attack up to 5 targets. Accuracy
and Damage is the same as a normal attack. This ability cannot be used
in consecutive rounds.
Dragon Zombies are the reanimated corpse of a dragon, decayed over a
number of years and returned to unlife after being corrupted. Typically,
Dragon Zombies are of lower intelligence due to their brain having
decomposed over years, but rarely there are intelligent Dragon Zombies
capable of speech and magic. However, the organs that would produce
fire in a living dragon have rotted and decayed, and now the Dragon
Zombie can only exhale a rotten miasma.
Often, Dragon Zombies have some sort of unfinished business in the
world of the living, whether to get revenge on their slayer, to protect the
remnants of their plundered horde, or something else altogether. The
need to take care of this business drives the Dragon Zombie, to the point
where nothing will stand in their way in order to accomplish their goals.

361
Constructs

3 Obsidian Dog
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 13 Move Spd: 15 Fort: 5 (12) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 6 (13) 2d+3 5 (12) 3 27 -
Unique Skills W. P.: Accuracy +1
[Camouflage] Loot
An Obsidian Dog can choose to 2-8 Small Gemstones
appear as though it was stone. Its true (100G)
form cannot be detected by the 9+ Enchanted
normal eye, but Sense Magic will Gemstones
reveal the truth. A Danger Sense (250G)
check with a value of 12 or higher will
let the PC know there is something
amiss, however.
[Continuous Attack]
If an Obsidian Dog successfully hits a target in melee, they may make a
second attack against the same target.
A type of autonomous stone statue, Obsidian Dogs are often found in
ruins guarding various objects and places. Able to sit silently next to actual
statues, an Obsidian Dog is able to surprise any would-be thieves and
looters. However, once it begins to move, it is almost indistinguishable
from a real animal.

362
5 Improved Familiar: Cat
Int: Average Perc: Shared w/Master Lang: Arcana
Hab: Various Disp: Instructed
Rep/Weak: 10 / - Init: 15 Move Spd: 12 Fort: - (-) Will: - (-)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 8 (15) 2d+8 8 (15) 5 - 17
Unique Skills W. P.: None
[Improved Familiar] Loot
Please refer to the 'Characteristics of None
Improved Familiars' for more
information.
[Feline Finesse]
Can pass through narrow gaps, etc.
Physical ability is the same as an ordinary housecat.
An improved version of the standard Cat Familiar. While there are a lot
of similarities, improvements made not only give the familiar a will of its
own, but also allow it to speak the Arcana language as well.

Characteristics of Improved Familiars


Improved Familiars have all of the same characteristics of
normal Familiars, as listed under "Characteristics of Familiars"
(see CR I: p. 462-468), with one exception. Improved
Familiars do not have "•A Familiar has no free will of its own."
Instead, Improved Familiars have the following:

• Improved Familiars have their own free will and


can communicate via the Arcana Language.
• The Master may cast spells as though they were in
the location of the Improved Familiar, using the
sight of the Familiar to direct the spell. In this case,
both the Master and Familiar must spend their
Major Action to cast a spell.

363
5 Improved Familiar: Bird
Int: Average Perc: Shared w/Master Lang: Arcana
Hab: Various Disp: Instructed
Rep/Weak: 10 / - Init: 16 Move Spd: 30 (Flying) Fort: - (-) Will: - (-)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak 7 (14) 2d+6 7 (14) 4 - 18
Unique Skills W. P.: None
[Improved Familiar] Loot
Please refer to the 'Characteristics of None
Improved Familiars' for more
information.
[Avian Agility]
Capable of flight. Physical ability is
that of a normal bird.
[Flight]
An Improved Bird Familiar receives a +1 bonus to Accuracy (only for
melee attacks) and Evasion while flying.
An Improved Familiar in the guise of a bird. Conversation between the
Master and Familiar is now possible, but outside of that bond, this is just
an ordinary bird.

364
5 Improved Familiar: Frog
Int: Average Perc: Shared w/Master Lang: Arcana
Hab: Various Disp: Instructed
Rep/Weak: 10 / - Init: 13 Move Spd: 5 / 10 (Swimming)
Fort: - (-) Will: - (-)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tongue 7 (14) 2d+5 6 (13) 4 - 21
Unique Skills W. P.: None
[Improved Familiar] Loot
Please refer to the 'Characteristics of None
Improved Familiars' for more
information.
[Amphibious Avoidance]
Can be tucked into a pocket to avoid
a wide range of effects. Physical capability is equal to that of a normal
frog.
An Improved Familiar that looks like a frog. Able to communicate with
its Master, the Familiar still prefers to hide in pockets when entering
dangerous areas or when attacked. Not counting the bond with its
Master, this appears to just be an ordinary frog.

365
10 Alchemy Tooth
Int: Animal Perc: Magic Lang: None
Hab: Forest, Ruins, Caves Disp: Hostile
Rep/Weak: 14 / 17 Init: 14 Move Spd: 18 Fort: 12 (19) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 14 (21) 2d+9 11 (18) 10 68 -
Unique Skills W. P.: Physical Damage +2 pts
[Golden Disease / 15 (22) Fort / Loot
Negated] Always Golden Serum
If the Alchemy Tooth hits with their (1d x x300G)
Bite attack, the target must 2-8 None
immediately make a Fortitude check. 9+ Golden Scales
If they fail to resist, they immediately (600G)
receive an extra 2d Disease-type
damage, as well as an additional 1d
Disease-type damage at the end of each round. As the disease deals
damage, golden spots spread from the wound, eventually turning the
whole-body gold. If the target dies from this disease, after 24 hours their
entire body is stiff gold, and the character cannot be resurrected.
The Golden Serum earned from defeating an Alchemy Tooth can be
used to cure this disease (but not the HP lost). If taken in advance, it will
prevent the character from catching this disease for up to 24 hours.
[Continuous Attack]
If an Alchemy Tooth successfully hits a target in melee, they may make
a second attack against the same target.
The Alchemy Tooth is a small snake construct that was designed to
deliver poisons and diseases through its bite. This particular construct
has a bacterium that causes what is called the Golden Disease, as it
eventually turns a person's entire body into gold. It is thought that the
ancient wizard who created the Alchemy Tooth did so in order to collect
creatures, obsessing over anatomy that they could not carve themselves.
While someone with the Golden Disease eventually dies and stiffens into
a golden statue, their entire body is not actually gold. However,
unscrupulous salesmen will attempt to sell these bodies as golden statues
in hopes of duping people out of their hard-earned money.

366
12 Evil Index
Int: Low Perc: Magic Lang: Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 15 / 18 Init: 18 Move Spd: 15 (Floating)
Fort: 14 (21) Will: 16 (23)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 14 (21) 2d+11 14 (21) 13 93 116
Unique Skills W. P.: Fire Damage +3 pts.
[Truespeech Magic, Spiritualism Loot
Magic (Level 10) / Magic Power 15 Always Golden
(22)] Bookmark
An Evil Index may cast both (1,000G)
Truespeech and Spiritualism Magic as 2-6 Spellbook
a tenth-level Sorcerer and Conjurer. (500G)
For individual spell effects, refer to 7 - 12 Esoteric
that spell's description. Spellbook
[Magic Aptitude] (1,500G)
A An Evil Index can use the Combat
13+ Sophisticated
Feats [Guided Magic], [Magic
Research Data
Convergence], [Magic Control],
(4,000G)
[Metamagic/Targets],
[Metamagic/Distance], [Metamagic/Time], [Metamagic/Area], [Hawk
Eye] and [Wordbreak].
[Double Action]
The Evil Index may take two Major Actions during each of its turns.
A strange construct, the Evil Index appears to be an ordinary thick book.
However, it can fly through the air and use the sharp fangs that line its
binding in order to attack any would-be thieves, appearing to laugh after
doing so. It is thought that this is actually a trap monster, built to disguise
itself among other books and protect the wizard's home and research
from intruders. Numerous spells are written within, and the Evil Index
is capable of using these spells in order to protect itself and the wizard's
trove.

367
14 Skyship
Int: None Perc: Magic Lang: None
Hab: Unknown Disp: Instructed
Rep/Weak: 16 / 19 Init: 19 Move Spd: 50 (Flying)
Fort: 18 (25) Will: 17 (24)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None - - 15 (22) 20 200 -
Unique Skills W. P.: Fire Damage +3 pts.
[Flight] Loot
A Skyship receives a +1 bonus to Always Broken Magical
Accuracy (only for melee attacks) and Components x5
Evasion while flying. (250G)
[Passenger / 2]
Ten extra characters can ride a
Skyship as a passenger. These
passengers can take Major Actions
without being penalized for bad footing and can freely move around on
the Skyship. Mounting a Skyship as a passenger is a Major Action, but
dismounting is only a Minor Action.
A small ship that can fly through the sky, a Skyship is a wondrous sight
to see soaring through the skies of Raxia. While wreckages have been
found buried deep in old ruins around the Terastieran continent,
nowadays Skyships are far more common to see formed via the Artificer
spell, though they are not quite as durable as the custom-built ones. Able
to hold up to 10 passengers along with the captain, a Skyship is
surprisingly roomy, and some even have sails in order to take advantage
of the wind currents while flying from place to place.

368
15 Dragon Fortress
Int: Servant Perc: Mechanical Lang: Magitech
Hab: Ruins Disp: Hostile
Rep/Weak: 17 / 20 Init: 22 Move Spd: 20 / 50 (Flying)
Fort: 21 (28) Will: 19 (26)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
17 (24) 2d+16 18 (25) 13 78 -
(Head)
Main
Battery 19 (26) 2d+18 16 (23) 11 81 -
(Body) x2
Secondary
Gun 20 (27) 2d+16 17 (24) 12 74 -
(Wing) x2
Claw
18 (25) 2d+17 17 (24) 10 69 -
(Foot) x2
Sections: 7 (Head / Body x2 / Wing Weak Point: Lightning Damage
x2 / Foot x2) Main Section: Head +2 pts.
Unique Skills Loot
• Dragon Fortress Always Rare Magical
[Mechanical Body] Components
The Dragon Fortress is immune to (900G)
criticals from edged weapons. 2-6 Unknown
• Head Magical
[Breath Weapon / 18 (25) / Will / Components
Half] (2,400G)
The Dragon Fortress shoots a volatile 7 - 12 Trove of Magical
mass of energy up to 50m away, Components
exploding upon impact into a 6m (7,600G)
radius explosion dealing 2d + 13 13+ Newly
damage to up to 20 targets. The type Discovered
of damage is chosen upon usage Magical
between Fire, Water/Ice and Components
Lightning. (25,000G)
• Body & Wings
[Ammunition]
The Dragon Fortress's Main Battery holds 3 bullets, and has a range of
30m, while the Secondary Gun has a 10m range and holds 6 bullets.
369
Once the magazine is empty, the Dragon Fortress must take a Major
Action to replicate ammunition and reload its guns before firing again.
[Hawk Eye & Precise Shot]
Attacks fired into a battlefield cannot misfire. The Dragon Fortress can
attack characters in front of it that are outside the battlefield or under
cover.
[Volley]
The Dragon Fortress makes an attack with the chosen weapon, with a
set Accuracy of 30. 3 bullets must be loaded and used in order to use
this ability, and a target may only be hit by one "Volley" each turn.
• Body
[Giant]
As long as either of the Dragon Fortress Body's HP is 1 or more, the
Head cannot be attacked, whether melee or ranged. When either Body
section falls to 0 HP or lower, this effect disappears.
[Stalled]
If both Body sections are reduced to 0 HP or lower, the Head receives
a -4 penalty to Evasion.
• Wings
[Flight II]
A Dragon Fortress receives a +2 bonus to Accuracy (only for melee
attacks) and Evasion while flying. If one of the Wings falls to 0 HP or
lower, this ability cannot be used.
A large construct in the shape of a dragon, the Dragon Fortress is a huge
machine, measuring around 50m long and 15m high. Able to fly at high
speeds, its weapons are able to cause destruction on a massive scale. The
interior of the Dragon Fortress is able to hold 10 passengers comfortably,
and it was thought that these massive machines were used more to defend
against invasions and attempts at declaring war. It is thought to be the top
of the line when it comes to mobile defense and comes outfitted with a
wide variety of weapons. However, its whereabouts are unknown, and so
the leaders of various regions have sent out teams in order to help find
the missing behemoth.

370
20 Mithril Golem
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 19 / 25 Init: 20 Move Spd: 20 Fort: 26 (33) Will: 25 (32)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist
(Upper 24 (31) 2d+22 23 (30) 30 164 -
Body) x2
Kick
(Lower 22 (29) 2d+24 22 (29) 30 188 -
Body) x2
Sections: 4 (Upper Body x2 / Lower Weak Point: Accuracy +1
Body x2) Main Section: None
Unique Skills Loot
• Mithril Golem Always Mithril (2d x
[Mithril Body] 2,600G)
The Mithril Golem is immune to Always Pure Mithril (1d x
criticals from edged weapons and all 8,800G)
Magic damage. The Mithril Golem's
melee attacks are treated as silver
weapons.
• Upper Body
[Aimed Attack]
When attacking, the Mithril Golem can gain a +4 bonus to Accuracy but
receives a -8 penalty to damage dealt when doing so.
[Twin Strike & Double Attack]
A Mithril Golem can make two Fist attacks each round, though each
attack requires its own Accuracy check. They may choose to attack
different characters with each attack.
• Lower Body
[Stomp]
A Mithril Golem can attack up to 5 targets in the same battlefield with a
single Kick. Accuracy and Damage is the same as a normal attack.
[Earthshaker / 25 (32) / Fort / Negated]
The Mithril Golem shakes the ground, and those who fail to resist
immediately fall prone.

371
[Large Body]
As long as either of the Mithril Golem Lower Body's HP is 1 or more,
the Upper Body cannot be attacked in melee, and receives a +4 bonus
to Evasion against ranged attacks. When both of the Lower Body
sections fall to 0 HP or lower, this effect disappears.
[Unsteady Footing]
If either of the Mithril Golem Lower Body sections are reduced to 0 HP
or lower, the other section cannot use their "Stomp" or "Earthshaker"
abilities.
A humanoid golem created entirely out of the magical metal mithril; the
Mithril Golem is a 10m tall behemoth. The sheer amounts of mithril
required to create one make them incredibly rare to find, though it is
assumed they are protecting incredibly valuable treasure whenever one
is found. However, the Mithril Golem is one of the most dangerous
monsters known to exist in the entirety of Raxia, so defeating one and
taking the treasure it, guards is much easier said than done.
In addition, if the PC has any levels in the Conjurer class, they
automatically know the lore and value of the mithril Golem. A Monster
Knowledge check is still required in order to determine the mithril
Golem's Weakness.

372
Mythical Beasts

4 Kamawet
Int: Average Perc: 5 Senses Lang: Dragonic
Hab: Ocean Disp: Friendly
Rep/Weak: 5 / 12 Init: 10 Move Spd: 5 / 30 (Swimming)
Fort: 7 (14) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 5 (12) 2d+4 5 (12) 3 33 16
Unique Skills W. P.: Lightning Damage +3
pts.
[Underwater Specialization] Loot
A Kamawet can breathe and vocalize 2-6 Chipped Fangs
while underwater and does not suffer (100G)
any penalties for moving while 7+ Kamawet Fangs
underwater. While outside of water, (500G)
all actions receive a -2 penalty.
[Water/Ice Immunity]
A Kamawet takes no damage from
Water/Ice-type effects.
Kamawets are sea-based mythical beasts, similar in appearance to a
dragon without wings. Only a few meters long, they are mild-mannered
and rather friendly, and are able to coexist with humanoids quite easily.
Subsisting on a mostly fish diet, they rarely travel outside of the water.
There are some Kamawets, though, that have been trained as seaborne
mounts for skilled riders.

373
7 Wyvern
Int: Low Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hungry
Rep/Weak: 8 / 15 Init: 16 Move Spd: 15 / 30 (Flying)
Fort: 9 (16) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fang
11 (18) 2d+9 10 (17) 7 38 31
(Head)
Talon
10 (17) 2d+7 9 (16) 5 29 29
(Wing) x2
Tail 10 (17) 2d+6 8 (15) 6 33 26
Sections: 4 (Head / Wing x2 / Tail) Weak Point: Accuracy +1
Main Section: Head
Unique Skills Loot
• Head 2-6 Dragonic
[Flame Breath / 11 (18) / Fort / Half] Patagium (500G)
The Wyvern may vomit a mass of 7 - 12 Black Dragon
superheated air, directed towards a Patagium
single point. The hot air travels to a (1,000G)
range of 20m, and explodes into a 3m 13+ Lustrous Black
radius fireball upon impact, dealing Dragon Patagium
2d + 10 Fire-type damage to up to 5 (5,000G)
targets in the area.
[Techniques]
A Wyvern can use the "Beetleskin", "Cat's Eyes", and "Recovery (5 HP)"
Techniques.
• Wings
[Flight]
A Wyvern receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying. If one of the Wings falls to 0 HP or lower, this
ability cannot be used.
• Tail
[Tail Swing]
A Wyvern can use their tail to attack up to 5 targets. Accuracy and
Damage is the same as a normal attack, and this attack cannot be used
in consecutive rounds.

374
Wyverns are an offshoot of dragons, similar in appearance, though their
wings have taken the place of their forelimbs. These particular Wyverns
are covered in fine black scales that glitter with a dark luster while the
Wyvern is in motion. Fully outstretched, the bat-like wings average a span
of around 10m, giving the Wyvern a fearsome appearance even in the
dark. It is the patagium, or membrane, of these wings that are highly
coveted, as they are used as the basis for a number of premium leather
products.

15 Sphinx
Int: High Perc: 5 Senses Lang: All
Hab: Ruins Disp: Neutral
Rep/Weak: 18 / 25 Init: 20 Move Spd: 20 / 40 (Flying)
Fort: 20 (27) Will: 22 (29)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
20 (27) 2d+16 17 (24) 15 87 194
(Head)
Claw
21 (28) 2d+13 16 (23) 16 107 84
(Body)
Wing
19 (26) 2d+10 18 (25) 13 61 64
(Wing) x2
Sections: 4 (Head / Body / Wing x2) Weak Point: Physical Damage +2
Main Section: Head pts.
Unique Skills Loot
• Head Always Feathers
[Wizardry / Magic Power 19 (26)] (1,000G)
A Sphinx may cast Truespeech, 2-9 Ancient
Spiritualism, Divine and Fairy Magic Runestones
and Magitech spells as a thirteenth- (2,000G)
level spellcaster. It is up to the GM to 10 - 12 Engraved Signet
determine any Special Divine Spells. Ring (5,000G)
For individual spell effects, refer to 13+ Mysterious
that spell's description. Lithograph
[Avatar of Magic] (10,000G)
The Sphinx can use all Combat Feats
related to magic and spellcasting.

375
[Riddle / 20 (27) / Adventurer Level + Intelligence Bonus / Negated]
Once per turn, as a Minor Action, the Sphinx can ask one character
within 100m a riddle. The target then makes an opposed (Adventurer
Level + Intelligence bonus) check in order to come up with the correct
answer, becoming unable to move or take any Actions for 30 seconds (3
rounds) if they fail this check. This temporary paralysis is a Curse-type
effect and will affect characters even if they cannot hear the Sphinx. A
successful "Remove Curse" will end this effect prematurely.
• Body
[Large Body]
As long as the Sphinx Body's HP is 1 or more, the Head receives a +4
bonus to melee Evasion checks. When the Body falls to 0 HP or lower,
this effect disappears.
• Wings
[Flight]
A Sphinx receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying. If one of the Wings falls to 0 HP or lower, this
ability cannot be used.
The Sphinx is a mythical beast about 5m tall, with the body of a lion,
wings of an eagle, and the face of a beautiful human woman. Highly
intelligent and a powerful wizard in their own right, Sphinxes can speak
any language and cast most known magic spells, regardless of Class.
Sphinxes are often seen in serving as gatekeepers for ancient magicians,
welcoming those who can answer their riddles as friends of the magician.
However, failing to come up with the correct response will lead to a dire
fate.

376
17 Hraesvelgr
Int: High Perc: Magic Lang: Arcana
Hab: Mountains Disp: Neutral
Rep/Weak: 18 / 25 Init: 24 Move Spd: 10 / 50 (Flying)
Fort: 22 (29) Will: 22 (29)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak
22 (29) 2d+20 20 (27) 17 105 88
(Head)
Tackle
21 (28) 2d+19 19 (26) 16 115 38
(Body)
Wing
(Right 20 (27) 2d+16 20 (27) 15 82 28
Wing)
Wing
(Left 20 (27) 2d+16 20 (27) 15 82 28
Wing)
Sections: 4 (Head / Body / Right
Weak Point: Poison Damage +3
Wing / Left Wing)
pts.
Main Section: Head
Unique Skills Loot
• Hraesvelgr Always Soft Feathers
[Aversion to Soulscars] (1,000G)
If an opponent has one or more 2-7 Phantom Flight
soulscars, the Hraesvelgr gains a +1 Feathers
bonus to all checks. (1,000G)
• Head 8 - 12 Developed Flight
[Truespeech Magic, Divine Magic Feathers
(Level 10) / Magic Power 15 (22)] (5,000G)
A Hraesvelgr may cast Truespeech 13+ Wind and
and Divine Magic as a tenth-level Thunder Flight
Sorcerer and Priest. It is up to the GM Feathers
to determine any Special Divine (10,000G)
Spells. For individual spell effects,
refer to that spell's description.

377
• Body
[Large Body]
As long as the Hraesvelgr Body's HP is 1 or more, the Head cannot be
attacked in melee. When the Body falls to 0 HP or lower, this effect
disappears.
• Wings
[Flight II]
A Hraesvelgr receives a +2 bonus to Accuracy (only for melee attacks)
and Evasion while flying. If one of the Wings falls to 0 HP or lower, this
ability cannot be used.
• Right Wing
[Rain of Thunder / 21 (28) / Fort / Half]
The Hraesvelgr can cause the thunder on its right wing to downpour
onto the battlefield, shooting it up to 20m away. The thunder will
detonate on contact, becoming a 6m radius electrical shockwave that
deals 2d + 20 Lightning-type damage to up to 20 targets. This ability
cannot be used in consecutive turns.
[Thundering Wing / 20 (27) / Fort / Negated]
A character attacking the Hraesvelgr's Right Wing must make a Fortitude
check, taking 2d + 10 Lightning-type damage if they fail to resist. This
check is made regardless of if the original attack hits or not.
• Left Wing
[Razor Wind / 21 (28) / Fort / Half]
The Hraesvelgr can shoot the wind circling its left wing up to 20m away.
This wind will erupt on contact, becoming a 6m radius hurricane that
deals 2d + 20 Wind-type damage to up to 20 targets. This ability cannot
be used in consecutive turns.
[Gusting Wing / 20 (27) / Fort / Negated]
A character attacking the Hraesvelgr's Left Wing must make a Fortitude
check, taking 2d + 10 Wind-type damage if they fail to resist. This check
is made regardless of if the original attack hits or not.
Appearing as a giant eagle, the Hraesvelgr is said to be the father of wind
and lightning. Its wingspan can reach 20m, and each wing has control
over one of those elements, destroying everything they touch. The
Hraesvelgr also detests the undead, finding them through the soulscars
they carry. However, even those with soulscars that aren't undead, such
as nightmares and even some veteran adventurers, are at risk of being
torn apart by the Hraesvelgr.

378
18 Peluda
Int: High Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 20 / 27 Init: 24 Move Spd: 31 Fort: 24 (31) Will: 23 (30)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Crushing
Bite 22 (29) 2d+18 21 (28) 15 110 49
(Head)
Tackle
20 (27) 2d+20 20 (27) 16 127 29
(Body)
Kick
21 (28) 2d+17 20 (27) 15 97 29
(Foot) x4
Tail (Tail) 21 (28) 2d+17 21 (28) 15 109 19
Sections: 7 (Head / Body / Foot x4 / Weak Point: Magic Damage +2
Tail) Main Section: Head pts.
Unique Skills Loot
• Peluda Always Peluda Fangs
[Techniques] (1,000G)
A Peluda can use the "Bear Muscle", 2-6 Peluda Venom
"Cat's Eyes", and "Recovery (9 HP)" (1,000G)
Techniques. 7 - 12 Peluda Venom
• Head (1d x 1,000G)
[Flame Breath / 24 (31) / Fort / Half] 13+ Peluda Venom
The Peluda may vomit a mass of Sac (10,000G)
superheated air, directed towards a
single point. The hot air travels to a range of 20m, and explodes into a
6m radius fireball upon impact, dealing 2d + 20 Fire-type damage to up
to 20 targets in the area. This ability cannot be used in consecutive turns.
• Body
[Poison Spike / 24 (31) / Fort / Negated]
If the Peluda's Body hits with their Tackle attack, the target must
immediately make a Fortitude check. If they fail to resist, they receive an
extra 15 Poison-type damage.
[Large Body]
As long as the Peluda Body's HP is 1 or more, the Head cannot be
attacked in melee, and receives a +4 bonus to Evasion against ranged
attacks. When the Body falls to 0 HP or lower, this effect disappears.

379
• Feet
[Trampling Rush / Can't]
The Peluda stomps its feet rapidly, dealing 2d + (Remaining Feet) + 5
Physical damage to all other targets in the same battlefield. This attack
cannot be Evaded. All remaining Feet must be able to take a Major
Action to use this ability.
[Large]
The Peluda's Body receives a +4 bonus to melee Evasion checks. When
two or more Feet fall to 0 HP or lower, this effect disappears.
• Tail
[Tail Swing]
A Peluda can use their tail to attack up to 5 targets. Accuracy and
Damage is the same as a normal attack, and this attack cannot be used
in consecutive rounds.
A Peluda is a massive beast, measuring 40m long, with the body of a
snake, four clawed legs, and hair like a lion's mane all throughout its
body. Additionally, massive spikes jut out from its back at regular
intervals, whose touch can inject a massive dose of poison into a target
even after the Peluda is dead. However, the poison from these spikes
can be used by researchers in order to produce valuable antivenoms, and
so it is worthwhile for adventurers to go out and collect this monster's
terrible poison. There are also rumors that a monster has singlehandedly
burned down a city overnight in a fit of rage, and it is commonly thought
this monster was a Peluda.

380
Fairies

3 Bannik
Int: Average Perc: 5 Senses Lang: Trade Common, Sylvan
Hab: Hot Springs Disp: Neutral
Rep/Weak: 10 / 14 Init: 10 Move Spd: 12 Fort: 6 (13) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 5 (12) 2d+2 3 (10) 4 34 34
Unique Skills W. P.: Fire Damage +3 pts.
[Limited Fairy Magic (Level 3) / Magic Loot
Power 5 (12)] None
A Bannik may cast the Fairy Magic
spells "Water Screen" and
"Purification" as a third-level Fairy
Tamer. For spell effects, refer to that
spell's description.
[Magic Aptitude]
A Bannik can use the Combat Feat [Metamagic/Distance].
[Healing Hot Spring]
The Bannik can change water into a hot spring at the optimal
temperature for bathing, at a rate of 2 MP per 50 liters of water to be
changed. Soaking in the waters for an hour will recover 5 HP and MP
but staying in longer than an hour will not recover any more.
[Water Body]
A Bannik takes no damage from Water/Ice-type effects. Bludgeoning
weapons treat the Bannik's Defense as 3 points higher.
[Underwater Specialization]
A Bannik can breathe and vocalize while underwater and does not suffer
any penalties for moving while underwater.
[Flame Vulnerability]
When the Bannik is hit by Fire-type damage, it takes an extra 3 damage.
A spirit that takes the appearance of a nude woman, Banniks are
subservient fairies found around hot springs and other naturally
occurring warm water. They only wish to see cleanliness and may even
offer to create a hot spring in order to help travelers wash away dirt and
grime. However, Banniks are known to become irrationally angry if
someone dirty refuses to head to a hot spring and will lash out in anger.

381
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Bannik. A Monster
Knowledge check is still required in order to determine the Bannik's
Weakness.

3 Swarm of Muryans
Int: Average Perc: 5 Senses Lang: Trade Common, Sylvan
Hab: Forest, Grasslands Disp: Friendly
Rep/Weak: 8 / 14 Init: 9 Move Spd: 11 Fort: 7 (14) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None - - 4 (11) 5 35 19
Unique Skills W. P.: Wind Damage +3 pts.
[Limited Fairy Magic (Level 3) / Magic Loot
Power 6 (13)] None
A Swarm of Muryans may cast the
Fairy Magic spells "Snare" and "Stone
Guard" as a third-level Fairy Tamer.
For spell effects, refer to that spell's
description.
[Magic Aptitude]
A Swarm of Muryans can use the Combat Feat [Metamagic/Targets].
[Spellsongs / 5 (12)]
A Swarm of Muryans can use the "Ambiance" and "Healing" Spellsongs.
For individual Spellsong effects, refer to that Spellsong's description.
Spellsongs have an effective range of 30m, centered on the Swarm of
Muryans.
[Swarming Attack / Can't]
The Muryans swarm around all other targets in the same battlefield,
dealing Physical damage equal to 2d + 1/5 the Swarm of Muryans's
Current HP (rounded down). Because of the number and size of the
Muryans attacking, this attack cannot be Evaded.
[Swarm]
A Swarm of Muryans is immune to criticals and cannot be attacked with
the "Throw" Wrestling weapon. When targeting the Swarm of Muryans
or another character in the same battlefield, the Combat Feats [Precise
Shot], [Guided Magic] and [Magic Control] cannot be used.

382
[Earth Body]
A Swarm of Muryans takes no damage from Earth-type effects.
[Wind Vulnerability]
When the Swarm of Muryans is hit by Wind-type damage, it takes an
extra 3 damage.
What appears to be an ant at first is really a very small earth fairy, dressed
in a dark hat and coat. Muryans are tiny fairies that travel in swarms and
will typically be seen as a part of a large group, rather than individually.
Because of their small size, they tend to avoid conflict when possible, and
are rather easygoing. If a group of Muryans sees someone who's not
having a good time, they will try and put on a little song and dance to
bring some cheer.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Muryans. A Monster
Knowledge check is still required in order to determine the Muryan's
Weakness.

5 Shade
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Various Disp: Neutral
Rep/Weak: 11 / 15 Init: 12 Move Spd: 33 (Flying)
Fort: 7 (14) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 7 (14) 2d+7 7 (14) 7 42 42
Unique Skills W. P.: Accuracy +1
[Limited Fairy Magic (Level 5) / Magic Loot
Power 9 (16)] None
A Shade may cast the Fairy Magic
spells "Sanity" and "Distraction" as a
fifth-level Fairy Tamer. For spell
effects, refer to that spell's description.
[Magic Aptitude]
A Shade can use the Combat Feats [Metamagic/Targets] and
[Metamagic/Time].
[Dark Mind / 8 (15) / Will / Negated]
As a Major Action, the Shade attempts to wrap the minds of every target
in 30m in shadow, preventing them from taking any sort of deliberate
383
action. Those who fail to resist are held still for 30 seconds (3 rounds),
unable to move, cast spells or take an Action. Involuntary checks, such
as Evasion, Fortitude and Willpower may still be made.
[Shadow Protection]
A Shade takes no damage from Psychic-type effects.
[Flight]
A Shade receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
Dark fairies standing around 30cm tall, Shades are cloaked entirely in
darkness. However, if one were to be able to see through and see the real
appearance of a Shade, they appear to be tall, almost gaunt fairies wearing
well-made clothing created entirely out of ephemeral darkness. Said to
be able to influence the spirit of a person, Shades will rarely appear in
areas with a high population, preferring more rural areas.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Shade. A Monster
Knowledge check is still required in order to determine the Shade's
Weakness.

384
5 Sprite
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Various Disp: Neutral
Rep/Weak: 11 / 15 Init: 12 Move Spd: 33 (Flying)
Fort: 9 (16) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 7 (14) 2d+6 7 (14) 6 42 42
Unique Skills W. P.: Accuracy +1
[Limited Fairy Magic (Level 5) / Magic Loot
Power 9 (16)] None
A Sprite may cast the Fairy Magic
spells "Healing Water", "Whisper
Heal" and "Basic Healing" as a fifth-
level Fairy Tamer. For spell effects,
refer to that spell's description.
[Magic Aptitude]
A Sprite can use the Combat Feat [Metamagic/Targets].
[Flash / 8 (15) / Fort / Negated]
Once per round, as a Minor Action, the Sprite unleashes a bright flash
of light, dazzling all within 30m. Those who fail to resist will receive a -2
penalty to all Accuracy and Evasion checks for 30 seconds (3 rounds).
[Light Protection]
A Sprite takes 5 less damage from all Magic effects, regardless of type.
[Flight]
A Sprite receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
Fairies of light, Sprites are similar to Shades in size and stature, only being
around 30cm tall and glowing with a bright light. Their true appearance
is that of a slim blonde woman dressed in a robe of white light, though
the light given off by the robe is enough to obscure this view. Said to be
able to restore one's vitality, having the aid of a Sprite is quite important
for Fairy Tamers. However, Sprites are incredibly shy, and are a rare
sight in public areas.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Sprite. A Monster
Knowledge check is still required in order to determine the Sprite's
Weakness.

385
7 Gnome
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Forest, Mountains, Caves Disp: Neutral
Rep/Weak: 11 / 16 Init: 13 Move Spd: 16 Fort: 9 (16) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 11 (18) 2d+9 8 (15) 9 55 38
Unique Skills W. P.: Wind Damage +3 pts.
[Limited Fairy Magic (Level 7) / Magic Loot
Power 10 (17)] None
A Gnome may cast the Fairy Magic
spells "Snare" and "Stone Guard" as a
seventh-level Fairy Tamer. For spell
effects, refer to that spell's description.
[Magic Aptitude]
A Gnome can use the Combat Feats [Metamagic/Targets] and [MP
Save].
[Quake / 10 (17) / Fort / Negated]
As a Major Action, the Gnome can cause a localized earthquake,
affecting all targets within 30m. Those who fail to resist fall prone and
cannot stand up for the next minute (6 rounds).
[Earth Body]
A Gnome takes no damage from Earth-type effects.
[Wind Vulnerability]
When the Gnome is hit by Wind-type damage, it takes an extra 3
damage.
An earthen fairy, Gnomes are small in stature, typically appearing as 1m
tall bearded old men. However, there are also female and child Gnomes,
though they do not usually appear outside Gnome settlements. The
older male Gnomes will fight fiercely to protect these other Gnomes.
Because of this, Gnomes have a reputation of valuing strength in the face
of adversity, as well as protecting friends and family.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Gnome. A Monster
Knowledge check is still required in order to determine the Gnome's
Weakness.

386
9 Dryad
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Forest Disp: Neutral
Rep/Weak: 12 / 19 Init: 15 Move Spd: 13 Fort: 11 (18) Will: 12 (19)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 11 (18) 2d+10 10 (17) 9 58 73
Unique Skills W. P.: Fire Damage +3 pts.
[Limited Fairy Magic (Level 9) / Magic Loot
Power 12 (19)] None
A Dryad may cast the Fairy Magic
spells "Snare", "Stone Guard", "Fairy
Step" and "Stone Blast" as a ninth-level
Fairy Tamer. For spell effects, refer to
that spell's description.
[Magic Aptitude]
A Dryad can use the Combat Feats [Metamagic/Targets],
[Metamagic/Time] and [MP Save].
[Mesmerize / 12 (19) / Will / Negated]
As a Major Action, the Dryad can speak enchanting words to a male
character within 30m, this Psychic-type effect causing them to think of
the Dryad as their partner. Anyone who attacks the Dryad is considered
to be an enemy, and the mesmerized character will move to protect the
Dryad. This effect lasts as long as the Dryad remains within 30m of the
character.
[Tree Assimilation]
As a Major Action, the Dryad can step into a chosen tree and hide inside,
becoming invulnerable to attacks. Burning a tree where a Dryad is hiding
will force the Dryad out, otherwise exiting a tree is also a Major Action.
Choosing a new tree will override the previous chosen tree, so a Dryad
can only choose one tree at a time.
[Wood Body]
A Dryad takes no damage from Earth-type effects.
[Flame Vulnerability]
When the Dryad is hit by Fire-type damage, it takes an extra 3 damage.

387
These tree fairies take the shape of a beautiful, yet mysterious woman
with long, flowing green hair wrapped around her limbs. Often appearing
nude, Dryads are known to be man-charmers, and will have a pile of
bodies at the base of their tree. These are the corpses of men that they
had mesmerized, providing fertilizer in death as they did protection in
life. There are stories of men who have escaped the clutches of a Dryad,
though, by threatening to cut their tree down.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Dryad. A Monster
Knowledge check is still required in order to determine the Dryad's
Weakness.

388
9 Puck
Int: Average Perc: 5 Senses Lang: Trade Common, Sylvan
Hab: Mountains Disp: Neutral
Rep/Weak: 12 / 19 Init: 16 Move Spd: 33 (Flying)
Fort: 11 (18) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 10 (17) 2d+8 12 (19) 7 69 69
Unique Skills W. P.: Earth Damage +3 pts.
[Limited Fairy Magic (Level 9) / Magic Loot
Power 13 (20)] None
A Puck may cast the Fairy Magic spells
"Wind Voice", "Wind Guard", "Wind
Cutter", "Silent Move", "Hovering",
"Shoot Arrow", "Windstorm" and
"Missile Protection" as a ninth-level Fairy Tamer. For spell effects, refer
to that spell's description.
[Magic Aptitude]
A Puck can use the Combat Feats [Metamagic/Distance],
[Metamagic/Time] and [Metamagic/Area].
[Distant Voice]
The range of the Puck's spells is doubled. When using
[Metamagic/Distance], this ability doubles the range of the spell before
the Combat Feat is applied.
[Windfall]
At the beginning of the Puck's turn, they may take a Normal Move before
taking their turn. This does not count as their movement for the turn, so
if the Puck takes a Limited Move, they may still cast a spell that turn.
This ability cannot be used in consecutive turns.
[Wind Body]
A Puck takes no damage from Wind-type or Slash-type effects. Slashing
weapons treat the Puck's Defense as 3 points higher.
[Flight]
A Puck receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
[Earth Vulnerability]
When the Puck is hit by Earth-type damage, it takes an extra 3 damage.

389
A Puck is a tree spirit that takes the appearance of a small boy, dressed
in green clothes and hat. Often seen flying around, they are happy fairies
who love music, and will often sing or whistle along to a tune they enjoy.
Pucks are often talkative to the performers, and will generally be friendly,
but they are also quite mischievous and will prank mountain climbers
just as quickly.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Puck. A Monster
Knowledge check is still required in order to determine the Puck's
Weakness.

15 Skadi
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Cold Regions, Snowy Mountains Disp: Neutral
Rep/Weak: 18 / 21 Init: 21 Move Spd: 44 (Flying)
Fort: 21 (28) Will: 21 (28)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Ram 20 (27) 2d+18 19 (26) 16 106 117
Unique Skills W. P.: Fire & Earth Damage
+3 pts.
[Limited Fairy Magic (Level 13) / Loot
Magic Power 19 (26)] None
A Skadi may cast the Fairy Magic
spells "Water Screen", "Purification",
"Ice Bolt", "Seabed Walk", "Sink",
"Mist Hide", "Ice Coffin", "Water
Edge", "Current" and "Maelstrom" as a thirteenth-level Fairy Tamer. For
spell effects, refer to that spell's description.
[Magic Aptitude]
A Skadi can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Distance], [Metamagic/Time], [Multi-Action] and
[Wordbreak].
[Icicle Spear / 21 (28) / Fort / Half]
Once per round, as a Minor Action, the Skadi can create spears of frost
and ice to attack up to 3 targets 30m away for 2d + 20 Water/Ice-type
damage.

390
[Blizzard Body]
An Skadi takes no damage from Water/Ice-type, Wind-type, or Slash-
type effects. Bludgeoning and Slashing weapons treat the Skadi's Defense
as 3 points higher.
[Flight]
A Skadi receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
[Flame/Earth Vulnerability]
When the Skadi is hit by Fire-type or Earth-type damage, it takes an extra
3 damage.
An ephemeral fairy of snow and ice, Skadis are beautiful women, often
with an innocently sly smile on their face. With frozen armor and an
icicle spear, they are at home in the middle of freezing weather. Skadis
are drawn to strong men and will occasionally give them a jewel to call
on the fairy in times of need. When such a gifted man dies, the Skadi
will take the corpse away, and it is said that the body is stored in the
Skadi's ice palace deep within the snowy mountains.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Skadi. A Monster
Knowledge check is still required in order to determine the Skadi's
Weakness.

391
15 Sleipnir
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Grasslands, Mountain Disp: Neutral
Rep/Weak: 18 / 21 Init: 22 Move Spd: 44 / 88 (Flying)
Fort: 21 (28) Will: 21 (28)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Hoof 21 (28) 2d+18 21 (28) 17 123 87
Unique Skills W. P.: Earth Damage +3 pts.
[Limited Fairy Magic (Level 13) / Loot
Magic Power 19 (26)] None
A Sleipnir may cast the Fairy Magic
spells "Wind Voice", "Wind Guard",
"Wind Cutter", "Silent Move", "Shoot
Arrow", "Windstorm", "Missile
Protection" and "Whirlwind" as a ninth-level Fairy Tamer. For spell
effects, refer to that spell's description.
[Magic Aptitude]
A Sleipnir can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Distance], [Metamagic/Area], [Multi-Action] and
[Wordbreak].
[Gale Movement / 20 (27) / Fort / Negated]
The Sleipnir charges full-force in a straight line up to 132m, dealing 2d
+ 20 Wind-type damage to anything in its path and knocking it prone.
This is treated as an "Area: Breakthrough" effect and can only be used if
the Sleipnir could take a Full Move. This ability can only be used while
the Sleipnir is on the ground and cannot be used in consecutive turns.
[Wind Body]
A Sleipnir takes no damage from Wind-type or Slash-type effects.
Slashing weapons treat the Sleipnir's Defense as 3 points higher.
[Flight]
A Sleipnir receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
[Earth Vulnerability]
When the Sleipnir is hit by Earth-type damage, it takes an extra 3
damage.

392
Wind fairies that take the shape of an 8-legged horse, Sleipnirs are
known as "gale fairies" due to their incredible speed. Able to move at
unnoticeable speeds, Sleipnirs will create massive gusts of wind behind
them when traveling. Quite temperamental, a Sleipnir can run down
from a mountain past a village in a rage, only to have the wind it creates
destroy the village with little effort.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Sleipnir. A Monster
Knowledge check is still required in order to determine the Sleipnir's
Weakness.

17 Efreet
Int: High Perc: 5 Senses Lang: Sylvan
Hab: Volcano, Labyrinths, Ruins Disp: Neutral
Rep/Weak: 19 / 22 Init: 23 Move Spd: 40 (Flying)
Fort: 23 (30) Will: 23 (30)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist
(Upper 22 (29) 2d+17 20 (27) 19 128 93
Body)
Kick
(Lower 21 (28) 2d+19 20 (27) 19 132 31
Body)
Sections: 2 (Upper Body / Lower Weak Point: Water/Ice Damage
Body) Main Section: Upper Body +3 pts.
Unique Skills Loot
• Efreet None
[Twin Strike & Double Attack]
An Efreet can make two Fist attacks
and two Kick attacks each round,
though each attack requires its own
Accuracy check. They may choose to attack different characters with
each attack.
[Mana Ignition Strike]
The Efreet can ignite its limbs, which deal an additional +23 damage and
turning the attacks into Fire-type damage. If they do, they receive a -1
penalty to Evasion, Fortitude, and Willpower checks until their next
turn.
393
[Fire Immunity]
An Efreet takes no damage from Fire-type effects.
[Flight]
An Efreet receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
[Water/Ice Vulnerability]
When the Efreet is hit by Water/Ice-type damage, it takes an extra 3
damage.
• Upper Body
[Limited Fairy Magic (Level 15) / Magic Power 23 (30)]
An Efreet may cast the Fairy Magic spells "Fire Bolt", "Heat Metal",
"Flame Coat" and "Firestorm" as a fifteenth-level Fairy Tamer. For spell
effects, refer to that spell's description.
[Magic Aptitude]
An Efreet can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets],
[Metamagic/Distance], [Metamagic/Area], [Hawk Eye], [Multi-Action]
and [Wordbreak].
[Dance of Flame / 23 (30) / Fort / Half]
Once per turn, as a Minor Action, the Efreet scatters fire in a 30m radius
around itself, dealing 2d + 22 Fire-type damage to all targets in the area.
[Flame Ruler]
As a Major Action, the Efreet can choose and negate the Racial Ability
"Sword's Salvation/Flame Body" of a single target for 10 seconds (1
round).
• Lower Body
[Large Body]
As long as the Efreet Lower Body's HP is 1 or more, the Upper Body
cannot be attacked in melee, and receives a +4 bonus to Evasion against
ranged attacks. When the Lower Body falls to 0 HP or lower, this effect
disappears.
Efreet are 5m tall giant volcanic fairies, often appearing as great horned
humans wreathed in flame. Found in volcanos and deep caves near
Salamanders, Efreets will rarely appear to outsiders. Although usually
cheerful, they do tend to lose their temper quickly, and a raging Efreet
will turn everything around it into charcoal in an instant.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Efreet. A Monster
Knowledge check is still required in order to determine the Efreet's
Weakness.

394
Daemons

2 Imp
Int: Average Perc: 5 Senses (Darkvision) Lang: Youma, Daemonic
Hab: Various Disp: Hostile
Rep/Weak: 12 / 15 Init: 9 Move Spd: 10 / 10 (Flying)
Fort: 3 (10) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tail 3 (10) 2d+3 4 (11) 2 16 28
Unique Skills W. P.: Slash Damage +3 pts.
[Divine Magic (Level 2) / Magic Loot
Power 4 (11)] Always Daemon's Blood
An Imp may cast Divine Magic as a (100G)
second-level Priest. It is up to the GM 2-8 None
to determine any Special Divine 9+ Poison Tail
Spells. For individual spell effects, (150G)
refer to that spell's description.
[Paralyzing Poison / 3 (10) / Fort /
Negated]
If the Imp hits with their Tail attack, the target must immediately make
a Fortitude check. If they fail to resist, they receive a -2 penalty to Evasion
checks for 30 seconds (3 rounds).
[Flight]
An Imp receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
Imps are small hairless daemons with brown skin, bat-like wings, and a
tail pointed like a spear. Often used as messengers for the King of
Daemons, Imps are typically sent to help others who may do the work
of the Daemon King. As such, seeing an Imp nearby may mean stronger
Daemons are not far off.

395
4 Spawn
Int: Servant Perc: 5 Senses (Darkvision) Lang: None
Hab: Labyrinths, Ruins Disp: Instructed
Rep/Weak: 14 / 15 Init: 10 Move Spd: 14 Fort: 7 (14) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Talon 5 (12) 2d+5 5 (12) 5 36 10
Unique Skills W. P.: Bludgeoning Damage
+3 pts.
[Twin Strike & Double Attack] Loot
A Spawn can make two Talon attacks Always Daemon's Blood
each round, though each attack (100G)
requires its own Accuracy check.
They may choose to attack different
characters with each attack.
[Mindless]
A Spawn is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Spawn is immune to all Poison-type and Disease-type effects.
A husk of a creature, created by daemons to assist in their diabolical
works. Spawn are often created in the image of the daemon summoning
them, and some daemons even use this similar appearance to trick
unaware adventurers. While a Spawn may be able to look like and act
like a greater daemon, it cannot use any elemental breath weapons, cast
spells, etc.

396
9 Godbell
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 16 Move Spd: 15 Fort: 12 (19) Will: 12 (19)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Talon 12 (19) 2d+11 11 (18) 10 64 32
Unique Skills W. P.: Physical Damage +2 pts
[Invisible] Loot
The Godbell is invisible, causing Always Crystallized
attacks against it to receive a -4 penalty Daemon's Blood
to Accuracy. Additionally, characters (800G)
receive a -4 penalty to Evasion when 2 - 10 None
attempting to dodge the Godbell's 11+ Transparent
attacks. Spells with "Target: One Leather (1,400G)
Character" do not affect the Godbell
unless it is also "Range: Touch".
[Double Attack]
A Godbell can make two Talon attacks each round, though each attack
requires its own Accuracy check.
[Blink]
The Godbell can blink through space, travelling through solid objects,
walls, barriers, etc. and reappearing up to 2m away.
[Surprise Assassination]
When moving into the area where the Godbell is, the lead character
needs to make a Danger Sense check against a value of 16. If
unsuccessful, the Godbell may Ambush the party (when Ambushed, the
party automatically loses Initiative for that round, and all Actions are
made at a -2 penalty for the turn).
[Mindless]
A Godbell is unaffected by any Psychic-type effects.
[Poison/Disease Immunity]
A Godbell is immune to all Poison-type and Disease-type effects.
Godbells are subservient daemons, also known as "formless daemons".
They are completely invisible, even after death, so their true appearance
is unknown. Their unique skills, however, allow Godbells to be
extraordinary assassins.

397
9 Tikira
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 15 / 20 Init: 13 Move Spd: 40 (Flying)
Fort: 12 (19) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 12 (19) 2d+9 12 (19) 9 56 78
Unique Skills W. P.: Physical Damage +2 pts
[Divine Magic (Level 9) / Magic Loot
Power 13 (20)] Always Crystallized
A Tikira may cast Divine Magic as a Daemon's Blood
ninth-level Priest. It is up to the GM (800G)
to determine any Special Divine 2-6 None
Spells. For individual spell effects, 7 - 12 Daemon
refer to that spell's description. Feathers (350G)
[Magic Aptitude]
13+ Rainbow
A Tikira can use the Combat Feats
Daemon
[Metamagic/Distance],
Feathers
[Metamagic/Targets], [Multi-Action]
(1,500G)
and [Wordbreak].
[Underworld Logic]
The Tikira can cause spells that would recover HP to deal Magic damage
instead by spending twice as much MP to cast those spells.
[Flight]
A Tikira receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
[Schadenfreude]
The Tikira find failure hilarious, and will begin uncontrollably laughing
when anyone, friend, or foe, Automatically Fails on a roll. While
laughing, the Tikira cannot use magic until the end of their next turn.
[Unluck]
The first time a character would roll double 6's (other than the Tikira),
that roll gets changed to double 1's instead (which would trigger the
Tikira's "Schadenfreude" ability). It is possible to change the roll back to
double 6's using "Sword's Salvation/Change Fate", however this ability
would then affect the next roll of double 6's. If there are multiple Tikiras
on the battlefield, each one of them can use this ability.

398
20cm high, the Tikira is a small daemon that looks similar to a human
but has the compound eyes of a dragonfly and feathered wings. They
love to fly around and cause mischief, taking pleasure in someone else's
poor troubles.

10 Melbiz
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 16 / 20 Init: 16 Move Spd: 13 / 20 (Swimming)
Fort: 13 (20) Will: 12 (19)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Talon
(Upper 13 (20) 2d+13 12 (19) 12 75 43
Body)
Tail
(Lower 12 (19) 2d+10 11 (18) 11 62 35
Body)
Sections: 2 (Upper Body / Lower Weak Point: Fire Damage +3 pts.
Body) Main Section: Upper Body
Unique Skills Loot
• Melbiz 2-8 None
[Mindless] 9 - 12 Daemon Scales
A Melbiz is unaffected by any Psychic- (600G)
type effects. 13+ Jade Scales
[Poison/Disease Immunity] (1,600G)
A Melbiz is immune to all Poison-type
and Disease-type effects.
[Underwater Adaptation]
A Melbiz can breathe and vocalize while underwater and does not suffer
any penalties for moving while underwater.
• Upper Body
[Acid Breath / 12 (19) / Evasion / Negated]
The Melbiz spits a gob of acid at a single target up to 20m away, dealing
2d + 7 Poison-type damage. A target hit will have one of their worn pieces
of armor (of the player's choice) lose 1 point of Defense permanently.

399
Armor with 0 Defense is destroyed permanently, and damaged armor
can be repaired at 1/10th the cost.
If Acid Breath is used underwater, it instead becomes a 5m cloud of
poison around the Melbiz, dealing 2d Poison-type damage to up to 15
targets. This form of the attack cannot be Evaded, but also does not
damage armor.
This ability cannot be used in consecutive turns.
[Twin Strike & Double Attack]
A Melbiz can make two Talon attacks each round, though each attack
requires its own Accuracy check. They may choose to attack different
characters with each attack.
Melbiz are low-rank daemons adapted to water, sporting shiny green
scales and a dorsal fin. Standing just slightly taller than an average human
at 2.5m tall, they are well adapted to the water and will sneak into civilized
lands through rivers and canals. High-ranking daemons will often use a
contingent of Melbiz to spearhead an attack, coming from the water to
attack unsuspecting cities.

400
13 Tiki Tiki
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 17 / 22 Init: 20 Move Spd: 50 (Flying)
Fort: 16 (23) Will: 18 (25)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 19 (26) 2d+13 17 (24) 14 87 113
Unique Skills W. P.: Physical Damage +2 pts
[Divine Magic (Level 12) / Magic Loot
Power 18 (25)] Always Crystallized
A Tiki Tiki may cast Divine Magic as Daemon's Blood
a twelfth-level Priest. It is up to the (800G)
GM to determine any Special Divine Always Daemon
Spells. For individual spell effects, Feathers (2d x
refer to that spell's description. 350g)
[Magic Aptitude] 2-9 None
A Tiki Tiki can use the Combat Feats
10+ Rainbow
[Metamagic/Distance],
Daemon
[Metamagic/Targets], [Multi-Action]
Feathers (1d x
and [Wordbreak].
1,500G)
[Underworld Logic]
The Tiki Tiki can cause spells that would recover HP to deal Magic
damage instead by spending twice as much MP to cast those spells.
[Flight]
A Tiki Tiki receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
[Schadenfreude]
The Tiki Tiki find failure hilarious, and will begin uncontrollably
laughing when anyone, friend, or foe, Automatically Fails on a roll.
While laughing, the Tiki Tiki cannot use magic until the end of their
next turn.
[Unluck]
The first time a character would roll double 6's (other than the Tiki Tiki),
that roll gets changed to double 1's instead (which would trigger the Tiki
Tiki's "Schadenfreude" ability). It is possible to change the roll back to
double 6's using "Sword's Salvation/Change Fate", however this ability
would then affect the next roll of double 6's. If there are multiple Tiki
Tikis on the battlefield, each one of them can use this ability.

401
[Split/Reform]
As a Minor Action, the Tiki Tiki can split itself into a swarm of smaller
daemons, or reform into one large daemon. When split, the Tiki Tiki
cannot make melee attacks or cast spells but gains the "Swarm" special
ability. The Tiki Tiki cannot Split and Reform during the same turn.
[Swarm]
When targeting the Tiki Tiki or another character in the same
battlefield, the Combat Feats [Precise Shot], [Guided Magic] and [Magic
Control] cannot be used.
The Tiki Tiki daemon is actually a multitude of smaller Tikiras that have
come together to form a much larger and more intimidating presence.
Moving in concert as a single creature, the Tiki Tiki has the appearance
of a human-sized Tikira. While taking this larger form, the Tikiras share
thoughts and perceptions, making it move and act like it is actually one
creature instead of a swarm.

402
13 Foregone
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 18 / 22 Init: 19 Move Spd: 16 Fort: 19 (26) Will: 18 (25)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Horn
15 (22) 2d+15 16 (23) 15 78 98
(Head)
Talon
16 (23) 2d+12 15 (22) 14 93 33
(Body)
Kick
15 (22) 2d+13 14 (21) 15 71 26
(Foot)
Sections: 3 (Head / Body / Foot) Weak Point: Magic Damage +2
Main Section: Head pts.
Unique Skills Loot
• Foregone Always Crystallized
[Mindless] Daemon Blood
A Foregone is unaffected by any (800G)
Psychic-type effects. 2-8 None
[Poison/Disease Immunity] 9 - 12 Daemon Horn
A Foregone is immune to all Poison- (600G)
type and Disease-type effects. 13+ Great Daemon
• Head Horn (1,400G)
[Divine Magic (Level 12) / Magic
Power 16 (23)]
A Foregone may cast Divine Magic as a twelfth-level Priest. It is up to
the GM to determine any Special Divine Spells. For individual spell
effects, refer to that spell's description.
[Magic Aptitude]
A Foregone can use the Combat Feats [Metamagic/Targets], [Multi-
Action] and [Wordbreak].
• Body
[Twin Strike & Double Attack]
A Foregone can make two Talon attacks each round, though each attack
requires its own Accuracy check. They may choose to attack different
characters with each attack.

403
[Large Body]
As long as the Foregone Body's HP is 1 or more, the Head cannot be
attacked in melee, and receives a +4 bonus to Evasion against ranged
attacks. When the Body falls to 0 HP or lower, this effect disappears.
A lesser daemon, Foregones are 6m tall giants with red-black skin, with
one horn protruding from its forehead and the lower body of a goat.
Often used as shock troopers by high-rank daemons, they are quite
dangerous with both spell and claw.

15 Doppelganger
Int: High Perc: 5 Senses (Darkvision) Lang: Arcana, Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 19 / 23 Init: 21 Move Spd: 18 Fort: 21 (28) Will: 21 (28)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw
(Upper 20 (27) 2d+18 18 (25) 16 95 108
Body)
Trample
(Lower 19 (26) 2d+21 17 (24) 16 113 32
Body)
Sections: 2 (Upper Body / Lower Weak Point: Slash Damage +3
Body) Main Section: Upper Body pts.
Unique Skills Loot
• Doppelganger Always Crystallized
[Truespeech Magic (Level 15) / Magic Great Daemon
Power 21 (28)] Blood (1,600G)
A Doppelganger may cast Truespeech 2-7 None
Magic as a fifteenth-level Sorcerer. 8 - 12 Black Hide
For individual spell effects, refer to (4,600G)
that spell's description. 13+ Shadowy Hide
[Magic Aptitude] (12,000G)
A Doppelganger can use the Combat
Feats [Guided Magic], [Magic Convergence], [Magic Control],
[Metamagic/Targets], [Multi-Action] and [Wordbreak].

404
[Shapeshift]
As a Major Action, the Doppelganger can change its shape into
another's, with the quality of the transformation based on the time the
Doppelganger has observed the target. A quick glance at a target allows
the Doppelganger to copy the target's physical appearance, including any
belongings. One minute's observation (6 rounds) allows for the copying
of the target's tone and mannerisms, while one hour's observation gives
a complete copy of the target's abilities and memory. This last
transformation will also allow the Doppelganger access to any Classes
and magic the target may have learned. This ability lasts until the
Doppelganger reverts to its base form, taking a Major Action to do so.
• Lower Body
[Tall]
As long as the Doppelganger Lower Body's HP is 1 or more, the Upper
Body receives a +4 bonus to melee Evasion checks. When the Lower
Body falls to 0 HP or lower, this effect disappears.
One of the high-rank daemons, a Doppelganger's base form is that of a
black-skinned giant 3m tall. A single red line splits the face where its
mouth would be, but its face is otherwise featureless. When it transforms,
it can take on the appearance and memory of a given target, based on
how long the Doppelganger was able to watch the target, and can use all
of the targets equipment, Classes, and abilities. The Doppelganger can
still use its original spells, abilities and Combat Feats while transformed,
giving them an advantage if they get discovered while in a different form.

405
16 Lada Adroda
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 19 / 24 Init: 22 Move Spd: 15 / 20 (Flying)
Fort: 22 (29) Will: 21 (28)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
(Head) 20 (27) 2d+20 20 (27) 15 100 114
x2
Talon
21 (28) 2d+18 18 (25) 15 116 52
(Body)
Wing
(Wing) 18 (25) 2d+16 19 (26) 13 82 39
x2
Tail
20 (27) 2d+17 18 (25) 14 103 48
(Tail)
Sections: 6 (Head x2 / Body / Wing Weak Point: Slash Damage +3
x2 / Tail) pts.
Main Section: Head (Both)
Unique Skills Loot
• Lada Adroda Always Crystallized
[Mindless] Great Daemon
A Lada Adroda is unaffected by any Blood (1,600G)
Psychic-type effects. 2-7 None
[Poison/Disease Immunity] 8 - 12 Great Daemon
A Lada Adroda is immune to all Horn (4,800G)
Poison-type and Disease-type effects. 13+ Large Great
[Techniques] Daemon Horn
A Lada Adroda can use the "Gazelle (12,900G)
Feet", "Cat's Eyes", "Scale Leggings",
"Strong Blood", "Beetleskin", "Bear Muscle", "Centaur Legs", "Giant
Arms", "Daemonfinger" and "Recovery (10 HP)" Techniques.
• Head
[Divine Magic (Level 15) / Magic Power 21 (28)]
A Lada Adroda may cast Divine Magic as a fifteenth-level Priest. It is up
to the GM to determine any Special Divine Spells. For individual spell
effects, refer to that spell's description.

406
[Magic Aptitude]
A Lada Adroda can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Targets], [Hawk Eye],
[Multi-Action] and [Wordbreak].
[Poison / 22 (29) / Fort / Negated]
If the Lada Adroda hits with their Bite attack, the target must
immediately make a Fortitude check. If they fail to resist, they receive an
extra 2d + 12 Poison-type damage.
• Body
[Twin Strike & Double Attack]
A Lada Adroda can make two Talon attacks each round, though each
attack requires its own Accuracy check. They may choose to attack
different characters with each attack.
[Large]
As long as the Lada Adroda Body's HP is 1 or more, both Heads receive
a +4 bonus to melee Evasion checks. When the Body falls to 0 HP or
lower, this effect disappears.
• Wings
[Flight]
A Lada Adroda receives a +1 bonus to Accuracy (only for melee attacks)
and Evasion while flying. If one of the Wings falls to 0 HP or lower, this
ability cannot be used.
• Tail
[Tail Swing]
A Lada Adroda can use their tail to attack up to 5 targets. Accuracy and
Damage is the same as a normal attack, and this attack cannot be used
in consecutive rounds.
Lada Adroda are high-ranking daemons in the same family as the
Ragnakang. However, the Lada Adroda is much larger, and has two
heads instead of one. These daemons are commonly seen as
commanders of daemon attacks and incursions, and hundreds of lesser
daemons wait on its every beck and call.

407
19 Geldam
Int: High Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 22 / 27 Init: 26 Move Spd: 20 Fort: 25 (32) Will: 24 (31)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Horn
24 (31) 2d+21 22 (29) 20 128 117
(Head)
Weapon
(Upper 25 (32) 2d+23 20 (27) 21 151 56
Body)
Trample
(Lower 23 (30) 2d+21 19 (26) 19 139 44
Body)
Sections: 3 (Head / Upper Body / Weak Point: Bludgeoning Damage
Lower Body) Main Section: Head +3 pts.
Unique Skills Loot
• Geldam Always Crystallized
[Mindless] Great Daemon
A Lada Adroda is unaffected by any Blood (1,600G)
Psychic-type effects. Always Great Daemon
[Poison/Disease Immunity] Glaive (3,200G)
A Lada Adroda is immune to all 2-9 Great Daemon
Poison-type and Disease-type effects. Earrings
[Miasma Shroud / 25 (32) / Fort / (6,900G)
Half] 10+ Great Daemon
A character attacking the Geldam Ring (14,000G)
must make a Fortitude check, taking
2d + 10 Poison-type damage if they fail to resist. This check is made
regardless of if the original attack hits or not. Additionally, the miasma
protects the Geldam from ranged attacks, as the Fairy Magic spell
"Missile Protection".
• Head
[Divine Magic (Level 15) / Magic Power 21 (28)]
A Geldam may cast Divine Magic as a fifteenth-level Priest. It is up to
the GM to determine any Special Divine Spells. For individual spell
effects, refer to that spell's description.

408
[Magic Aptitude]
A Geldam can use the Combat Feats [Magic Control],
[Metamagic/Targets], [Multi-Action] and [Wordbreak].
[Poison Smoke / 21 (28) / Fort / Negated]
The Geldam belches forth a cloud of poisonous smoke, dealing 2d + 20
Poison-type damage to all targets in the same battlefield.
• Upper Body
[Magic Weapon]
The Geldam's next Weapon attack has a fixed Accuracy result of 35.
This ability cannot be used on consecutive turns.
[Power Attack II]
A Geldam can deal an additional +12 damage on their next attack.
However, any Evasion Check made by the Geldam this turn receives a -
2 penalty.
[Sweeping Attack]
A Geldam's Weapon attacks all other characters in the same battlefield.
This ability cannot be used in consecutive turns.
• Lower Body
[Large]
As long as the Geldam Lower Body's HP is 1 or more, both the Head
and Upper Body receive a +4 bonus to melee Evasion checks. When
the Lower Body falls to 0 HP or lower, this effect disappears.
This goat-like daemon is one of the highest-ranking daemons,
subservient to only the Daemon King. Geldams are large, muscular
goatmen, 5m tall, and carry a massive glaive. These glaives are larger an
adult human, and magically bonded to the Geldam that carries them, so
it is impossible to claim one as the spoils of battle.
Consummate commanders of other daemons, Geldams have hundreds
of lesser daemons at their command. Because of their service to the
Daemon King, however, they will rarely appear in Raxia themselves,
preferring to send any number of lesser daemons in their stead.

409
Humanoids

3 Mounted Bandit
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Various Disp: Neutral
Rep/Weak: 6 / - Init: 11 Move Spd: 16 / 33 (Horse)
Fort: 5 (12) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Spear
5 (12) 2d+6 5 (12) 4 25 13
(Rider)
Hoof
4 (11) 2d+1 3 (10) 2 28 9
(Horse)
Sections: 2 (Rider / Horse) Weak Point: None
Main Section: Rider
Unique Skills Loot
• Rider 2-6 None
[Sword's Salvation / Change Fate] 7 - 12 Weapon (30G)
Once per day, a Mounted Bandit may 13+ Bag of Silver (1d
choose to change the result of an x 50G)
Action Check or Damage roll, by
switching the faces of the rolled 2d to
the opposite sides.
• Horse
[Downswing]
As long as the Horse's HP is 1 or higher, the Rider deals an extra +2
damage. When the Horse falls to 0 HP or lower, this ability cannot be
used.
A thug on horseback, this bandit attacks travelers and merchants for
money. Armed with a simple spear, the Mounted Bandit can use their
horse to block off escape routes while their friends to the robbing. This
data may also be used for low-level soldiers, as well as armed villagers.

410
7 Knight
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: City Disp: Neutral
Rep/Weak: 10 / - Init: 14 Move Spd: 15 Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 10 (17) 2d+9 9 (16) 10 66 18
Unique Skills W. P.: None
[Feint Attack] Loot
A Knight receives a +1 Accuracy Always Bag of Silver (1d
bonus to the next attack. Characters x 100G)
wearing Metal Armor are unaffected. 2-6 None
[Cover] 7 - 12 Bag of Silver (2d
As a Minor Action, the Knight can x 100G)
cover an ally in the same battlefield for 13+ Well-Maintained
10 seconds (1 round), so that the next Weapon
melee or ranged attack against the ally
(1,000G)
is made against the Knight instead.
[Sword's Salvation / Change Fate]
Once per day, a Knight may choose to change the result of an Action
Check or Damage roll, by switching the faces of the rolled 2d to the
opposite sides.
An ordinary knight, given leave from the castle they typically protect.
Known for having both a noble personality and a strong sword arm,
knights are seen as reliable protectors of the weak. Knights often take
pains to keep their weapons and armor well maintained, so they don't
give off a weak appearance and cause the public to worry about their
safety.

411
7 Famous Hunter
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Forest, City Disp: Neutral
Rep/Weak: 10 / - Init: 15 Move Spd: 20 Fort: 10 (17) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bow 11 (18) 2d+8 10 (17) 7 42 14
Unique Skills W. P.: None
[Bow] Loot
The Famous Hunter's Bow attack is 2-6 None
treated as a ranged attack from a Bow 7 - 12 Bag of Silver (2d
category weapon, with a range of 30m. x 100G)
[Hawk Eye & Precise Shot] 13+ Well-Maintained
Attacks fired into a battlefield cannot Weapon
misfire. The Famous Hunter can (1,000G)
attack characters in front of it that are
outside the battlefield or under cover.
[Sword's Salvation / Change Fate]
Once per day, a Famous Hunter may choose to change the result of an
Action Check or Damage roll, by switching the faces of the rolled 2d to
the opposite sides.
A master of hunting, they know every inch of the forest like the back of
their hand. These outdoorsmen are incredibly knowledgeable about
every facet of hunting wild game and put it to use to bring game meat and
pelts into local villages.

412
9 Proud Strongman
Int: Average Perc: 5 Senses Lang: Trade Common, Regional Dialect
Hab: Various Disp: Neutral
Rep/Weak: 12 / - Init: 15 Move Spd: 18 Fort: 14 (21) Will: 12 (19)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 13 (20) 2d+12 12 (19) 5 72 18
Unique Skills W. P.: None
[Twin Strike] Loot
A Proud Strongman can make two 2-6 None
Fist attacks each round, though each 7 - 12 Bag of Silver (2d
attack requires its own Accuracy x 100G)
check. 13+ Large Bag of
[Power Attack] Silver (2d x
The Proud Strongman can deal an 300G)
additional 4 damage on their next
attack. However, any Evasion Check
made by the Proud Strongman this turn receives a -2 penalty.
[Counter]
A Proud Strongman can use the Combat Feat [Counter].
[Sword's Salvation / Change Fate]
Once per day, a Proud Strongman may choose to change the result of
an Action Check or Damage roll, by switching the faces of the rolled 2d
to the opposite sides.
This brave man is one who has become proud of his power, training his
body to the maximum. Traveling across the Terastieran continent, the
Proud Strongman is in search of a worthy rival. Having steeled his mind
and honed his body, his physique will undoubtedly remain in one's mind
long after he passes through.

413
10 Heretic Priest
Int: Average Perc: 5 Senses
Lang: Trade Common, Regional Dialect, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 13 / - Init: 7 Move Spd: 12 Fort: 12 (19) Will: 14 (21)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Prayer
4 (11) 2d+5 4 (11) 10 65 74
Staff
Unique Skills W. P.: None
[Divine Magic (Level 10) / Magic Loot
Power 15 (22)] Always Bag of Silver (2d
A Heretic Priest may cast Divine x 100G)
Magic as a tenth-level Priest. It is up to 2-6 None
the GM to determine any Special 7 - 12 Bag of Silver (2d
Divine Spells. For individual spell x 200G)
effects, refer to that spell's description.
13+ Large Jewel
[Spiritualism Magic (Level 7) / Magic
(4,000G)
Power 12 (19)]
A Heretic Priest may cast Spiritualism Magic as a seventh-level Conjurer.
For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Heretic Priest can use the Combat Feats [Metamagic/Targets],
[Metamagic/Distance], [Guided Magic], [Hawk Eye] and [Wordbreak].
[Sword's Salvation / Change Fate]
Once per day, a Heretic Priest may choose to change the result of an
Action Check or Damage roll, by switching the faces of the rolled 2d to
the opposite sides.
A priest who found the calling of the Malevolent Gods, such as Metissier
and Bragzabas, powerful and alluring. However, such faiths are not
permitted among humanity, and so the priest must keep their worship a
secret. These heretics also serve as Barbarous spies, able to pass through
the barriers from the Swords of Protection and deliver information to the
enemy.

414
Appendix

415
Equipment Commentary

B-Rank Swords Estoc (see CR I: p. 291-334)

Knife (see CR I: p. 291-334) A large two-handed sword. The


blade is more of a cone-shape,
A small, single-edged blade no designed to pierce rather than
longer than 20cm. Also, usable slash.
outside of combat with little
difficulty. Long Sword (see CR I: p. 291-
334)
Dagger (see CR I: p. 291-334)
A double-edged sword with a
A durable, double-edged blade straight blade just over 1m long.
between 20 and 30cm long, it is One of the most commonly seen
also able to be thrown if need be. swords, it can be used one or two-
handed.
Short Sword (see CR I: p. 291-
334) Broad Sword (see CR I: p. 291-
334)
A blade about 40cm long. Because
it's easy to use with one hand, it is A two-handed sword with a wide
often useful in self-defense, or as a double-edged blade.
spare weapon.
Bastard Sword (see CR I: p. 291-
Rapier (see CR I: p. 291-334) 334)
A slender sword, mainly used with A sword with a long hilt and a
a thrusting stance. The thin blade 1.5m long blade, it can easily be
is just under 1m long and can flex used one or two-handed.
quite a bit.
Falchion (see CR I: p. 291-334)
Saber (see CR I: p. 291-334)
A single-edged sword with a 1.5m
A 1m long single-edged sword with long curved blade.
a slight curve in the blade, it is
especially well made for slashing.

416
Zweihander (see CR I: p. 291- Fast Spike (see CR II: p. 162-197)
334)
A small, 10cm needle-like dagger.
A massive, 2m long sword While small, it can hit key points
designed to be used in both hands. quite accurately.

Shamshir (see CR I: p. 291-334) Defender (see CR II: p. 162-197)

A large sword with a large, warped A straight blade 1m long, it has a


single-edged blade. The total large basket hilt designed to
length of the blade is typically protect the user.
between 1.5 and 1.8m long.
Steel Blade (see CR II: p. 162-
Great Sword (see CR I: p. 291- 197)
334)
A steel sword made with
A long, two-handed sword with a sophisticated technology. It boasts
thick, straight blade 2m long. a 1.2m long hardened steel blade.

A-Rank Swords S-Rank Swords


Flissa (see CR I: p. 291-334) Piercer (see CR II: p. 162-197)

A single-edged sword around 1m A 20cm long dagger designed for


long. The blade itself is slightly piercing, it can punch through
warped but retains sharpness gaps in armor and attack key
surprisingly well. points.

Flamberge (see CR I: p. 291-334) Mithril Sword (see CR II: p.


162-197)
A long sword, it's 1.5m long blade
is quite wavy. These waves are A long sword made of mithril, with
supposed to be reminiscent of a blade just over 1m long. While
flames and reinforce the blade. light, it is razor sharp, and counts
as a silvered weapon.
Dragonslayer (see CR I: p. 291-
334) Slasher (see CR II: p. 162-197)
A huge sword, well over 2m in Similar to the Shamshir, this
length. It's said that this sword is single-edged blade has a slight
strong enough to cut through even warp to emphasize sharpness. The
the neck of a dragon. blade is close to 1.5m long, and it
is difficult to handle well.
417
Claymore (see CR II: p. 162-197) B-Rank Axes
A two-handed sword with a large Hand Axe (see CR I: p. 291-334)
crossguard and hilt. It's massive
straight blade is easily more than A one-handed axe, about 60cm
2m long. long. While it can be used in
melee, it's also weighted to be able
Sentinel (see CR II: p. 162-197) to be easily thrown.

A huge two-handed sword with a Battle Axe (see CR I: p. 291-334)


double-edged blade over 2m long,
the sight alone causing enemies to A double-bladed axe, these range
flee in fear. from 80cm to 1m long.

Great Axe (see CR I: p. 291-334)


SS-Rank Swords
A 1.5m long axe designed to be
Angel Feather (see p. 193) used in two hands.
A slender, straight sword lighter
Heavy Axe
than a feather and razor-sharp.
The total length of the blade is A large, single-bladed axe over
around 60cm. 1.5m long. While sharp, it relies
more on the weight of the axe to
Hyperion (see p. 193) cut through enemies.
A 1.5m long sword with a shining Bullova (see CR I: p. 291-334)
blade, this sword is gracefully
designed to give off a noble A 1.5m long axe. This axe has
appearance. some stigma around it, as they are
often seen in the hands of
Geister (see p. 193) executioners.
A 2m long black sword, the blade Minotaur's Axe (see CR I: p. 291-
has a terrifying pattern forged into 334)
it. There is also a sickly miasma
around the blade, affecting even Over 3m in length, this war axe is
the wielder. much larger and heavier than
most, and so few people can
actually use it effectively.

418
A-Rank Axes powerful weapons can reach up to
3m in length.
Halberd (see CR I: p. 291-334)
SS-Rank Axes
Easily more than 2m long, this
weapon has a spear tip attached to Dynast (see p. 193)
the haft behind the axe-head,
allowing for both slashing and A 2m long two-handed battle axe
piercing attacks. with an incredibly large,
beautifully detailed blade.
Tabarzin (see CR II: p. 162-197)
B-Rank Spears
A lightweight one-handed axe. It's
crescent-shaped head sits at the Javelin (see CR I: p. 291-334)
end of a 1m long handle.
A 1m long spear, designed
Long Axe (see CR II: p. 162-197) specifically to be thrown.

A long-handled axe, just under 2m Short Spear (see CR I: p. 291-


in length. It has a spear tip 334)
attached to the haft, suitable for
A 1m long spear, it is able to be
piercing thrusts as well.
wielded in one hand with little
S-Rank Axes effort.

Hatchet (see CR II: p. 162-197) Spear (see CR I: p. 291-334)

A small axe, 30 to 50cm. Able to A standard 2m long spear. It can


be thrown, it is also a useful tool be used either one- or two-
for hikers and adventurers. handed.

Mithril Axe (see CR II: p. 162- Long Spear (see CR I: p. 291-334)


197) A spear whose haft is longer than
A 1m long battle axe made of 2m.
mithril. It is incredibly deadly for
its size and counts as a silvered
A-Rank Spears
weapon. Ahlspeiss (see CR I: p. 291-334)
Voulge (see CR II: p. 162-197) This spear is roughly 1.5m long,
though the actual metal tip of the
A long-handled weapon with a
pointed axe at the end, these
419
spear has been extended to about Corsesca (see CR II: p. 162-197)
half of that length.
A spear between 2 and 2.5m long,
Pilum (see CR II: p. 162-197) it has two wide blades extending
from the tip.
A one-handed spear 2m long, it is
made entirely out of metal. Its Heavy Lance (see p. 193)
weight allows it to pierce metal
armor quite easily. A much heavier lance, the weight
of the weapon greatly increases its
Trident (see CR II: p. 162-197) destructive ability.

A 2m long spear, its tip is forked SS-Rank Spears


into three sharp points. Able to be
thrown, it is also often used in Fatal Lance (see p. 193)
fishing.
A powerful lance, blessed by fate.
Pike (see CR II: p. 162-197) When riding, its offensive power is
outstanding.
A 3m long or longer spear,
designed to counter cavalry B-Rank Maces
charges by impaling the mounts.
Light Mace (see CR I: p. 291-334)
Normal Lance (see p. 193)
A lightweight hammer, its small
An assault spear, designed to be size (50cm) allows for easy one-
used from horseback. About 3m handed usage.
long, it can also be used on foot,
though to lesser effect. Heavy Mace (see CR I: p. 291-
334)
S-Rank Spears
70cm long, this hammer is larger
Partisan (see CR II: p. 162-197) and heavier than the Light Mace,
making it easier to crush enemies.
A long spear, usually 2m or so,
with a broad spearhead. Maul (see CR I: p. 291-334)

Mithril Spear (see CR II: p. 162- Little more than a large iron ball
197) on a handle, some mauls can
reach up to 2m long and require
2m long, this lightweight spear is two hands to wield properly.
easily able to pierce through heavy
metal armor.

420
Ogre Maul (see CR I: p. 291-334) speed, it can deliver lightning-fast
crushing blows.
A much heavier Maul, this great
weapon requires significant Troll Buster (see CR II: p. 162-
strength to pick up and use. 197)

A-Rank Maces A massive hammer, over 3m in


length. It takes incredible strength
Biliong (see CR I: p. 291-334) to even pick this up, but it can
crush foes in one blow.
A strange weapon, a hammer head
extends from the 1m long handle SS-Rank Maces
at a right angle. Despite the odd
appearance, it is still a deadly Zeno (see p. 193)
weapon.
A 2m long mace with a large head.
Steel Blow (see CR II: p. 162-197) It is said to be able to track its
target while in combat, ensuring it
A club with quality steel covering will never miss.
the ends of the hammer. Only
around 50cm long, it is easy to B-Rank Staves
swing one-handed.
Mage Staff (see CR I: p. 291-334)
Ball Mace (see CR II: p. 162-197)
A straight wooden staff, typically
Over 2m long, this is a version of between 1 and 1.5m long. It can be
the Light Mace only meant to be used as a Magical Implement.
used two-handed.
Quarterstaff (see CR I: p. 291-
S-Rank Maces 334)

Bludgeon (see CR II: p. 162-197) This solid wood staff is just under
2m long and can be used as a
A crude weapon, around 1m long. spellcaster's Magical Implement.
What it lacks in appearance it
more than makes up in sheer A-Rank Staves
power.
Mana Staff (see CR I: p. 291-334)
Mithril Mace (see CR II: p. 162-
197) A small magical wand, less than
1m long, with spent Mako Stone
70cm long, this mace is made of shards and other jewels embedded
solid mithril. Trading weight for in the ends.
421
Leech Staff (see CR II: p. 162- Flail (see CR I: p. 291-334)
197)
Typically, between 70 and 80cm
Over 2m long, this ornate staff has long, a normal flail had multiple
its own magical power that skilled chains attached to a single handle,
spellcasters can tap into. each with their own weight.

S-Rank Staves Morningstar (see CR I: p. 291-


334)
Black Rod (see CR II: p. 162-197)
Though this weapon is a spiked
This magical wand allows the user ball at the end of a chain, the
to conserve mana. About 2m long, danger comes from its crushing
it can easily be identified by its weight, rather than the spikes.
blackened wood.
Heavy Flail (see CR I: p. 291-334)
Sorcerer's Staff (see CR II: p.
162-197) Originally a grain threshing tool,
this weapon is a slightly smaller
This 2m long staff has a large jewel rod chained to the 1m long
inlaid into one end. Just holding it handle.
enhances one's concentration.
A-Rank Flails
SS-Rank Staves
Goedendag (see CR I: p. 291-334)
Magus (see p. 193)
A stick made of chains and
This staff is embedded with blood- reinforced with spikes is attached
red jewels, dully glowing with an to a 2m long handle.
inner light. Holding it allows one
to channel life into mana. Rising Sun (see CR II: p. 162-197)

Similar to the Morningstar, though


B-Rank Flails
this weapon replaces the iron
Light Flail (see CR I: p. 291-334) spikes with deadly sharp blades.

Suitable for one-handed use, this Scorpion Tail (see CR II: p. 162-
50cm long flail is little more than a 197)
single weight chained to a handle.
A 1m long handle that has three
small, spiked balls chained to it.

422
S-Rank Flails Mattock (see CR I: p. 291-334)

Jail Impact (see CR II: p. 162-197) A large pickaxe, typically between


1 and 1.5m long. While not suited
An iron ball sits at the end of a 2m for combat, it is powerful,
long chain, which swings in nonetheless.
unexpected ways.
A-Rank Warhammers
Titan Flail (see CR II: p. 162-197)
Bec-De-Corbin (see CR I: p. 291-
A chain longer than 2m is attached 334)
to a handle, a massive iron ball at
the end of the chain. A direct hit A long-handled weapon, this 2m
with this is devastating. long weapon has a spear tip and a
pick similar to that of a raven's
SS-Rank Flails beak at the end.

Silver Comet (see p. 193)

1.5m long, it is similar in style to War Pick (see CR II: p. 162-197)


the Morningstar. However, this
weapon leaves a silver trail behind A 1m long pick with a wider blade,
when swung, allowing for accurate designed specifically as a weapon.
attacks.
Guisarme (see CR II: p. 162-197)
B-Rank Warhammers This weapon has a razor-sharp,
hooked blade at the end of its 3m
Pick (see CR I: p. 291-334)
long handle.
A small pickaxe, this 80cm long
weapon can also be used as a S-Rank Warhammers
mining tool.
Chekan (see CR II: p. 162-197)
Warhammer (see CR I: p. 291- A 50cm long sickle-like weapon.
334) Difficult to wield correctly, but
A combat hammer with claws on powerful when used properly.
one side of the head. Just under
1m long, it can easily be used one-
handed.

423
Bec-De-Faucon (see CR II: p. 162- A-Rank Wrestling
197)
Hard Knuckles (see CR I: p. 291-
Similar to the Bec-De-Corbin, this 334)
2m long weapon has a wide blade
instead of the pick at the end. Fist wraps that support larger
metal plates, these reinforce the
Heavy Anchor (see CR II: p. 162- knuckles and backs of the hand
197) for stronger punches.
A massive steel weapon in the Stompers (see CR I: p. 291-334)
shape of an anchor. Little can
stand up to a swing of this Boots specifically designed for
gargantuan weapon. fighting; they have metal
reinforced soles.
SS-Rank Warhammers
Power Wrist (see CR II: p. 162-
Rosenhagen (see p. 193) 197)

1.5m long, this warhammer has an Bracelets specifically designed to


ornate design with thorny roses stiffen the wrist, allowing for
and flowers. However, it is still a accurate, powerful strikes.
deadly weapon.
Power Anklet (see CR II: p. 162-
B-Rank Wrestling 197)

Cestus (see CR I: p. 291-334) Anklets that stiffen the ankle and


foot, allowing for straighter, more
Metal plates attached to fist explosive kicks.
wrappings; they may occasionally
have spikes as well.

Spiked Boots (see CR I: p. 291- S-Rank Wrestling


334)
Tonfa (see CR II: p. 162-197)
Durable shin-high boots
reinforced with metal plates, the A hooked club with a right-angled
spikes on the bottom allow for handle, tonfas are often reinforced
dangerous kicks. with iron rods. Usually 30 to 50cm
long, they can be swung or
punched with.

424
Accel Brogue (see CR II: p. 162- middle. When thrown in a large
197) arc, it will return without fail.

A perfectly designed pair of Soliferrum (see CR II: p. 162-


fighting boots, these leather knee- 197)
high boots may be reinforced with
metal studs. A thin, 1.5m long throwing spear
made entirely of metal. Its heavy
SS-Rank Wrestling weight and design give it a lot of
power, despite a short range.
Hands of Glory (see p. 193)
S-Rank Thrown
Luxurious gloves, these cover up
to one's elbows while still allowing Mithril Dirk (see CR II: p. 162-
for full range of movement. 197)

Legs of Honor (see p. 193) A Dirk whose blade is entirely


mithril, it is only half the size, at
These leather knee-high boots 10cm long, but much more easily
provide both offense and defense, concealed.
all while being beautifully and
skillfully engraved. Assegai (see CR II: p. 162-197)

A-Rank Thrown A short spear that resembles an


arrow. Typically, only 30 to 50cm
Chakram (see CR I: p. 291-334) long, it is unwieldy, but quite
dangerous in the right hands.
A steel ring, between 15 and 30cm
in diameter. Thrown by holding Francisca (see CR II: p. 162-197)
the inner side, as the outer edge is
a razor-sharp blade. A large throwing axe, typically
between 50 and 70cm long. For a
Dirk (see CR II: p. 162-197) thrown weapon, it can be
incredibly powerful.
A small dagger, only about 20cm
long, its wide blade designed SS-Rank Thrown
specifically for throwing.
Tri-Edge (see p. 193)
Boomerang (see CR II: p. 162-
197) A throwing weapon with three
10cm blades protruding from it. It
A thin metal plate, about 50cm can be folded for storage and will
long, with a large bend in the always return when thrown.
425
B-Rank Bows Light Bow (see CR II: p. 162-197)

Short Bow (see CR I: p. 291-334) A Normal Bow that has been


stripped of excess weight for a
A lightweight bow, it's small size better flex.
(less than 1m long) means that
even weak people are able to use it Fast Bow (see CR II: p. 162-197)
effectively.
A bow that's easy to use, hunters
Normal Bow (see CR I: p. 291- favor this 1.5m long bow for its
334) speed and accuracy.

A standard wooden bow, around S-Rank Bows


1.5m long.
Sniper (see CR II: p. 162-197)
Long Bow (see CR I: p. 291-334)
1.5m long, this bow has been
2m long, this bow's extra length expertly constructed and tuned to
allows it to shoot arrows farther accurately hit long-range targets.
and more powerfully than other
bows. Composite Bow (see CR II: p.
162-197)
Heavy Bow (see CR I: p. 291-334)
Made of layers of wood, animal
A strong bow, between 1.5 and 2m tendons and skins, this 1.2m long
long. Pulling the string back bow is much more powerful than
requires the whole body to flex, it would appear.
not just the arms.
SS-Rank Bows
A-Rank Bows
Le Indalia (see p. 193)
Wrapped Bow (see CR I: p. 291-
334) This 1.2m long bow is elegantly
designed with a wind motif.
A synthetic bow, made of wood Blessed by wind fairies, its
and animal tendons. Though it's accuracy and power are
only 1.5m long and smaller than a incredible.
Long Bow, it is just as powerful.

426
B-Rank Crossbows Arbalest (see CR II: p. 162-197)

Light Crossbow (see CR I: p. 291- A 1m long crossbow, used in


334) numbers during a siege. A stirrup
is attached to the front to aid in
A lightweight crossbow. Only loading.
30cm long, it is not difficult to
carry or use. Cranequin (see CR II: p. 162-197)

Normal Crossbow (see CR I: p. This 1m long crossbow is a work


291-334) of art, with a crank and pulley to
help load. However, it is also quite
A standard crossbow, usually awkward to carry.
anywhere between 30 and 50cm
long. Quarrels are fired with the S-Rank Crossbows
press of a trigger.
String Bow (see CR II: p. 162-
Heavy Crossbow (see CR I: p. 197)
291-334)
An expertly crafted 50cm long
Just over 50cm long, this crossbow crossbow, it is able to be used as a
is more heavy-duty than the musical instrument while retaining
others, so a good amount of its accuracy.
strength is needed to fire.
Despair (see CR II: p. 162-197)
A-Rank Crossbows A 1m long crossbow with a good
Thami (see CR I: p. 291-334) range.

A portable crossbow, designed to Ballista (see CR II: p. 162-197)


be disassembled for travel.
The largest man-portable
Around 50cm long, it is powerful
crossbow, these siege weapons are
enough.
nearly 2m long.
Bowgun (see CR II: p. 162-197)
SS-Rank Crossbows
20 to 30cm long, this miniaturized
crossbow is able to be used one- Garde (see p. 193)
handed. Over 1m long, this large crossbow
trades ease of use for
overwhelming power. Even
loading it takes a lever mechanism.
427
B-Rank Guns S-Rank Guns
Serpentine (see CR I: p. 291-334) Bullet Shower (see CR II: p. 162-
197)
A simple one-handed gun, only
about 20cm long, that is fired using A 20cm long gun, this small
a lit match. package is quite reliable, and can
hold a decent number of bullets
Toradar (see CR I: p. 291-334) for its size.
A long-barreled rifle-type gun, its Lancaster (see CR II: p. 162-197)
1m long barrel allows for accurate
long-distance shots. A high-performance rifle, this
single shot gun is over 1.5m long.
Jezail (see CR I: p. 291-334) With this gun's power, a single
A 1.5m long rifle-type gun with shot is all that's needed.
better range and power than the Carnage (see CR II: p. 162-197)
Toradar.
2m long, this massive gun trades
A-Rank Guns accuracy for unmatched power
among guns.
Derringer (see CR I: p. 291-334)

A one-handed gun designed to fit


SS-Rank Guns
into one's pockets. Downside is Full Fire (see p. 193)
the small number of bullets it can
hold. 80cm long, this short-barreled gun
can keep firing long after other
Tempest (see CR I: p. 291-334) guns have had to reload.
Though it's a rifle-type gun, it has Desperado (see p. 193)
a full magazine and is suitable for
longer battles without reloading This massive gun, nearly 2m long,
too often. has excellent range and power. To
own one is to own a masterpiece
Longbarrel (see CR I: p. 291-334) of gunsmithing.
A single-shot rifle over 1.5m long,
it boasts high power, accuracy, and
range.

428
Ammunition Quiver (see p. 193)

Arrow (see CR I: p. 291-334) A leather box that holds 24 arrows


or quarrels. With no cover, arrows
Bow ammunition. Typically made and quarrels can fall out much
of either an iron or silver head easier, so only skilled archers use
attached to a wooden shaft, with these.
fletchings to guide it mid-flight.
Bullet Pouch (see p. 193)
Quarrel (see CR I: p. 291-334)
A pouch that can hold 24 bullets.
Crossbow ammunition. Shorter Some skill is required to wear, so
than arrows, the straight shaft is bullets don't accidentally get
entirely metal, usually iron or crushed when moving.
silver, with no fletchings.
B-Rank Nonmetallic Armor
Bullet (see CR I: p. 291-334)
Cloth Armor (see CR I: p. 291-
Gun ammunition. The size of a 334)
fingertip, made of a ceramic
derived from crushed Mako Armor made of thick, padded
Stones, occasionally laced with cloth. Not very durable, but better
silver. The hardness and power than nothing.
change depending upon the
amount of Magic Power the user Point Guard (see CR I: p. 291-
can generate. Shatters upon 334)
impact. Waxed leather armor worn only in
Arrow Case (see CR I: p. 291-334) key areas, such as the chest,
shoulders, arms and shins. Used
A cylindrical case that can hold up to parry attacks.
to 12 arrows or quarrels. Comes
with a cover to keep moisture out. Soft Leather (see CR I: p. 291-
334)
Gun Belt (see CR I: p. 291-334)
Armor made of tanned leather.
A belt that holds up to 12 bullets, Because it's not hardened, it does
protecting them from shattering not impede movement.
and making reloading during
combat much easier.

429
Hard Leather (see CR I: p. 291- Dragon Scale (see CR II: p. 162-
334) 197)

Leather armor boiled in wax to Scales of leather, boiled in wax


harden it. While it retains its and layered to look like dragon
shape, it is still fairly lightweight. scales. Because of its non-metallic
nature, it makes little noise.
A-Rank Nonmetallic Armor
SS-Rank Nonmetallic
Aramid Coat (see CR I: p. 291-
Armor
334)

Made of a special fiber used Astral Guard (see p. 193)


during the Al Menas era, this light Cloth armor embroidered with
yet tough coat can even deflect threads of mana, this armor
blades. prevents both physical and
magical damage to the wearer.
Breast Armor (see CR I: p. 291-
334) Phoenix Cloak (see p. 193)
A soft leather armor, providing Cloth armor with a flame motif.
defense and covering vital points Only those who are physically and
in the chest area. mentally fit can take advantage of
this armor.

Bone Vest (see CR II: p. 162-197)

Soft armor reinforces with animal B-Rank Metal Armor


bone and horn. When used
Splint Armor (see CR I: p. 291-
correctly, it can even be harder
334)
than metal armor.
Armor made by sewing plates onto
S-Rank Nonmetallic Armor cloth. Knights often wear this
during peacetime because of its
Lynx Vest (see CR II: p. 162-197)
protection and elaborate designs.
Armor made from high-quality
animal fur. While not the greatest Chainmail (see CR I: p. 291-334)
defensively, it still allows for a great Fine chains of metal are woven
deal of mobility. into a full suit of armor. The metal

430
reinforcing plates used do hinder improves Defense without
mobility, though. sacrificing mobility.

Plate Armor (see CR I: p. 291- S-Rank Metal Armor


334)
Mithril Chain (see CR II: p. 162-
Armor made from sheets of metal 197)
worked into shape. It does restrict
movement some but does offer Made with woven chains of
great protection. mithril, this armor is much lighter
than normal Chainmail, while
Suit Armor (see CR I: p. 291-334) offering better protection.
Finely made armor, with a Full-Metal Armor (see CR II: p.
minimum of gaps. Despite its high 162-197)
Defense, movement is at a
minimum. An improvement on the Fortress
using high-quality steel. The joint
A-Rank Metal Armor structure is much more refined,
allowing better movement.
Brigandine (see CR I: p. 291-334)
Mithril Plate (see CR II: p. 162-
Similar to Splint Armor, 197)
Brigandine has chains sewn into
the armor as well. However, Armor made of massive plates of
movement is also restricted a little mithril. To the average knight, this
more. armor is second to none.

Fortress (see CR I: p. 291-334) SS-Rank Metal Armor


This armor attempts to improve Imperial (see p. 193)
the mobility of Suit Armor by
using thicker torso armor instead A strong armor, made of an alloy
of restricting the limbs. Weight is of manatite and steel. Current
still an issue, though. technology cannot create more of
this alloy, only reshape it, making
Steel Guard (see CR II: p. 162- these suits of armor incredibly
197) valuable.
A type of Splint Armor made with
solid steel plates; the Steel Guard

431
B-Rank Shields Mirror Shield (see CR II: p. 162-
197)
Buckler (see CR I: p. 291-334)
A small, 50cm diameter shield
A small shield, with a diameter made of polished, reflective metal.
typically between 20 and 30cm.
These shields are usually used to Heater Shield (see CR II: p. 162-
parry enemy attacks. 197)

Round Shield (see CR I: p. 291- Similar to a Kite Shield, though


334) the top is flat instead of curved.
Family crests are often painted on
A circular shield, with a diameter these shields.
60 to 80cm long. While made of
wood, the edges and center are Great Wall (see CR II: p. 162-197)
reinforced with metal.
A large metal shield, it provides
Kite Shield (see CR I: p. 291-334) incredible protection as one can
hide entirely behind it.
A large wooden shield, curved at
the top but extending to a point at Knight Shield (see p. 193)
the bottom. Key areas are
A large heater shield, covering
reinforced with metal.
down to one's feet. Made of wood
Tower Shield (see CR I: p. 291- and reinforced with metal, it is
334) extremely sturdy. Because of the
size, riders often have one to
A massive rectangular shield that protect their mounts.
hides one's whole body. Made of
metal-reinforced wood, it takes S-Rank Shields
some strength to use correctly.
Mithril Shield (see CR II: p. 162-
A-Rank Shields 197)

Spiked Shield (see CR I: p. 291- A large shield made entirely of


334) mithril, they can come in a
number of sizes and shapes.
A large circular shield with deadly
spikes attached. For when offense Blade Killer (see CR II: p. 162-
is the best defense. 197)

A large oval shield with blades on


the top and bottom to attack with.
432
Terrifyingly heavy, it is also
incredibly sturdy.

SS-Rank Shields
Glorious (see p. 193)

A Heater Shield made of


manatite. Its beautiful design
inspires an overwhelming sense of
awe in all who see it.

433
Power Tables
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
0 * 0 0 0 1 2 2 3 3 4 4
1 * 0 0 0 1 2 3 3 3 4 4
2 * 0 0 0 1 2 3 4 4 4 4
3 * 0 0 1 1 2 3 4 4 4 5
4 * 0 0 1 2 2 3 4 4 5 5
5 * 0 1 1 2 3 3 4 5 5 5
6 * 0 1 1 2 3 3 4 5 5 5
7 * 0 1 1 2 3 4 4 5 5 6
8 * 0 1 2 2 3 4 4 5 6 6
9 * 0 1 2 3 3 4 4 5 6 7
10 * 1 1 2 3 3 4 5 5 6 7

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
11 * 1 2 2 3 3 4 5 6 6 7
12 * 1 2 2 3 4 4 5 6 6 7
13 * 1 2 3 3 4 4 5 6 7 3
14 * 1 2 3 4 4 4 5 6 7 8
15 * 1 2 3 4 4 5 6 6 7 8
16 * 1 2 3 4 4 5 6 7 7 8
17 * 1 2 3 4 5 5 6 7 7 8
18 * 1 2 3 4 5 6 6 7 7 8
19 * 1 2 3 4 5 6 7 7 8 9
20 * 1 2 3 4 5 6 7 8 9 10

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
21 * 1 2 3 4 6 6 7 8 9 10
22 * 1 2 3 5 6 6 7 8 9 10
23 * 2 2 3 5 6 7 7 8 9 10
24 * 2 3 4 5 6 7 7 8 9 10
25 * 2 3 4 5 6 7 8 8 9 10
26 * 2 3 4 5 6 8 8 9 9 10
27 * 2 3 4 6 6 8 8 9 9 10
28 * 2 3 4 6 6 8 9 9 10 10
29 * 2 3 4 6 7 8 9 9 10 10
30 * 2 4 4 6 7 8 9 10 10 10

434
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
31 * 2 4 5 6 7 8 9 10 10 11
32 * 3 4 5 6 7 8 10 10 10 11
33 * 3 4 5 6 8 8 10 10 10 11
34 * 3 4 5 6 8 9 10 10 11 11
35 * 3 4 5 7 8 9 10 10 11 12
36 * 3 5 5 7 8 9 10 11 11 12
37 * 3 5 6 7 8 9 10 11 12 12
38 * 3 5 6 7 8 10 10 11 12 13
39 * 4 5 6 7 8 10 11 11 12 13
40 * 4 5 6 7 9 10 11 11 12 13

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
41 * 4 6 6 7 9 10 11 12 12 13
42 * 4 6 7 7 9 10 11 12 13 13
43 * 4 6 7 8 9 10 11 12 13 14
44 * 4 6 7 8 10 10 11 12 13 14
45 * 4 6 7 9 10 10 11 12 13 14
46 * 4 6 7 9 10 10 12 13 13 14
47 * 4 6 7 9 10 11 12 13 13 15
48 * 4 6 7 9 10 12 12 13 13 15
49 * 4 6 7 10 10 12 12 13 13 15
50 * 4 6 8 10 10 12 12 13 14 15

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
51 * 5 7 8 10 10 12 12 13 15 15
52 * 5 7 8 10 11 12 12 13 15 15
53 * 5 7 9 10 11 12 12 14 15 15
54 * 5 7 9 10 11 12 13 14 15 16
55 * 5 7 10 10 11 12 13 14 16 16
56 * 5 8 10 10 11 12 13 15 16 16
57 * 5 8 10 11 11 12 13 15 16 17
58 * 5 8 10 11 12 12 13 15 16 17
59 * 5 9 10 11 12 12 14 15 16 17
60 * 5 9 10 11 12 13 14 15 16 18

435
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
61 * 5 9 10 11 12 13 14 16 17 18
62 * 5 9 10 11 13 13 14 16 17 18
63 * 5 9 10 11 13 13 15 17 17 18
64 * 5 9 10 11 13 14 15 17 17 18
65 * 5 9 10 12 13 14 15 17 18 18
66 * 5 9 10 12 13 15 15 17 18 19
67 * 5 9 10 12 13 15 16 17 19 19
68 * 5 9 10 12 14 15 16 17 19 19
69 * 5 9 10 12 14 16 16 17 19 19
70 * 5 9 10 12 14 16 17 18 19 19

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
71 * 5 9 10 13 14 16 17 18 19 20
72 * 5 9 10 13 15 16 17 18 19 20
73 * 5 9 10 13 15 16 17 19 20 21
74 * 6 9 10 13 15 16 18 19 20 21
75 * 6 9 10 13 16 16 18 19 20 21
76 * 6 9 10 13 16 17 18 19 20 21
77 * 6 9 10 13 16 17 18 20 21 22
78 * 6 9 10 13 16 17 19 20 22 23
79 * 6 9 10 13 16 18 19 20 22 23
80 * 6 9 10 13 16 18 20 21 22 23

Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
81 * 6 9 10 13 17 18 20 21 22 23
82 * 6 9 10 14 17 18 20 21 22 24
83 * 6 9 11 14 17 18 20 21 23 24
84 * 6 9 11 14 17 19 20 21 23 24
85 * 6 9 11 14 17 19 21 22 23 24
86 * 7 10 11 14 17 19 21 22 23 25
87 * 7 10 12 14 17 19 21 22 24 25
88 * 7 10 12 14 18 19 21 22 24 25
89 * 7 10 12 15 18 19 21 22 24 26
90 * 7 10 12 15 18 19 21 23 25 26

436
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
91 * 7 11 13 15 18 19 21 23 25 26
92 * 7 11 13 15 18 20 21 23 25 27
93 * 8 11 13 15 18 20 22 23 25 27
94 * 8 11 13 16 18 20 22 23 25 28
95 * 8 11 14 16 18 20 22 23 26 28
96 * 8 11 14 16 19 20 22 23 26 28
97 * 8 12 14 16 19 20 22 24 26 28
98 * 8 12 15 16 19 20 22 24 27 28
99 * 8 12 15 17 19 20 22 24 27 29
100 * 8 12 15 18 19 20 22 24 27 30

437
Staff List
Game design Development
Kei Kitazawa Group SNE
System Design Supervisor
Tanaka Kouji Hitoshi Yasuda
Ryo Mizuno
World Design Miyuki Kiyomatsu
Kei Kitazawa, Miyabi Akita,
Sanae Fujisawa Editting
Shinobu Murakawa
Data Сreation Yuki Ito
Tadaaki Kawahito, Takashi Kiyoshi Kaneko
Moroboshi, Yutaka Kono, Masaru Ogasawara
Yuki Oi Keiji Kariya (Arclight
Co., Ltd.)
Cover Illustration Design
Kususaga Rin, Anji Majima Mihoko Deguchi
(Arclight Co., Ltd.)
Sample Character Hiroyuki Kiyono
Illustrations (Arclight Co., Ltd.)
Kususaga Rin, Anji Majima
Cover Design
NPC Illustrations Yoshikazu
Hiroyuki Aigamo, Usui Rina, Production
Mikako Mikaki, Haruyuki Fukuda Minoru
Morisawa, Midori Hitoiro Yuko Nagase

Map and Item Illustrations


Yuya Kobayashi
Monster Illustrations
Koji Nishino
438
Revised Staff List
Cover Illustration Editing
Kususaga Rin Katsuya Okumura
Anji Majima
Editorial Cooperation
Cover Design Keiji Kariya (PoSiCo
Yoshikazu Co., Ltd.)
Sample Character Design
illustration (Valkyrie) Shinya Sasaki (Arclight
so-bin Co., Ltd.)

English Translation
Lead Translator
Aniodia
Additional Translation and Editing
Auquid

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books and supplements.

439

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