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Roleplaying in the World of Arcanis is © 2010 Paradigm Concepts. The mention of, use of or reference to any company,
trademark or product in this book is not a challenge to the trademark or copyright in question.
1
table of Contents
The Codex Arcanis....................................4 How to Read Weapon Tricks and Martial Techniques............................127
Nations of the Shattered Empires.....................................................................4 Weapon Tricks..........................................................................................127
The Altherian Republic.................................................................................4 Martial Techniques...................................................................................129
The Free City States of Almeric....................................................................7 Character Advancement................................................................................130
The Theocracy of Canceri...........................................................................10 The Codex of Conflict ......................132
The Coryani Empire...................................................................................13 The Basics.......................................................................................................132
The Dwarven Enclaves................................................................................18 Combat..........................................................................................................133
The Elorii Nations.......................................................................................21 How Combat Works.................................................................................133
The Hinterlands..........................................................................................24 The Clock..................................................................................................134
The Kingdom of Milandir..........................................................................27 Initiative...............................................................................................134
Religion...........................................................................................................30 Interruptible Actions............................................................................134
The Mother Church of Coryan...................................................................31 Push......................................................................................................134
The Dark Triumvirate .................................................................................31 Surprise.................................................................................................134
The Milandric Orthodox Church..............................................................32 Joining Combat....................................................................................134
Belisarda and the Elemental Lords.............................................................32 Combat Characteristics............................................................................134
The Matriarchy of the Fire Dragon.............................................................33 Defenses................................................................................................135
Elemental Worship and Animism...............................................................33 Combat Modifiers.................................................................................135
Infernal Cults..............................................................................................33 Armor Rating........................................................................................135
The Gods.....................................................................................................34 Movement.................................................................................................136
The Codex of Heroes.............................37 Movement Types..................................................................................136
Forging a Hero.................................................................................................37 Movement Restrictions.........................................................................136
Attributes....................................................................................................39 Creature Size.............................................................................................136
Races................................................................................................................41 Actions in Combat....................................................................................137
Dark-kin.....................................................................................................41 Movement Actions ...............................................................................137
Dwarf..........................................................................................................41 Attack Actions......................................................................................137
Elorii...........................................................................................................43 Other Actions.......................................................................................138
Gnome........................................................................................................46 Not an Action.......................................................................................138
Human........................................................................................................46 Free Strikes............................................................................................138
Ss’ressen.......................................................................................................47 Special Actions......................................................................................138
Val...............................................................................................................48 Mounted Combat......................................................................................139
Archetypes.......................................................................................................52 Injury and Death.......................................................................................140
Arcane.........................................................................................................52 The Damage Roll..................................................................................140
Divine..........................................................................................................52 Horror.......................................................................................................140
Expert..........................................................................................................53 Limiting Conditions.................................................................................141
Martial........................................................................................................53 Fate.................................................................................................................142
Backgrounds....................................................................................................55 Attacking and Destroying Objects................................................................142
Skills.................................................................................................................61 Encumbrance.................................................................................................143
Skills Categories..........................................................................................61 Light and Darkness........................................................................................144
Circumstances............................................................................................62 Hunger & Thirst............................................................................................144
Target Numbers..........................................................................................62 Suffocation & Drowning...............................................................................144
Trivial Tasks................................................................................................62 Falling............................................................................................................144
Focused Tasks..............................................................................................62 Poison.............................................................................................................144
Drama.........................................................................................................62 Threats............................................................................................................145
Dynamic Action Rolls.................................................................................62 How to Read Threat Stats..........................................................................145
Passive Action Rolls ...................................................................................63 Monstrous Talents.....................................................................................155
Trying Again...............................................................................................63 Monstrous Weaknesses..............................................................................155
Skill Ranks..................................................................................................63 The Codex of Magic..............................157
Cooperation................................................................................................63 Spells..............................................................................................................157
Skill Actions and Speed..............................................................................63 The Sources of Magic, the Arcanum.............................................................157
Attribute Action Roll..................................................................................63 Access to Spells..........................................................................................159
Earning a living...........................................................................................63 Invoking the Arcanum - Casting a Spell...................................................159
Table of Contents
2
Forword The dice may fly but ultimately, why they fly matters
Introduction
the most. Otherwise you may as well play a war game.
Arcanis: the World of Shattered Empires is back! Actions must have consequences. It is fun to do
In June of last year (2009), the Living Arcanis Cam- whatever you want, for whatever reason you want… for
paign came to its dramatic climax as the heroes saved a little while. To build suspense, to invest the players
the day, many at the cost of their lives. On that day in their heroes, what they do must matter at all times.
Paradigm Concepts made a promise: Arcanis would re- In the Shattered Empires game, if there are no conse-
turn with an original system designed with the funda- quences, you don’t even roll.
mental essence of Arcanis at its heart. This book is the Battles should be intense and call upon the players’
first step in keeping that promise. The Quicklaunch and their characters’ tactical prowess. If 200 people
book you hold in your hands will expose our rules to are going to share a room for a battle interactive, how
the sharpest minds we know — the players. With the they fight must matter. Teamwork and quick thinking
lessons learned, the Shattered Empires game we plan to are the keys to success. Otherwise, entering a fight is
release at Origins 2011 should be the sharpest, slickest, an action without consequence. The Shattered Empires
best-tested product Paradigm Concepts, or most any- game operates a little differently than the OGL game: it
one else, has ever given to the happy hands of its fans. requires the player to focus upon the game play. There
Designed to set characters off on their journey from should be few periods of just waiting around to act. We
mere heroes to legends, this Quicklaunch rulebook want your head out of the book, and into the game.
should provide everything needed for more than a year This title is the culmination of a year of caffeine-
of play. During this early period, in the game vernacu- powered attention, written with love (and no small
lar the first tier of play, characters will be far more ca- amount of frustration), and we hope you enjoy it as
pable than beginning characters in the previous rules much as we’ve enjoyed sharing our game with you.
under which Arcanis operated. Your characters are
not wet-behind-the-ears neophytes (unless that is what
you want to be), but are well-suited to dangerous tasks Eric Wiener
against formidable foes. Great heroes in the making, June 2010
destined to shape the world through their deeds.
Arcanis thrived under the previous rules, but the
OGL demanded compromises. In some cases these
compromises turned out to generate interesting races
and abilities, in others they just limited the potential of
the game. Shattered Empires: Roleplaying in the World
of Arcanis was conceived to capture both Arcanis’ origi-
nal vision, and the results of its evolution: an evo-
lution powered as much by the players as by
Team Paradigm. To this end we think
we have identified the campaign’s key
elements of success, and implemented
them within.
The story must come before all
else. Either in the new Chron-
icles of the Shattered Empires
worldwide campaign, or your
home campaign, the tale is much
more important than the rules.
3
Nations Of the
Shattered Empires
The Altherian A part of their conceit may come from the many
achievements in the sciences, engineering and the arts. As an
Republic
example of their mastery over the environment, they point
to the fact that only New Althre’ is lit at night through a se-
Altheria is a Republic forged in the fires of strife and suffer- ries of pipes that channel natural gas through to lamps that
ing. Through these tribulations, it has emerged as the true line the main thoroughfares of the city.
inheritor of the legacy of the First Imperium. The Republic Generally speaking, Altherians are intelligent,
of Altheria is ruled by the Council of Wisdom from its seat thoughtful, and artistic. They are collectors of information,
of power in the capitol city of New Althré. The council con- master craftsmen, inventors, and scholars. They are quick to
sists of seven members who are elected from the populace at investigate and exploit any new technology and the first to
large. One member is elected every year on a seven-year ro- offer words of wisdom to ears they deem worthy. However,
tating cycle, and each elected member then serves for seven these words of wisdom are occasionally misunderstood or
years until his or her next election. A council president is unwelcome, and the Altherians are met with suspicion or re-
elected every year from the current members of the council, sentment despite their best intentions. Altherians are an ex-
and the president acts as the city-state’s chief executive offi- troverted people and they will trek to any destination to seek
cer for one year, until a new president is elected. This system obscure knowledge or information. Trade is the lifeblood of
of government has served the Altherians well. Naturally, it Altheria and most foreigners are welcome within its borders
has spawned a huge bureaucracy to support itself. While as long as they respect Altherian laws and religious practices.
cumbersome, the government of Altheria is the only true However, Ss’ressen are typically viewed with suspicion, due
representative regime in the Known Lands, so it is only fit- to the Republic’s past history and near-constant state of war
ting that the most enlightened and divinely blessed people with the Ssethregoran Empire.
are the ones to enjoy its benefits.
A typical Altherian views his nation as the most
knowledgeable place in the world. Many Altherians believe Appearance
that their duty is to spread their wisdom to the ignorant Altherians enjoy a great variety in their appearance though
masses of the other nations. This “sharing of their culture” their hair and eye color are a universal light brown to black.
is rarely accomplished through warfare and usually achieved Their skin tones vary from a light brown to a deep, dark
through trade, political overtures and their acclaim as tu- tone that appears black to some. Due to their prosperity as a
tors; having an Altherian scholar as a private tutor for the nation, most Altherians enjoy a healthy diet that aids in the
children is something of a status symbol among the Coryani development of well-muscled bodies that complement their
and Milandisian nobility. keen intellects. Altherians usually have open features, broad
The val’Abebi of Altheria also hold a monopoly on noses, and most grow to just below six feet in height. They
the crafting of flintlock pistols and other types of firearms. dress in simple robes or leggings in a variety of colors that
Outside of the Altherian Shining Patrol, these very stylized offset their dark skin, and some Altherians have begun to
Codex Arcanis
weapons are illegal in the hands of anyone other than the favor elaborate headdresses.
nobility; possession of such carrying a penalty of anything
from enslavement, maiming or death. It is tradition for an
Altherian monk to give a specially crafted and ornate flint- Gender Roles
lock to a noble in a grand ceremony upon their reaching Traditionally, women have been delegated to subservi-
adulthood. ent roles in the church, the military, and the government.
While not explicitly denied access to any profession or posi-
The majority of the people of Altheria believe that tion of power, women have not enjoyed equal treatment or
their country and ways are superior to everyone else – and opportunities for advancement. In the military, a woman
they don’t mind expressing this belief out loud. Altherians may theoretically be promoted to any rank in the Shining
are a very proud people, bordering on conceited. In their Patrol, but as a matter of practice all leadership positions are
minds, they receive Althares’ gifts, and they in turn are His given to men, even if a woman is better suited to the task.
gift to everyone else. In the church, it has become common practice for priests of
4
Althares to marry multiple brides, thereby gaining multiple but they have none of the gentrified titles or other appella-
5
procedures as the Council of Wisdom. The Shining Patrol
Garrison in each city, town, or fort is responsible for the
Current Year • 1071 I.C.
Altheria had little direct involvement with the Co-
protection of the territory in the surrounding area. ryani Civil War and the attempted ascension of the Illiirite
Valinor and was thus spared from the widespread catastro-
phe that followed in its wake. This does not mean however,
religion that the Altherian Republic was spared from devastation in
The Altherians consider themselves the chosen people of Al- its own right.
thares, the God of Knowledge, and they believe their works
are an extension of His will. The tenants of the Mother The yoke of obedience, even to the fairly unobtru-
Church of Coryan is followed in the Republic, though the sive Seremasi, was a condition that the independent Althe-
Temple of Althares is one of the largest and most power- rians could not withstand for long. Within months of the
ful organizations in Altheria, second only to the Council of declaration that made it into a protectorate state of Seremas,
Wisdom itself (at least publicly). The teachings of Althares the Altherians began to chafe under their rule. Deciding
are driven into the populace and these teachings govern the that the Elorii leadership would graciously release them
daily affairs of the entire nation, from the common laborer for enough compensation, a delegation from the Council
to the master architect. Altherian craftsmen undergo daily of Wisdom was sent to negotiate their freedom from their
religious rituals to receive inspiration directly from their pa- new overlords. After many weeks of political wrangling, the
tron deity. Though the exact means are a closely guarded Elorii made it clear that they had neither need for material
secret, the Temple of Althares is the only religious group wealth nor any scientific secrets that the Altherians might
that claims to still enjoy direct communication with its god. possess. “Why attempt to bend the natural order of things
The Mother Church takes a dim view of this assertion, but to their will,“ they asked, “when they could call upon nature
has as yet taken any direct action. at their whim as was their birthright?”
Rebuffed, it was then that the youngest member of
the Council of Wisdom made his greatest, and last, gaff. He
Militancy announced to the Elorii leadership that they would either
Citizens of Altheria, both male and female, are required to be given their freedom as one civilized people to another,
serve for at least four years within the Shining Patrol. The or they would unleash the savagery that was every human’s
Shining Patrol is the bulk of the military might of Althe- birthright. The Elorii response was swift and brutal, show-
ria. It is made up of soldiers (and even complete units) from ing that they were also capable of acts of wanton cruelty.
other nations who have agreed to help defend Altheria from
The invasion of Altheria by the Elorii was as brutal
the Ssethregoran Empire in exchange for continued trade
as any attack launched by the Ssethrics. Always repelling
in Altherian blast powder, flintlocks, and other inventions.
incursions from the Kraldjur Morass below, the children of
These foreign units serve under the command of an Althe-
Althares were unprepared for attacks from above. No settle-
rian general for a predetermined duration. At one time, the
ment escaped the devastation brought on by the Seremasi
Shining Patrol was probably the largest standing army on
and their human allies. Ancient buildings were razed, an-
Onara, but times change. Since the Ssethregorans were re-
cient fortress walls breached and the famed Grand Library
pelled at the Battle of Semar in the year 1026 and again
escaped being burned down by a squad of overzealous
at the aptly named, Second Battle of Semar, many of the
Kelekene by the heroic sacrifice of a squad from the Shining
formerly-contributing nations have experienced internal
Patrol.
turmoil that has forced them to recall all – or, at least, a
significant percentage – of their troops from service in the So brutal was the war that Seremas herself was not
Codex Arcanis
Patrol. The resulting troop shortage spread the Patrol dan- spared in the confrontation. Though the Elorii managed to
gerously thin at every level. This shortage led the Council of contain the Altherian assault to the human section of the
Wisdom to accept an overture from the Elorii of Seremas to city, a trio of Airships broke through the Osalikene defenses
help repel a massive Ssethregoran invasion. Yet, due to inac- and executed suicide runs at the heart of Seremas herself.
curate translations and a series of miscommunications, the The war ebbed and flowed as many such conflicts
Seremasi took the Republic as a protectorate of their nation, are want to do and would have continued for a longer pe-
supplanting Altherian generals with their own. This some- riod of time were it not for the Ssethregorans choosing that
times led to internal strife and in one particular instance, moment to exact their vengeance on their former slaves.
a horrible loss of life as Elorii elemental weapons malfunc- Though many conspiracy theorists maintain that it was the
tioned killing scores. Altherians themselves that negotiated the deal that would
bring the Ssethrics into the confrontation, no such proof was
ever found to substantiate such a claim.
6
Unless the two sides of the family were rejoined and their
the Free
and countrymen. Additionally, who would be the head of
the family and would the rest of the Children of the Storm
agree to follow whoever was selected? How would such a
City states selection take place?
of almeric
Months dragged into years with no resolution.
Other matters of urgency presented themselves, such as the
Shortly before the inception of the Coryani Civil War, the Crusade in the Hinterlands and Malfelan incursions in the
head of the Coryani val’Tensen family received an urgent south. Frustration grew, as neither side seemed any closer to
summons by a Beltinan priest. This priest took him to a a solution.
place where three Shades awaited him. One of these Shades, Finally, an opportunity to resolve the issue presented
his long dead father, spoke to Menesis and told him of the itself. During the closing days of the 5th Crusade of Light,
horrors the entire val’Tensen family - both the Coryani and a conflict over the massacre of a hundred Coryani legion-
Milandisian – suffered after death. naires by a large number of Milandisian knights happened
The family was cursed to dwell in the threshold of in the city of Mil Takara in the Hinterlands. It seemed that
the Cauldron, never allowed to go before the judgment of the Empire and Milandir might go to war again, something
Nier, never to know one’s final reward, good or ill. Instead both nations could ill afford.
they were doomed to wander mindlessly through the endless Darius and Gustov proposed that the emperor and
mists - barred from eternal rest forever more. king meet in a neutral area, the small town of Cavantai,
Unless… that had the dubious honor of being situated on both the
Coryani or Milandisian side of the border, depending how
far north the river flooded.
7
The Duke and Governor were prepared to present val’Tensen would act as gatekeepers into the Blessed Lands,
a united front to their respective leaders in the hopes that ensuring that the flow of pilgrims, goods and commodities
some settlement could be arranged. Days passed and the would flow freely to the rest of the Known Lands.
discussion focused solely on the issue of the Mil Takaran Satisfied that they had been able to unravel the fa-
massacre and what reparations each side was demanding of bled Altherian Knot without the use of a sword, they cheer-
the other. Endless bickering and squabbling occupied the fully told Governor Darius and Duke Gustov that from
sovereign’s time until war seemed inevitable. this day forth, the fate of the val’Tensen family was in their
Then, on the night before both leaders prepared to hands and their hands alone. Stunned, the two val’Tensen
leave in frustration and in accordance to custom, Osric and were barely able to babble a coherent word of thanks as Em-
Scipio shared a goblet of wine before returning to their na- peror Scipio and King Osric went back to their nations.
tions with the matter at hand unresolved. Unexpectedly, a Yet though freed of their obligations by a word and
lovely maiden wearing a voluminous cloak of grey appeared stroke of pen, the actual logistics of uniting the two halves
at the table, holding only a simple lute. Scipio and Osric later of their families took years to accomplish. Finally, after a
tell that neither one felt threatened, or even outraged, but decade of discussion, passionate oration and not an inconse-
curious and then a strange feeling of lassitude as she raised quential number of knockdown, drag out fights, the nation
her lyre and plucked chords that produced the most exqui- of Almeric was founded. Only a final thorny issue remained
site music either of them had ever heard. – who would lead the family into this brave new world?
Details of what occurred are contradictory, but Both Darius and Gustov were proud men, accus-
what both the King’s and Emperor agree upon is that they tomed to having their every word followed without ques-
awoke in a monochrome colored land, filled with mists that tion. For either one to bend knee to the other was like a
chilled the soul. Before them the grey cloaked maiden stood sword thrust through their hearts. Yet, for the future of their
holding a strange staff topped with an eerie looking lantern. fledging nation, as well as their very souls, that was indeed
She beckoned the two startled men and led them down a would have to occur.
winding trail, invisible to their eyes until they arrived on the
banks of a river where an endless multitude of people stood After much delay and debate, it was agreed that a
wandering about empty of mind, purpose hope – immedi- meeting of all the major landowners and nobles of the land
ately they knew that they were being shown the harrowing be gathered and a final vote would crown the first Almeric
torments that the val’Tensen suffered at the threshold of the king. By lot, Nevanne was chosen as the place where the
Cauldron. historic decision would take place.
Time passed strangely there; to Osric and Scipio On the eve of the gathering, heralds sent to escort
it seemed they had spent an interminable period of time the former Ulfilian Governor to speak before assembled
among the dead, but by the time Illiir’s first rays of light nobles and gentry made a horrible discovery – the body of
shone upon Cavantai, the maiden was gone and both lead- Darius val’Tensen lay slumped at his desk, a goblet of poison
ers, though shaken, were back at the table, their cups of wine wine clutched in a death grip.
still in hand. When their staff appeared to arrange for break- Immediately accusations flew, tempers flared and
fast, both leaders were well on their way to resolving many swords were drawn as cousin turned on cousin. In a heroic
of their disputes. Both agreed that in comparison to what effort or war worthy of epic song, Gustov led his contingent
their loyal val’Tensen subjects suffered, the matter of Mil through the gauntlet that was Nevanne and back to Treslau.
Takara paled in comparison. Milandir agreed to pay some Shocked and unable to believe that all the hard
token reparation to the family of the legionnaires and Co- work that both he and Darius had done was unraveling, he
Codex Arcanis
ryan would reciprocate in paying a blood debt to the family threw out his advisors and sealed his study in the hope that
of the knights that were killed that night as well. some peace and quiet would allow him a way to figure a way
Turning their attention to the true issue at hand, out of this calamity.
they both agreed that having an entire nation of val’Tensen Gustov’s orders are usually followed to the letter,
on the side of Milandir or the Empire would tip the balance but his sons and grandsons began to grow concerned when
of power in the region and would be something neither one he did not appear for breakfast the following morning, nor
could ever sell to their political critics at home. The only lunch and was now about to miss dinner. Banging on the
solution was to free both sides of the family from their oaths stout door of the study brought no response and they liter-
of fealty and let them form a buffer state between their na- ally had to break the door down to get inside.
tions, making the chance of a Coryani invasion on Milandir
or vice-versa a moot point as either would first have to con- There they found proud Duke Gustov val’Tensen,
quer the lands of the scions of Hurrian. Additionally, the eyes bulging and tongue purple, garroted so viciously that
his head hung connected to his neck by the thinnest bits
8
of gristle. No one else was found in the study nor was any of Silence in the Blessed Lands, the val’Tensen have grown
9
Current Year • 1071 I.C. Southern and Western Canceri is dominated by the
Cold Plains, an unforgiving landscape with extremely limit-
Even after a dozen years of almost constant warfare, there
still has not emerged a figure to unite the desperate factions ed agricultural potential. This is the land of the Nerothians,
of Almeric. The once rolling, lush hills are now muddy fields a grim and humorless people. The commoners live their lives
of death, with crops irrigated by blood rather than cleans- in constant fear of the tyrannical rulers that lord over them.
ing water. Perhaps the best candidate by blood and respect, The ruling class made up exclusively by the val’Mordane, on
Markgraf Roderick val’Tensen of Treslau is possibly the only the other hand, has no fear of death, for death means release
noble of note not to claim the throne. from the eternal crushing weight of the material world. They
have no fear of evil, for by acting on impulse, they purge
How much longer before the internecine war pre- their souls of regret. They have no fear of suffering, because
cipitates either Milandir or Coryan to step in and try and hardship only leads to the strengthening of the spirit. The
re-establish order remains to be seen. holy prophet Becherek taught them that the material world
itself is inherently evil, and thus the things of the body are of
no consequence. Death is a journey that only the mind can
The theocracy take. It represents the natural end of earthly suffering; true,
final, eternal death is only achieved by those that are pure in
of canceri spirit. All others are reborn continually from the Cauldron,
ever seeking to relearn the lessons that hardships teach, un-
Little can be said to be truly common to all of Canceri; the til their souls are pure. Sentient undead are the blessed of
current power structures and territorial arrangements have Neroth; only those whose souls are close to purity can live
arisen from a history of strife, both internal and external. on as beings of pure intellect, free to contemplate spiritual
Many times the peoples of Canceri have been betrayed. perfection, unhindered by the demands of living flesh. They
They are despised by the rest of the world. However, they en- rise on rotting limbs to teach Neroth’s lessons to the living.
dure, secure in the belief that they are made strong by their
hardships. Since the Reign of the Devil-Kings the customs Central and Eastern Canceri are the most hospi-
of Canceri have continued uninterrupted, though the gov- table regions, where the Tenges and Niechau rivers provide
ernment has not. The Milandisians have a proverb: “Every- ample water for agriculture and help to temper the climate.
thing wicked comes from Canceri.” This saying illustrates This is the home of the urbane val’Mehan family and the
the depths of ignorance about the country. seat of the worship of Sarish. Outwardly the most friendly
and accommodating group of Cancerese, their civil dis-
The lands of Canceri are harsh and unforgiving. course and pleasant manner conceal a deadly wit and treach-
Canceri was once the largest Coryani province and, at the erous nature. Their way of life is filled with formulae and
same time, its least populated. Arid plains of dry, hard earth rituals. From the earliest days, they are taught charms and
and rocky badlands dominate the landscape. Summers on catechisms meant to bring order to the chaotic and unpre-
the plains are oppressively hot and winters are bitterly cold. dictable world around them. Tradition holds that Lord Sar-
There is nothing to recommend most of the nation as a place ish long ago taught his children that words have power, and
to live. he gave to them the necessary formulae to regulate and bind
Northern Canceri is dominated by Nier’s Spine, a His infernal servitors. Even today, children are taught the
rugged mountain range of active volcanoes. This unforgiv- ancient prayers by rote, regardless of caste; even if they do
ing land has forged a harsh and warlike people. The Nier- not understand the tongues in which these words were writ-
ites of this area are ruled by the val’Virdan family and they ten, they learn to pronounce the incantations by rote.
Codex Arcanis
follow a simple creed: only the strong survive. Infants that Sarish also taught that words are powerful and are
appear at all sickly or deformed are left in the wilderness to used to make laws and vows. Vows such as ‘I so swear this
die. If such a babe lives long enough to be found by some by Sarish’ is a powerful oath and even when not sanctified
shepherd or wanderer, then it is deemed worthy to live, and by a Sarishan Sorcerer-Priest are thought to carry the curse
indeed many of the greatest heroes of the north had their of the Lord of Oaths. So useful is this vow, that its usage is
beginnings in just such a fashion. To be considered a man, a commonplace across the Known Lands. Beggars to Kings,
Nierite must set forth into the mountains with nothing but Commoners to Nobles, soldiers to priests (Of other Tem-
a knife. There, he is expected not only to survive, but also to ples) regularly invoke this oath. It is illustrative to note that
prosper. Those that succeed may take their place as warriors; even the vow taken by every King or Emperor and even by
those that fail either die in the mountains or are cast into the the Matriarch of the Mother Church just before taking of-
lowest ranks of society. fice all end with the phrase, ‘I so swear this by Sarish”.
10
Appearance Cants. Both priests and laymen may hold positions within
11
Commoners the real military power of Canceri. When the other families
The Mushkenu, or freemen, make up the majority of the provoke battles they cannot win, it is the Nierites to whom
people of Canceri. They have some (limited) basic rights, they look for salvation.
and may own property. They are the Cancerese most often The val’Mehan rely upon summoned legions of
encountered in other lands as itinerant merchants. Nobles Infernals for their military power. Though there are some
require cause to kill or detain freemen, and wrongful death ancient orders of warriors among the Sarishans that are well-
or punishment of a freeman by a noble requires restitu- trained and highly reliable, such as the Knights of the Red
tion equal to twice the wealth that the freeman would have Fist, their mundane human troops are corrupt and lazy –
earned in the next ten years. As a result, nobles are careful made fat by a peacetime of tax collection and bribes ob-
not to incite the common folk. tained through various protection schemes. There is no con-
Fortunate Mushkenu can ingratiate themselves with sistent organization between units and they are organized
a noble and earn the right to be ordained into the priest- into “battles” of varying sizes and (almost always) low mo-
hood. A Nerothian who is skilled in torture or masonry may rale.
be favored by an Akali (a minor noble-priest) and ordained; The Nerothians maintain living soldiers mostly to
from then on, he will receive better food and a nicer home. contain the populace at large. Little more than guards and
A man of Nishanpur may inform the secret police that his enforcers, these soldiers are ill-equipped, but they are highly
neighbor doesn’t make the proper observances to Neroth at trained in the techniques of intimidation and crowd control.
sundown. The informer may eventually be consecrated to The true strength of the val’Mordane lies in the blessings
the church and receives the first option to acquire his soon- granted upon them by their patron deity, Neroth, the Lord
to-be-deceased neighbor’s holdings. of the Dead. Each uniquely domed city in the Nerothian
The Wardu are the slaves and are the second-largest lands, has an enormous and slavishly maintained necropolis,
group of Cancerese. Either through misfortune in war, legal into which every man, woman and child that ever lived and
penalty, or the simple cruelty of low birth, their flesh is not died in the city is interred. Though zombies and skeletons
their own. They have no rights to property and no recourse make poor soldiers, their morale is unassailable and they
to the law. Anything that their owner may decide to do to need no supplies to support them. Overwhelming numbers
them is perfectly acceptable to society at large. Enlightened of such troops can be raised in an astonishingly short time;
or clever owners sometimes allow Wardu to keep a portion during times of war, vast streams of mindless undead war-
of the fruits of their labors, thereby encouraging them to riors come pouring out of the necropolis and onto the battle-
work harder. Some of these Wardu are eventually able to field.
buy their freedom and join the Mushkenu caste. In the far
northern reaches, sometimes a Wardu that has served his
master well is permitted to take the test of manhood. Those Current Year • 1071 I.C.
few that survive (no mean feat for one not raised to be a war- While the Coryani Civil War raged, Canceri itself was buf-
rior) are elevated all the way into the ranks of the Awilu. feted by upheavals that rivaled its former political master.
Beginning with the assassination of their Dark Apostate,
Hegrish val’Mordane, Canceri was rocked with the return
Militancy of an ancient hero, Leonydes val’Virdan, the Sword of the
The armies of Canceri are varied. Unlike Milandir or even Heavens. Hailed as a leader that would rise Canceri to mas-
Coryan, there is no apparatus to raise a militia from the tery over the Known Lands, the Cancerese were shocked
populace at large in times of emergency. Being an oppressed when Leonydes called forth the brutal Erdukeens, also
Codex Arcanis
people, the common folk of Canceri cannot be trusted not known as the Swords of Nier, descendants of his original
to rebel against their overlords if provided with weapons and followers that he considered ‘purer’ than the val’Virdan of
training. Canceri.
The Nierites have large numbers of well-disciplined After the Sword of the Heavens march out of Can-
professional soldiers, organized and trained in the Coryani ceri in a bid to capture the First City and his subsequent
style, as well as large regiments of noble troops (not unlike disappearance in the Blessed Lands, the surviving Nierite
the Milandisian knights). They favor large weapons – pole- army, consisting mostly of the members of Erdukeen, the
arms, heavy swords, and axes – as well as crossbows. Nier- Canceri suffered its own ‘civil war’ with the Nerothians se-
ite troops drill constantly and are ever-ready for war. As a curing their borders and pulling back into their domed cit-
result, they are difficult to rout and are renowned for their ies and the Nierites in the north warring against their more
steadfastness in battle. Any unit that flees the battlefield will savage cousins. Eventually the Cancerese were able to wrest
have one man in ten killed, in accordance with the ancient control of the nation from the Swords with the exception of
Coryani tradition of decimation. The val’Virdan troops are the capital, Nishanpur.
12
After years of failed attacks and subterfuge, the fi- Imperial Senate. Even the ascendance of a new Emperor re-
13
a few duels with hot-blooded Cafelans and most often than ground salted to assure that the perverse and infected people
not, a dead Cafelan. of the region never again made use of the area – no one can
Cafelans are hot-blooded and intemperate. The say- ever say that the Nierites are not thorough in carrying out
ing goes: “Illonia is the Empire’s heart, but Cafela is its pas- their duties.
sion.” They are given to jealousy and possessiveness and are Ironically, it is the Nierites, specifically the
as quick to anger over insults to their friends and loved ones val’Virdan family who either renounced the tenants of the
as any Milandisian, perhaps even more so given that they are Church of the Dark Triumvirate of Canceri or those who
likely to perceive insult when none is offered. worshipped the Lord of Flames in secret since His adoration
Illonia is the true heart of the Empire, both geo- was prohibited centuries before, who have been granted this
graphically and politically. As such, Illonians tend to feel region. Now known as Novo Cormata, the Nierites have
and act as the privileged core of this great society. All but their work cut out for themselves if they wish to bring pros-
the poorest Illonians (other than slaves) have some sort of perity to their new home.
education, be it a rudimentary one. Wealthy Illonians have
access to private tutors or Altherian scholar servants, many Appearance
of who sold their contracts to a noble family to live a more The prototypical Coryani, is medium height in stature with
comfortable life than they were previously living, albeit for a curly blond or light brown hair. Outside the core provinces
temporary amount of time. Illonians are also the most cos- of Illonia and Balantica, such features are now only com-
mopolitan of the Coryani as, quite literally, all roads lead to mon in the most aristocratic and ethnically chauvinistic
Grand Coryan, thanks to the tireless efforts of the Followers noble families. Considering the Empire’s many conquests
of the Azure Way. Though be wary – this does not always over the centuries, it should come as no surprise that every
mean that Illonians are the most understanding of people. racial appearance in the entire world can be found some-
In fact, there is great sport in appearing to be complimen- where in Coryan. Cafelans have a dark complexion and deli-
tary and tolerant while insulting a provincial for his igno- cate grooming is a point of pride among men and women
rance. alike. The Annonicans are short and swarthy with dark hair
Salanticans and Annonicans best reflect the tradi- while the Salanticans have a sallow complexion and straight,
tional Coryani attitude. Provincial and tolerant, they gener- sandy colored hair. The Valentians are pale with dark hair
ally shake their heads at those who commit a social faux pas and they often have a grim countenance to match that of
and are not likely to take offense unless it is blatantly and their bleak homeland.
deliberately offered. On the other side of the coin, they are
more likely to give offense by accident, as they are somewhat
insensitive to the more delicate sensibilities of the “provin-
Gender Roles
Though they are considered equals under the law, ironically
cial” peoples.
most noble women do not enjoy the level of freedom that
Valentians are grim and determined; the history of their lesser enjoy. Their fathers arrange their marriages and
their region is filled with gruesome and terrible wars and vi- they are unlikely to be trained in the skills of a profession.
cious pogroms inflicted upon the population by mad rulers. Marriage is far too valuable a tool, with its ability to increase
The capitol, Enpebyn, is rife with ghosts of ages past; one a family’s prestige and status, to squander such a commod-
can almost feel the spirits watching every move. The prov- ity as an eligible daughter by allowing her to take up a trade
ince is rich in iron and is home to the greatest foundries in and pursue her own course in life. This is especially true in
the world, which work night and day to supply the Empire Cafela, where the only “profession” women are encouraged
(and nearly every other nation) with metalwork. As a result,
Codex Arcanis
14
of obligation to the nation is instilled in young Patricians by class to marry a penniless or commoner Val in an effort to
15
to collapse, the Empire might well die with it. success is that it has invested heavily in making sure its com-
The cosmopolitan attitude that pervades Coryani mon soldiers are the best-armed and best-armored front-line
culture extends into religious matters as well. A Coryani is troops to be found anywhere. This consistency of Coryani
likely to categorize some previously unknown native deity as equipment ensures that any legion stationed anywhere in the
a variant of one of the Pantheon of Man. The unenlightened Empire can be supplied and supported with ease, making
primitive’s “angry fire god in the volcano” is really a naïve the daunting task of maintaining even a million-man army
form of the worship of Nier, and so forth. Indeed, most Co- well within the reach of the Empire’s logisticians. Individual
ryani feel that it is their right, privilege, and duty to bring legions are raised entirely from the people of a single region
an understanding of the true Pantheon to such benighted to foster esprit de corps, but legions are never permitted to
peoples. garrison their home province due to the occasional insurrec-
tion that must be suppressed.
In the wake of the Battle of Grand Coryan, (see
below) the Mother Church selected the divinely touched Outside the Imperial army, the provinces maintain
Elandre’ val’Assante’ as their new leader. During the Co- armies called Auxilia. A few of these units are comparable or
ryani Civil War, Elandre’, a distant cousin of the emperor, even superior to the rank-and-file legions, but most are far
had become divinely touched by what was called the Word inferior. Auxilia are units of specialized troops, like sappers
of Illiir. This power possessed her, causing her to spout out or Combat Sorcerers. Equipment and training vary tremen-
prophecy that was eventually understood as instruction on dously among the Auxilia, but as a matter of practicality
how to defeat the most powerful Valinor of the hosts, Ma- they are usually part of any major military campaign. The
netas, the Pride of Illiir. Many say that it was her ‘posses- commanders of the Coryani military pride themselves on
sion’ by what many considered to be the God Illiir that won ensuring that they only field trained soldiers in battle. Only
her the position over the only female priestess of Illiir, Leola in the most desperate of circumstances would an untrained
val’Assante’. citizen be pressed into service to defend the Empire.
16
Emperor and lose this or that portion of the Empire. In the That horrid night, it is whispered, Aconia’s mind
17
self of his hated nephew. As with all scions of the Imperial left harsh lines upon his weathered face – but still does the
line, Scipio arranged to have Calmemnon enter into the le- Gray Lady not come for him and deliver him to his reward.
gions. A few years later saw the brilliant son of Calsestus rise When the Emperor was told that Senator Tensen-
through the ranks to serve as Centurion of the Legion of Balin finally died just last year, it’s said that he muttered un-
Radiant Glory, just as Scipio thought he might. Scipio knew der his breath, ‘bastard waited until I was too old to dance
it was time to turn to his most bitter rival to rid himself of on his grave. Just like him’ and smiled thoughtfully.
Calmemnon once and for all.
The years following the death of Calsestus, saw
the political pendulum swing back a bit towards the Sen-
ate. Headed by the highly regarded and influential Senator the Dwarven
enclaves
Tensen-Balin, the power of the emperor was reduced, forc-
ing him to share some of his duties and responsibilities with
the Senate. Over the years, Tensen-Balin and the Emperor From a human-centric view, dwarves are generally thought
butted heads over a variety of subjects such as the proper re- of as one people, but each enclave is distinct and has little in
sponse to the Malfelan Incursions of 1044 and 1056, to the common with its counterparts. Thousands of years ago, the
solution to the Western Lands Question, to the how to deal dwarves were not at all as they are today. Rather, there were
with the nascent Abessian Dominion. But the one thing seven great nations of celestial giants, united only in their
they could agree upon was the horrific crime Calmemnon genocidal war with Dragons – a war that they were losing.
had committed and that he had avoided his punishment for Illiir, lord of the human pantheon, made a bargain with the
too long. Celestial Giants that He would send the Hosts of Valinor
With the good Senator’s help, Scipio arranged for to destroy the Dragons, but only if the giants would take
Calmemnon to be placed as first legate, then finally general on the burden of stewardship of humanity as the Fall of the
of the Legion of Heaven’s Blade, once a prestigious legion, First Imperium was imminent. Faced with extinction, the
but now seen as one that rarely saw the opportunity for glo- giants readily accepted.
ry. Over the following year, Senator Tensen-Balin conspired True to His word, the Valinor destroyed or bound
with the emperor to transfer out whomever he considered to the Dragons, sometimes at great sacrifice to themselves. The
be good soldiers and transfer in soldiers who had a history of Celestials in turn traveled from their lands in the north and
insubordination, political enemies, or the most incompetent settled in different pockets of human habitation. Howev-
of the Coryani military. er, in less than a human generation, some of the Celestial
Then, with a stroke of a pen, the Emperor, with clans, chief among them the Solani and Bertoqi, began to
the approval and consent of the Senate and People of the see themselves more as the masters of man than as its pro-
Coryani Empire sealed the legion and their young general’s tectors. The Bealaki and Encali warned the other nations
fate. Their orders read simply, ‘The Empire’s greatest enemy that they would only anger the Gods of Man by breaking
is the unknown; and there is no greater unknown than what their bargain. The members of these enclaves knew that the
remains hidden from us in the lands west of the Western armies of the Gods that destroyed the dragons could just as
Marches. For that reason, your orders are to march into that easily be turned against them. The giants of Bealak Gempor
great unknown and pacify it for the ultimate safety and turned their prayers to Illiir, telling Him of the betrayal of
glory of the Empire. No greater or nobler order has been others and begging His mercy. Illiir did not grant mercy.
bestowed upon a legion. May the Gods bless you on your Instead, He cursed the giants. Those that sought the heavens
journey.” would forevermore dwell beneath the earth and those that
Codex Arcanis
lorded over man with their might and size would forever-
With that, twenty-six year old General Calmemnon more be dwarfed by all. Illiir’s wrath made no distinction
val’Assante’ dutifully marched his legion west to the March- between those that betrayed Him and those that were faith-
es and beyond. ful to their Oath.
They have not been heard of since that day. The Enclaves were thrown into despair. Many of
Though he smiled broadly that day, knowing that the former giants took their own lives, which revealed an
he had kept his promise to his beloved wife while still seeing even more terrible aspect of Illiir’s curse: the dwarves were
that justice was served, the events that occurred during his barred from the Afterlife. Their souls could not pass into
reign gave him little peace. Through the turmoil of fight- Beltine’s Cauldron. Into this misery came Sarish with a bar-
ing two different wars, seeing the lands of the val’Tensen gain. If any dwarf were to make the perfect item, the curse
cede from the empire, with his blessings ironically enough, would be lifted. This has led to the one trait common to all
a handful of rebellions and insurrections to deal with and but one of the remaining dwarven enclaves: the compulsive
finally, the death of his sweet Aconia, the years of ruling has drive to create.
18
threat. For the most part, Solani are vocally pious
19
Built in an ancient dormant volcano, known as the Forge, The few Tultipetan dwarves remaining continue to
this enclave is difficult to reach for any but the most deter- follow their fellow’s custom of tattooing their entire bod-
mined of travelers. Living in such an environment, along ies with mystical symbols. These symbols are of great sig-
with the influence of the nearby Erdukeen descendants of nificance to the individual dwarf. They are inspired by the
those who followed the Sword of the Heavens (See Canceri), omens at the dwarf’s birth and celebrate the accomplish-
has driven the dwarves of Nol Dappa to the worship of Nier. ments of his or her life. To better showcase their tattoos, the
Many Nol Dappans are given to bouts of uncontrollable Tultipetans shave their heads and wear their beards close-
rage, which is funneled into the path of the battle-rager; the cropped.
elite warriors of the enclave are a terror to behold. Many Nol The Nol Dappans care little for their appearance.
Dappan adventurers are outcasts, sent away from their home Most are covered with soot from the forge and their beards
enclave due to some murderous act committed in a furious are often ragged and singed. Their hair is red – when you
instant. can see it under the grime – and their skin is ruddy and
The Encali dwarves are a nation that feels betrayed. burned.
Betrayed by their fellow Celestial Giants in the years before The Encali are easily identified by their distinctive
the Great Curse; betrayed by the Bealaki who told Illiir of forked beards and the extensive collection of jewelry (often
the other nations’ perfidy; and betrayed by Illiir when He self-created) that each wears about his person. Their hair is
cursed them along with those that were actually guilty. As typically jet black.
a result, the Encali are largely a one-religion enclave. Sarish
offered them a path out of Illiir’s curse, and in return, the
Encali worship Him as the only member of the Pantheon Gender Roles
worthy of respect. Encali embrace all aspects of Sarish’s There is very little distinction between the male and female
faith. They are the only Enclave that still has some access genders within dwarven society. Nol Dappan females are
to Arcanum, but only those who become Sorcerer-Priests of less prone to fits of rage then the males, and the Tultipetan
Sarish are able to wield that power and as such, they insist females more commonly enjoy the gift of prophecy than do
that all matters of import be sealed by written contracts and their male counterparts.
Sarishan oaths. Many Encali have been known to tempt
short-sighted humans into horribly lopsided deals that their
children or even grandchildren will have to make good on. NOblemen
By and large, the Encali dislike the other enclaves and limit The ancient rulers of the former nations of the Celestial Gi-
most contact to trade relations. ants are forever trapped by Illiir’s curse in stone pillars at the
Little is known of the Deneki, other than that the core of each dwarven enclave. His or her heirs were fortunate
Sorcerer King of Ymandragore somehow forced them into to keep power in the aftermath of the curse and each enclave
slavery. Likewise, the Reavers of Bealak Gempor are an enig- has a royal line that governs its people.
ma, but it is well known that they are anathema to the other Unlike the human lands, where even the cousins
enclaves. Of the seventh enclave, nothing at all is known, as and far-flung distant relations of aristocratic families wield
they disappeared millennia ago. great influence, dwarven relatives of the rulers outside the
direct line of succession are not granted any more rights or
Appearance powers than any other member of the enclave. Instead, posi-
Members of a given enclave are easy to identify by their dis- tions of authority are chosen by the royal line and by popu-
tinctive appearance. lar acclaim of the dwarves of each enclave. As a result, there
Codex Arcanis
The Solani are of noble bearing and fair hair. They is little by way of organized nobility within the enclaves out-
keep their beards fastidiously groomed and it is a matter of side of the individual rulers themselves and an immediate
pride to grow the beard to a great length. Many humans heir and designated successor to each sovereign.
marvel that, the Solani, do not trip over their own beards
with their every step.
Commoners
The Tir Bertoqi, especially those found outside Dwarves are an industrious and determined lot. The com-
their enclave, bear a haunted look from the horrors they mon dwarf strives for perfection in every act and deed, for
have confronted in defense of mankind. Typically, a Bertoqi any activity could deliver the perfect item needed to break
dwarf has dark hair, and their most telling feature is the the ancient curse. Dwarves have a higher percentage of arti-
elaborate braids that they make from their beards. The in- sans than any other people, and their wares are in demand
tricate patterns are a point of pride for them, and they often everywhere in the world. As a result, even the common
weave a thin wire of precious metal (primarily gold) into dwarf tends to be quite prosperous from constant trade with
these braids. outsiders.
20
religion rier to keep the foul denizens trapped has evaporated.
21
possible about the current situation in the outside world and The Ardakene are normally nurturing, thoughtful,
determine who the Elorii of Elonbe’ can call friend or foe. free-spirited, and curious. They are the smallest group of
Called the Laerestri, these young, curious Elorii travel the Elorii, but they make up a disproportionate number of the
world working with (and for) humans to learn their customs Laerestri. Most priests are of this line and they are most like-
and the nature and capabilities of their armies. The ancient ly to accept notions that not all men are inherently wicked.
prophecy of Ardelia dictates that some men will be needed When a Ssethric population was reported in Milandir, the
in the end times, and these Laerestri seek to identify them. Ardakene prevailed upon the other bloodkines not to invade
The Laestri have learned much about humanity, reporting Milandir to exterminate the Black Talons. Since then, the
all the varied extremes of virtue and honor or depravity and Laerestri have reported that the Black Talons are not like
skullduggery can be found within the race. Curiously, some the other Ssethregorans of the far south, but instead are ex-
Laerestri have confided that they are strictly forbidden from patriates that despise the serpent empire on moral grounds.
traveling directly to Elonbe’ and are ordered to travel no The Ardakene were the first to rebel against the reptiles in
further than Efesias, the southern most outpost of the Elorii ancient times and were also the first to greet men when they
and their point of contact with the Bright Nation. landed on Onara. In the social order of the Elorii, the Ar-
Malfia is less of a nation than a gigantic army camp. dakene normally hold the position of spiritual leaders, one
The diametric opposite of Elonbé, Malfelen Elorii are skilled would assume due to the fact that only their patron Goddess
and experienced warriors, who have continued their ages survived the deicide that destroyed the rest of the Elorii Pan-
long war against humanity – along with just about every theon.
other sentient race as well. Very little is known The Marokene are stoic and traditionalist,
of this savage culture, but what has been even reactionary. Things are they way they
uncovered shows a people who live, eat and are for a reason, and without good
sleep warfare. To the Malfelans there is no cause, there is no need to change.
time for culture, poetry or art – only Though they hold old prejudices with
constant training and engagement with great obduracy, once they are con-
the enemy. Due to the large amount of vinced to adjust their viewpoint,
attrition from these battles, the Mal- they will adamantly propound that
felans account for the smallest popula- new position as if it had been what
tion of Elorii in the Known Lands. they fervently believed all along.
Entaris is the second small- They are much like the mountain:
est nation and the most cosmo- unmoving most of the time, but an
politan. Not sheltered by a vast unstoppable avalanche when they
forest as is Elonbé, and lacking do decide to shift. The Marokene
the army of Malfia, the Elorii of are the guardians of the Elorii
Entaris has chosen to interact people and their society.
with the nearby human Contrariwise, the
and inhuman nations Berokene view change as
that border their lands. the natural order of things.
As a result, they have Calm and collected in the
become skilled merchants absence of opposition, they can
and diplomats, and have even built a explode into furious action when presented
Codex Arcanis
trade city that allows others to live within its walls, albeit with an obstacle. They will continue to look for alternate
in a separate foreigners quarters. While not having a large paths whenever blocked, regardless of the endeavor. They
standing army, the Entarans do have one of the mightiest are not opposed to compromise, and even small concessions
fleets in the Known Lands due to the masterful skills of the by others will satisfy them for a time. A complete absence of
order of Berotar, and by the aquatic powers of the Berokene. visible options will often enrage a Berokene and rash action
Though humanity is still viewed as a threat, the Entarans sometimes follows. Due to their strong passions and sensi-
have come to learn that mankind is not a monolithic entity, tive nature, the Berokene occupy the social niche of artists,
but rather a varied people of differing values. builders or political opposition spokesmen in the Elorii soci-
Within the Elorii themselves, although there is ety.
certainly individualism, there are also distinct personality The Osalikene tend to go with the majority on most
tendencies among the various bloodkines. These tendencies subjects, although they have their own, very strong positions
become more pronounced as the Elorii age, to the point that on certain subjects. They are often nonplussed when change
High Elorii become almost exactly like their stereotype. happens but they can also shift their own positions when
22
presented with a solid argument. Though they are highly Gender Roles
23
Though not every Elorii is openly religious, each bargain with Entaris – as if they were common mercenaries
holds an unshakable faith in the Gods of their people. Many to be bought and sold as any other commodity. When told
of the Elorii of today were alive when the Gods walked that the Elorii did not enter into such treaties lightly and
among them, and even an Elorii who is too young to have rarely dissolved them just because the danger had passed
met one of the Elemental Lords probably knows someone momentarily, the Altherians responded with threats of war.
who did. Also, each Elorii has a soul that has been through Thus to war the Elorii went, for the second time in
many incarnations, and so remembers their Gods walking as many decades. Though the toll exacted upon the children
upon Onara, even if this is just a subconscious thought. The of Althares was heavy, with even their capitol in ruins, they
immediate presence of Belisarda is felt by her priests and to too dealt the fair city of Seremas a near mortal blow. In a
a lesser extent by the common Elorii. Unlike humanity, the cowardly attack, they dove their three remaining Air Ships
Elorii have a Goddess that still speaks to them. into the city, killing thousands, including many the humans
This unshakeable belief in the existence of their living alongside the Elorii, in that suicide run.
Gods combined with the knowledge of their immortal na- All were sure that the war would have continued
ture means that Elorii have no great fear of death. Though until both peoples would have been destroyed, but the Ss-
they will not throw away their lives wastefully, the certainty ethregoran Empire took that opportune moment to attack
of reincarnation allows them the confidence needed to per- Seremas. Heading the ancient proverb that the ‘enemy of my
form great acts of bravery. enemy is my friend’, the Altherians and the Entarans agreed
that in exchange for the Elorii being released of their obliga-
Militancy tion to protect the humans of Altehria, they in turn would
It is the duty of every Elorii to prepare for the great war that help repel the Scaled Horde.
will inevitably come. However, the exact nature of this war The combined forces of the Elorii and the Altheri-
is unclear. Many think it will be fought against mankind, ans made short work of the Ssethrics and the long and pain-
while others think it will be fought alongside man against ful process of rebuilding began for both nations.
an even greater enemy, either the Ssethregorans or some as- Meanwhile, the Malfelans decided that having
yet undiscovered foe. But regardless of his or her personal a Human-Ssethric nation so close to their border was an
beliefs about the eventual combatants, every Elorii trains for insult that would not be suffered. Unfortunately, decades
the war. Regardless of bloodkine, profession, or nation, each before, the Solani dwarves had moved in and occupied pre-
and every Elorii is taught the ancient arts of blade and bow. vious fortresses that abutted both the Ssethregoran Empire’s
When the war does come, nearly every single Elorii alive will northern territory as well as a portion of Malfia. In a blunder
be able to take the field as trained soldiers. of epic proportions, a Malfelan phalanx chose to drive to the
The Malfelen are a nation of warriors and veterans, territory of the newly formed Abessian Dominion by going
honed to a fine edge by millennia of warfare against impla- through one of these fortresses. In short order, the Solani
cable and powerful foes. The Entarans have a mighty and stationed there interpreted this movement as an attack on
accomplished fleet. Their centuries of training, combined the humans of the Coryani Empire and attacked.
with little fear of death, make the Elorii one of the greatest This comedy of errors was compounded further when the
and most capable armies ever to take the field of battle. Elo- Coryani legion stationed nearby went to the dwarves’ aide.
rii believe in their racial martial superiority without ques- What should have been a skirmish quickly escalated as the
tion; it was their race, after all, that finally brought down the Malfelans assumed that the humans were invading and the
mighty Ssethregoran Empire, and it is their race that shall Coryani in turn assumed the same.
stand above all others in the end times.
Codex Arcanis
24
but rather a loose amalgamation of tribes and cities. The bal- and immortal lifespan of a goddess (though it is rumored
The Hinterlands
ance of power between these groups is precarious at best, that she has been slain by a courageous group of heroes);
and the shifting sands of the desert hide the corpses of many the Knights of the Order of the Holy Pillar, who ward the
who failed to pay heed to the dangers presented by the land Hinterlands against the Hyena Queen and spread the wor-
and its native beasts (both human and otherwise). ship of Hurrian; the ancient and mysterious Serpent Men of
The major indigenous peoples of the Hinterlands Zhu; the infamous Ehtzara sorcerers and the mighty city of
are the Yhing hir, known as the Lords of the Horse. They Erduk, situated at the Mouth of Nier, and home to the most
occupy much of the southern and eastern portions of the loyal adherents of the Sword of the Heavens since the time
region. Some scholars believe them to be an offshoot of the of the First Imperium’s destruction and the subsequent but
Khitani Empire from the time of the raising of the God's short lived, Theocracy of the Cleansing Flame.
Wall, although the truth of their origins is shrouded in mys- The single most valuable possession of any Yhing
tery. The Yhing hir are divided into four major tribes, and a hir – in truth, more like a brother than a beast – is his horse.
man’s first loyalty is always to his tribe. In addition to the noble and beautiful animal’s obvious vir-
The Vanomir are considered the “typical” Yhing hir, tues as faithful steed, fierce war companion, and tireless la-
whose tradition of horsemanship is second to none. Their borer, the horse is considered a divine gift, test of manhood,
tribal capitol is the great city of Sicaris, which is famous for and measure of material worth all rolled up in one. Indeed,
its gladiatorial arena. Though the city is autonomous, it has most Yhing hir will not even deign to speak with a man who
a history with the Coryani Empire, and an Imperial official does not own a horse, and the purchase of a horse is often
known as the Commander-Magistrate is in residence, along the only way an “outlander” can begin to alleviate the scorn
with a small legionary garrison. and derision with which Hinterlanders treat those who are
not of their own people.
The Hurkomir tribesmen are claimants of the Prick-
lespur Forest, and are now largely mixed with the Pengik The city-dwellers of the Hinterlands are not unlike
natives of that region, whose ancient memories stretch back their counterparts in more “civilized” nations; politics and
to gods that existed before the Pantheon held sway and a na- internecine warfare dominate invisibly as manipulation and
tion of serpents ruled over this land. behind-the-scenes backstabbing create subtle yet irrevocable
changes in the balance of power. The merchants of Sicaris,
The smallest of the tribes is the Khur Gi, who most situated at the center of many caravan routes, are legendary
closely resemble the Khitani and whose aggressive behavior for their bargaining savvy, and indeed a man who cannot
is well-known to the people of both Milandir and Canceri. drive a hard bargain in Sicaris is not considered a man at
The Takomir reside mostly along the Bleak Coast, all. The lifestyle of Sicaris is lush and luxurious, with the
dwelling primarily in the towns of Jappa and Pearlspar, and gladiatorial games commanding much of the city’s atten-
also mingling with the people of Censure. Their mounted tion and passion. Meanwhile, the Free City of Censure fea-
archers and scouts are acknowledged as among the finest to tures a huge, fortified port, and its 90,000 inhabitants live
be found anywhere in the known world. in a melting pot of cultures, with commercial trade domi-
The mighty Free City of Censure, Jewel of the nating the daily life and hundreds of markets and plazas
Coast, began its life some eight hundred years ago as a penal that feature goods from anywhere and everywhere. Trade
colony for undesirables as well as those the Coryani Empire in Censure is carried out under the watchful eye of The Six,
wished to make disappear but who were too powerful or im- a group of noble guild houses who control taxes and set the
portant to simply be killed. At some point, these individuals policies of trade through the Hall of Commerce. Finally, the
staged a coup, fueled by alchemy and invention, and the Six Erdukeen dwell within their volcanic city, birthplace of the
Houses that arose from the ashes of that conflagration still Swords of Nier and home to the mighty dwarven enclave of
rule the city today in an uneasy truce backed by a pact of Nol Dappa, whose master artisans work directly with the
non-aggression. The people of Censure are a bizarre mix- volcanic vents to hone their art and their artisanship.
ture of Skohir, Yhing hir, Skohir and Coryan. Censure is a
thriving city and serves as a center of commerce and trade
for many nations, though legends tell of deeper and darker Appearance
things that yet fester in the sewers and caverns beneath its The peoples of this land are mostly short of stature and swar-
streets. thy of complexion, with rounded faces and dark, braided
hair. The native style of dress is garish and bright, with elab-
In addition to the Yhing hir, various other peoples orate embroidery. Sashes, turbans, and loose pants tucked
dwell within the Hinterlands, including the monstrous into high riding boots are typical for men, while the women
Hua’gi; the Cult of the Jackal and its fanatical minions of prefer loose, gauzy skirts with complex patterns and lots of
the Hyena Queen, she who is rumored to have the powers decorative silver jewelry. Though there are a few cities and
25
settlements, most Yhing hir still follow a nomadic way of authority other than that of blood and steel. Indeed, House
life, dwelling in large, colored tents as they pursue their sea- val’Haupt of Saluwé, which is the greatest of the Six Noble
sonal migrations. Guild Houses of Censure, is the only notable Val bastion
in the Hinterlands. The val’Haupts have been allies of the
val’Holryns of Milandir for many years, and are also well-
Gender Roles known in Cafela and the Pirate Isles. They have forged an
Whether out of necessity or disposition, those that dwell in alliance with the Takomir tribes of the Yhing hir and as a
the Hinterlands are warlike. As is typical of such cultures, result have access to the finest breeds of horses and the most
most of the prominent and powerful individuals are men. elite cavalry warriors of the region.
The nomads of the Hinterlands treat their women with re-
spect, but in matters of politics and war, women’s counsel
is seldom heeded – at least, in public. Many a great tribal Commoners
leader has had the wisdom to listen to the whispers of his There are few peasants in the Hinterlands, at least of the
wife in the privacy of their marriage tent. The Pengik are a sort typically found in most nations. Farming is practically
bit more egalitarian with regards to gender roles, and their impossible, and staying in one place for very long is gener-
women bear arms and take up the priesthood in equal num- ally regarded as an invitation to be attacked. The only way a
bers to the men. man can survive is by his own strength and the strength of
One notable organization is that of the Pearl Maid- his tribe. From the warrior-nomads of the Yhing hir to the
ens, an order of female monks who make their home on a minor merchant houses and laborers of the cities, the people
large ship known as The Way of the Pearl. These beautiful, in this region have learned that they can rely on no one save
shapely maidens are an incredible sight, and are possessed themselves, and as a result they place little trust in kings or
of both great martial prowess and an extensive intelligence other earthly leaders. Apart from the major cities, there are
network. Their Abbess-Captain is afforded all the respect few settlements of note; the nomadic tribes do create “tent
that would be due to any male leader by the Yhing hir clans. cities” for short periods of time as they migrate across the
The Pearl Maidens hone their ancient craft of pearl diving in Hinterlands, but these outposts vanish as quickly as they
the rich oyster beds of the city of Pearlspar, situated on the appear.
banks of the Pale Sea.
religion
The Nobility Most of the denizens of the Hinterlands respect little more
The individual tribes of the Hinterlands have their various than overpowering force and guile, although they also have
chieftains, known as Nawals, but few tribes seek to control a healthy reverence for gods and nature spirits (of all sorts)
broad swaths of territory. Of far more value are the oases and and do consider oath-taking as sacred. The Pengik shamans
other safe resting places, which are few and far between in in particular have a rich oral tradition, and their lengthy
this harsh and desolate land. histories and stories speak of gods long forgotten and em-
pires long since ground into dust. The Pengik believe that
There are a large number of wealthy merchants, they were created as thralls of an ancient kingdom of ser-
mostly located in the trade-rich cities of Sicaris and Censure. pent men, sinister and uncaring. The sinister sorcerers of the
These men and women tend to prefer to remain in obscu- Ghost Jackal Cairns travel invisibly throughout the Hinter-
rity, focusing on the advancement of their personal fortunes lands, seeking to enhance their otherworldly powers and
rather than dabbling in political and military matters. communing with the very land itself. It is said that horses
Codex Arcanis
Despite the general predilection of Hinterlanders are terrified in the presence of these black magi, which is
towards individual safety and security and away from larger another reason why the Yhing hir value their equine com-
concerns, there are a few individuals of note who have risen panions so highly.
to the heights of political power – mostly by climbing over The Pantheon of Man dominates to a much lesser
the corpses of their would-be rivals. extent in the Hinterlands than in many of the other regions
of Known Lands, although there are certainly adherents
here. The Yhing hir know Nier as the Divine Judge and be-
val seech the spirits of those they kill in battle not to speak ill
While there are certainly Val in the Hinterlands, they do of them when they face Him at the gates of Paradise. As one
not play the dominant role that they do in many of the other might expect from a place where one must remain attuned
nations of Onara. The lack of any organized central gov- to the land in order to survive, Saluwé is frequently wor-
ernment no doubt has much to do with this, as well as the shipped here. The val’Haupt family of Censure particularly
fact that the human tribesmen of the Yhing hir respect no venerates her. In the north, the Knights of the Order of the
26
Holy Pillar combat the Cult of the Jackal and the forces The 5th Crusade of Light engaged the Infernal
27
of Milandir are often viewed as busybodies that interfere Gender Roles
in others’ affairs. Milandisians occasionally appear as self- Women are not obligated to provide service to the nation
righteous, due to the widespread belief that other nations (military or otherwise) but are also not prohibited from do-
“would not have the problems that they have” if they were ing so. Noble women often hold positions of influence with-
only more like Milandir. With few exceptions, Milandisians in the nation and the val’Dellenov ruling class of Sylvania
are a stoic people whose hot passions are held in tight check. inherits land and title through the female line instead of the
Trade is the lifeblood of Naeraanth and Tralia and foreign- male. In traditional society, women manage the household,
ers are made to feel welcome in those regions. Strangers are including finances and staff (if any), and are expected to sup-
not well received in the more isolated parts of Sylvania; even port their husbands in public.
other Milandisians are sometimes uncomfortable when vis-
iting.
A Milandisian’s word is his bond, and an oath- The Nobility
breaker is worthy only of scorn. Asking a Milandisian to The nobility are raised with a strong sense of obligation to
swear by Sarish or to take a Sarishan Oath is a grave insult protect the citizens of the nation. Nobles are fostered to an-
if asked by one’s comrades, family or partners, but they will other noble household at age ten to learn the skills needed to
be grudgingly taken if either party is not well known to one serve the nation. During this time they are first required to
another. serve as common laborers to perform chores for their spon-
soring Lord so that they never forget the plight of the com-
In the Duchy of Tralia, the val’Holryn have a con-
mon people. Later they are squired to an individual Knight
stituency like no other in the Kingdom – the fealty of the
to learn the skills with which they will serve the nation in
Black Talon Ss’ressen. These Ssethrics are unlike any other
the future, be they diplomacy, piety or skill at arms. All
subject of the Ssethregoran Empire in that they have turned
nobles are obligated to provide four months of service per
from the mindless obedience of their foul masters following
year, usually military; or to provide taxes adequate to have
a vision by their Matriarch of a lost God known as the Fire
others serve in their stead. Bastard Val not raised in noble
Dragon. This vision guided them through their harrowing
households are bound to the household of the Crown by law
escape from the Kraldjur Morass north into the unknown.
and must provide their four months of service directly to
As the colder months began to set in and their faith began
the King.
to falter, the Fire Dragon led them unerringly to the Sulfur
Marsh in the Tralian Duchy of Milandir. Nobles also serve as judges, as every Milandisian
is entitled to a trial. Any three landed Noblemen can serve
Upon discovering the appearance of well over a
on a tribunal and hold court. Individual noblemen must be
thousand Ssethrics upon his lands, the Duke spoke with the
appointed by one of the five great lords in order to serve as
Matriarch of the Egg Clutch and quickly came to a mutually
a magistrate. Nobles are not above the law, but as all citi-
satisfying agreement. In exchange for granting the Ss’ressen
zens are entitled to a trial, and only noblemen ever serve as
dominion over the Marsh (a useless plot of land, if truth
judges. As a result, there is some preferential treatment that
be told), the Black Talons would swear fealty to the Duke
does occur.
and Kingdom of Milandir. Since that day, none have ever
doubted the bravery nor the sincerity of the Ss’ressens oath. Noble titles are important in Milandir, and the rela-
tive influence such a person would have is often summed up
in a single word. Obviously the King is the greatest noble-
Appearance man of the nation and below him are the Dukes, but there
Ethnically, Milandisians are mostly descended from a tall, is a great bit of subtle meaning in the other titles. A Graf is
Codex Arcanis
fair race of men from the northern reaches, similar to the the ruler of a county, and many variants of that term more
Skohir of the Hinterlands. Hair tends to be light or medium clearly define what sort of noble he may be. A Margraf rules
in color: red, blond, light or dark brown. Eyes tend towards a borderland, a Burgraf would rule a city, and a Landsgraf
blue and hazel. Due to a diet rich in meat, Milandisians tend would be something of a Viceroy over conquered or disputed
to be strong and healthy, averaging almost six feet in height. territory.
In the northern areas of Tralia, there is some influence of
ethnic Canceri, particularly the southern Nerothian variety,
and the people tend to have darker hair. In Eastmarch there val
are many ethnic Yhing hir and interbreeding has caused Compared to other nations, the percentage of members of
round faces and narrow eyes to become the norm. Despite the Val race is quite high. Milandir is a nation where social
the fact that it was a province of the Coryani Empire for mobility is possible; nobles often take commoner spouses,
nearly a thousand years, there is little evidence of Coryani and distinguished service to the crown often leads to promo-
lineage in the people of the modern nation of Milandir. tion to the nobility. Non-Val that hold such positions often
28
seek out Val spouses. Lords do this to add greater prestige Then Matriarch Elandre’ val’Assante’ ‘found’ the
would have waved them off and explained the situation had Religion and the Gods touch upon almost every facet of ev-
the centurion been less hot headed, less blood thirsty, but eryday life of the peoples of Arcanis. To an outsider this
having been ordered to a backwater region with nothing but may seem odd, as the Gods have not physically manifested
rabid wolves to defend against is hardly the acts of glory that to their followers since time immemorial. Rarely if ever, has
Centurion Valaruis dreamed for himself. a miracle been positively ascribed as an intervention of the
Gods as another explanation has always been available. In
The legionnaires struck quickly and killed a score fact, there is an underground movement of people who be-
of knights before the alarm was raised. At the sight of the lieve that the Gods, if they ever existed, are dead or gone,
dead, the King of Milandir said, “If the Emperor of Coryan uncaring as to the actions of man or the other sentient be-
chooses to unleash mad dogs, it should come as no surprise ings alive upon Arcanis.
that they would be put down.” By dawn’s light the next day,
every legionnaire was dead. To their credit, none, not even Yet the Mother Church of Coryan becomes more
the last lowly recruit, begged for quarter. Just as well, as the popular and powerful with each passing generation. The
knights were hardly of a mind to offer any. Church of the Dark Triumvirate, despite the fact that its
30
oppressive theocracy threatens to crush its citizens under its of the Divine and established the dominance of the Mother
Religion
harsh rule, enjoys the devotion of almost its entire popula- Church of Coryan, forbid any aggression between temples
tion. There is one element, which separates the people of within the Mother Church, and established the position of
Arcanis from those of other fantasy worlds. They have no the Patriarch, Pyrmen, Arc-Prelates and Prelates as superior
need of seeing their deities roam the streets beside them, nor positions within the Church with authority over the indi-
do they need to commune directly with the Gods to know vidual temples.
of their existence, for they have faith. In modern times, the Matriarch of the Mother
Church, Elandre’ val’Assante’, funded an expedition to the
labyrinthian caverns below the First City and find a lost
the Mother Church scripture she was told about in a vision. These explorers,
of Coryan members of the Emerald Society, did indeed discover the
Heir to the First Imperium’s Pantheonistic Orthodoxy, the lost scrolls, which have been now incorporated into the Can-
Mother Church of Coryan was formed just after the found- ticle. These new texts, known collectively as the Revelations
ing of the Coryani Empire. After the fall of the First Impe- of Illiir, put forth a more fundamentalist and conservative
rium and the subsequent Time of Darkness, the individual view on how the pious should comport themselves, includ-
cities, towns and cities that made up that great empire lost ing a prohibition on drinking and other “mood enhancing
all connection from each other and become isolated islands substances”. The outcry and shock against the immediate
of civilizations amidst a sea of barbarism and chaos. implementation of these new ideals forced the Matriarch to
As the ages passed, the patron deity of the settle- postpone decreeing adherence to these new scriptures...for
ment became the central focus of the population, and the the moment. Many fear that this may be a new, more con-
rituals, beliefs and even existence of the other deities passed servative turn for the Mother Church
from memory. After countless generations and despite the and the Empire as a whole.
rise and fall of empires which wished to ascend in power and
authority, the worship of the entire Pantheon as a whole and
integrated religion fled from human memory. the Church
Not until the city-state of Coryan rallied the of the dark
other independent settlements, repelled the Infernal in- Triumvirate
vasion of Onara and forged the fledging Coryani Empire The Church of the Dark Triumvi-
did mankind begin to realize that more than just their rate, the unquestioned authority of
own patron deity existed. the Dark Apostate, and the rightness
During the crusade to repel the demonic of their teachings form the spine of
forces an Illiirite high priest, Vesiti val’Assante’ Cancerese culture. The Church pen-
began reconstructing the rites and rituals of the etrates the lives of its entire people,
various Gods into a holy text known as the Canticle so much so, that the government and
of the Pantheon. After the founding of the Coryani the church are indistinguishable.
Empire, the Emperor appointed Vesiti the first Pa- As a theocracy, the edicts from the
triarch of the Mother Church and tasked him with church are law. There is no debate,
reestablishing the ancient religion as it was during the no question, and no argument. The
Imperium. church’s proclamations define real-
ity for all Cancerese.
So many centuries had passed that a truly
integrated church as it was in the Imperium was The Church of the Dark Triumvi-
impossible to create and so a compromise was rate emerged from the corrupted
reached. Each of the high priests from the teachings of the prophet Becher-
twelve recognized deities would be allowed ek, who spoke against the Mother
to continue to worship their god as always, Church’s ban and restrictions on
but they were made to recognize worship of the three faiths, Nier,
the equality of the other Neroth, and Sarish, upheld
deities and the right to in Canceri. He believed
see them prosper along- the Mother Church a
side their own religion. flawed vessel if it would
This ecclesiastic treaty was not recognize a quarter of
signed during the Convocation their pantheon. He called for
Elandre’ val’Assante’, The Word of Illir,
the restoration of the Cancerese
Matriarch of the Mother Church
31
deities to the pantheon, and the full recognition of their fol- In the short time that the Milandric Church has
lowers as members of the Mother Church. Furthermore, he been in existence, Sabinus has made certain small, yet signif-
opposed the secular influence of the emperor and the politi- icant changes to the Church’s views. For example, though
cization of the church to support his agenda. the Gods Nier Neroth and Sarish are indeed part of the Pan-
However, Becherek’s message was inflammatory, theon, they are obviously subservient to the greater powers,
and provoked unscrupulous and ambitious priests to bid for such as Illiir, Saluwe’, Yarris and Hurrian. He went further
complete power over the Mother Church, with the Cancerese to suggest that they were minor Gods, to be appeased to
deities replacing Illiir as the head of the pantheon, and with keep their attention elsewhere, rather than openly wor-
a Cancerese patriarch, none other than an undead priest, shipped and draw their baleful eye upon the pious people of
who embodied the antithesis of Imperial values upheld in Milandir. “For we need look no further than our neighbor
Coryani, Milandir and most other lands. After Becherek’s Canceri,” he would say as he pointed north, “to see what
execution, the Apostles of Becherek, who claimed to under- happens when these fearsome Gods are openly supplicated.”
stand the message of the Prophet, used the murder to press To reflect this new change in attitude, the holy sym-
their agenda and form the Church of the Dark Triumvirate. bol of the Church, the same as that of the Mother Church,
was held differently. The symbol, a large ring upon which
were inscribed the twelve symbol of the Gods was usually
The Milandric held out with fingertips around the edges. The new Mila-
Orthodox Church ndric Church commissioned that their new holy symbols be
Like the Church of the Dark Triumvirate, the Milandric slightly larger, big enough to fit one’s four fingers through
Orthodox Church, or simply the Milandric Church, is a the inner opening, and that the symbols of Nier, Neroth
sect that has split off from the Mother Church of Coryan. and Sarish would always be engraved in the bottom of the
Following the announcement that these new found ‘Revela- ring, so that when one grasped it from the inside, the fingers
tions of Illiir’ were to somehow amend or supplant the mil- would naturally cover them over.
lennia old interpretation of the Canticles of the Pantheon,
the Prelate of Milandir, the aging, but still vibrant Sabinus
val’Assante’ adamantly and eloquently argued for a spiri- Belisarda and the Four
tual separation to finally catch up with Milandir’s political elemental Lords
session from the Empire. The worship of Belisarda and the four Elemental Lords is
Sabinus, a close advisor to the king of Milandir, ex- one of the most ancient religions on Arcanis, preceded only
plained that there were examples in living memory of the by hoary cults of Ssethregore. Worshipped as their creators,
Coryani usurping the careful plans of the Pantheon, which the Four Elemental Lords and Belisarda, the Life Giver, en-
ultimately resulted in the death of tens of thousands of the joyed a special bond with their children although why the
faithful, He also pointed out that for so long as the Milan- Ssethregoran were allowed to enslave them is a question the
disean people bowed to the Church in the south, they would Elorii have never been able to answer to their satisfaction.
forever be at the mercy of the Coryani’s endless plotting
and political manipulations. “For the sake of your people’s
souls,” he argued to the King, “you must sever all ties with
these corrupt people and their institutions!”
Within weeks of the King’s agree-
ment, all of the clerisy that did not con-
Codex Arcanis
32
After the overthrow of their oppressors’ empire, the Elemental Worship
Religion
Elorii controlled vast tracts of the Onaran continent and en-
and Animism
joyed millennia of peace and prosperity until the coming of
One of the earliest and most fundamental religious tradi-
the human and the Pantheon of Man. Within a generation
tions to exist upon Arcanis is that of worshipping the pri-
the Elorii went from being the rulers of an empire to refu-
mordial nature spirits, which reside within all of existence.
gees taking shelter in the vast forests of the land. To make
These spirits helped guide early tribes of man to live as one
matters worse, four of their Elemental Lords, Keleos, Beroe,
with the world around them and suckle from the bountiful
Marok and Osalian were destroyed; absorbed by four of the
teat of the earth.
gods of man.
Some of these ancient human tribes existed on the
Since that time, the temples of the four Elemen-
edges of the Ssethregoran Empire long before their cousins
tal Lords remain largely empty and silent. All but the most
from beyond the Eastern Ocean arrived on the continent of
fanatical of Elorii pay more than lip service to them. The
Onara. They stayed well away from the reptilian overlords
vast majority flock to the only one of their deities, which
and eventually, when the Ssethregorans were overthrown,
remains: Belisarda the Life Giver. Only Her priests are still
made peace with the Elorii who supplanted them.
able to cast divine miracles and heal the injured and infirm.
Thus even those Elorii who stubbornly maintain that the These human tribes and populations have been able
other gods will return, they must pray to Belisarda for power to avoid persecution by telling the Elorii and, much later,
and divine gifts. the missionaries from the Mother Church of Coryan that
they are merely worshipping a long forgotten or dimly re-
membered aspect of one of their equivalent gods. The more
the Matriarchy of the Fire civilized Elorii or Church representatives smiled and wagged
their fingers paternally, mildly scolding them that the true
Dragon
way to worship was their way and left assured of their supe-
A relatively new organization in the scheme of things upon
riority over these simple folk.
Arcanis, the Church of the Fire Dragon, also known as the
Matriarchy, had its auspicious beginnings less than four Worship of these ancient and ethereal beings pri-
hundred years ago. In those dark times, the faithless and marily exists in the tribes of Hinterlands who pray to the
despondent Black Talon Egg Clutchs of Ssethregore was tee- spirits that inhabit all things, on the isle of Naori where the
tering on the edge of collapse. The Black Talons had begun tribesmen sacrifice to Ghord the Volcono God, as well as the
to question the morality of their actions and rebelled against other far reaches of the world where ‘civilization’ has not yet
the corrupt and decadent government of Ssethregore. Look- extended its grasp.
ing for guidance, the Black Talons turned to an aged ma-
triarch who spouted prophecies of a new god and better life Infernal Cults
for them outside the bounds of evil Ssethregore. Rallying to For over a generation the Infernal Horde released during
her visions, the Black Talons fled from Ssethregore and es- the Time of Terror roamed across Onara spreading horror
tablished themselves in the Sulphur Marsh far to the north. and death in their passing. Some of the more malignant and
Under the strict but gentle guidance of the priestesses of the ruthless of this demonic host found rich hunting grounds
Fire Dragon, the society prospered and the Matriarchy was where the human population could be cowed into submit-
born. ting and acknowledging their dominance over them. These
Formed by the visionary Matriarch Mother Scaphi- human settlements would then sacrifice others of their kind
opus, and continued through her prodigy Ss’lessis Tel, the and perform the most heinous and foul acts to appease their
Matriarchy has risen to prominence in the last few centu- terrible lord.
ries, providing an exceptional level of stability to the Black With the coming of the First Crusade of Light,
Talon culture. The Matriarchy’s words are law; it governs all many of these creatures were uncovered and destroyed by
aspects of Ss’ressen life, from the placement of eggs near the fire and blade, but not all. To this day some villages and
hatching fire to determine sex and intelligence of the hatch- isolated townships continue to offer tribute to these foul oth-
ling, to the roles of warriors, the selection of those worthy of erworldly lords either out of fear or willingly in exchange for
mating, and the governing of the society as a whole. power over their fellow beings.
These Infernal Cults are usually centered on a pow-
erful other-planar being and a cadre of cultists that range
in number from a small group of malcontents to an entire
settlement’s population who have grown corrupted over the
centuries, each generation degenerating further and further
into depravity and wickedness.
33
the Gods power to power their rituals. Most of these priests have ac-
cepted that the four Lords are gone and have instead turned
ALTHARES - Althares is the said to be the most en- their devotion solely to Belisarda. A few stubbornly refuse to
lightened and intellectual of all the gods of the Pantheon. believe that their Lords are gone forever and still cling to the
Patron of Sages, Wisemen, and those who seek lost secrets belief that they will return once more.
and knowledge, Althares favors those using their minds
rather than just their brawn. This is not to say that warriors
do not pray to Him for wisdom or guidance. Generals and BELTINE - Warden of the Afterlife, Keeper of the Gates
other tacticians regularly sacrifice to Him for wisdom and to Paradise, Mistress of the Cauldron of the Underworld,
clarity of mind before launching critical military campaigns Nurturer of the Spirit, and Forger of Souls; the Goddess
or battles. Beltine holds all these titles and distinctions with pride. The
Shrouded Goddess’ realm is that of the Underworld, a place
where the spirits of the dead travel to await their final judg-
ANSHAR - Anshar is the well known throughout Ar-
ment.
canis; Her most popular aspects being that of the Far Trav-
While this Goddess is generally viewed as one of
eler, the Suffering Martyr, the Weeping Goddess, and the
the more gentle and benevolent of the Pantheon due to
Guardian of Outcasts. Anshar looks after the destitute, the
Her domains of caring for the souls in the Afterlife and the
oppressed and the outcast, regardless of the reason why the
healing of the wounded and infirm, She also has certain as-
person finds themselves in such a situation. Because of this,
pects that are neither wholesome nor kind. Some of these
a large number of Dark Kin and Gnomes find themselves
darker aspects tell of Beltine as the Gray Crone, who stalks
worshipping Her.
the night to rip out the souls of living for Her ever-hungry
Anshar is unique amongst the Pantheon as She was
Cauldron. Mothers tell their wayward children to behave or
not even known by Illiir until the waning years of the God
else She will some in the dead of night and take them to the
War, where She was instrumental in convincing Illiir that
Underworld. A bizarre cult known as the Gray Crones was
by absorbing the power of the Elorii Elemental Lords, They
once a sect of Beltinian priestesses who were corrupted by
would have the power to defeat the Other. This has led some
unholy texts. These texts detailing the worship of this aspect
to speculate that Anshar holds a terrible secret and should
transformed them into these horrific harbingers of death.
not be trusted. These conspiracy theorists are normally ig-
nored as insane rabble rousers by many who point to the
good that Anshar and Her priests have done. CADIC- Cadic holds the title as the Dark Hand of Il-
liir, performing those tasks that which are necessary but dis-
tasteful to the Lord of the Gods. He also acts as the patron
BELISARDA - Last of the Elemental Lords of the Elo-
to thieves, spies and assassins as well as to musicians, bards
rii, Belisarda is known as the Life Mother to Her children.
and artisans. Many outsiders view this as incongruous as
Elorii do not write their history down on flimsy scrolls or
these domains have little to do with one another, yet Cadic’s
tomes. Instead the Marokene Crystalmancers created pure
adherents see them as merely two sides of the same coin. In
orbs of crystal that can retain hours of information. Light
a world of darkness and brutal, cold efficiency, the soul must
and airy like the soap bubbles they resemble, the orbs are
be nurtured and given respite or else madness will surely
able to verbally recount tales, myths, or even simple instruc-
take them over the edge of the abyss.
tions as well as display images within its surface. In the most
ancient of these relics, Telas, one of the most revered and
elder Elorii, recounts the tale of how each of the four El- FIRE DRAGON - The Fire Dragon, The Blazing
Codex Arcanis
emental Lords gave of their own essence to create four of the Wyrm, The Fiery One, Lord of the Inferno, in all these as-
Elorii sub-races. It is Belisarda alone, however, who breathes pects and more does the Fire Dragon exist, a guardian to his
life into all five. chosen peoples; a deadly adversary to his foes. To his cho-
It is interesting to note that with the sole excep- sen, the Fire Dragon is considered a kind, yet unwavering
tion of Kassregore, the primordial Ssethregoran deity, only god. He watches over his people, but rarely intervenes, pre-
Belisarda is ever credited with creating life from nothing. ferring that his children learn their lessons the hard way and
thereby grow stronger in the aftermath. Followers of the Fire
With the destruction of the other four Lords, only
Dragon consider life a series of trials, where success in your
Belisarda remains to shepherd the Elorii race, teaching it
endeavors leads to betterment of yourself and prosperity for
the difficult lessons of patience and forgiveness. Priests still
the entire clutch. The Fire Dragon is revered by the Black
maintain the sacred fires in the temples to Keleos, the cool
Talons; they consider him everything Kassegore is not. To
pools of the temples to Beroe as well as the other two, but
them the Fire Dragon represents loyalty, honor, bravery,
those gods remain silent and grant neither gift nor coun-
and compassion, sentiments absent from the majority of Ss-
sel. It is Belisarda who allows these priests to channel divine
34
ethregoran Society. Through the teachings of their Lord, the The Mother Church recognizes many aspects, dis-
The Gods
Black Talons seek to better themselves, both physically and tinct roles or domains, over which Illiir rules or personifies.
spiritually, determined to never again sink into the mire of The most well-known aspects throughout the Known Lands
hate and destruction that was their way under the Ssethric of Onara are shows Illiir as The Defender of Honor, The
Empires. Those who follow the Fire Dragon hold the com- Bringer of Glory, The Light Everlasting, The Champion of
munity over all else and consider protection of the hatching Civilization, The Patron of Rulers, The Perfect Form, and
fires a sacred duty borne by all Black Talons. the very sun itself as The Radiant Orb. Illiir also has been
ascribed with darker aspects such as The Curse Bringer,
HURRIAN - Considered the most honorable and car- The Unforgiving, and The Wrath of Heaven. These aspects,
ing of the Pantheon deities, Hurrian is the Defender of Man, while verified by the VIth Ecclesiastical Court of the Moth-
the Champion of Honor, the General of the Gods and is also er Church, are not as well known and not actively venerated.
known as the grim Storm Lord.
Hurrian is called the Reluctant Warrior, for though LARISSA - The Oracle of the Gods, Lady Luck, Mis-
He is a god of combat and is the patron of warriors every- tress of Forbidden Pleasures, Temptress of the Pure, Divine
where, He and His followers do not revel in battle as the Harlot of the Sixty-Seven Acts of Debauchery. Larissa has
adherents of Nier do. Hurrian lifts His sword only when been called all these things and more. Originally depicted as
there is no other choice and then, only for the most honor- a demure, young virgin, Larissa used Her ability to see in the
able and just of reasons. His warriors do not shed blood for future during the God War with deadly accuracy. Her pow-
the glory of battle, nor do they find joy in the misery of the ers were crucial in the defeat of the Other and in foretelling
conquered. Yet when marauding bands of villainy appear on the eventual triumph of Man over the Elorii.
the horizon, seeking to burn, rape and pillage one’s home Afterwards, She became obsessed in the protection
and family, ever will the Blades of Hurrian rise up and de- of Her children and searched further and further into the
fend all that they holds dear. future, cataloguing every pitfall or catastrophe that could
It may seem contradictory that a deity known for or would befall humanity. At one point however, She parted
his calm and reason would have under His domain the tur- the furthest veil and saw what was not meant to be seen,
bulent power of lightning and storms. This power was as- even by a god. Driven mad by the vision, Larissa dove head-
sumed by Him during the God War when His father, Illiir, long into an orgy of hedonistic pleasures, each indulgence
commanded Him to do battle with the Air Elemental Lord greater than the last, anything to burn the image of what
of the Elorii and absorb It. Though still portrayed as a car- was to come from Her mind and soul.
ing deity, some in the higher echelons of the priesthood feel Philosophers wonder if the decadence that eventu-
that this power corrupted Hurrian, as well as the other three ally spelled the doom of the First Imperium was caused by
deities that did take unto themselves the power of the El- the Divine Seeress’ fall into madness or whether the events
emental Lords, and He is at times as grim and violent as the on the Mortal Plane were mirrored above in the heavens.
tempests He commands. Regardless, this chaotic divergence in Her personality and
powers caused a rift in Her followers, one which is slowly
ILLIIR - Illiir holds the position of head of the Pantheon reaching the boiling point that will one day explode into a
and serves as patron of Emperors, Kings, Lords and others bloody schism.
that enjoy positions of power. Due to His station most wor- As with the other gods of the Pantheon, Larissa is
shippers of the Pantheon give Him praise and offer sacrifices known to have darker aspects than the Maiden of Joyous
on His holy days. According to dogma, Illiir led the rest of Indulgence. She is also known as the Lady of Thorns, the
the Pantheon against the Usurper and Its befouled progeny Delightful Torturer and the Giver of Exquisite Agony.
and corrupted minions during the God War. Though He
did not participate in the destruction of the Elorii Elemental
Lords, He did order it done. At the end of the God’s War, it NIER - Offerings of blood, death and the wailings of the
was Illiir that declared that all the lands of the Elorii were defeated are what pleases mighty Nier, the Lord of Flam-
now the domain of humanity and proclaimed the creation ing Devastation, the Master of Burning Ruin, the Reveler
of the First Imperium of Man. in Violence, the Ultimate Warrior and the Judgment of the
Illiir is also credited with saving all of humanity by Gods. Portrayed as a raving warrior, blood drenched and
raising the God Wall ending a generation of brutal combat covered in gore with the bodies of His enemies piled high
against the Infernal horde. This act also marks the found- before Him; Nier is the embodiment of war. He is the re-
ing of the Coryani Empire and the subsequent rise of the lentless storm of chaos which wipes what was before clean,
Mother Church of Coryan. allowing for something new and different to take its place.
35
Paradoxically, Nier is also the implacable defender husband to devour the Earth Elemental Lord of the Elorii.
of the Pantheon and stands at the left hand of Illiir, ready This act added new aspects to the Earth Goddess, giving
to destroy that which would threaten the Ruler of the Gods’ Her dominion over those things below the earth as well as
plans. His Valinor stands in judgment of the souls; all mor- that which grows upon it.
tals who must one day stand before Him and learn their Like the other Gods, Saluwe’ has many aspects of-
ultimate fate: entry into the Paradise of the Gods or a virtual ficially recognized by the Mother Church of Coryan. The
eternity in the boiling Cauldron of Beltine. most popular among these aspects are Saluwe’ as The In-
The worship of Nier has ever been a two edged nocent Maiden, The Goddess of Tranquility and Peace, The
sword in the history of the nations that have risen upon Ar- Nurturing Mother, The Green Goddess, the Mistress of
canis. While Nierites have been instrumental in preserving Beats as well as the Womb of the World. There are darker,
many of them, they have been as quick to turn and top- more primal aspects to the Earth Mother which, though
ple the greatest of empires. It was the Legions of Leonydes recognized, are not widely embraced.
val’Virdan, arguably the most devoted servant of Nier that
destroyed the vast First Imperium of Man and precipitated
the millennia spanning Shadowed Age, also known as the SARISH - Binder of demons and devils, the Oath Maker,
Time of Darkness. Master of the Arcane, He Who Strides the Planes, the Blood
God: these titles and more have been ascribed to Sarish, one
of the more complex and intriguing deity of the Pantheon.
NEROTH - Most feared of all the Gods due to His du- Most look at Him with trepidation, for tales abound of His
ties which reach all eventually, Neroth, known also as Black priests summoning Infernal creatures to do their dark bid-
Neroth, rules below the loamy earth, in the worm infested dings, but, when these same fiends appear, Sarishan priests
recesses of the catacombs and barrows that riddle the Known are the first to be called upon to deal with the matter.
Lands of Arcanis. Neroth Death-bringer also has dominion Hated and loved in equal parts, some say the true
over disease and the body and mind of the dead. nature of Sarish is unknowable, even by the other gods
The Nerothian priests site the Librium Sacrum Mor- themselves. Yet despite the deep misgivings most of the pop-
tis, written during the dawn of the First Imperium, which ulace have towards Him, those learned scholars who believe
relates a conversation between a holy man and Neroth Him- the End Times are drawing near console themselves with the
self. In it, Neroth explains that the state of being humanity hope that sly and cunning Sarish has some sort of plan to
calls life is just one phase of existence, much like the stage save all of existence from the Endless Dark which is coming.
when one is in a mother’s womb. This fetus is born into this
state called life through blood and pain. Death is merely
a second rebirth, also usually heralded by blood and pain, YARRIS - Ancient is Yarris, some say older than the oth-
where one may transcend this life and become immortal. It er gods of the Pantheon itself, though this is comsidered the
is His gift to those who are faithful to Him and His teach- talk of heretics and madmen. Some say that Yarris rules the
ings. oceans, while others site Holy Scripture that alludes to Yar-
ris being the ocean itself, with every drop, every fish, every
Those faithful that do not transcend are seen as un- frothing white cap but an extension of His being.
worthy of Neroth’s gift; their bodies merely husks, suitable Yarris is normally seen as a deity one prays to in
only as tools for necromancers or food for the worms of the the hopes of averting disaster rather than for the granting
earth. Those that receive the Death Lord’s Kiss continue desires. Sailors say that Yarris only grants one of two things:
onto their next level of existence with their knowledge and safe passage through His realm or a one way trip down to
memories intact. The price for this gift however, is the soul
Codex Arcanis
36
FoRging A Ħero
Forging a Hero
Arcanis is a world of conflict; a brutal landscape that buries It is likely you have already chosen your character’s
its heroes every day. To forge a legend in an age of savage race as part and parcel of his concept. At this point you
and desperate struggle is no mean feat. To not merely sur- should apply the racial traits. Your race will likely alter your
vive, but to prosper, to have his name known through the Attribute scores, and will provide other benefits that become
ages, your hero will need courage, cunning, and the stub- more relevant as you advance through the process. Your
born heart that will not accept defeat. race will provide a skill as well, in some cases specific, in
The creation of a hero in the Shattered Empires others your will be presented with a choice. Note that skill,
game is built upon a fundamental concept: options. The it might advance at other points during character creation.
choices made at every step will define your character and set Your race may also serve as a prerequisite for future
him apart from all others. Legends are one of a kind indi- choices such as Nations, Backgrounds, and Talents.
viduals forged by your hand as a weapon with which to best
the challenges of fate. Any number of unique characters
await, by simply following these steps laid out herein, you, Step 4: Choose your Character’s
gentle reader, can forge their legend. Home Nation and Region
The Shattered Empires of Arcanis are a greatly varied lot.
Step 1: Envision your Hero Though they often battle one another over old grudges, in-
One must have a vision of the end result to achieve a worthy sults, or even merely out of blind belligerence, some of the
hero. Do you desire to stand the line with your fellows, greatest heroes have stood side by side with their fellows of
taking battle to the enemies of the Gods? Then perhaps a distant lands.
Holy Champion of the Mother Church suits your fancy. Or A homeland goes a long way towards defining your
perhaps you wish to become a wizard, to invoke devastation hero. Each nation and region provides access to training
upon the wicked as waves of eldritch power answer your ev- and serves as a prerequisite for many future choices. At this
ery whim. Within the World of Shattered Empires, nearly point, your home region will provide you with a skill as well.
anything is possible.
The path you set your hero upon will echo through Step 5: Choose your
every choice hereafter. Always have a vision of the end of Character’s Archetype
your hero’s legend, as you may never get to see it. Though the heroes of the Shattered Empires are varied, each
can be categorized in a small number of primary types: those
Step 2: Determine your that face foes with skill at arms, those that best enemies with
Hero’s Attribute Scores their wits, those that bend the primordial forces of creation
Attributes are the fundament upon which your hero is built. to their will, and those that call upon the power of the Gods.
Legends come in many forms, courageous warriors of great These archetypes provide the skills and talents that direct
your hero’s creation, and govern the choices your character
strength, clever rakes that trick their foes to their doom,
makes as he advances.
priests wise in the ways of the Gods. The eight attributes
detail your characters most basic qualities and are used to
determine a wide variety of capabilities. Step 6: Choose your
Character’s Background
The seed of greatness was planted in your hero in the years
Step 3: Determine your
before he began writing his own legend. Perhaps he was
Character’s Race
raised in a noble household; perhaps he was a beggar strug-
Numerous races contest for dominance of Arcanis: The an-
gling to survive alone on the streets. Even if these origins
cient and mysterious Elorii built as slaves to cruel masters,
were humble, the lessons of early life guide your character
the cursed Dwarves forever laboring in penance, the noble
every day. A character’s background provides vital skills and
Val born of the servants of the Gods themselves, and more.
talents.
Legends are found within all of them, though only a select
few have the willingness to set aside their differences, how-
ever temporarily, to face the great evils of the world.
37
Step 7: Train your
Character’s Skills
Although your character learned skills
based upon his heritage and training,
at this point it is possible to guide his
training in a more direct faction. Col-
lect all of the skills provided by your
character’s race, region, archetype and
background. These are your charac-
ter’s Primary skills and as such are
easier for your character to advance
(see Character Advancement). Your
character has 1 rank in each skill for
every instance that it appeared. For
example, if both your region and
background provided your character
with the Stealth skill, then your char-
acter would have 2 ranks in that skill.
After recording your hero’s
skills already in place, your character
gains a number of skills point equal
to the sum of his Logic and Resolve
attributes. You may elect to advance
any Primary skill by a single rank at
the cost of 1 skill point. You may
also elect to learn a new skill at the
cost of 2 skill points for a single rank.
Any skills learned during this step are
Elective skills and require more effort
for your character to advance.
You may only apply a single
rank to any given skill during this
step. This means that you character
has a maximum starting rank in a
skill equal to the number of times this
skill appears in your Race, Region, Step 9: Select your Hero’s Talents
Archetype, and Background +1. Talents represent notable characteristics of your character,
Advancing the characters Logic and Resolve at- be they a natural gift or the result of specialized training.
tributes during play (see Advancement page 130) does not During earlier steps, your character received a number of
Codex of Heroes
grant any skill points. Skill points are only used during Talents contained within his Race, Archetype, and Back-
Character Creation. ground. This step is the opportunity to further individual-
ize your hero.
Step 8: Define your Character’s You receive two more talents at this time, three if
Flaws (Optional) your character selected any flaws. You may select any Talent
Many famed heroes are as well known for their weaknesses for which you meet the prerequisites.
as they are for their qualities. At this point you may select
a flaw; having a flaw can provide greater depth and realism Step 10: Select your Equipment
to your character. However, having a flaw is by no means All characters begin play with wealth provided by his Back-
required. ground.
Selecting a Flaw provides your character with a bo-
Characters my purchase any equipment they can
nus Talent selection in Step 9. You may select as many Flaws
afford, any leftover currency is retained by the character as
as your desire, but additional Flaws provide no additional
coin, and may be spent at their discretion later. Some back-
Talents.
grounds may restrict your ability to purchase equipment.
38
Attributes Mental Attributes
Attributes
All characters have eight Attributes. Attributes enter into Charisma
nearly every activity of a character as they represent a char- The character’s force of personality and likeability, Charisma
acter’s innate ability and prowess. A beginning character’s is vital to those that rely upon their ability to influence and
Attributes can range anywhere from 2 – 10, but typically manipulate others. Diplomats and Priests especially find a
they lie in the 3-7 range. winning personality as useful as any tangible asset.
Charisma adds to:
Four of these Attributes are Physical, and four are Mental. • Action Rolls when the character’s ability to influence
others is called upon
Physical Attributes • The character’s Discipline defense (see below)
Might • The working of Primal Magic
The character’s ability to apply his raw strength to tasks, • The working of Theurgy (Divine Magic)
Might represents the characters muscle and physical power.
Insight
Might is vital to characters that rely upon hard-hitting at-
The character’s intuition and instinct, Insight is vital to
tacks with sizable weapons and those that wear heavier ar-
those that need to keep an eye out for trouble or understand
mor for protection.
the motives of others. Inquisitors and scouts find a honed
Might adds to:
talent for noticing the out of place to be indispensible.
• The character’s damage with melee and thrown
Insight adds to:
weapons
• Action Rolls related to the character’s ability to sense
• How much the character can lift or carry
what might be hidden
• Action Rolls where the application of force is desired
• Action Rolls when the character is expected to make a
• The character’s Fortitude defense (see below)
guess or anticipate another’s actions.
• The character’s Avoidance defense (see below)
Prowess
• The working of Psionic Magic
The measure of the character’s physical coordination and
dexterity, Prowess is vital to characters that rely upon their Logic
coordination and athleticism such as warriors. The character’s reasoning ability and overall smarts, Logic is
Prowess adds to: vital to those that have academic pursuits and need to reason
• The character’s ability to strike targets, living or their way though problems such as scholars and wizards.
otherwise Logic adds to:
• Action Rolls when overall athleticism is in question • Action Rolls when the character is called upon to make
• Action Rolls that require precise control of one’s body conclusions based upon known quantities
or hands • Action Rolls when the character is called upon to re-
member facts
Quickness • The working of Eldritch Magic
The character’s reflexes and foot speed, Quickness is vital to • The character's starting languages (see Learn Lan-
those that rely upon agility and speed to get out of trouble guage page 72)
such as duelists.
Quickness adds to: Resolve
• Initiative in combat (see below) The character’s mental toughness, Resolve is vital to those
• The character’s Pace (see below) that need to persevere in the face of adversity.
• Action Rolls when the character’s reflexes are called Resolve adds to:
into question • Action Rolls when the character is called upon to
• The character’s Avoidance defense (see below) withstand fear or horror.
• Action Rolls to continue in the face of obstruction or
vigor frustration.
The character’s health and vitality, Vigor is vital to those that • The character’s Discipline defense (see below).
need to endure in the face of harsh physical punishment, • The working of Elder Magic
either from arduous labor or combat.
Vigor adds to: Attribute Die
• The character’s Wounds (see below) Every Attribute has a value that corresponds to an Attribute
• Action Rolls when the character’s endurance is tested Die. When an Action Roll is called for, the GM indicates
• The character’s Fortitude defense (see below) the appropriate Attribute Die to roll alongside the Action
Dice. This system allows Skills to easily make use of various
Attributes to govern any situation.
39
Passive value Defenses
Each Attribute also has a Passive Value that serves as a quick Each character has defenses that reflect the ability to avoid
measurement of the attribute. Passive Value is used for Pas- or resist attacks of all kinds.
sive Action Rolls, to determine Initiative, for certain spells,
and myriad other purposes as described by Talents, Spells, Avoidance is the character’s ability to dodge attacks.
Skills, Combat Maneuvers, or any other source. It combines elements of the character’s athleticism and an-
ticipation. Whenever an attack seeks to physically strike a
character, the attack would target the character’s Avoidance.
Generating Avoidance is adversely modified by armor and benefits from
Ability Scores shields.
Each character receives a number of points to spend on in- Avoidance = 8 + Quickness + Insight
creasing his eight attributes. The default starting attribute
for heroes is 2. A character can increase an individual score Discipline is the character’s ability to overcome adver-
by spending some of his points. No more than ½ of the sity, resist attacks on the mind, and remain focused in the
character’s points may be spent on a single Attribute Score. face of distraction. It combines elements of the character’s
Alterations to a character’s Attributes are applied after the force of personality and will. Whenever an attack seeks to
base levels are purchased. deceive or dominate a character, the attack would target the
character’s Discipline.
Table 2-1 Attribute Skill Cost Discipline = 8 + Charisma + Resolve
Attribute Attribute Passive
Score Die Value Cost Fortitude is the character’s ability to withstand se-
0 - 0 N/A vere trauma, poisons, and diseases. It combines elements
of the character’s health and conditioning. Whenever an
1 D4 1 N/A
attack would inflict trauma on the character’s health and
2 D6 1 0 physical well-being, the attack would target the character’s
3 D6 2 1 Fortitude.
4 D8 2 2 Fortitude = 8 + Vigor + Might
5 D8 3 4
6 D8 3 6 Stamina represents your character’s staying power
during combat; it is not your physical toughness, but in-
7 D10 3 10
stead represents their endurance under duress. When per-
8 D10 4 14
forming this calculation, it is done using only the base values
9 D10 4 20 for these defenses; no conditional modifiers apply. When
10 D10 4 26 your Defenses advance (see Advancement page 130), your
11 D12 4 34 Stamina increases accordingly.
12 D12 5 42 Stamina = Avoidance + Fortitude + Discipline
13 D12 5 52
Wounds represent your character’s ability to absorb
14 D12 5 62
raw, physical trauma.
15 D12 5 74 Wounds = Vigor divided by 3 (rounded down) + 1.
Codex of Heroes
40
Races Religion: Usually dark-kin are members of one of the
Races
Churches that extol the virtues of the Human Pantheon.
Dark-kin However, their infernal taint and the obvious prejudice with
These damned souls have the misfortune of bearing a reces- which they are treated sometimes leads dark-kin to pursue
sive bloodline that appears once every so many generations. darker paths of heresy. Dark-kin who embrace their heritage
Some type of infernal creature founded this bloodline dur- often form, or become the focal point for, infernal worship-
ing the Time of Terror many years ago, but once there, the ing cults.
infernal taint is nearly impossible to remove. Scorned by
most people, the majority of dark-kin simply try their best Language: Dark-kin speak Low Coryani and the lan-
to make their way in the world. Some fight against their guage of their home nation. Some dark-kin, especially those
infernal heritage, while others embrace the darkness within. proud of their dark heritage, also learn the Infernal tongue.
Personality: Dark-kin personalities are usually tied to Dark-Kin Racial Traits:
how they choose to deal with their infernal heritage. The Attributes: +1 to Vigor
dark-kin who embrace the evil taint in their blood are usu- Primary Skill: Persuasion is a primary skill for Dark-kin.
ally duplicitous, angry, greedy, cruel, and bitter. Those who
Racial Features:
choose to fight the blood boiling within them actively seek
to quell such emotions and are forthright, serene, charming, • Gain the Infernal Heritage Talent
generous, and optimistic. For dark-kin, there is usually no • +1 bonus to any defense, choose one
middle ground.
Physical Appearance: Dark-kin appear human with Dwarf
more extreme variations. Male dark-kin vary in height Dwarves were once the Celestial Giants, great beings who
from 5 to 7 feet and weigh anywhere between 180 and 250 swore an oath to protect humanity, the children of Illiir.
pounds. As with most races, females will usually be short- They violated this oath, deposing the Pantheon of Man and
er and weigh less. Dark-kin eye and hair color vary to all commanding the humans to worship them as gods instead.
human extremes. However, all dark-kin have some overt As punishment for their transgressions, Illiir cursed these
physical manifestation of their infernal taint. Some com- giants. Forever would they stand shorter than humans, for-
mon indicators of this taint include reddish hued skin, small ever would they be barred from the afterlife and the cycle of
horns on the forehead, pronounced incisors, a forked tail, rebirth, and forever would their souls be tied to the Heart
and eyes that glow with a malignant light. Stone that rests in the statue of each enclave’s founder. How-
Relations: Throughout the Known Lands, dark-kin ever, Sarish took pity on the fallen giants and offered
are despised by the common man for their heri- them a way to lift the curse. If an Enclave manages
tage. Not only are they usually seen as ugly to craft the “perfect item,” that one Enclave’s curse
and brutish, but many believe them to be will be lifted.
as evil as their infernal ancestors. For their Personality: Dwarves are a tragic race
part, dark-kin usually judge others on struggling to rectify the mistakes of their
their merits, and in most cases, they sim- past by paying penance in one of many
ply want to get by without being bothered ways. Dwarves are prone to extended
or lynched. bouts of melancholy and are usually very
Dark-Kin Lands: Dark-kin have humble. This leads some to be-
no lands of their own. They are born lieve they are stoic in nature, when
to humans in any nation or region in fact they are a truly passionate
with equanimity. Dark-kin charac- people. They are passionate about
ters may select one of the following furthering their crafts, gaining the
nations of origin: Almeric, Al- redemption of their enclaves, protect-
theria, Coryani Em- ing their friends or loved ones, and
pire, Hinterlands, following the will of the Gods.
and Milandir. Dwarves are nearly fanatical in
their religious devotion, and
a dwarf’s religious beliefs
largely define his actions.
41
Physical Description: Most dwarves are nearly as broad Dwarf Traits:
as they are tall. Dwarves range from between 4 to 5 feet Solani Dwarves
in height. This gives the interesting and unsettling impres- The dwarves of Solanos Mor have a reputation as some of
sion that they are humans that have been squashed some- the most noble and self-sacrificing among all the dwarves.
what, though their movements are not in any way awkward. These noble dwarves travel throughout the lands of man
Dwarves are unusually compact and some weigh nearly 300 protecting, advising, and if needs be, sacrificing their lives
pounds. Most have full beards that they maintain accord- for humanity. They are easily identified from other dwarves
ing to their traditions of their home enclave. Dwarven fe- by their immaculately groomed beards.
males are usually a bit smaller and weigh less than their male Solani Dwarf Racial Traits:
counterparts and they have no facial hair. Typically dwarves
reach adulthood at age 60 and live to nearly 500. Attributes: +1 to Logic
Relations: Dwarves are primarily concerned with one Primary Skill: Artisan: Weaponsmith is a primary skill for
other race, the humans. Some dwarves remain in their En- Solani
claves, working feverishly to craft the perfect item to lift the Racial Features:
curse of Illiir. However, many others, especially those from • +1 bonus to Fortitude Defense
Solanos Mor and Tir Betoq, feel that their curse may only
be lifted by following Illiir’s original mandate to protect the • Solani Dwarves are prohibited from learning any Arca-
humans. Thus, Solani and Tir Betoqi Dwarves have become num other than Theurgy
renowned as mighty defenders of humanity. Dwarven rela- • A bonus Skill Talent (selected when Talents are chosen)
tions between enclaves are usually cordial with some noted
exceptions. The Solani mistrust the Encali, and the Reavers
Encali Dwarves
of Bealak Gempor are universally hated by all.
Encali dwarves have a reputation of being unscrupulous and
Dwarven Lands: All dwarves live in one of the mas- untrustworthy, like any other worshiper of Sarish. These
sive underground Enclaves. Though dwarves often travel dwarves travel through the lands of man preying on the
into human lands and live there temporarily, all are required shortsighted; striking bargains that sometimes come back
to return to the sacred Heartstone of their home Enclave’s to haunt the shorter-lived races generations later. Encali
founding elder to survive. Therefore, a dwarf’s only perma- dwarves are usually a bit shorter than others and they are
nent home is that of his Enclave. Though more enclaves are easily recognized by their unique style of beard. Usually
rumored to exist, the known enclaves are Solanos Mor, En- pitch black, the beard is braided into two forks, which are
cali, Nol Dappa, and Tir Betoq. As such, all Dwarves select usually capped on each end with a sinister looking ornate
the Dwarven Enclaves nation, and must choose the region crown.
which corresponds to their race.
Encali Dwarf Racial Traits:
Religion: All the listed dwarven Enclaves follow the
Attributes: +1 to Charisma
Pantheon of Man. While each Enclave may venerate one
deity over the others, most of them recognize the superiority Primary Skill: Artisan: Jewelery is a primary skill for Encali
of Illiir and realize that it is He who they must please to lift Racial Features:
their curse. Dwarves from Solanos Mor focus on Illiir and
• +1 bonus to Discipline Defense
their penitence, while dwarves from Encali bitterly spurn Il-
Codex of Heroes
liir and elevate Sarish as the true friend of the dwarves, since • Encali Dwarves are prohibited from learning any Ar-
it is He who has offered a way to lift the curse. The Nol canum other than Eldritch, and must do so under the
Dappans have placed their faith in Nier; and at Tir Betoq, auspices of the Sarishan faith
they pray for guidance from Hurrian to help them defend • Prestidigitation or any one bonus Arcanum Talent (se-
mankind from the Infernal. lected when Talents are chosen)
Language: Dwarves speak their own language, which,
coincidentally, is also the tongue of the giants. While this Tir Betoqi Dwarves
connection is obvious to dwarves, as they held dominion Although these dwarves seek to avoid recognition for any of
over all the giant races before coming in contact with man- their many good deeds, they have still gained a reputation as
kind, few humans know the true story of the dwarves’ tragic being as noble, honorable, and self-sacrificing as the Solani.
past. Most dwarves also know Low Coryani to communi- These dwarves travel all the known lands in their quest to
cate with the humans. Solani Dwarves often learn Altha- destroy the infernal, but they are most often encountered
rin, the Language of Man, so as to read the original holy in the mountain range formerly known as the Wall of the
texts of Illiir. Gods where they try to hold back the infernal hordes. These
42
dwarves have elaborately braided beards intertwined with
Races
strands of pure gold, but their most distinguishing feature is Dwarven Soul Shards
their sunken, haunted eyes; eyes that have seen beyond the All Dwarves are given a Soul Shard in a solemn cer-
wall and know what horrors lie there. emony when the dwarf reaches adulthood. These Soul
Shards possesses Hardness equal to one half the dwarf’s
Tir Betoqi Dwarf Racial Traits: Stamina and an AR of 10.. They are also immune to all
Attributes: +1 to Insight damage other than ordinary blunt damage.
If, for whatever reason, a dwarf loses his Soul
Primary Skill: Artisan: Glassblower is a primary skill for
Shard or his soul shard is shattered, he may acquire an-
Tir Betoqi
other Soul Shard by traveling to his Enclave and simply
Racial Features: requesting one.
• +5 bonus to Stamina Should a dwarf die when he is not in possession of a Soul
• Tir Betoqi Dwarves are prohibited from learning any Shard or if the Soul Shard has been destroyed, the soul of
Arcanum other than Theurgy the dwarf is lost to oblivion, fading away to nothingness.
• Any one Weapon Proficiency (selected when Talents The corpse then becomes highly susceptible to magic, a
are chosen) unique situation which delights nefarious necromancers
to no end.
43
Elorii tend to take a more long-term approach to any given ally survived long enough to have lived with their Gods in
situation, but when they do focus on any one pursuit, they the great Elorii city of Belestor. Thus, their faith is based
settle for nothing less than perfection. Elorii do not make partly on fact and partly on memory. Second, the Elorii
friends easily, but when they do, the bond is stronger than have only one remaining living deity, Belisarda. Thus, their
steel. No one other than an Elorii truly understands why unity behind Belisarda was paid for with the blood of their
they do the things they do, but one thing is certain. Elorii Elemental Lords. Although the Elorii are almost uniformly
never forget anything. united in worship of Belisarda, there are some exceptions. A
Physical Description: On average, Elorii stand just less few Elorii still venerate their dead Elemental Lords, hoping
than 6 feet tall. However, Elorii undergo a growth spurt ev- against hope, that they are not truly dead. These worshipers
ery millennia that adds nearly a foot to their existing height. are generally understood by the rest of their populace and
Therefore, some of the oldest Elorii are well over 8 feet tall! left to practice their beliefs in peace. Then, there are min-
Most Elorii weigh between 165 and 200 pounds, though iscule amounts of Elorii who have abandoned their Gods
each growth spurt usually adds about 50 pounds. All Elorii entirely to worship others, including the Pantheon of Man.
are slender, graceful creatures of surpassing beauty. They These Elorii heretics are ruthlessly hunted and killed, hope-
have wide, bright eyes and their features are smooth, angu- fully before their betrayal taints their soul to the point where
lar, and flawless. Elorii possess elongated, pointed ears, and it cannot be cleansed once it reaches the Orumar to be re-
pearly white teeth with sharp fangs that denote their elemen- born.
tal lineage. The color of an Elorii’s hair or eyes, along with Language: While the Elorii language is based on the
other minor physical characteristics, varies according to the Ssethric tongue of their former masters, the Elorii have
Elorii’s bloodline. Elorii grow quickly, reaching adulthood adapted it to match their culture. Their language is far more
in about ten human years, and they are effectively immortal beautiful, fluid, and evocative, and it flows forth from their
from death by natural causes. lips like poetry. Most who hear the language spoken shud-
Relations: The Elorii have strained relations with ev- der at its beauty. Those Elorii who venture out of their na-
eryone. With few exceptions, they are unwilling to open tions also learn Low Coryani to communicate with the hu-
their homelands to any non-Elorii. Some Elorii hate the mans as they travel the human lands in preparation for the
Val and their human charges for the death of their Gods time of prophecy.
and these Elorii constantly war with the human nations.
However, most Elorii simply watch the humans, biding their Ardakene Elorii
time, fueled by Belisarda’s prophecies. Dark-kin, dwarves Rarest of all Elorii are the Ardakene. These Elorii are de-
and gnomes are often lumped into the human category. The scended directly from the Goddess of Life, Belisarda. Ar-
Ss’ressen on the other hand, remind the Elorii too much of dakene lack the physical prowess of most Elorii, but they
their servitude within the Ssethregoran Empire and thus are make up for this shortcoming with their insight and force
shunned by most Elorii. of personality. Their hair is usually one of many shades of
Elorii Lands: The Elorii have three distinct nations in golden or light brown, and they have green or hazel colored
the Known Lands: Elonbé, Entaris, and Malfea. Elonbé eyes. Ardakene tend to be thoughtful and cautious, their
is the largest of the Elorii nations. Most Elorii adventur- actions calculated and methodical. These Elorii have fierce
ers hail from this nation as they actively send out explorers convictions, a healthy respect for life, and a strong connec-
known as Laerestri to gather information on the humans tion with nature. Ardakene are frequently found among the
Codex of Heroes
and their culture. The smallest nation is Entaris. While En- spiritual leaders and Lifewardens of the Elorii nations. Be-
taris does not send out Laerestri, they use another method cause of their connection to nature, Ardakene have designed
to gain knowledge about the humans. They have opened and built some of the most beautiful architectural wonders
one of their port cities, Seremas, to all other races. Seremas on the face of Arcanis, structures that exist in harmony with
has become a huge trading outpost for everyone wishing to their natural surroundings instead of obstructing them.
gain the high quality goods sold there, and the Elorii watch Ardakene Elorii Racial Abilities:
everyone who enters or leaves with methods known only to
them. The final Elorii nation is Malfea. The Malfelan have Attributes: +1 to Charisma
rejected the passive stance taken by the other two Elorii na- Primary Skill: Any Knowledge Skill Specialization
tions and wish no peaceful contact with humans. In fact, Racial Features:
the Elorii of Malfea actively hunt humans and their kin.
• Elorii gain a +1 bonus to Discipline Defense
Religion: More than any other race, Elorii are united
• Elorii require only 2 hours in a meditative trance each
by their religion. This unity is brought about by several fac-
night to rest (instead of 8 hours of sleep like most other
tors, and at a horrible cost. First, some Elorii have actu-
races).
44
• Once per day, an Ardekene Elorii may restore Kelekene Elorii Racial Abilities:
Races
d(Charisma) Stamina to an injured character. Speed: Attributes: +1 to Resolve
3, Range: Melee.
Primary Skill: Intimidate
Racial Features:
Berokene Elorii
The Berokene are descended from • Elorii gain a +1 bonus to Discipline Defense
the Water Elemental Goddess, • Elorii require only 2 hours in a meditative trance each
Beröe. Often viewed as the most night to rest (instead of 8 hours of sleep like most other
graceful Elorii, they move with a races).
fluidity that clearly mirrors the • Kelekene enjoy a +1 bonus to attack using the Wild
waters from whence they were Assault Maneuver
born. They are usually raven-
• Kelekene are considered to be a source of fire for their
haired, with eyes ranging from
own spells
the lightest to the deepest
blue. While usually patient
and accommodating, these Elorii Mârokene Elorii
have been known to lash out violently if angered The Mârokene are descended from
or threatened, and few make the mistake of crossing them the Earth God, Mârok, and are typ-
twice. Many Berokene are drawn to the nation of Entaris ically the most stout of the Elorii.
due to its proximity to water, and their water-aspect elemen- Their hair is usually brown or gray
tal sorcery is among the most potent on Onara. and their eyes tend to be brown or
Berokene Elorii Racial Abilities: hazel. Mârokene are rarely subtle,
preferring to be direct with
Attributes: +1 to Vigor
their dealings, and they
Primary Skill: Athletics prefer the company of folk
Racial Features: who share the same out-
look. Laerestri of Mârok’s
• Elorii gain a +1 bonus to Discipline Defense
blood find that they get along well with the stout and
• Elorii require only 2 hours in a meditative trance each honorable Milandiseans.
night to rest (instead of 8 hours of sleep like most other
races). Mârokene Elorii Racial Abilities:
45
Osalikene Elorii Racial and snarled teeth. Gnomes usually reach adulthood by the
Abilities: age of 16 and die before the age of 50.
Attributes: +1 to Relations: Gnomes are the lowest of the low on every
Quickness social ladder. Nearly everyone pities or shuns them. In
Primary Skill: Perception response, some gnomes become bitter, vengeful little bug-
gers who constantly try to inflict pain on others so they too
Racial Features: can learn the meaning of suffering. However, a majority of
• Elorii gain a +1 bonus gnomes simply want to survive or improve their meager lot
to Discipline Defense in life. These gnomes strive to treat everyone as a friend and
• Elorii require only 2 forgive those who trespass against them.
hours in a meditative Gnome Lands: There are no gnome lands. Gnomes
trance each night to rest (instead of 8 hours of sleep tend to reside in human or dwarven controlled lands. In
like most other races). either case, they are usually treated poorly, more so by the
• Osalikene enjoy a +5' bonus to Pace dwarves than humans. Gnome characters may hail from
• Osalikene are considered to be a source of air for their the following nations: Almeric, Altheria, Coryani Empire,
own spells Dwarven Enclave(any), Hinterlands, and Milandir
Religion: Most gnomes worship the Pantheon of Man.
A large number follow the outcast aspect of Anshar
Gnome and an equally large number revere Cadic. Since
The gnome is the most tragic and reviled race in most gnomes do what they must to survive, this
the Known Lands. While the dwarves were is a logical choice. However, a small number of
cursed for their transgressions, gnomes gnomes resent the way they have been treated
are cursed simply for being born. and the lot they have been dealt in life through
A gnome is the result of a mating no fault of their own. These angry few provide
between a human and a dwarf. a fertile ground for heretical cults to flourish.
The curse of the dwarves is cru-
Language: Gnomes most often speak Low
elly transformed when passed to
Coryani and the language of their native na-
them causing severe deformities. In-
tion. Some who are closer to their dwarven
ferior in almost every way to either parent,
parent or who are curious about dwarves learn their
gnomes are sad, twisted, pitiable creatures. How-
language too.
ever, what they lack in looks or stamina, gnomes make up
in tenacity. They have become tough through abuse, clever Gnome Racial Traits:
though necessity, and survivors by choice. Attributes: +1 Vigor or +1 Resolve
Personality: Gnome personalities are usually molded by Primary Skill: Stealth is a primary skill for all gnomes
how much abuse they are subjected to. Some gnomes actu-
Racial Features:
ally find pity or acceptance within their human or dwarven
home, so they develop traits and family values like any other • Gnomes gain +1 Wound
sentient creature. However, most gnomes are shunned and • Gnomes reduce their Stamina by 5
Codex of Heroes
ridiculed wherever they go. These gnomes learn very quick- • A bonus Talent (selected when Talents are chosen)
ly to only look out for themselves and to get by any way they
can.
Human
Physical Description: Gnomes are a deformed com-
The humans came to Onara in ancient times, supplant-
bination between human and dwarven physiology. They
ing the great Elorii Empire and quickly proving themselves
are usually anywhere between 4 to 5 feet tall, though their
tenacious and adaptable. With the exceptions of the Elorii
posture is usually so bad they can never extend to their full
Nations, the Dwarven Enclaves, and the Ssethregoran Em-
height. Gnomes usually weigh between 140 and 180 pounds.
pire, humans are in the majority in every other known re-
Females are usually shorter and weigh less than their male
gion of The Known Lands. Since the human population is
counterparts. Hair and eye color vary widely depending
so widespread, they have a near infinite amount of variations
on the origins of both parents, but one thing remains con-
in their motivations and personalities.
stant, gnomes are horribly deformed. Common deformities
include a swelled head, a hunched back or twisted spine, a Personality: Humans are one of the most adaptable
clubfoot, a hand with extra or missing fingers, bulging eyes, and tenacious races of Arcanis. Since they are shorter-lived
46
than Elorii or dwarves, they tend to attack each problem its leadership. While scattered human cults exist, they oper-
Races
with a zeal often envied by others. Most humans have a ca- ate covertly to avoid attracting the attention of the Inquisi-
pacity for living “in the moment, for the moment,” because tion of the Mother Church who relentlessly hunt and kill
a moment may be all they have. But, the most dominant these heretics whenever they are found.
trait of all human cultures is diversity. While most races Language: Most humans speak Low Coryani as a com-
tend to define themselves by commonalities, humans define mon trade tongue in addition to the language of their home
themselves by their differences. There is no such thing as a nation. Most of these national dialects are derived from
typical human. Low Coryani, and the Coryani language itself seems to be
Physical Description: Most humans grow to a height derived from Altharin (Ancient Imperial).
somewhere between 5 and 6 feet tall, though there are ex- Human Racial Traits:
tremes on either end. Their weight varies from 140 to 220
pounds. As with most races, females will usually be shorter Attributes: +1 to any single Attribute of your choice.
and weigh less. Human appearance is very diverse, from Primary Skill: Any skill selected from any category
the dark-skinned Altherians to the pale-skinned Skohir, Racial Features:
with countless variations in between. Certain races, like the
Pengik, Undir, and other isolated pockets of humanity quite • A bonus Talent (selected when Talents are chosen)
possibly have non-human influences in their blood, leading • +1 to any Defense, choose one
to minor physical differences such as the Undir’s slightly
webbed digits. Humans mature to adulthood by the age of
16 and rarely reach 80 years of life. Ss’ressen
Ss’ressen are a sub-race of Ssethregorans, often used as slave
Relations: By and large, humans do not have as many
masters or elite shock troops by the serpentine empire. One
difficulties with other races as they do with each oth-
of the mightiest tribes of Ss’ressen, known as the Black Tal-
er. Though most humans do not trust the rebel Ss’ressen
on Egg Clutch, rankled under the decadent evils of the em-
clutches, the Ss’ressen seem to be happy just to be left alone.
pire and fled their lands, settling in the swamps of Milandir.
While some dwarves actively seek to protect humanity, oth-
Theirs is a matriarchal society, where the females hold the
ers have taken a more militant view, but they are too few
positions of political and spiritual leadership, not to mention
to be truly troublesome. Though Elorii have not forgotten
controlling breeding rights, while the males are the work-
the Gods’ War or the human and Val treachery, the proph-
ers, hunters and warriors of the Clutch.
ecies of Belisarda have led most of them to at least toler-
ate humans. Those Elorii who do not tolerate humans (the Personality: Black Talon Ss’ressen are conscientious
Malfelen) are actively avoided by humans on pain of death. and honorable. They are fiercely loyal to their clutch, their
So, while the other major races commonly encountered by chosen religion, and their friends. These Ss’ressen take
humans are either peaceful or simply want to be left alone, great satisfaction from personal achievements in battle or
the humans seem to war continuously with each other. The single combat, and display their scars proudly. Though the
three most powerful human nations, the Coryani Empire, Ss’ressen were originally bred for war, they have learned to
the Kingdom of Milandir, and the Theocracy of Canceri are overcome their natural instincts and now strive for peace.
in a perpetual state of tension with each other, tension which Overall, the Black Talon are a very disciplined people who
often explodes into open warfare. have become the very antithesis of their original masters.
Human Lands: With few exceptions, humans domi- Physical Appearance: All Ss’ressen appear as bi-
nate most of the Known Lands. While the Val normally rule pedal reptilian humanoids covered in thick scales. Their
over these lands, humans form the majority of the popula- faces are elongated, akin to that of a lizard, with enlarged
tion. For the most part, human lands tend to be fairly open jaws and flaring nostrils. Ss’ressen have no external ear, only
to guests and mostly tolerant of other races. While uncom- a small round hole above and behind their great cold eyes.
mon, it is not unheard of to find Ss’ressen, dwarves, Elorii, All Ss’ressen have tails and most sport some type of sagittal
dark-kin and gnomes wandering freely in human controlled crest devoid of webbing, which runs from the base of their
areas. Human characters may come from Almeric, Altheria, skull along their spine and out to the tip of their tail. Their
Coryani Empire, Hinterlands, and Milandir hands and feet are adorned with reinforced talons, able
to rend and tear through the thickest armor. These claws
Religion: Almost without exception, all human nations
constantly grow, and are slowly replaced if torn out. Thick
pay at least lip service to the Pantheon of Man. The Mother
scales cover their backs and chest, giving way to small, finer
Church, operating out of Grand Coryan, is seen as the focal
scales on their abdomen and along the underside of their
point of this worship, although the newly formed Milandric
tails. The average Ss’ressen reaches sexual maturity at age
Church and the Theocracy of Canceri do not acknowledge
10, and lives just shy of 60 years. Unlike most other races,
47
the females of this species are usually slightly larger than val
their male counterparts. Male Ss’ressen can be identified by Sometime after the God’s War, the Pantheon of Man, in
a bright red throat sac that is extended and retracted alter- their wisdom, sent their Valinor to infuse their essence with
nately to indicate either an agitated state, to warn others off some of their most faithful human families, thus founding
or as part of a mating ritual. Standing roughly 6 feet a race of beings touched by divine essence, the Val. With
tall, a Black Talon is a sight to behold. They have sleek and powers from the Gods that breed true through the genera-
muscular limbs covered with mottled green and gray scales. tions, the Val are tasked with the leadership and protection
Their actual claws are pitch black, a trait which led to the of humanity.
naming of their clutch. A Black Talon has a longer jaw than Personality: At their base, Val are as adaptable and di-
most other egg clutches, terminating in a blunt snout. verse as humans. However, their unique place in society
Relations: The Black Talon Ss’ressen only have serious means most Val tend to be aristocratic in bearing, often ex-
relations with the Kingdom of Milandir. They have sworn pecting positions of leadership or respect due to their heri-
an oath of fealty to the val’Holryn Dukes of Tralia in Mi- tage more than their merit. This is not to say Val are incom-
landir in exchange for the lands they have settled on, and petent. On the contrary, a lifetime of training to fulfill their
have never failed to answer that oath when called. Indeed, destiny makes most Val quite capable leaders, though vanity
the Milandiseans have long grown out of their initial hostil- remains an issue. Among adventurers, however, there is a
ity towards the Ss’ressen and have come to rely on them as growing number of Val who reject the noble aspirations of
skilled warriors, scouts, and allies. their cousins, calling for a return to their original purpose,
that of nurturing and protecting humanity rather than rul-
Ss’ressen Lands: The Black Talon Ss’ressen have a hid- ing it. While these Val are just as likely to seek positions
den citadel deep within the Sulfur Marsh where the hot of leadership, it is out of a sincere desire to serve humanity
springs help alleviate the cold Milandisian winters. Ss’ressen rather than the belief that they deserve such titles.
characters hail from the Sulfur Marsh region of Milandir.
Physical Description: Val look very much like normal
Religion: The Black Talons universally worship the Fire humans. Adult male Val range from 5 to just over 6 feet in
Dragon. The Mother Church claims that the Fire Dragon height. They usually weigh between 170 and 230 pounds.
is actually an aspect of Nier, but the Black Talons refuse to As with most races, females will usually be shorter and
believe this. The females of the Clutch hold positions as weigh less. Val hair color and other minor characteristics
priestesses and zealously enforce the of the worship of the vary depending upon which bloodline they are from (please
Fire Dragon among the Black Talons, and hunt down any refer to the Codex Arcanis for details on Val family traits).
Ss’ressen who worship any other Power. The only sure way to tell a Val from a human is the color of
Language: The Ss’ressen tongue is a variation of the their eyes, which are steely, piercing, and a shade
Ssethric language and is simply referred to as “Ss’ressen”. of gray so pure it is almost silver. When a Val
Many Black Talons have also learned Milandisian. becomes psionically awakened, the color of their
iris drains away and all that remains is a dark
Common Ss’ressen Traits: pupil surrounded by a white orb. A Val
Attributes: Male +1 Prowess, Female +1 typically reaches maturity by age 16, and
Insight they have been known to live for over 100
Primary Skill: Wilderness Lore years.
Racial Features: Relations: Most Val enjoy a certain air of
Codex of Heroes
• A +2 Bonus to the Balance Skill Action nobility among the common populace. As
(Acrobatics Skill) a result, most Val have a tendency to be very
• +1 Fortitude Defense diplomatic, and as such, mix well with most of
• Natural Armor Rating of 3 the other races of Arcanis. While most have
• A -2 to Defenses against any Cold Attack no more love of dark-kin and gnomes than
• -1 Quickness, the rest of humanity, those who feel the
-5' Pace in Cold need to return to their original purpose
Conditions (below will normally go out of their
freezing) way to uplift such beleaguered
• Male Ss’ressen spirits. Elorii, in general, do
may not take not care for Val, as they are
the Arcane the direct descendants of the
or Divine despised human Gods. This
Archetype dislike, however, is not widely re-
turned, at least not publicly.
48
Val Lands: Val dwell wherever there are hu- val’Borda – The val’Borda family is usually viewed with
Races
mans, most often as the ruling class. However, certain fear and suspicion. Though never linked directly to
regions, such as Altheria, the Hinterlands, and the various shady or otherwise disreputable activities, they
Pirate Isles, do not have an abundance of Val within always seem to be peripherally associated.
their leadership. Although certain families are known Patron Deity: Cadic
to inhabit traditional regions, the families have dis- Ancestral Home: The city of Plexus in the Co-
persed over the centuries. Val characters may come ryani province of Annonica.
from any region within the nations of Almeric, Al-
theria, Coryani Empire, Hinterlands, and Milandir
Religion: Val hold most of the prominent religious val’Dellenov – Unique among the different Val fami-
leadership positions. Their very nature marks them as lies, the val’Dellenov are strictly a matriarchal clan.
chosen by the Gods, so this isn’t too surprising. The The populace at large tends to generalize their activities
divine power flowing in their veins means that few as being closely associated with nature. This is due,
Val ever abandon worship of the Pantheon of Man, in no small part, to their very close link with the
as they, above any other race, are spiritually connected Green Mother, Saluwe’ and that the province of Bal-
to their patron deities. Though Val of all families can antica is called the ‘Breadbasket of the Empire’.
be found in each church, they usually worship the Patron Deity: Saluwe’
god whose Valinor founded their line. Thus, most Ancestral Home: Panari, in the Coryani province of
val’Assanté priests are found in the Church of Illiir, Balantica
most val’Tensen priests in the Church of Hurrian,
and so forth.
val’Holryn – Noble and fiercely loyal, the
Language: Nearly all Val speak High Coryani val’Holryn are generally held in high esteem throughout
in addition to Low Coryani (the common tongue). central Onara. This family, once believed to be a minor
High Coryani is the language of the Church and bloodline, raised in prominence throughout the years
nobility, so with very few exceptions, Val are taught until finally being recognized as a major bloodline
this language as children. Otherwise, Val speak a family.
variety of languages, depending on their national Patron Deity: None. The val’Holryn are com-
origin. monly referred to as the ‘Bastard Children of
the Gods’.
The Thirteen Major Bloodlines Ancestral Home: The city of Tralia in the Duchyof the
val’Abebi – The Abebi family are renowned for their same name in Milandir.
analytical minds and vast knowledge. As such, the
val’Abebi are regarded as the finest scholars in the
Known Lands today. val’Inares – Pitied amongst all the Val families,
Patron Deity: Althares woe and suffering tend to follow the val’Inares
throughout their lives. Parents lose infants to
Ancestral Home: Altheria crib death, fortunes are gained and lost with reg-
ularity, bright sons and daughters disappear without a
val’Assante’ – The val’Assante’ family is tradition- trace or some of the elderly contract a horrible, disfig-
ally viewed as the preeminent clan of all the Vals. uring disease. Yet, through it all, the val’Inares family
They are famous for their oratory and leadership perseveres and amazingly, grows stronger.
skills as well as their overwhelming presence Patron Deity: Anshar
Patron Deity: Illiir Ancestral Home: None as they are spread out
Ancestral Home: The Coryani Empire but cen- throughout the Known Lands.
tered in the province of Ilonia.
val’Ishi – Viewed with reverence due to their associa-
tion with the afterlife, the val’Ishi are treated as Holy
men by the populace at large.
Patron Deity: Beltine
49
Ancestral Home: Centered in the city of Enpebyn in val’Tensen – This noble family has a reputation for not
the Coryani province of Valentia suffering fools lightly. It is a rare sight indeed to see a
val’Tensen laugh heartily as these somber people value
val’Mehan – Known for their great skill in diplo- stoicism above all things. The val’Tensen once tended
macy, the val’Mehan are a glib tongued peo- to be very slow to anger, but since the advent of
ple and are thought of as master manipula- “The Storm” and the release of the Rage of Hur-
tors throughout the lands of Arcanis. The rian, they are more like a living tempest; smol-
general populace treats the val’Mehan with dering and ready to release vengeance.
fearful respect, as one never knows if there is an invis- Patron Deity: Hurrian
ible demonic bodyguard close by. Ancestral Home: The ancestral home of the val’Tensen
Patron Deity: Sarish is split amongst the various city-state in the nascent
Ancestral Home: Centered in Nishanpur in Can- kingdom of Almeric.
ceri.
val’Virdan – Renown for their reputation as fierce
val’Mordane – Surrounded by an air of and incomparable warriors, val’Virdan strive every-
death, most give the val’Mordane a wide berth. The day to live up to this reputation. Contrary to the popular no-
val’Mordane tend to worship the aspect of Neroth tion that the val’Virdan family has a mercurial disposition
associated with undead and the extension of Life that causes them to react rashly, they are actually quite ad-
Beyond Death, whereas those in the Coryani Em- ept at complex strategies and know the value of patience.
pire follow Neroth’s aspect of Guardian of the Dead Patron Deity: Nier
- meaning they view the risen dead as a blasphemy Ancestral Home: The northern portion of Can-
in their God’s eyes. ceri, nestled against Nier’s Spine. In the Coryani
Patron Deity: Neroth Empire, the newly revived province of Novo Cormata.
Ancestral Home: In Canceri, the major population
center is concentrated in the ancient city of Vintaka. Val Racial Traits:
Attributes: Val have no racial attribute adjustments.
val’Ossan – The val’Ossan family is considered Primary Skill: Choose any one of: Deceit, Eti-
to a noble if slightly aloof people. They enjoy quette: Nation, Persuasion
being near the ocean and become introvert-
ed if away from a body of water for too long. Racial Features:
It is rumored that the val’Ossan are amphibious • Choose a Val family gain a choice of one
and spend as much time below the waves as above it. The first-rank bloodline talents, val'Holryn
val’Ossan make scoff at these allegations. choose another family and are considered
Patron Deity: Yarris to be that family for all prerequisites.
Ancestral Home: In Milandir, the duchy and city • A bonus talent (selected when Talents are
of Naeraanth in Milandir, while in the Coryani chosen)
Codex of Heroes
Empire, the province of Salantis. • Val gain a +1 bonus to any skill check
made to influence others of lower social
standing
val’Sheem – The val’Sheem are a hedonistic and pas-
sionate people. Extroverted to the extreme, they are • Certain Val families have the abilities to be
a source of elements for their own spells
famous for their quick wits, their winning smile
and their unsurpassed endurance while imbibing. • val’Dellenov are considered to a source of
Patron Deity: Larissa earth for their own spells
Ancestral Home: Centered around the city of • val’Ossan are considered to be a source of
Savonna, in the Coryani province of Cafela. water for their own spells
• val’Tensen are considered to be a source of
air for their own spells
• val’Virdan are considered to be a source of
fire for their own spells
50
Regions
Regions
Your hero’s homeland provides him with some rudimen-
tary skills and determines if the character is automatically
literate. Choose a home region as appropriate to your
home nation from Table 2-2: Regional Skills and add the
skill to your character’s Skills.
Arcane The acolyte felt the lash of the priest’s cane crack against his
“... and those who bend it to their own!” back. Holding back tears that would surely earn him another
lashing, the young boy spoke through gritted teeth. “But Father,
The fall down into the lower levels of the ruins left them it was a very long Cant and I only misspoke one word in the
with only minor bumps and bruises, but also in total darkness. twentieth stanza...”
Manfred, the mercenary from Almeric, groused as wiped “One word? My son, that one word makes all the difference
the mud from his heavy armor. “You there, Daric, aren’t you in the world. The Gods have given us a great gift and a huge
an elementalist of some sort? Do us a favor and conjure up some burden. Our power comes from speaking the words given to us
light. I’ d like to know that we’re surrounded by Singarthan exactly and by rote. Only thus can we be faithful to the respon-
Trolls before they begin to munch on us.” sibility they gave us - only thus can we make their Will manifest
Spitting what he hoped was just mud from his mouth, upon the world.
Daric smirked. “First off, if there were Singarthan Trolls about, “ Now, begin again...from the first stanza.”
you’ d smell the Jasmine in the air long before you saw their
rocky hide. But in answer to your question, yes, I could very Those who’ve heard the siren’s song of their Faith and have
well light your torch, mercenary. I could also turn your filthy given themselves utterly to it are able to call upon their Deity’s
beard into an inferno or just amuse myself by igniting the doz- power and perform Miracles in His, Her or Its name. Though
ens of lice that have made their home there. But I’ ll not shorten lacking the complete versatility of an Arcane manipulator, those
my life not one breath just to spare you the need of striking flint who call upon the Divine Cants of their Faith are less likely to
to steel. So if you want to see your way out of here, I suggest you fail in manifesting the miracle they need as well as being able to
start working that flint, because, as an elementalist, I can see recover quicker from the strain of channeling such tremendous
perfectly fine in the dark.” power through their frail, mortal bodies.
Primary Skills: Any one Combat skill, any one Lore skill,
Knowledge: Religion, Arcanum: Cants or Arcanum: Sor-
Primary Skills: Any two (2) different Lore Skills, Deceit, cery (if Patron Deity is Sarish), and the Chosen Skill of your
Stealth and one Arcanum (either Meditation, Sorcery, Thau- Patron Deity (See Table 2-7 The Arcanis Pantheon)
maturgy, or Shamanism).
Base Talents: Armor Proficiency (Light Armor - Nation), Any time your deity’s chosen skill is the same any skill
Weapon Proficiency (Nation - Choose Two) granted by your Archetype, you gain an additional rank in
that skill. (For example, if you chose Melee: Balanced weap-
Talents: Prestidigitation and the following talent depending
upon the skill you chose above. ons and are a priest of Hurrian you gain two total ranks in
Melee: Balanced weapons).
Arcanum: Meditation gain Awakened talent
Arcanum: Sorcery you gain Gifted or Sorcerer-Priest of Sar- Base Talents: Armor Proficiency: Chosen Deity’s Armor,
ish (If Sarish if your Patron Diety) Weapon Proficiency: Chosen Deity’s Weapon, See Table 2-7
The Arcanis Pantheon
Arcanum: Thaumaturgy you gain the Studied
Arcanum: Shamanism gain Spiritually Aware Talents: Prestidigitation, Devoted or Sorcerer-Priest of Sar-
ish (if Sarish is your Patron Diety).
Codex of Heroes
Additional Advancement Options: These options are add- Additional Advancement Options: These options are add-
ed to the default list of advancement options. (See Character ed to the default list of advancement options. (see Character
Advancement) Advancement)
Table 2-4 Divine Archetype Rank
Table 2-3 Arcane Archetype Advancement Benefits Multiple
Rank Advancement Benefits Multiple Gain one Divine Talent no
Gain one Arcanum Talent no +1 to chosen Arcanum skill no
+1 to chosen Arcanum skill no +1 to all Primary Social Skills no
+1 to all primary Lore Skills no Add a Lore skill as an Elective skill no
Add a Lore skill as an Elective skill no Gain +1 to Fortitude Defense no
Gain +1 to Discipline Defense no
52
Expert Martial
Archetypes
The two conspirators spoke in hushed tones. “We are beset on all sides, my son”, the Centurion told the boy.
“Who do we hire to get rid of the tyrant Belden? I know a “Other nations see our riches and power and covet them, other
band of mercenaries that once served in the Coryani legion...” races vie against us for dominance over our world and from
the Beyond some say, comes a sentient Silence to enfold us in
Shaking his head, the other man replied, “No, brute
everlasting Oblivion.”
strength isn’t the answer here. He has Wards protecting his in-
ner sanctum and all the paths to it. They’ d be fried before they Wide eyed with horror, the boy asked, “How do we fight
got to the second floor. “ against such things, father?”
Eyes darting nervously, the first man continued, “Then Smiling, the Centurion picked up the boy and placed him
what about a Sorcerer? I know of people who know people...we on his shoulders. “With the courage in your heart, the strength
could get one here inside a week.” of your limbs and an arm’s length of good Coryani steel!”
The second man spit black juice onto the floor. “Why do you While some enjoin the Cant of the Gods or bend the power
think he rounded up those ‘scholars’ last week? They were Sor- of the universe to their Will, there are others who put their faith,
cerers themselves, part of the Hawk and Shield, I’m told. Nah, and the very survival of all they hold dear, in their strength of
with Belden being so chummy with the Ymandrakes, there’s not Arms. These men and women are usually in the front line of
a practitioner that’ ll set foot within a hundred leagues o’ here.” any battle, hewing away at their foes with a myriad of deadly
“Warrior Priest?” weapons or cracking their bones beneath their bare hands. In
“No Hurrianite will take sides and a Nierite would be am- their ranks may be found veterans who lead armies into full
bushed by the val’Tensen the moment he lit a pipe. No, what we scale battles, highly skilled warriors who fight in the Arenas for
need here is someone that can circumvent Wards, move through money, elite guardians of their people, and enforcers who crack
a heavily guarded citadel unnoticed, and be able to go toe-to-toe skulls for their underworld masters as well as many others.
with Belden should he be awake. What we need is an expert in Primary Skills: Any three Combat skills, Athletics, Heal.
assassination. And I know just the place to find him...” Base Talents: Armor Proficiency (Nation), Regional Armor
‘Why specialize?’ is the motto of this group. Rather than Training (Nation) Weapon Proficiency (Nation, Founda-
being able to do or know everything about only one or two dis- tion)
ciplines, these men and women prefer to know a thing or two
Talents: Choose one of the following Talents:
about everything. Need that lock opened, a scroll translated,
someone shadowed, or a throat or two cut in a roomful of people • Diehard
without anyone else being the wiser? Then you’ve come to the • Leadership
right person. • Martial Technique
While they may never be as good at the one field that the Additional Advancement Options: These options are add-
other Archetypes specialize in, the Expert is the ultimate Jack- ed to the default list of advancement options.
of-All-Trades that fills the niche none of the others can.
Primary Skills: Select any five (5) different skills of your
choice, except Combat skills or Arcanum skills. Table 2-6 Martial Advancement Options Multiple
Base Talents: Armor Proficiency (Light Armor - Nation), Gain one Combat Talent no
Weapon Proficiency (Nation - Choose Two), Weapon Profi- Gain +1 to any Primary Combat Skill once Yes (2)
ciency (Choose One). per tier per skill
Talent: Select any two Skill Talents +6 Stamina no
Additional Advancement Options: These options are add-
Gain one Advanced Weapon Talent no
ed to the default list of advancement options. (See Character
Advancement)
Table 2-5 Expert Archetype Rank
Advancement Benefits Multiple
Gain one Talent no
Gain +1 to Avoidance Defense no
+1 to any three different Primary skills no
Add a new skill as an Elective skill (at rank 1) no
Add a new skill as a Primary skill (at rank 1) no
53
Table 2-7 The Arcanis Pantheon
Deity Portfolio Skill Weapon Armor
Illiir God of Emperors and Order, Sun God Persuasion Gladius Any Lorica
Yarris God of the Sea Seamanship Milandisian Any Chain or Cuirass
Trident
Neroth God of Death Knowledge: Religion Scythe Any Chain or Cuirass
Saluwé Goddess of the Earth Wilderness Lore Sickle Any Light
Beltine Goddess of the Soul Heal Quarter Staff Any Chain or Cuirass
Anshar Goddess of Pain and Suffering Athletics Unarmed None
Hurrian God of Storms & Honorable Combat Melee: Balanced Broad Sword Any Lorica, Chain, or
Cuirass
Nier God of Fire, War and Slaughter Melee: Balanced Flamberge Any Heavy
Larissa Oracle of the Gods, Goddess of Persuasion Side Sword None
Pleasure
Cadic God of Shadows, Murder, and Music Stealth Short Sword Any Light
Sarish God of Oaths and Binding of Demons Etiquette: Nation Dagger Any Chain or Cuirass
Althares God of Knowledge, Invention, and Knowledge: War Hammer Any Cuirass
Artifice Architecture &
Engineering
Elorii Deity
Belisarda The Life Mother Heal Any Bow Any Light
Ss’ressen Deity
The Fire The Blazing Wyrm, The Fiery One, Melee: Unbalanced Any Flail None
Dragon Lord of the Inferno
Codex of Heroes
54
Backgrounds Talents: Dedicated Protector, Quick Draw
Backgrounds
Apprentice of the Masters Starting Coin: 4d8 (Charisma) x10
You are an apprentice to one of the master smiths, or master
craftsmen of your Enclave. As part of your training you are Courtesan
to go out in the world and search out new techniques among You know how to please those who come to you, be it with
the younger, innovative races or search out lost methods of stimulating conversation or your practiced touch. Wheth-
crafting from the ruins that cover the Known Lands. er you worked as a “street-level” Larissan priestess, with a
If other than dwarf, then you have studied under a Courtesan Guild, such as the Nine Sisters of Tender Mercy
blacksmith, armorer or other craftsman applicable to your or a pampered companion of a nobleperson, you now find
race. yourself outside of that protective and pleasant environment.
Nationality: Any The reason for this is your own, but one thing is certain - silk
Requirements: Nil pillows and scented water are not in your immediate future.
Minimum Age: 60 (Dwarf), 25 (Other) Nationality: Any
Primary Skills: Artisan (if dwarf - Racial Tradition, other- Minimum Age: 18
wise chose any one), Melee (any one), and Appraise. Primary Skills: Persuasion, Deceit, Etiquette: Home Re-
Talents: Master Craftsman, Disciplined gion
Starting Coin: 4d10 (Charisma) x10 Talents: Honeyed Tongue, Seductive
Special: A Val who chooses this background starts play with Starting Coin: 4d10 (Charisma) x10
an Adorned Flintlock Pistol Special: val’Sheem who chose this background start play
with an Adorned Flintlock Pistol
Awakened Scion Diplomat
You have the blood of the Celestial Valinor running through You have been trained in the ways of the court, a place
your veins. Along with a myriad of unique Bloodline pow- which, for the naïve, can be just as dangerous as any battle
ers, you are also gifted with the latent potential of Psionics. field. But, where failure upon the field of battle may just cost
Not all Val are capable of wielding psionics, indeed most you your life, the wrong words, the wrong gift, or even an ill
lack the mental precision and flexibility needed to do so. whispered word may lead to the death of thousands.
However, the leaders within each family keep a continuous Nationality: Any
watch over the younger members and any who show prom- Minimum Age: 25
ise are eventually given the option of undertaking the ordeal Primary Skills: Etiquette: Home Region - and 1 additional
known as the Awakening. Each Val family has their own Region, Persuasion, and Ride
ritual, but the purpose is identical - ignite the spark that will Talents: Honeyed Tongue, Judge of Character
allow the young Val to use the power of his mind. Starting Coin: 4d10 (Charisma) x10
Nationality: Any, Val only Special: A Val who chooses this background starts play with
Requirements: Arcanum: Meditation as a Primary Skill. an Adorned Flintlock Pistol
Minimum Age: 20
Primary Skills: Arcanum: Meditation, Melee: Balanced, Elder Sorcerer’s Apprentice
Etiquette: Home Region You were all born and bred to be warriors by your Ssethric
Talents: Potent Blood, Weapon Proficiency (Choose one re- masters, but some of you in the age before the rebellion be-
gional one handed weapon). gan to train in another type of warfare, as well - that of
Starting Coin: 5d10 (Charisma) x10 Sorcery. After the overthrow of your cruel masters, that tra-
Special: A Val who chooses this background starts play with dition remained. You are one of the few that continues the
an Adorned Flintlock Pistol study and perfection of the craft of what the humans call
Elder sorcery.
Bodyguard Requirement: Arcane Archetype and Arcanum: Thauma-
You may have been just a hired thug, watching the back of turgy as a primary skill.
those who could pay your price, or maybe you worked for Nationality: Any Elorii
an affluent merchant family. Of course, you may have been Minimum Age: 18
one of the lucky to walk the halls of nobility, watching the Primary Skills: Any one Combat Skill, Arcanum: (Thau-
shadows for an assassin’s dagger. You always watched over maturgy), and Knowledge: (Arcanum).
others, but now find yourself without work, or released from Talents: Prodigy, Combat (any one)
service. Nationality: Any Starting Coin: 3d10 (Charisma) x10
Minimum Age: 25
Primary Skills: Perception, Melee: choose one, Etiquette:
Home Region
55
Exile/ Expatriate Primary Skills: Melee: (Balanced & Pole-Arms), Ranged:
You have left your home nation behind; perhaps you left on (Thrown), and Knowledge: (Warfare and Tactics).
your own volition or were “asked” to leave. Either way you are Talents: Strength of the Coryani Heart , Weapon Proficien-
now alone in a strange land, trying to fit in, always the outsider. cy (Gladius, Pilum, Pugio).
Nationality: Any Starting Coin: 4d8 (Charisma) x10
Minimum Age: 20 Special: Choose the your legion; you have been tattooed
Primary Skills: Any one Combat or Arcanum skill. Also with its symbol. (See Table 2-8: a Sampling of Known Le-
chose an “adopted” home region from “Table 2-2 Regional gions for a listing of some of the known legions).
Skills” you gain that region’s regional skill and learn its na- Special: A Val who chooses this background starts play with
tive language. You also gain streetwise (your original home an Adorned Flintlock Pistol
region).
Talents: Seasoned Traveler and Weapon Proficiency: Chose Table 2-8: A Sampling of Known Legions
two weapons from your adopted home region.
Legion of Avenging Thunder
Starting Coin: 3d10 (Charisma) x10
Special: A Val who chooses this background starts play with Legion of Blazing Judgment
an Adorned Flintlock Pistol Legion of Broken Shadows
Former Altherian Marksman Legion of Burnished Steel
[Military] Legion of Dark Majesty
You served for a time as one of the famed Snipers of Altheria, Legion of Deliverance
and though you mustered out of the service, you know that
as an Altherian, you are never really “out’ of the Shining Legion of Grim Lamentation
Patrol. (val’Inares or Ansharan only)
Nationality: Altheria Legion of Heaven’s Blade
Minimum Age: 25 Legion of Honorable Accord
Primary Skills: Range: Marksmanship, Stealth, Wilderness
Legion of Indomitable Accord
Lore.
Talents: Hawkeye, Stealthy Legion of the Iron Guardian
Starting Coin: 4d8 (Charisma) x10 Legion of Iron Shadow
Special: A Val who chooses this background starts play with Legio Lex Talionis
an Adorned Flintlock Pistol
Legion of Searing Light
Former Gladiator Legion of Sweet Sorrow
You can still hear the roar of the crowd; they called out your
Legion of the Defiant Shield
name. The blood you spilled was for their pleasure, and for
your own freedom. Maybe you joined a Ludi to pay off your Legion of the Mighty Oak
debts, or maybe you were bought by a lanistae seeking to im- Legion of the Reluctant Warrior
prove his stock. Never the less, you have won your freedom
Legion of the Shinning Pillar
and are now a master of your own destiny!
Nationality: Choose from Arena locations: Almeric, Cen- Legion of the Singers of the Sweet Savona
Codex of Heroes
56
Nationality: Any Former Shinning Patrol Soldier
Backgrounds
Minimum Age: 20 [Military]
Primary Skills: Ride, Linguistics, Wilderness Lore. You are a veteran of the Shining Patrol, mustering out with
Talents: Seasoned Traveler, Weapon Proficiency: Short the honorary title of “Defender of the Republic”. Though of
Sword little consequence in your home region (unless you yourself
Starting Coin: 3d8 (Charisma) x10 are Altherian) to the chosen of Althares your service is hon-
ored.
Former Royal Marine [Military] Nationality: Altheria, Almeric, Coryani Empire, or Milandir
Milandir enjoys one of the most effective navies in history; Minimum Age: 25
powerful enough to face down the black ships of Yman- Primary Skills: Melee: Balanced, Range: Marksmanship,
dragore or chase down the pirates of the Northern Seas. And Athletics.
you are proud to have once counted yourself among their Talents: Wolf Pack Tactics, Armor Training: Altheria
number! Starting Coin: 4d8 (Charisma) x10
Nationality: Milandir
Minimum Age: 30 Former Soldier [Military]
Primary Skills: Melee: Balanced, & Pole-Arms, Ranged: Maybe you were a member of the Coryani Auxiliary, or a
Marksman, and Seamanship standing solider of the militias in the League of Princes, re-
Talents: Royal Marine of Milandir, Weapon Proficiency: gardless you lived a life by the sword for your country, king,
Broad Sword, Crossbows (all), and Milandisian Trident or emperor.
Starting Coin: 4d8 (Charisma) x10 Nationality: Any nation.
Special: A Val who chooses this background starts play with Minimum Age: 25
an Adorned Flintlock Pistol Primary Skills: Any two Combat Skills, Athletics
Talents: Campaigner, Weapon Proficiency: Pick any two
Former Slave weapons common to your region
Through guile, wit, or luck you have won your freedom. Starting Coin: 4d8 (Charisma) x10
Maybe your master died and gave you your liberty with a Special: A Val who chooses this background starts play with
small amount of coin, or maybe you were just smart enough an Adorned Flintlock Pistol
to buy your own freedom. But unlike your brethren you
were never broken…. Former Watchman
Nationality: Coryan As a member of the local watch you acted as part guard,
Minimum Age: 25 part law enforcement, and part negotiator. Those above your
Primary Skills: Etiquette: Home Region, Persuasion, captain didn’t really care about the law; they just expected
Choose one Artisan skill or Linguistics
Talents: Lost in the Crowd; In addition if you chose Arti-
san: Master Craftsman or if you chose Linguistics: Linguist
Starting Coin: 3d8 (Charisma) x10
57
results. So as long as the coin, grain, or other resources were Starting Coin: 4d8 (Charisma) x10
allowed to flow you were left alone. Mercenary [Military]
Nationality: Any, Choose a town or city You have fought under many flags and under the leader-
Minimum Age: 20 ship of different commanders. In many ways coin is the only
Primary Skills: Perception, Melee: Unbalanced, Streetwise thing capable of holding your allegiance and sadly, it has
(with connections in home city). become your only master.
Talents: Investigator, Street Smarts Nationality: Any
Starting Coin: 3d10 (Charisma) x10 Minimum Age: 25
Primary Skills: Athletics, Melee: Choose One, Ride.
Guilder Talents: Campaigner, Weapon Proficiency: Choose two
As a member of a guild, your craft and your market was al- Starting Coin: 4d8 (Charisma) x10
ways defended by your fellow guild mates. Now that has all Special: A Val who chooses this background starts play with
changed, and it’s time to take up arms and defend yourself. an Adorned Flintlock Pistol
Nationality: Any
Minimum Age: 25 Noble Born
Primary Skills: Apprise, Artisan: chose one specialty, Per- You are a noble of your chosen nation, though in some na-
suasion tions the title could mean little, while in others noble blood
Talents: Master Craftsman, Discerning Eye carries important responsibilities. Among the Altherians,
Starting Coin: 6d8 (Charisma) x10 who don’t really have a nobility, you may represent the wis-
Special: A Val who chooses this background starts play with est among your peoples, while in Milandir or Almeric, you
an Adorned Flintlock Pistol are looked upon as a defender of your respective values.
Initiate of (Chosen Deity) Nationality: Any, except Coryan. Human and Val only.
With long nights of prayer, poring through dusty scrolls, co- Minimum Age: 18
dices, or tablets, you have tirelessly memorized your prayers Primary Skills: Etiquette: Home Region, Persuasion, and
down to the syllable. Each word bought you understanding; Melee: Balanced Weapons
each tale strengthening your faith. You are among the truly Talents: Choose one Born in the saddle, Linguist, or voice
faithful of the gods and through you, Their will be done. of honey also chose a Weapon Proficiency: either Broad-
Nationality: Any, Choose a Church and Appropriate Pa- sword, Gladius, Scimitar or Side Sword.
tron Deity Starting Coin: 5d10 (Charisma) x10
Minimum Age: 20 Special: A Val who chooses this background starts play with
Primary Skills: Arcanum: Cants, Knowledge: Religion, an Adorned Flintlock Pistol
and any one Combat Skill Patrician
Talents: Weapon Proficiency: Deity, Church Education As a noble of the Coryani Empire; you live of luxury far
Initiates of Sarish: gain Arcanum: Sorcery instead of Arca- beyond that enjoyed by nobles of other nations. Yet such
num: Cants as a Primary Skill. luxury comes with hidden costs – for the Imperial Court is
Starting Coin: 3d10 (Charisma) x10 oft times deadlier than the bloodiest of battlefields.
Special: If you already have weapon proficiency in your Nationality: Coryan, Human and Val only
Deities weapon you gain weapon mastery in your deities Minimum Age: 20
weapon instead Primary Skills: Persuasion, Deceit, and Etiquette (Home
Codex of Heroes
Region).
Laerestri
Talents: Honeyed Tongue, Weapon Proficiency: Gladius,
After centuries of little to no contact with the humans that
Weapon Proficiency: Dagger
usurped your people’s home and birthrights, the time has
Starting Coin: 5d10 (Charisma) x10
come for engagement once more. After receiving special
Special: A Val who chooses this background starts play with
training you have been sent out to learn as much as you can
an Adorned Flintlock Pistol
of the outside world, with particular attention to studying
the humans. Yet even after extensive training, nothing could Performer
have prepared you for what you found… You are an actor; traveling from city to city performing in
Nationality: Any Elorii from Elonbe’ the theaters or street corners. Perhaps you are a musician
Minimum Age: 120 playing for nobility at their extravagant parties. Or maybe
Primary Skills: Chose one Combat Skill, Perception, Lin- you’re an orator spreading news and rumors for coin.
guistics, and Wilderness Lore. Nationality: Any
Talents: Seasoned Traveler, Weapon Proficiency: Elorii Minimum Age: 16
Primary Skills: Acrobatics, Perform: choose one, Deceit
58
Talents: Acrobatic, Honeyed Tongue lessons of experience, visit distant liberties, and perhaps dis-
Backgrounds
Starting Coin: 3d8 (Charisma) x10 cover forgotten secrets and lore.
Nationality: Any
Peasant/Plebian Minimum Age: 25
You were once a simple commoner, but now find yourself Primary Skills: Linguistics, and Knowledge (any three spe-
drawn to the extraordinary life of adventure. Maybe you cializations).
longed for a different life away from the crowded streets of Talents: Eclectic Knowledge, Linguist
your home, or maybe you were forced into this life by cir- Starting Coin: 3d8 (Charisma) x10
cumstances beyond your control.
Nationality: Any Shaman Initiate
Minimum Age: 20 Not all people bow their heads to the “all mighty” Pantheon
Primary Skills: Chose one Lore Skill, Streetwise (with of Man. Some still commune with the spirits of Nature or
connections in home city), and Artisan: (Choose one spe- other ‘Lesser Powers’. These spirits don’t make us lead our
cialization). lives a certain way, or make us bow and humble ourselves
Talents: Lost in the Crowd, Weapon Proficiency: Club, before them. Some help because they are friendly, while oth-
dagger ers can be bargained with, just like any other person. You
Starting Coin: 3d8 (Charisma) x10 were once an initiate training in the old ways,
Requirement: Arcane Archetype and Arcanum: (Shaman-
Sailor
ism) as a Primary Skill.
You once made your way across the seas, living from ship
Nationality: Hinterlands, League of Princes, Non-affiliated
to ship, crew to crew. You have always lived a life of adven-
regions
ture, from the Sothern ports of the League of Princes to the
Religion: Elemental Worship or Animism
northern ports of Censure or the Pirate Isles. You have seen
Minimum Age: 14
visited many ports of call. What made you trade that life of
Primary Skills: Arcanum: Shamanism, Knowledge: Arca-
adventure for this one is anyone’s guess.
num, and Wilderness Lore
Nationality: Any
Talents: Combat (any one), Lay of the Land
Minimum Age: 20
Starting Coin: 3d8 (Charisma) x10
Primary Skills: Seamanship, one combat skill, and Athlet-
ics. Solider of Retribution [Military]
Talents: Master of the Tops, Seasoned Traveler Elorii were literally born to be warriors, but as the ages have
Starting Coin: 3d8 (Charisma) x10 passed, some of the Eternal People have turned their ef-
forts into mastering other skills. Not you - though you are
Sanctorum Mage
not some one-dimensional character from a Chauni Battle
You have been trained from a tender age in the ways of the
Poem that knows nothing other than the skill of killing
arcane. Your parents left you in the custody of the Sancto-
things - you have spent more time than most mastering the
rum, either to protect you or out of fear… fear of the Har-
art of war. And for an immortal race, that is a considerable
vesters of Ymandragore… or fear of your “gift”. But now
amount of time indeed.
that you have mastered your abilities, reality is yours to twist
Nationality: Elorii from Seremas
and manipulate at will.
Minimum Age: 120
Requirements: Arcane Archetype and Arcanum: Sorcery as
Primary Skills: Any two Combat Skills, Athletics or Wil-
a Primary Skill.
derness Lore
Nationality: Any
Talents: Disciplined, Weapon Proficiency: Elorii
Minimum Age: 19
Starting Coin: 4d8 (Charisma) x10
Primary Skills: Arcanum: Sorcery, Knowledge: Arcanum,
and Deceit Squire
Talents: Prodigy, Extra Spell You have been in the service of a knight for many years;
Starting Coin: 3d10 (Charisma) x10 trained rigorously, worked with honor, and did your mas-
Special: A Val who chooses this background starts play with ter’s bidding. You have recently been released from service
an Adorned Flintlock Pistol to further broaden your training before taking the vows of
Scribe knighthood.
For many years, your life consisted of copying, by hand, Nationality: Milandir
countless pages of text, followed by long nights of research Minimum Age: 15
and study, referencing scholars, philosophers, and others. Primary Skills: Etiquette (Home Region), Melee: Balanced,
But those days are behind you, now you travel to learn the Ride, and Beast Lore (Horses)
59
Talents: Born in the Saddle better than you and few can travel through the loam of the
Starting Coin: 3d8 (Charisma) x10 forest, following the barest of tracks quicker either.
Special: A Val who chooses this background starts play with Nationality: Any
an Adorned Flintlock Pistol Minimum Age: 20
Primary Skills: Wilderness Lore, Track, Melee: Unbal-
Templar anced Weapons.
While some hear the call of the Gods, not all have the Talents: Weapon Proficiency: Axe, Lay of the Land
strength of faith necessary to pass the arduous demands of Starting Coin: 3d8 (Charisma) x10
the priesthood. These men and women instead find solace in
acting as Temple guards - the soldiers of the Faith. veteran of the Wall [Military]
Religion: Any, Ss’ressen Worshipers of the Fire Dragon Though not yet completed, the dwarves of Tir Betoq began
must be male construction of a giant wall to keep the Infernal Horde from
Minimum Age: 18 invading all the Known Lands. Since they are few in num-
Primary Skills: Two Combat skills, Knowledge: (Religion) ber, the industrious dwarves cannot man the wall and build
Talents: Strength of Faith, Weapon Proficiency: Deity it at the same time. You are the few who have stood watch
Starting Coin: 4d8 (Charisma) x10 on the massive rampart and helped repel endless incursions
Special: A Val who chooses this background starts play with of the foul. But very few have the fortitude to stand guard
an Adorned Flintlock Pistol here for too long. You have done your duty - now it’s time to
Special: The Devoted talent is no longer limited for you, refresh the soul before you become one of the Tainted.
and you may tale Devout talents as if you possessed the De- Nationality: Hinterlands, Tir Betoq Dwarves, any human
voted talent. Lastly any Val who chooses this background nation
starts play with an Adorned Flintlock Pistol. Unless you are Minimum Age: 30
a Templar of Sarish, in which case you also gain access to Primary Skills: Any two Combat Skills,
the Sorcerer-Priest of Sarish talent but may never learn the Knowledge: the Planes
Devoted talent. Talents: Hunter: Infernals, Calloused
Starting Coin: 4d8 (Charisma) x10
Tomb Robber Special: A Val who chooses this
With the number of ancient civilizations that rose and fell background starts play with an
in the Known Lands, it is little wonder that some make a Adorned Flintlock Pistol
brisk business of finding lost tombs and divesting the dead
of their riches. Most never complain...
Nationality: Any
Minimum Age: 20
Primary Skills: Appraise, Larceny, Knowledge: History.
Talents: Tomb Raider, Shady
Starting Coin: 3d8 (Charisma) x10
vagabond
For whatever reason, you were not considered to be a pro-
Codex of Heroes
Woodsman
You grew up in the shadow of the dark woods and you have
learned most of its secrets. None can handle a cutting axe
60
Skills Table 2-9: Skill Summary
Skills
Skills represent your Character’s practical knowledge and Basic Skills
physical training. During character creation you gain Pri-
Archery
mary and Secondary skills through your Character’s Region,
Archetype, and Background; you may later gain additional Thrown
skills through traits and other advancement options. Intimidate Charsima
Primary Skills represent specialized and extensive train- Knowledge Logic
ing and are granted though your nation, archetype, back- Perception Insight
ground, and sometimes traits.
Stealth Quickness
Elective Skills represent your character’s particular in-
Streetwise Insight
terests or acquired skills. and are typically granted though
character creation, or learned as your character advances Wilderness Lore Logic
over time. Ride Quickness
Advanced Skills
Dynamic Skills
Though all skills possess a primary attribute that represents Skill Primary Attribute
the most common use of that skill, any skill can be used Acrobatics Quickness
with almost any Attribute Die under the right circumstanc- Arcanum
es. For example, one might use Athletics with Prowess in
order to actively compete in a contest, to form a game plan Meditation Insight
one could use Logic, to trick an opponent into moving early Sorcery Logic
Charisma would be appropriate, and to persist in the face of Cants Charisma
a long-lasting contest Vigor may be the best choice.
Thaumaturgy Resolve
For instance, coming upon a murder victim the Hero Shamanism Vigor
could make use of his Ranged: Marksmanship skill with his
Logic attribute to determine the kind of weapon used in the Artisan Logic
killing. Then using the same skill with his Insight Attribute, Larceny Quickness
the hero could determine the shooter’s position. Linguistics Logic
Knowledge Logic
Table 2-9: Skill Summary Performance Charisma
Basic Skills Seamanship Insight
Skill Primary Attribute Tracking Insight
Appraise Logic † Denotes: Combat Skills
Athletics Might
Beast Lore Charisma Skills Categories
Skills are split between two categories Basic and Advanced
Persuasion Charisma
skills. Furthermore, some skills are also Specialized skills,
Deceit Charisma like Knowledge for example.
Empathy Insight Basic Skills: These are common or instinctual skills, and as
Etiquette Logic such these skills can be performed untrained.
Heal Logic Advanced Skills: These are challenging or rare skills which
Melee† Prowess require some level of training. Characters may not attempt
any of these skills untrained.
Unarmed
Balanced Weapons Specialized Skills: Skills with the (Specialized) descriptor
have a number of sub-skills under the main entry; these are
Unbalanced Weapons known as specializations. When first selecting the skill you
Pole-Arms must pick one of its specializations, training in one specialty
Ranged† Prowess does not provide skill in others, thus each specialty is tracked
and advanced as an individual skill.
Marksmanship
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Table 2-10 Skill Groups Roll can face any TN the GM desires.
Arcanum Skills
Cants Meditation Shamanism Trivial Tasks
Sorcery Thaumaturgy Some tasks are so simple to accomplish, that a character has
Artisan Skills no need to succeed with an Action Roll.
Appraise Artisan (all) Perform (all) If a character is attempting a task, with no significant
Combat Skills cost of failure, where the TN can be reached with an Action
Roll result of 5 plus modifiers, then there is no need for the
Melee (all) Ranged (all)
character to even roll the dice. The chance of failure is so
Lore Skills small that is assumed that the character can perform the
Beast Lore Heal Knowledge (all) task with little difficulty.
Larceny Seamanship Streetwise Tasks which have a significant cost of failure, for ex-
Tracking Wilderness Lore ample, pulling yourself back onto the top of a precipice, are
Physical Skills never trivial tasks.
Acrobatics Athletics Ride
Stealth
Focused Tasks
Social Skills When your Hero is not being threatened or distracted, you
Deceit Empathy Persuasion may choose become focused while performing a Skill Action
Intimidate Linguistics Etiquette Roll. Just roll an additional action die (d10) and discard the
lowest die result. Distractions make it impossible for you
Circumstances to become focused, thus you may not do so in combat or in
Any bonus or penalty a character may enjoy that is not de- high stress situations (such as disarming a trap, being chased
fined by the rules of the game is a circumstance bonus. In or any situation where death is a cost of failure).
most cases, the GM will merely adjust the Target Number
(see below) if only one character is performing an action. Drama
Circumstances are handy for adjustments that do not ben- If an Action Roll adds nothing to the pace and further-
efit all characters performing the same Action Roll. ance of the story, or even worse, failure of an Action Roll
The typical range for circumstance modifiers is +3 to would harm the sense of drama and excitement, then the roll
-3, with most being either +1 or -1. Small modifiers may should not be made. For example: if the characters are given
indicate having the perfect tool for the job, somewhat favor- horses to speed their journey, a Ride Action Roll should not
able weather, being forced to use improvised tools or having be required merely to travel; just assume that the characters
misleading information. have the wherewithal to perform mundane tasks when it
Larger modifiers represent truly exceptional weather, a suits the narrative.
friendly audience, or being forced to perform under intense
stress. Dynamic Action Rolls
Sometimes an Action Roll is actively opposed by another
Codex of Heroes
Table 2-11 Target Numbers character; in such cases, both characters should perform ap-
Suggested Target Numbers propriate Action Rolls, and the highest result wins. In the
case of a tie, the highest modifier wins. In the unlikely oc-
Trivial 5 Easy 10
currence that the modifiers are tied, each character rolls and
Routine 15 Challenging 20 adds the Attribute Die to produce a winner.
Daunting 25 Amazing 30 EXAMPLE: After capturing a bothersome Khitani spy, the
Astounding 40 characters agree to tie the prisoner up. The Game Master
tells one of the players to roll Wilderness Lore (Logic) or
The Action Roll is compared to a Target Number (TN),
Seamanship (Logic) action skill roll to tie the ropes, the
a number based upon the action’s difficulty or which rep-
Game Master then rolls Larceny (Quickness) action skill roll
resents the passive response of an opponent. The GM sets
for the spy against the character’s result.
the difficulty for most non-combat actions; in the case of
combat, the TN is typically the target’s defense or passive Passive Action Rolls
response. Sometimes an Action Roll is needed to overcome the efforts
of an unaware or absent character. In such cases, the Action
The example TNs shown are mere guidelines, an Action
62
Roll has a TN equal to the opposing character’s modifier Skill Actions and Speed
Skills
plus 12. This system works in a manner similar to defenses All skill actions have a speed cost; outside of combat this is
(see Combat) and can govern many situations where an op- trivial and in most circumstances can likely be ignored.
posed check would be suitable, except that one or both par- Trivial and Simple actions can be performed in combi-
ties are unaware of the contested action. nation with other actions (such as movement) as appropri-
EXAMPLE: A character may wish to sneak past a distracted ate, as their use doesn’t warrant consideration as an action
guard. Rather than slow the pace of game play with a series but do occupy a small portion of a character’s time (reflected
of dynamic Action Rolls the character performs an Action in the speed cost of the skill use). Complex actions and De-
Roll against the guard(s) Perception skill (and other modi- manding actions on the other hand require the character’s
fiers) + 12. This system could also be used to defeat traps set full attention.
by a skilled artisan, to spot a forgery, decipher a code, or any Demanding skill actions are interruptible (see Inter-
other situation one may imagine. ruptible Actions pg. 134); additionally, some Demanding
skill uses may require multiple actions to complete (for ex-
Trying Again ample, disarming a complex trap may require two successful
In most cases a character can attempt a failed task again, Demanding actions).
assuming that the consequences of failure do not prohibit
it. Remember, unless there are consequences for failure or
limits in time and/or material, then there was likely no need Table 2-12 Skill Action Speed Costs
for an Action Roll to begin with. Action Type Speed Cost
None *
Skill Ranks Trivial 1
You gain Ranks to your skills from your Race, Region, Simple 2
Archetype, Background, and Traits. Skill ranks add to all Complex 4
uses of that skill, you may gain additional modifiers based
Demanding 7
from Talents or Arcanum Effects. Bonuses from these sourc-
es do not stack with other bonuses from the same source. * Actions of these types occur as appropriate.
For example, if a character has two talents that give a +1 to
Stealth skill, only one of the talents grants the bonus. How- Attribute Action Roll
ever, a second bonus from a Trait or other source, would Sometimes a Hero will attempt something for which there
stack. Character’s may gain additional skill modifiers due to is not applicable skill. In these cases, you make an Attribute
circumstances or by cooperating. Test. An Attribute Action Roll is preformed much the same
way as an untrained Skill Action roll.
Cooperation
For Example: The party is stumped by a puzzle the
When not in combat, Heroes may combine their efforts on
crafty Game Master has presented. Wishing to give the
a single Skill Action. The assisting Heroes forgo any Skill
players a hint, the GM asks one of the players to attempt a
Action Roll of their own; instead they grant the hero they
Logic Action Roll, the player rolls his Action Dice + Logic
are assisting a +2 bonus per assistant to their Skill Action.
Attribute die.
Most skill checks are limited to a total of 3 assistants at a
time; however, in some circumstances, at the GMs discre-
tion, this limit may be lowered, or cooperation may not even Earning a living
be possible. Many skills may allow a character pick up some “honest’’
A character may not assist on an advanced skill check if work to make some modest coin. After a week of dedicated
they are not also trained in that skill. work, the player may perform profession action skill roll,
earning one half the result in gold coins.
63
Skill Descriptions Bypass an obstacle
Skill Action: Attempt an Acrobatics (Quickness) action
Acrobatics skill roll (TN 15). Upon a successful roll you may move past
Advanced Skill the obstacle without paying any additional pace. A failed
Group: Physical roll means you must suffer any pace penalty associated with
Primary Attribute: Quickness the object.
Try Again: No
Assist: No Bypass an opponent
Skill Action: Dramatic Skill Action: Acrobatics (Quickness) against
Balance – None your opponents Melee (Insight) or Empathy (Insight) the
Reduce Falling Damage – Trivial opponent may chose which skill to use in opposition to your
Tumbling – Varies Skill Action Roll. If you succeed, you may move past the
opponent. If you fail, you cannot bypass the opponent, and
Special:
may not move any further.
Profession: Acrobat - Special
Untrained Balance - None Profession: Acrobat
You can use Acrobatics (Charisma) to earn a living, see Earn
You can flip, dive, roll, tumble, and perform other acrobatic a Living above
maneuvers.
Untrained Balance:
Balance Unlike most advanced skills you may perform Balance tests
Skill Action: You can walk on a precarious surface. A suc- untrained. All other uses of Acrobatics may only be used by
cessful action skill roll lets you move half your pace while someone trained in this skill.
maintaining your footing. Failure indicates you spend your
movement just keeping your balance (you cannot move); Appraise
failure by 5 or more causes you to fall. Basic Skill
Keeping your balance on a surface which is 12” wide or Group: Artisan
more is Routine Task (TN: 15); conditions such as shortened Primary Attribute: Logic
width or surface conditions will raise the TN. Walking on Try Again: No
a tight rope for example may be considered a Daunting Task Assist: Yes
(TN 25) while doing the same thing in a wind storm and Skill Action:
at a steep angle might be considered an Astounding Task Appraise an Object - 1 minute per item
(TN 40). Barter - Simple
Special:
Fighting While Balancing: Profession: Appraiser
Skill Action: If you take any damage while balancing, you Appraise an Object
must make an Acrobatics (Vigor) action skill roll with a TN
equal to the damage suffered to avoid falling. Skill Action: You can appraise common or well-known ob-
jects with a successful Appraise (Logic) action skill roll (TN
Accelerated Movement: 15). Appraising a rare or exotic items requires higher TNs of
Skill Action: You can try to cross a precarious surface faster 20 or more (as determined at the GMs discretion). Failure
than normal. You can move your full pace, but you take a means that you estimate the value at 50% to 150% of its
Codex of Heroes
–10 penalty on your Acrobatics (Quickness) action skill roll. actual value (2d6+3 times 10%; as determined by the GM).
Reduce Falling Damage Artisan Skill Roll: You perform an Artisan (Logic) action
Skill Action: You can make an Acrobatics (Quickness) ac- skill rolls in the place of appraise action skill roll when con-
tion skill roll (TN 10) to lessen the damage from a fall. Sub- cerning any item you are capable of crafting.
tract the result of your action skill roll (in feet) from the
distance fallen before determining falling damage. For ex- Barter
ample, an Acrobatics roll of 16 reduces the effective distance Alternately you may use your skill to sell or buy something
of a fall by 16 feet. A fall reduced to 0 feet (or less) deals no at a better price.
Dramatic Skill Challenge: Appraise (Charisma) against
damage.
Appraise (Logic). If you are bartering something you are
capable of crafting, you may use Artistry (Charisma) or Per-
Tumbling
suasion (Charisma) instead of Appraise.
You may use your Acrobatic skill move through a space oc-
If your opponent knows the value of the goods, then the
cupied by an opponent or obstacle (moving over, under, or adjustment is +/- 25%; if they are unaware of the value of the
around). goods, the adjustment is +/- 50%.
64
If you succeed on the check, you may choose whether Spell Casting
Skills
to adjust the value up or down. If you fail, your opponent Action Skill Roll: Anytime you attempt to cast a spell
makes the choice. You may not retry a failed Barter attempt. which possess a CTN greater then 10+ your skill rank you
must perform an action skill roll (using the primary attri-
Detect Forgery bute associated with that Arcanum) against the CTN of the
Dramatic Skill Challenge: Artisan (Insight) or Appraise spell. If you fail, the spell fizzles and you suffer strain equal
(Logic) action skill roll against a TN equal to the Artisan to one half the spells final speed cost.
(Logic) roll made to create the forgery. If the Appraiser is at- Remember, Sarishan Sorcerer-Priests, though the Sar-
tempting to gauge the effectiveness of their own forgery the
ishan Mage talent, use Charisma instead of Logic as their
Game Master must roll his dramatic skill roll for him with
primary attribute.
a -3 penalty as many find it hard to judge their own work.
Someone who knows they are passing a fake may be
Sense Magic
subject to an Empathy Action Skill Roll. See Empathy be-
low. If a character has a reason to believe that the person Action Skill Roll: You may perform an Arcanum (Insight)
may be passing a forgery they gain a +2 to their Appraise action skill roll (TN 20) to feel the presence of magic within
(Logic) check to detect the forgery. a 30 foot area. You can also sense magic in items you physi-
cally touch but it requires a successful action skill roll (TN
Profession: Appraiser 25). The Game Master may roll this action skill roll in secret,
You can use Appraise (Logic) to earn a living, see Earn a at his or her discretion.
Living above.
Ritualistic Casting
Arcanum (Specialization) Assist, Special: Characters who share an Arcanum Tradi-
Advanced Skill tion may assist each other on Arcanum skill actions. How-
Group: Arcanum ever, the character who is providing the assist must perform
Primary Attribute: Varies see below a Demanding skill action to assist.
Try Again: No
Assist: Yes, see Ritualistic Casting. Knowledge
Skill Action: Action Skill Roll: You may perform Arcanum (Logic) ac-
Spell Casting – Varies tion skill rolls in place of a knowledge check to answer any
Sense Magic – Complex question pertaining to the chosen Arcanum Tradition of
Ritualistic Casting – Demanding that Arcanum skill.
Other
Knowledge – Trivial Artisan (Specialization)
Advanced Skill
Arcanum is a catch all term for the art of manipulating mag- Group: Artisan
ic. Like the Knowledge and Artisan skills, Arcanum is actu- Primary Attribute: Logic
ally a collection of 5 Arcanum Traditions; each is a different Try Again: Yes, Special
skill with its own Primary Attribute. When you gain this Assist: Yes
skill you must pick one of these Traditions, if you wish to Skill Action:
learn another Arcanum Tradition you must learn each one Crafting – Special
as an individual skill. Repairing - Special
Racial Limitations: Unlike other skills different specializa- Detect a Forgery - Demanding
tions are restricted to specific races. Cants (Thurgy), Sorcery Special:
(Eldritch), and Shamanism (Primal) are available to all races Profession: Artisan
while Mediation (Insight) is limited to Val heroes and Thau- Artisan is a collection of sub-skills with several specializations:
maturgy (Elder) is limited to Elorii heroes. Alchemy, Armorsmithing, Blacksmithing, Bower/Fletcher,
Brewing, Forging Documents, Gunsmith, Leatherworking,
Table 2-13: The Arcanum Traditions
Jewelry, Painting, Tailoring, and Weaponsmithing.
Skill Primary Attribute Associated Arcanum If you wish to learn more than one specialization you
Meditation Insight Psionics must take each specialization as an individual skill. The list
Sorcery Logic Eldritch of specializations provided is not exhaustive; if you wish to
create a new specialization, consult with your Game Master.
Cants Charisma Theurgy
Thaumaturgy Resolve Elder
Shamanism Charisma Primal
65
Crafting Repairing
Action Skill Roll: Artisan skills are specifically focused on Action Skill Roll: You can use the Artisan skill to repair
making things. Perform an Artisan (Logic) action skill roll; items you are capable of crafting. In general, simple repairs
the TN and time required are dependent upon the complex- have a TN from 10 to 15 and require no more than a few
ity of the item you wish to create. minutes to accomplish.
Before attempting to create an item the hero must ac- Repairing damaged weapons or armor of damage re-
quire all the necessary materials, which are commonly equal quires a few days with a TN equal to that used for crafting
to one half the total cost of the item. Each day the hero the item minus 5. If you fail this action skill roll by 10 or
spends crafting an item they must perform an Artisan (Log- more, the item is further damaged and becomes beyond re-
ic) action skill roll, if they fail the amount of time required pair and must be re-forged. The time required for complex
is extended by one day. But if the hero fails the action skill repairs is equal to half the time required to initially craft the
roll by 10 or more they have ruined the item in question item.
and must start over, requiring the reacquisition of required Example: Donavan wishes to repair his set of Brigan-
materials. dine Armor, being medium armor he needs to succeed on an
The hero may wish to become focused when crafting an action skill roll (TN 20; the base TN of 25 - 5). After a three
item, but if he does so he adds one-half the base time to the day’s work he rolls his Artisan (Logic) and succeeds with a
time required to craft the item in question. Typically heroes roll of 25; his armor is now back to working condition.
are far too busy to spend the weeks or months to craft items
of great value. Creating a Forgery
Action Skill Roll: To create a forgery the hero must be in
Apprentices and Assistants a well lit area, have the proper materials, and have a sample
Unlike most skill uses, artisans find it much more produc- to work from. For example, if the hero is attempting to copy
tive to work with other similarly trained individuals as such a specific noble’s long sword for example, they must have
they gain a +3 per assistant, see cooperation above. Fur- access to the sword or detailed information about the sword.
thermore, cooperation on crafting is a more refined process, Once the hero successfully crafts the item in question
allowing a craftsman to rely on the assistance of up to 10 the Game Master performs a single Artisan (Logic) action
assistants at a time. skill roll for the player in secret, as the player has no idea
how effective the forgery might be. The player may choose
Table: 2-14 Artisan Skill
to focused on for the forgery roll, but if he does so he doubles
Complexity TN Time Examples
the time needed to craft the forgery.
Trivial 20 6 hours Garment, grapple hook,
Horseshoe Detect Forgery
Average 25 1 week Locks, Weapons, Light and Dramatic Skill Challenge: Artisan (Insight) or Appraise
Medium Armor. (Logic) action skill roll against a TN equal to the Artisan
Complicated 30 2 weeks Heavy Armor, Exotic (Logic) roll made to create the forgery. If the Artisan is at-
Weapons, Small Boats, tempting to gauge the effectiveness of their own forgery the
other Vehicles. Game Master must roll his dramatic skill roll for him with
Difficult 35 3 weeks Small Building, Ship a -3 penalty as many find it hard to judge their own work.
Formidable 40 1 month Clockwork Items Note: You may not detect a forgery if you are incapable of
Codex of Heroes
66
Athletics which weights more than what he can normally move he
Skills
Basic Skill must perform a feat of strength. (For base lift, pull, and
Primary Attribute: Might push weights see Lifting and Moving Objects, Codex of
Try Again: No Conflict, pg 143).
Assist: No Action Skill Roll: Anytime a hero wishes to lift/push/pull
Skill Action: an item which weights more than he is normally able to
Climbing – Complex move, he may perform an Athletics (Might) action skill roll
Feat of Strength – Demanding against a TN equal to 10+1 for every 10lb above your base
Jumping – Part of Movement thresholds.
Swimming – Part of Movement For Example: Your hero possesses a Might of 5, allow-
ing you to push 300lb without difficulty, but the wagon you
Climbing wish to push weights 400lb. you would need to perform an
Action Skill Roll: You may use your Athletics skill to climb Athletics (Might) action skill roll (TN 22).
up or along a vertical or sloped surface; to do so you must Jumping
succeed in an Athletics action skill roll (TN 15) to success-
fully move half your pace as a Complex Skill Action. A Long Jumping
failed skill roll means you make no progress, but a roll failed Action Skill Roll: As part of your movement you may per-
by 5 or more results in the climber falling from whatever form a horizontal leap by making an Athletics (Might) ac-
height they had attained (unless they are secured in some tion skill roll. The distance cleared is equal to half the result
way). out to a maximum of 10’ (2sq). And with a running start of
A falling climber may attempt to catch himself, a suc- 10’ or more the hero can reach a maximum distance of 30’
cessful Athletics (Might) action skill roll against a TN equal (6sq). Regardless a hero cannot move more than their full
to the TN of the climb +10. If successful the hero falls about pace in a single action. A hero can start a jump at the end of
half way and suffers no damage. one action and complete the jump at the beginning of their
The base climbing TN may be modified by the surface next action.
itself or existing environmental conditions, Ranging from
High Jumping
using a ladder (-10) or rope (-5) to attempting to scale a wet
Action Skill Roll: As part of a movement you may attempt
surface in the middle of a storm (+20)
to leap up to grasp something overhead. The height jumped
Fighting While Climbing: Climbing is a Complex
is equal to half result of the action skill roll to a maximum of
Skill Action. As such, you cannot climb in combination with
5’ (1sq). If the hero has a running start of 10’ (2sq) or more
any other action, but if you wish to attack in the midst of
and is using a Pole they may reach 20’ (4sq).
climbing a surface you may only attack with one hand, you
You can jump up onto an object of half your height or
are hit you must perform a Athletics (Vigor) action skill roll
less with a successful Athletics (Might) action skill roll (TN
against a TN equal to any damage suffered to avoid falling.
10) as a simple skill action.
Accelerated Climbing: You can try to climb faster than
normal. You can move your full pace, rather than half, but Jumping Down
suffer a –3 penalty on your Athletics (Might) action skill Action Skill Roll: Any time you deliberately jump down
roll. If you are fighting while climbing at an accelerated from any height you may perform an Athletics (Quickness)
pace, the penalty also applied to your avoidance defense. action skill roll (TN 15) to ignore the first 10’ for the pur-
Catch someone who is falling: It’s somewhat easier to poses of falling damage.
catch someone else, assuming they are within arm’s reach.
You may perform an Athletics (Quickness) action skill roll Swimming
against a TN equal to the TN of the climb +5. If you fail Use swim to propel yourself through water, note if you also
the test, you do not catch the other person, but if you fail by possess seamanship you gain a +2 bonus to all Athletics
5 or more, you fall as well (unless you are secured in some checks made for this purpose.
fashion). Action Skill Roll: Perform an Athletics (Might) action
Special: Someone using a rope can haul a character up skill roll with a TN dependent upon the water conditions.
(or lower a character down) by sheer Might. Use a character’s Calm waters would require a TN 25 Action skill roll. With
carrying capacity to determine how much weight he can lift rough waters and high currents adding to the TN, for ex-
in this way (see Carrying in Chapter X: Equipment). ample Stormy Water or attempting to swim in rapids would
require a TN of 35.
Feat of Strength A successful Swim test allows you to swim up to half
Sometimes a hero needs to push himself beyond his normal your pace as Demanding Skill action or you can swim up to
limits, when he attempts to lift, push, or pull/drag an item one quarter your pace as a basic skill action.
67
If you fail your action skill roll, you make no progress Lore (Charisma) action skill roll (TN 20 for simple tricks,
through the water. If the test fails by 5 or more, you go un- TN 25 or more for complex tricks). An animal with Logic: 1
derwater. can learn a total of three tricks, while an animal with Logic:
Each hour you swim, perform an Athletics (Resolve) 3 can learn a maximum of six tricks.
Action skill roll (TN 30). If you fail this test, you suffer from Rather than teaching an animal individual tricks, you
fatigue. Unconscious characters go underwater and immedi- can train an animal for a general purpose, like combat,
ately begin to drown. guarding, riding, and so forth. This requires a Beast Lore
(charisma) action skill roll (TN 25) and 4 weeks of time.
Water Rescue Essentially, an animal’s purpose represents a set of tricks fit-
You may attempt to rescue another character who cannot ting a common scheme. An animal can be trained for one
swim; doing so increases the TN of your Swim test by +5, purpose only.
but allows both of you to remain afloat.
Profession: Animal Trainer
Beast Lore You can take care or train animals for others to supplement
(Specialization) your income; you may use Animal Lore (Logic) to Earn a
Basic Skill Living, see above.
Primary Attribute: Charisma
Try Again: Yes, special Deceit
Assist: Yes to all Basic Skill
Skill Action: Primary Attribute: Charisma
Command Animal – Special Try Again: Yes, special
Heal Animal – Simple Assist: Yes, special
Ride Animal – Part of Movement Skill Action:
Train Animal – Special Telling a Lie - Trivial
Other: Recall Lie - Trivial
Profession: Animal Trainer, Teamster Special:
Seduction – Demanding
Beast lore is a collection of sub-skills with specializations Profession – Gambler
for different kinds of animals. Upon first acquiring this skill
you must chose one of the following: Birds of Prey, Canines, Deceit is the ability to mask your body language when tell-
Felines, Horses or Exotic Animals. ing lies or half-truths. More of a natural talent then a skill,
If you wish to focus in more than one animal type you the most convincing liars begin with a natural talent for the
must track each specialization as an individual skill. art that only becomes more refined with age and practice.
Command Animal
Action Skill Roll: As a Simple Skill Action you may at- Telling a lie
tempt to command a trained animal to perform a trick it al- Dramatic Skill Challenge: When telling a falsehood you
ready knows by performing a successful action skill roll (TN may attempt Deceit (charisma) against your opponent’s Em-
15), if you surpass the TN by 10 or more you command the pathy (Insight). If successful you conceal any tells which
animal as a Trivial Skill Action instead. Once commanded, may give you away, allowing you to convey a particular emo-
Codex of Heroes
the animal performs the trick on its next action. tional state and/or disposition, but if you fail you seem will
“Push” an Animal: As a Complex Skill Action you seem anxious or nervous.
may attempt to “push” an animal to perform a task or trick Conditions: The character may gain a modifier de-
it has not have been trained for. This requires a successful pending upon the story he is trying to pass. For example if
Beast Lore (Charisma) action skill roll (TN 20) to have the the target wants to believe the character or if the lie crafted
animal perform the trick on its next action. by the player has a good amount of half truths he may be
awarded up to +5 to his roll. But if his lie is completely out-
Heal Animal landish and outside the realm of possibility the Game Mas-
Test: You may use Beast Lore (Logic) in place of the Heal ter may apply up to a -10 to the die roll or just have the play-
skill when attempting to treat an animal’s injuries. See Heal er fail outright. Modifiers should never surpass +5 to - 10.
pg 70. Note: The Game Master is always encouraged to award
the player an additional bonus or sometimes even an auto-
Train Animal matic success as a reward for exceptional role-playing. Good
Test: You can teach an animal a specific trick, such as “at- role-playing should be encouraged and rewarded.
tack” or “stay,” with one week of work and a successful Beast
68
Recall a Lie Know your place
Skills
Any player may attempt a Deceit (Logic) Trivial Tasks: With the exception of incredibly rare or
(TN 20) action skill roll to recall a lie they delicate events you are not required to perform any
may have told in character but forgot. The action skill roll when dealing with the traditions
Game Master is free to impose penalties of your chosen nation.
due to time passed and so on. If the play- Action Skill Roll: When in a neighbor-
er is successful the Game Master just tells ing nation you may be required to perform
the player what their lie originally was, if an Etiquette (Charisma) or Etiquette (Log-
they fail the Game Master may just tell ic) action skill roll (TN: 15) when in a
them something different which would hostile political situation. Friendly
impose a penalty (or outright failure) when nobility usually allow some leeway
they next attempt to pass that lie. for visiting emissaries, though an
emissary who is properly attentive
Seduction to a nation’s local traditions hon-
A player may substitute Deceit (Charisma) ors himself, his nation, and his hosts.
in place of Persuasion (Charisma) when at- Nations far away from the characters home
tempting to seduce. See Persuasion below. nation may require multiple action rolls with TNs ranging
from 15 to 50 depending upon not only the lack of cultural
Profession: Gambler similarities but current political tensions.
You may use your ability to supplement your income; you
may use Deceit (Charisma) to Earn a Living, see above. Heraldry & Nobility
Action Skill Roll: Another function of Etiquette is to rec-
Etiquette (Specialization) ognize the Heraldry and Noble rank of others, as those stud-
Basic Skill ied in the arts of the court keep current with the status of
Primary: Logic families and who is currently in favor and who is not.
Try Again: No Much like knowing your place you are not required to
Assist: Yes perform any action skill roll for your chosen nation. With
Skill Action: neighboring nation requiring an Etiquette (Logic) action
Know your Place – Trivial skill roll (TN: 15) and foreign nations requiring a TN of 15
Heraldry & Nobility – Trivial through 50 depending on cultural similarities and distance.
Special:
Profession – Emissary Profession: Emissary
You may use your ability to supplement your income; you
For the average man the dizzying array of traditions, titles may use Etiquette (Charisma) to Earn a Living, see above.
and formalities found within the nations of Arcanis are an
unimportant part of life. But for nobility and higher born Empathy
peoples the slightest misspoken word or even the wrong col- Basic Skill
or of dress can invoke distrust, dishonor or outright anger. Primary Attribute: Insight
Etiquette is a collection of sub-skills, with national Try Again: Yes, special
specializations for each nation’s traditions. When you first Assist: No
choose this skill select a nation to specialize in. Typically, Skill Action:
heroes start with their own nation’s Etiquette as their spe- Read Someone – None
cialization but sometimes noble emissaries will be schooled Special:
in other nation’s traditions when being prepared for a spe- Profession – Gambler
cific assignment.
Regardless, unlike other specialized skills Etiquette Empathy is a character’s ability to read another’s emotional
allows you to perform action skill rolls in other specializa- state, mannerisms and in general notice when something is
tions, but at the cost of a higher TN. You may select to amiss. By no means is empathy a science, it’s more about
specialize in more than one nation, requiring you to track relying upon your own intuition and developing a special
each specialization as an individual skill. insight into the motivations of others.
69
Read Someone
The character can attempt to read a targets current emo- What Empathy is Not
tional state or disposition toward themselves or others. Empathy is not the ability to know when someone is tell-
Action Skill Roll: The player may attempt Empathy (In- ing a lie, when someone is concealing something. This
sight) against the targets discipline defense. If successful, skill is not a truth-detector, nor is it a substitute for role
player gains the general emotional state (happy, anxious, playing.
or nervous for example) and the targets disposition toward It is intended solely to provide an indication of the emo-
them or another. tional state of another character (whether PC controlled,
Dramatic Skill Action: The target may chose convey a dif- or controlled by the GM).
ferent emotional state and disposition with a successful De- rible injuries may speed his way into the afterlife. Critical
ceit (charisma) dramatic action roll against heroes Empathy Success: Your patient automatically succeeds.
(Insight) You may also use extended care to treat a disease or to
resist a slow acting poison replacing the targets Fortitude or
Profession: Gambler Resolve Defense with your action skill roll.
You may use your ability to supplement your income; you
may use Empathy (Insight) to Earn a Living, see above. Profession: Physician
You may use your ability to supplement your income; you
Heal may use Heal (Logic) to Earn a Living, see above.
Basic Skill
Primary Attribute: Logic Intimidate
Try Again: No Basic Skill (Interaction)
Assist: No Primary Attribute: Charisma
Skill Action: Try Again: Yes, special
First Aid – Demanding Assist: Yes
Back on your feet – Demanding Skill Action:
Extended Care – Special Threatening – Demanding
Special:
Profession: Physician Intimidate, unlike Persuasion, produces a desired result by
instilling fear or horror in the subject. Intimidation is not
You are skilled in treating injuries and ailments. limited solely to words, it may be done through appearance,
mannerisms, or even direct physical assault (such as torture,
First Aid abuse or worse).
Action Skill Roll: You may perform a Heal (Logic) Ac-
tion Skill Roll (TN 20) to permit the subject to recover Threatening
an amount of Stamina equal to their Vigor score. Char- Action Skill Roll: Threatening another character is an In-
acters can benefit from First Aid any number of times per timidate (Charisma) action skill roll against a TN depen-
day. Critical Success: The character regains an additional dent upon the target’s disposition in regards to the character
amount of Stamina equal to your Logic Passive Value. and the situation.
Each successful action skill roll, temporarily moves the
Back on your feet!
Codex of Heroes
70
bonus if the target has a good reason to fear you, or the tar- These fields are: Arcanum, Architecture & Engineering,
Skills
get might be a naturally a meek person. But in cases where Geography, Heretical Lore, History, Myths & Legends, the
the target clearly has the advantage, or the target thinks he Planes, Religion, Science, Silence Lore, Trade, Warfare and
is clearly superior to the character, it would be suitable to ap- Tactics. Alternately you may also choose a specific nation or
ply a penalty instead. Bonuses and penalties assessed in this creature, for example you may chose Knowledge: Dark Kin
fashion should never surpass +/- 10. or Knowledge: Coryani Empire. Each specialization must
Automatic Results: At his or her discretion, the Game be taken as individual skills.
Master may award a player an automatic success as a reward
for exceptional role-playing. It is also suitable at times to Recall Facts
apply an automatic failure; although such circumstances Action Skill Roll: Any time a character needs to recall
should be used with caution. some fact within one of their fields of study they should
perform a Knowledge (Logic) action skill roll. The Game
Table 2-15: Intimidation disposition and TNs Master should consult the following table and use it as a ref-
Disposition TN Description erence when setting the TN that is appropriate for the fact
Terrified - The target experiences abject terror that the character is attempting to recall.
when you appear. The target is pliable to
your will, doing as you request. Table 2-13: Knowledge TNs
Fearful 15 The target experiences physical fear, Question’s Difficulty Base TN
evidenced by trembling and a lack of
muscle control. Rudimentary facts 15
Afraid 20 The target is frightened by you and will Basic facts 20
do what he can to put distance between Tough facts 25
you and him.
Obscure facts 30
Indifferent 25 The target finds your actions and/or
threats unsettling. You may be able to
Sage like facts 35
convince him you just went off the deep
end. Research
Part of learning detailed knowledge, as represented by this
Unimpressed 30 The target is not impressed and doesn’t
fear you at all; you are a fool in his eyes.
skill, is also learning your way around libraries. Having
learnt that, it becomes second nature when doing research
Enmity 35 The target now dislikes you and will do to scour any library you have available.
what he can to hinder you, but will not
Action Skill Roll: If you have access to a library you
put himself in harm’s way to do so.
may perform a Knowledge (Logic) action skill roll to answer
Malice - The target hates you and will likely find questions that would normally be answered by any Knowl-
a means to attack you in a physical or
edge skill. If the topic being researched falls under one of the
political manner; you have made an
enemy.
Knowledge specializations that the character has trained,
the character receives a +2 bonus on this skill roll. Further-
more, it is the sole discretion of the Game Master whether
Knowledge the library you have access to, even contains the answers you
(Specialization) are looking for. The Game Master is not obligated to tell you
Advanced Skill this either before or after you make the check.
Primary: Logic Doing research requires an extended amount of time in
Try Again: No accordance to the difficulty of the question. Rudimentary
Assist: Yes and Basic facts require only 2 hours to successfully research;
Skill Action: Tough facts take at least 5 hours, and Obscure facts require
Recall Facts – Trivial at least a day. Sage-like facts require several days of research,
Research – 2hr or more. as determined by the Game Master.
Special:
Other Skills – Knowledge Tests Using other skills as knowledge skills
Profession: Sage A player may roll any trained skill using their Logic in place
of a Knowledge action skill roll when considering a question
Knowledge is representative of specific fields of scholarly specific to that skill. For example, a player may use Artisan:
study or common knowledge which are passed from par- Painting (Logic) to recall details about painting techniques,
ents to children or from one village wisewoman to another. Melee (Logic) to recall a particular fighting style and where
71
it is taught, or even Streetwise (Logic) to know your way Sleight of Hand
around a city you have established contacts in. Dramatic Skill Action: To palm a coin-sized, unattended
object you must perform a Larceny (Quickness) action skill
Profession: Sage, Researcher roll (TN 20). If you are being directly observed when at-
You may use your ability to supplement your income as a tempting this, your roll is opposed by the observers’ Percep-
sage or researcher; you may use Knowledge (Logic) to Earn tion (Insight). If you are not directly observed, this roll is
a Living, see above. opposed by the observers’ passive Perception.
72
Known Lands. Remember that all heroes start with their
Skills
Table 2-17: Common Languages Trees and Their
regional language. Alphabets
In addition, at character creation, each character learns
one additional language for each point of the character’s Language Alphabet Typical Speakers
Logic Passive Value. Coryani, Low Coryani The trade Language
spoken by many of the
Understand Familiar Language people of eastern and
Not being able to speak a foreign tongue does not mean that southern Onara.
you are completely incapable of understanding a speaker’s Milandisian Coryani Dialect common to the
intent; at least so long as the dialect being spoken shares a peoples of Milandir
language root with a language you can understand.
A language is only considered to share the same lan- Cancerese Coryani Dialect common to the
guage root if it exists at the same level within the ancestry peoples of Canceri
tree for that language, or one is a direct parent of another. Khitani, High Khitani Educated / Scholarly
For example, Cancerese and High Coryani share a language people of the Khitani
root (High Coryani); whereas High Coryani and Yhing hir Empire
do not. Khitani, Low Khitani Common people of the
Discerning the general intent of a speaker who is speak- Khitani Empire
ing a foreign tongue that meets the above requirements to
Yhing hir Khitani Dialect common to the
be considered as sharing a language root is a Linguistics (In-
Yhing hir
sight) action skill roll (TN 20).
If you fail this action skill roll by 5 or more, you draw Myrantian Myrantian Nobles of the Abbessian
an incorrect assumption. Dominion
“The Tongues of the Serpent”
Decipher Unknown Language
Ssethric Ssethric Ssethregorans
You can use your vast knowledge of the inner workings of
language to decipher written languages; doing so is a Lin- Eloran Ssethric Dialect common to the
guistics (Logic) action skill roll (TN 30). Elorii people
If the language being deciphered shares a language root Ss’ressen Ssethric Dialect common to the
with a language you can read, you gain a +2 bonus to this Ss’ressen
check. If the languages share an alphabet, you gain a further “The Tongues of the Sky People”
+3 bonus. See Understand Familiar Language for details on
determining a shared Language Root. Kio Kio Kio
If the language has no shared language root with a lan- Harnen Kio Dialect common to the
guage you read, you suffer a -5 penalty to the attempt. Harns
“The Unique Tongues”
Table 2-17: Common Languages Trees and Their Ymandrake Ymandrake Ymandrakes
Alphabets
Infernal Infernal Infernals of the hells
Language Alphabet Typical Speakers
Udor Udor Dwarves, Giants
“The Tongues of Man”
Unden None Dialect common to
Altherian Ancient Today spoken by the Undir, written in a
Altherian Altherians & High local alphabet, usually
Scholars. The language Coryani or Kio
is also referred to as
Many other ancient races have their own languages and
Ancient Imperial; and
alphabets; those are both numerous, and beyond the
the first Tongue of Man
scope of this book.
Coryani, High Coryani Educated and Scholarly
people of eastern and Profession: Sage
southern Onara You may use your ability to supplement your income; you
Many other ancient races have their own languages and may use Linguistics (Logic) to Earn a Living, see above.
alphabets; those are both numerous, and beyond the
scope of this book.
73
Melee (Specialized) Appraise Weapon Quality
Basic Skill Action Skill Roll: You may use Melee (Logic) in place of
Primary: Prowess the Appraise skill when determining the value of a melee
Assist: Yes weapon.
Skill Action:
Combat – None Profession: Guardsman, Mercenary
Study Opponent – Complex You may use your ability to supplement your income; you
Special: may use Melee (Logic) to Earn a Living, see above.
Appraise Weapon Quality
Profession: Mercenary, Guardsman Persuasion
Basic Skill (Interaction)
Melee is a collection of sub-skills with specializations for dif- Primary Attribute: Charisma
ferent kinds of Weapons: Balanced Weapons, Unbalanced Try Again: Yes, special
Weapons, Pole-Arms and Unarmed. Assist: Yes, special
If you wish to focus in more than one weapon type you Skill Action:
must track each as an individual skill. Negotiation – One hour
Seduction – Demanding
Combat Special:
Combat: This skill is used during combat when making at- Profession: Negotiator, Emissary
tacks with the appropriate weapon type. If you are using a
weapon type you are not trained with, you may use your Persuasion is the ability and skill to establish a rapport with
highest melee combat skill instead, but suffer a -5 penalty to another with the intent to befriend, seduce, engender good
all attack rolls with that weapon. feelings or create trust.
For example, if you have 9 ranks in Melee: Balanced
Weapons and no ranks in any other Melee specialization, Negotiation
using any melee weapon that is not balanced is possible, but Action Skill Roll: Negotiation is used to bring two op-
you would only have a +4 bonus when using those weapons. posed parties to a mutual agreement. It may be used to ad-
just a target’s attitude towards you, or to convince the target
Study Opponent to take a different course of action. Negotiating is a delicate
Action Skill Roll/Dramatic Skill Action: There is a long and time consuming process, each action skill roll may only
tradition amongst warriors of holding staring contests and modify the target’s disposition one step. . Modifying some-
other means of gauging the mettle of an opponent. You may one’s attitude toward you requires a successful Persuasion
do so in order to discern weaknesses or flaws in their combat (Charisma) action skill roll against a TN depending upon
style. the disposition of the target toward the character. You
If your opponent is unaware of your study, such as you cannot negotiate with a target whose dis-
might do when observing a jousting match, you perform a position is Enmity or worse.
Melee (Insight) action skill roll (TN 15 + 2 x opponent’s
tier ).
However, if your opponent is aware of your study, this
Codex of Heroes
74
Failure & trying again: A failed negotiation attempt Dramatic Skill Action: Attempting to use this action
Skills
that failed by 5 or more causes the target’s disposition to on a target whose disposition is not at least Responsive is an
move one step closer to Malice. automatic failure. Attempting a Seduction is a Persuasion
Conditions: A character whose arguments are sound, (Charisma) action skill roll against the target’s Discipline
or whom offers something the target desires (whether know- defense. If successful, the character convinces the target to
ingly or inadvertently) should gain a bonus; however, if the perform one action. This action cannot place the target in
character uses flawed arguments, is rude, or appears un- danger (real or imaged) but may, if the target is Affectionate,
willing or uninterested in the negotiations, then a penalty risk their reputation or even political standing.
should be applied. The disposition of the target does not grant any specific
The size of these modifiers is at the discretion of the bonuses; instead, roleplaying that plays off the target’s com-
GM, but should fall between +10 and -10; mitments, loyalties, ambitions or other desires should grant
Automatic Results: At his or her discretion, the Game a bonus. Poor roleplaying, or miscued attempts, should ap-
Master may award a player an automatic success as a reward ply a penalty. This bonus should not range outside of +5 to
for exceptional role-playing. It is also suitable at times to -5.
apply an automatic failure; although such circumstances Failure & trying again: If the player fails the action
should be used with caution. skill roll by 5 or more, the target is disgusted by the charac-
Table: 2-18 Disposition Persuasion TN ter’s actions; this causes the target’s disposition to drop two
steps towards Malice. It is not possible to retry this skill,
Disposition Difficulty Description
unless the target’s disposition is Affectionate, or the target’s
Affectionate - The target is willing to help you
disposition has improved since the last failed attempt.
even if it requires placing them-
selves in danger.
Automatic Results: At his or her discretion, the Game
Master may award a player an automatic success as a reward
Friendly 15 The target likes you and will as-
for exceptional role-playing. It is also suitable at times to
sist you as best they can; but they
will not put themselves in harm’s apply an automatic failure; although such circumstances
way. should be used with caution.
Responsive 20 The target is willing to listen to
Profession: Emissary, Negotiator
what you have to say and may
even share some advice; but will You may use your ability to supplement your income, you
not aid you beyond that. may use Persuasion (Logic) to Earn a Living, see above.
Indifference 25 The target doesn’t care one way
or another about you or your Perform (Specialization)
wellbeing. Assistance might be Advanced Skill
available if there is something in Primary Attribute: Charisma
it for the target. Try Again: No
Dislike 30 The target dislikes you but is not Assist: No
willing to go out of his way to Skill Action:
harm you; however, opportuni- Performance – 1 minute
ties that present themselves... Earn a living – 1 week
Enmity 35 The target dislikes you and will Special
do what he can to harm you, but Knowledge – Trivial
will not put himself in harm’s
way to do so.
You are skilled in one of many distinct forms of entertain-
Malice - The target hates you and will do ment; each of which is a specialization within this skill. The
whatever he can to get in your
following major categories represent these different forms of
way or otherwise harm you, even
if it puts the target in danger as
entertainment: Acting, Comedy, Dancing, Oratory, Sing-
well. ing, Classical Composition, Poetry, and Playing an Instru-
ment. Each specialization should be taken as an individual
Seduction skill.
The character may use his Persuasion to seduce a target that If you are skilled in Playing an Instrument, you are pro-
is attracted to the character. With this use of Persuasion ficient with one instrument and one additional instrument
the character uses their charms to convince the target of a for each 3 ranks you have in that specialization.
particular course of action with the promises of sexual temp-
tation; whether the character intends to fulfill those or not.
75
Performance If you fail the action skill roll by 5 or more (but not
Action Skill Roll: A fine performance by a talent artist can because you failed to understand the language being spo-
sway the disposition of crowds. Doing this is a Performance ken), you incorrectly interpret the conversation. If you can-
(Charisma) action skill roll; the TNs are the same as those not understand the language, it is impossible to interpret the
listed in 2-16 above under the Persuasion skill. Each success conversation to begin with.
moves the crowd’s disposition one step towards Affectionate;
each failure moves the crowd’s disposition one step towards Search
Malice. Action Skill Roll: Searching an area, whether for a trap,
Performance cannot adjust a crowd’s disposition above a hidden door, lost objects or other reasons, is a Perception
Responsive or below Dislike. (Insight) action skill roll. The TN to locate what you seek
is determined by the Game Master, as appropriate. Each ac-
Knowledge tion skill roll allows you to search one square.
Action Skill Roll: You may perform Performance (Logic) Something’s Out of Place
checks in place of a knowledge check when examining mat- Action Skill Roll: Characters who have honed their
ters related to one of the specializations you have ranks in. perception can enter a room and instinctually notice that
something is out of place. As the character’s perception con-
Profession: Performer tinues to become more finely honed, they become able to
You may use your ability to supplement your income; you notice smaller and less obvious details.
may use a Performance (Charisma) to Earn a Living, see This use of Perception is not an active use; it is a passive
above. skill roll. Each time a character enters an area where some
detail is out of place, the Game Master compares the char-
Perception acter’s Passive Perception against the TN detailed in Table
Basic Skill 2-17.
Primary Attribute: Insight
Try Again: Yes, special Table 2-19: Something’s out of place
Assist: No Difficulty TN Example
Skill Action:
Clearly Obvious 5 A door has been left open or
Reading Lips - Complex
tables moved. There is the smell
Search – Demanding
in the air of something dead and
Something’s out of place- None
rotting.
Spot - Trivial
Obvious 10 Chair has been sat in or a fire
You are aware of your surroundings, and long practice has recently set.
given you the ability to intuitively notice unusual things Hastily 15 Bed was fixed in hurry; a win-
around you. Perception covers all the character’s senses. Concealed dow was broken from the out-
The specifics of exactly how the detected, found, or noticed side. The Ale or Wine tastes odd.
something, if they become important, is determined at the Concealed 20 A door is closed behind the per-
discretion of the Game Master. son departing, but the mat in
front has been disturbed.
Codex of Heroes
Reading Lips
Minutia 25 A lock was picked by an ama-
Action Skill Roll: There are times that you may wish to
teur. There is a smell in the air
understand what someone is saying from a distance; if the
of old blood.
target is within 30 feet and facing towards you, you may ask
the Game Master to roll a secret Perception (Logic) action Trace Evidence 30 A lock was picked by an expert.
skill roll. Is that iocane powder I taste?
The base TN for this skill roll is 25. If the conversa-
Spot
tion is complex (for example, a technical discussion of some
Dramatic Skill Action: Spotting is used to actively oppose
form), the TN is increased by 5. If the speaker has a speech
the Stealth skill; whether it is used to conceal a character, an
impediment, increase the TN by 5.
item or for other uses. To do so, you roll a Perception (In-
If the language being spoken is not one you speak, you
sight) action skill roll against the appropriate Stealth check
may attempt a Linguistics: Understand a Familiar Language
made by your opponent(s).
check. If you succeed, the TN is increased by 5; otherwise,
If you are distracted, or not actively looking, your Pas-
you automatically fail the skill roll.
sive Perception is used instead of the action skill roll.
76
For each 10 feet of distance that separate you from the Ride
Skills
potentially concealed character, object, etc, you suffer a cu- Basic Skill
mulative -2 penalty (which has no upper limit, although you Primary Attribute: Resolve
cannot use this skill to see things that are outside of your Try Again: No
sight range). Assist: No
If your action skill roll, or passive result, meets or ex- Skill Action:
ceeds the Stealth action skill roll result of your opponent(s), Ride - Trivial
you notice whatever was being concealed. Otherwise, it re- Drive Wagon/Chariot - Trivial
mains concealed from you. Ride Animal/Drive
Ranged (Specialized) Action Skill Roll: This skill does not need an action skill
Basic Skill roll for general riding or driving activities; only those spe-
Primary: Prowess cific actions detailed below (or exceptional actions that the
Try Again: Yes Game Master deems to challenging) require an action skill
Assist: Yes roll. The actions below include such things as entering com-
Skill Action: bat when mounted upon a steed not trained for combat,
Combat- None controlling a startled animal, attempting to traverse difficult
Sniper’s Eye – 1 minute terrain, or attempting to perform a dangerous maneuver.
Special:
Appraise Weapon Quality –Basic Stay in saddle
Profession: Sniper, Watchmen Action Skill Roll: Anytime you have a chance to fall off
your steed you may perform a Ride (Quickness) action skill
Ranged is a collection of sub-skills with specializations for roll (TN 15) to stay in the saddle. Falling off a mount deals
different kinds of Weapons: Marksmanship (Crossbows 1d10 Stamina.
and Firearms), Archery, and Thrown Weapons. If someone is actively trying to pull you from your
If you wish to focus in more than one weapon type you mount, then this becomes an opposed roll against their At-
must track each as an individual skill. tack Roll.
77
Control a common mount in combat Piloting
Action Skill Roll: If your mount is trained for war, you will Action Skill Roll: Under normal circumstances you are not
never need to make this action skill roll. Otherwise, anytime required to perform seamanship action skill rolls when pi-
you enter combat with a mount that does not have training loting a vessel. However, you are may be required to when
for war, you must perform a Ride (Resolve) action skill roll in a storm or when attempting to pilot your ship though
(TN 20) before each other action you take. difficult waters. Perform a Seamanship (Insight) action skill
If you fail, you must spend a complex skill action just roll with a TN set by the Game Master.
controlling your mount, before taking your regular action. During heavy weather, it is reasonable for the Game
Should you fail by 10 or more, your mount flees combat; Master to require that you make the above check using
if you do not wish to accompany your mount you must ei- Might or Quickness instead of Insight; as pure physical
ther Fast Dismount, or leap from your steed (suffering 1d10 strength or speed are often required during such situations.
stamina in the process). This action skill roll is used to determine how well a
character can control a vessel; that is once a course has been
Perform a risky maneuver set, can they hold the vessel to it.
Action Skill Roll: Beyond the specific entries above, there Light conditions (light wind, small waves, generally
are many other situations that would require a Ride action calm sailing weather) have a default TN of 15. Moderate
skill roll. The Game Master should consult the following conditions (light squalls, moderate winds, rough waves) have
table when assigning a TN when such situations arise. a default TN of 20. Heavy conditions (moderate storms,
If you fail this action skill roll you waste your action at- high winds) have a default TN of 25. Heavier weather con-
tempting to control your steed as a complex skill action; tinues to increase the default TN; a hurricane for example
spectacularly bad failures or failure when performing an ex- should have a minimum default TN of 40, although many
ceptionally risky maneuvers could cause physical damage to are higher.
the mount, and potentially its rider.
Navigation
Table 2-20 Maneuver with Suggested Target Numbers Action Skill Roll: Setting a course, whether to navigate
Difficulty TN Maneuver within crowded harbors, at sea or along the coastline, re-
Trivial 5 Urging a steed or team of horses into an quires skill and knowledge. Navigating requires you to
unlit cave. perform a Seamanship (Logic) action skill roll (TN 25). If
Easy 10 Urging a steed to leap over a fallen log you have an accurate map of the area you are navigating
or to enter a river. through, you gain a +5 to +10 bonus, at the discretion of the
Routine 15 Urging a steed to leap over a narrow Game Master and based on the quality of the map.
crevice or to enter a fast-flowing river.
Challenging 20 Directing a steed to move through a fire
Profession: Sailor , Navigator
or exit shelter into a blizzard. You may use your ability to supplement your income; you
may use a Seamanship (Logic) to Earn a Living, see above
Daunting 25 Urging a steed to leap over a wide crev-
ice.
Amazing 30 Urging the steed to ride between the Stealth
legs of a massive fiery demon. Basic Skill
Primary Attribute: Quickness
Codex of Heroes
78
posed by the Perception: Spot skill use; refer to the Percep- time one becomes available; once chosen you cannot change
Skills
tion skill (pg 76); these choice.
You cannot hide unless there is sufficient concealment When ‘operating’ in cities in which you have an infor-
to hide within; concealment might consist of bushes, in mation network, you enjoy a +2 bonus to all Streetwise ac-
thick fog, a wall, a dark area; but is not limited to just those tion skill rolls.
suggestions. You may move silently at any time.
Moving while hiding reduces the character’s maximum Gather Information
pace by half, but does not require any extra speed. Action Skill Roll: When you need to find out something,
You may also use your Stealth skill to hide an ally, doing track down a particular rumor, a bit of information, or even
so requires demanding skill action, but you my only help one track down a particular individual, you would attempt to
person hide at a time. Perform a Stealth (Insight) action skill gather information. Gathering information in such a fash-
roll and, as long as the target stays perfectly still, anyone ob- ion requires a Streetwise (Insight) action skill roll with a TN
serving the area rolls their Perception (insight) against your set by the Game Master.
initial Stealth (Insight) action skill roll. If the ally moves, The size of the city, current political climate, or even if
their concealment is broken and they are no longer hiding. there is a festival taking place can all affect the TN.
Small towns have a base TN of 15; Small cities have a
Hiding Small Objects base TN of 20; Large cities (like Savona) have a base TN of
Dramatic Skill Action: A hero may use the Stealth skill to 30 and Metropolis’ have a base TN of 40 (or higher).
hide a small object on their body, in their equipment or a Seeking information requires a one hour for every 5
suitable hiding space in the area around them. points in the TN. For example, a TN 18 would take 3 hours;
Perform a Stealth (Insight) action skill roll; any time while a TN 26 would take 5 hours.
the location of the item is searched the opponent rolls a Per-
ception (Insight) against the previously rolled result. If they Gossip
match or exceed your result, they find the hidden object. Action Skill Roll: With some time, some gold, and a few
drinks along the way you can get a general idea of what’s
Scanning the Area going on in any city. When in a local gathering area (town
You can scan an area for good locations to hide (either your- square, market place, or Inn) you can try and garner the big
self, another or an object). Scanning an area requires a news of the day. Gossiping requires a Streetwise (charisma)
Stealth (Logic) action skill roll (TN 20); if successful the action skill roll (TN 15) if successful you learn the general
Game Master should inform the player where the good hid- news and most popular rumors of the day.
ing places are in the immediate area. Knowing this grants
a +2 bonus on Hide checks made to conceal characters of Knowing your way around
objects in those areas. Action Skill Roll: If you are in an unfamiliar city (it is not
on the list of cities in which you maintain contacts), you
may spend 2 hours talking to people in an attempt to get a
Streetwise feel for the place. Perform a Streetwise (Logic) action skill
Basic Skill
roll (TN 20); if successful you get a general idea of the lay
Primary Attribute: Insight
of the land. This includes knowing what areas of the city
Try Again: No are safe and which areas are not, a general idea of how to
Assist: No get around, and where the most dangerous local gangs hang
Skill Action: out. You are temporarily considered to have extended your
Gathering Information – Special information network to this city.
Gossip – 1 hour This knowledge is only current for approximately one
Knowing your way- Special week; after that time the lack of a reliable contact in the city
Black Market – None means that your information starts to get out of date and is
not useful until the next time you use this skill action.
Streetwise represents the hero’s knowledge and connections
with the underworld of a particular city. It also includes Black Market
knowledge of back alleys, secret passages through city walls, The markets of the city are not the only places of commerce;
and similar information that might be used for less savory there are other, shadier places where virtually anything can
pursuits. be bought or sold for the right price. Blast Powder, flintlocks
When trained in this skill you acquire the knowledge taken from the hand of a dead Val, books of forbidden lore,
and connections within your home city, and as you expand secrets, favors, and all manner of rare, unusual, and illegal
your information network you gain the benefit in 1 addi- items can all be found (or disposed of) if you know whom to
tional city for every 3 ranks of this skill. Select a city each ask or where to look.
79
Action Skill Roll: Any time the hero wishes to utilize Survival
the black market (to buy or sell something) the player must Action Skill Roll: You know where to find food and water,
perform a Streetwise (Logic) action skill against a TN set by how to seek shelter and how to keep warm in the dead of
the Game Master. winter. Perform a Wilderness Lore (Logic) action skill roll
In a city where the local laws technically prohibit the with a TN dependent upon the type of terrain, if successful
sale or possession of the object in question, but are not strict- you find enough food and water to sustain one adult for one
ly enforced the TN might be as low as 15. If the items in day. For every 5 point by which you exceed the TN you find
question are carefully controlled by local authorities a TN enough food and water for one additional adult or mount.
of 20 through 30 might be appropriate. Also, the smaller the
city, the more challenging it is to locate the correct vendor, Table 2-21: Survival TNs
if one even exists. The Game Master has the discretion to
Terrain Type TN
determine if the item is available or desired within the city
your character is in. Vibrant forests, Farmlands 15
If any item is prohibited from ownership, but not entire- Forests, Foothills 20
ly illegal, its purchase value in the Black Market is increased Steppes, Plains 25
by 50%. If the item is illegal, its purchase value is increased Badlands, Tundra 30
by 100%. Particularly rare, unique of dangerous illegal
High Alpine, Desert 40
goods may even have a purchase value increase of 200%.
Blast Powder is more rigidly controlled than virtually Navigation
all other substances. The Republic of Altheria has a vested Action Skill Roll: Finding your way through trackless wil-
interest in trying to maintain its monopoly (what some refer derness to a specific destination requires skill and knowl-
to as its stranglehold) on this rare and powerful substance. edge. Navigating requires you to perform a Wilderness Lore
The base TN for buying and selling Blast Powder is 30, and (Logic) action skill roll (TN 25). If you have an accurate
the base TN for buying and selling flintlock weaponry of map of the area you are navigating through, you gain a +5 to
any kind is 25. Flintlocks are always sold at a minimum of +10 bonus, at the discretion of the Game Master and based
a 300% markup (special flintlocks or recognizable flintlocks on the quality of the map.
are sold at a 400% markup). Blast Powder is always sold at
500% market value; or 750% in nations that are suffering Tracking (Untrained)
from a Blast Powder embargo. When purchasing Blast Pow- Action Skill Roll: If you are trained in Wilderness Lore, you
der through the black market, it is also sold in allotments of may use your Wilderness Lore skill in place of the Tracking
5 shots. skill; however, you do so at a -5 penalty.
Retry: You may not retry an attempt to buy or sell the
same item in the same city more than once a week. Knowledge
Action Skill Roll: You may perform Wilderness Lore (Log-
Wilderness Lore ic) checks in place of a knowledge check pertaining to natu-
Basic Skill ral wilderness.
Primary Attribute: Logic
Try Again: No Profession: Guide
Assist: No You work as a guide on your off time; you can use Wilder-
Codex of Heroes
80
Tracking is a specialized skill that represents your skill at Read Tracks
Skills
following a target, whether in the wilds or within a city (al- Action Skill Roll: Anytime a hero follows tracks (with a
though, tracking within a city is challenging at best). successful track check as stated above) the hero may per-
form a Tracking (insight) action skill roll to learn additional
Track information about the creature(s) that created the tracks.
Action Skill Roll: When following a set of track, you do so There is no set TN for this, instead it is a sliding scale; use
by performing a Tracking (Insight) action skill roll against a Table 2-19 as a guideline. What information you learn is at
TN set by the Game Master. the discretion of the Game Master.
The base TN for following tracks is identical to those
defined for the Wilderness Lore:Survival skill use; with the Table: 2-22: Read Tracks
addition that tracking within a city has a base TN of 30. Complexity TN Examples
This TN should be modified based on the weather, time Trivial 15 Number of creatures being tracked or
of day, surface conditions and the number of creatures leav- size of the creature(s) that created the
ing the tracks that are being following. tracks.
For example, tracking multiple creatures, even through Average 20 The race or species being tracked and if
a desert, is easier than tracking a single creature. This the the target is injured.
TN for tracking a herd of camels that escaped into a des- Complicated 25 The target favors one leg over the other
ert might well be as low as 25; whereas tracking a solitary and if the target is carrying a heavy load
wanderer through that same desert would likely have a TN or not.
of 40. Difficult 30 The weight of the target; and if the target
Tracking normally means you move at one half your is humanoid, whether the target is left-
pace; if you wish to move at your full pace you suffer a -5 handed or right-handed.
penalty to your skill roll. Each successful roll allows you to Formidable 35 If the target tracking someone else, and
follow the trail for 1 hour. Anytime you fail, you must make where the creature(s) that are creating
a Search action skill roll with a TN equal to that of the trail the tracks came from..
you had been following in order to relocate the trail. Doing Heroic 40 The age of the creature(s) being followed.
so takes 15 minutes each time.
Cover Tracks
Dramatic Skill Action: Concealing your tracks is a wise
course of action if you suspect you are or might be followed.
Actively covering your tracks requires you to spend 10
minutes doing so; after which the Game
Master secretly performs Track (Logic)
action skill roll.
When (or if) your follower makes
their next Trac action roll, they
must exceed your Cover Tracks
action roll. If they fail, they
have lose your trail; and unlike
normal, relocating a concealed
trail takes half an hour (but is
only done against the regular
TN for following your tracks).
Profession:
Trapper
You work as a trapper during
your off time; you can use Track-
ing (Logic) to Earn a Living,
see above.
81
Flaws Free Strikes when he stands up. Your character enjoys a
+2 bonus to Interaction skills when his word of honor is at
Anemic
stake.
Your health has never been the best. Resisting diseases, poi-
sons, and just plain healing has been difficult for you.
Contrarian
Prerequisite: Your Vigor Attribute Score may not be higher
than 4. You have a nearly compulsive desire to force others to share
your views.
Effect: You may not increase your Vigor to a total higher
than 4. When performing a Healing Action Roll (see Heal- Prerequisite: Any Interaction Skill
ing and Death, pg 140), your character suffers a -2 penalty. Effect: The character has a -4 penalty to Interaction skills
when dealing with those that have differing viewpoints on
a subject.
Bloodthirsty
Your character is excessively violent, and is known to be so.
Corpulent
Prerequisite: None
Your character is of impressive girth
Effect: Your character suffers a -2 penalty to Interaction
skills other than Intimidate. Your character must make a Prerequisite: Vigor 3+
Challenging (TN: 15) Resolve Action Roll when an enemy Effect: Reduce your Avoidance by 1 and pace by 5'. Gain
is Vanquished. If this roll is failed, your character will at- 1 Wound.
tack the Vanquished (and thus Helpless) enemy, even if it is
in your interest to spare him. Cowardly
You want to be brave, but fear has a grip on your soul
Branded Prerequisite: None
Your character is a convicted criminal and his shame has Effect: Your character suffers a -2 penalty on all Horror
been burned into his skin for all to see. Perhaps he was truly checks
innocent, but the prison confessors have a saying, “To hear
the damned speak, everyone is innocent.” Cursed / Damned
Prerequisite: None Your have either committed a terrible deed that has turned
Effect: Your character suffers a -2 penalty to all Interaction the Gods’ favor from you, or have offended a powerful
skills that require trustworthiness. The character may also wielder of magic
be suspected whenever a crime is committed; he may be de- Prerequisite: None
nied service or otherwise treated poorly. Effect: When your Fate pool fills at the beginning of a tier,
you receive 1 less Fate point. Also, you may not spend Fate
Clumsy points to reduce damage
You have a hard time getting out of your own way.
Prerequisite: None Expensive Taste
Effect: Reduce your Avoidance defense by 1 Your character only accepts the finest goods.
Prerequisite: None
Effect: Your character spends 25% more for all purchases,
Code of Honor
Codex of Heroes
82
Haunted by Nightmares Lying Eyes
Flaws
You are stalked in your sleep by some terrible event from Your tongue may be clever, but your eye’s betray you.
your past. You have great difficulty sleeping. Prerequisite: Deceit
Prerequisite: None Effect: Characters gain a +2 bonus to Empathy Action Rolls
Effect: Each night make a Routine (DC: 15) Resolve Action to determine if you are lying.
Roll. If failed, your character gains no rest and suffers all ill
effects of the resultant fatigue. One Eye
Like it says, you have one eye.
Heroic Prerequisite: None
You must always help those in need. Effect: Your character suffers a -2 penalty to all Ranged
Prerequisite: None Attack Rolls including spells that target the Avoidance De-
Effect: Your character must help those that cannot help fense at range and a -1 penalty to Perception rolls based
themselves, even if such help is the to the character’s own upon sight.
detriment. You will always give gold to beggars, will always
defend the urchin from bullies, will always champion the Poor Senses
powerless against a tyrant, etc. Your character suffers a -2 Either the Gods did not bless your hero with keen senses, or
penalty to Insight rolls to determine if those that are in ap- an old injury has diminished your abilities.
parent need are lying about their situation. Your character Prerequisite: Perception
never earns fate points for selflessly assisting others. Effect: Choose a either Vision or Hearing, you character suf-
fers a -2 to Perception rolls that call that sense into question
Impatient
You have no capacity for repetitive tasks or waiting around Scrawny
and have a short attention span. Your character is small, and just won’t fill out
Prerequisite: Resolve Attribute Score of 2 or less. Prerequisite: Might of 4 or less, Wounds 2+
Effect: Your character suffers a cumulative -2 penalty on Effect: Your character is considered to be one size category
any repetitive (non-combat) skill roll. For example, if your smaller for any detrimental effects. You have 1 less wound.
character fails to climb a wall, he would become frustrated
and rash and thus fail to take proper precautions to avoid
Sickly
falling.
You have a weak constitution and have difficulty fighting off
illness and toxins.
Jingoistic
Prerequisite: None
Your country is the greatest in the world, just ask you.
Effect: Reduce your Fortitude Defense by 1
Prerequisite: Any Interaction Skill
Effect: Your character tirelessly expounds upon the great-
Torpid
ness of his homeland in a manner that derides other nations.
You are slow to react.
You character suffers a -2 penalty to all Interaction rolls with
those from other nations. Prerequisite: Quickness Passive Value of 2+.
Effect: Your character rolls 1 less die for Initiative
Lame
Your character suffers from an affliction, be it from birth or Unlucky
an old injury that slows his pace. Fortune is an unforgiving shrew.
Prerequisite: None Prerequisite: None
Effect: Your character suffers a -5' penalty to Pace Effect: Your character may not use Fate Points to reroll an
Action Roll.
Low Pain Threshold
You lack even a minimal tolerance for pain Weak Willed
Prerequisite: None You are impressionable and lack conviction and self control.
Effect: Double the penalties for being Wounded. You may Prerequisite: None
not spend Fate to ignore these penalties, instead spending Effect: Your Discipline Defense is reduced by 1
Fate reduces the cumulative penalty to the standard -1 per
Wound.
83
Traits heights, the archaeologist specializes and dedicates her life to
the pursuit of lost lore from bygone ages. Her field research
A character’s Traits represent the major defining moments in rediscovers the buried legacy from civilizations past, bring-
his life when he sets upon a new path. They are the words ing new information to the libraries of the Society for the
that the character, and others, would use to describe him. benefit of all members and the world at large.
“I am a Holy Champion of Hurrian.” “I am a Veteran Bat-
tlemage of the Coryani Legions.” As such, they provide Nationality: Any
many benefits, much like an Archetype or Background, in Requirements: Athletics, Larceny, Perception, and Knowl-
truth, both Archetypes and Backgrounds are designed as edge: History as Primary Skills.
Traits. Primary Skills: Knowledge: History
Traits are not chosen at character creation. Instead, Talents: Tomb Raider, Eclectic Knowledge
they repesent new paths for your hero and are only selected Special: You are a member of the emerald society, as such
as options when your character advances. (See Character you have a handful of connections within the society, and
Advancement, page 130). you may elect to keep your membership in the society a se-
cret.
Trait Descriptions
Name
Altherian Sharpshooter
Name of the Trait, though most Traits possess generic
The rough terrain of the Altherian plateau provides many
names some are very descriptive of a particular organization
positions from which a handful of well armed soldiers can
or belief system.
halt a large number of attackers. Early in the development
Nationality of the flintlock, during the sawn of the Ssethregoran war,
Some Traits are only available to specific regions, commonly the Altherians developed a tradition of marksmanship. Us-
requiring the hero to be from the same region. Of course the ing these weapons and primitive grenades, the Altherians
Game Master is always welcome to devise plot hooks or even would send out small groups of men to harass the reptiles
create similar traits for other regions. and to make them pay dearly for every inch they advanced
towards New Althre’. A brutal selection process began where
Requirements only the best of these soldiers survived to fight again. As the
Requirements necessary to learn the Trait, some require- guns became more advanced, the Altherians began to equip
ments will have the following notations (b) Backgrounds, these elite units with the latest blast powder weapons until
(ta) Talents, (tr) Traits, and (a) for Archetypes. they became famous for their ability to turn back an entire
Primary Skills army with only a handful of men.
You learn these skills as Primary skills, if you already possess
these skills as primary skills, increase these skills by 1 rank. Nationality: Altheria
Secondary skills listed are upgraded to Primary skills and Requirements: Weapon Mastery: (Flintlock Rifle) (ta),
also gain 1 skill rank. If you have no training in the skill, Stealth and Hunter: Ssethregoran
you learn the skill as a Primary skill you learn the skill at 1 Primary Skills: Wilderness Lore
ranks per character tier. Talents: Weapon Mastery (Flintlock Rifle), Lay of the Land
You learn these Talents as part of the Trait as well. If you The Anointed Priests of Arcanis fulfill many roles within
already possess the Talent, it is not replaced and you gain no their churches. While Holy Champions are the warriors of
benefits you would not normally gain from selecting a Tal- religious organizations, it is the Priests who nurture, tend,
ent more than once (such as those granted by tiered Talents). and inspire the people. Though they lack the depth of mar-
Talents granted by traits ignore prerequisites, but not restric- tial training of the Holy Champions, they often wield great
tions (see Talents). power in service to the gods.
84
Of Anshar Primary Skills: Heal
traits
Requirements: Initiate of Anshar (b) or Initiate Itinerant Talents: Alien Understanding: (Undead), The Mercy of
of Anshar (tr) Neroth
Primary Skills: Heal
Talents: Pugilist, Disciplined Of Nier
Requirements: Initiate of Nier (b) or Initiate Itinerant of
Of Beltine Nier (tr)
Requirements: Initiate of Beltine (b) or Initiate Itinerant Primary Skills: Melee: chose one
of Beltine (tr) Talents: Forward Stance, Callus
Primary Skills: Knowledge: (Religion)
Talents: Healing Hands, Call upon my Ancestors. Of Saluwé
Requirements: Initiate of Saluwé (b) or Initiate Itinerant
Of Belisarda of Saluwé (tr)
Requirements: Initiate of Belisarda (b) or Initiate Itinerant Primary Skills: Beast Lore (Choose One)
of Belisarda (tr) Talents: Animal Affinity, Lay of the Land.
Primary Skills: Heal
Talents: Healing Hands, Adaptation: Elemental Of Sarish
Empowerment Requirements: Initiate of Sarish (b) or Initiate Itinerant of
Sarish (tr)
Of Cadic Primary Skills: Knowledge: (Arcanum)
Requirements: Initiate of Cadic (b) or Initiate Itinerant of Talents: Sense Infernal Taint, Alien Understanding: Infer-
Cadic (tr) nals
Primary Skills: Larceny
Talents: Waylay, To Know the Gloom of Night. Of Yarris
Requirements: Initiate of Yarris (b) or Initiate Itinerant of
Of the Fire Dragon Yarris (tr)
Requirements: Initiate of Anshar (b) or Initiate Itinerant of Primary Skills: Athletics
Anshar (tr) Talents: Master of the Tops, Weapon Mastery: (Milandi-
Primary Skills: Wilderness Lore sian Trident)
Talents: Lay of the Land, Dragon’s Hide
Of Hurrian
Apprentice Arcanist
“The spark of Arcane Potential was recognized later in your
Requirements: Initiate of Hurrian (b) or Initiate Itinerant
life, and you have been taken under the tutelage of an expe-
of Hurrian (tr)
rienced Magus, if for no other reason than to prepare you for
Primary Skills: Perception
the night the Harvesters of Ymandragore arrive to steal you
Talents: Weapon Proficiency: Shield, Quick Draw
away to their island fastness.
Of Illir
Requirements: Initiate of Illir (b) or Initiate Itinerant of Nationality: Any
Illir (tr) Requirements: Prestidigitation (ta) and Knowledge: Arca-
Primary Skills: Empathy num as trained skill. You must also possess the minimum
Talents: Inspirational Presence Sanctified Body. required attribute score needed for any Arcanum talent you
chose below.
Of Larissa the Temptress Primary Skills: Arcanum: Sorcery or Thaumaturgy (if Elo-
Requirements: Initiate of Larissa (b) or Initiate Itinerant rii), see below.
of Larissa (tr) Talents: Extra Spell, if you are Elorii you gain Studied, any
Primary Skills: Acrobatics other race you gain Gifted. You gain the appropriate Arca-
Talents: Linguist, Seductive num skill as a Primary skill.
Of Larissa the Farseer
Requirements: Initiate of Larissa (b) or Initiate Itinerant Assassin
of Larissa (tr) There are many that require the services of a discrete killer.
Primary Skills: Empathy You’ve displayed a knack for such clandestine missions and
Talents: Fortune Favors the Bold, Blind Fighting have been recruited for such tasks. Mayhap, you are drawn
by the lure of coin, a taste for blood, or a willingness to sully
Of Neroth your hands in the service of a nation or cause; regardless,
Requirements: Initiate of Neroth (b) or Initiate Itinerant you now bring death to those that deserve it, or at the very
of Neroth (tr) least those that have made the wrong enemies.
85
Nationality: Any Learning to become one with his chosen bow, the Bowman
Requirements: Stealthy (ta), Melee: Balanced, Stealth, and eventually achieves such a phenomenal state of mastery over
Larceny as a Primary Skills his weapon that he can send forth a hail of arrows upon his
Primary Skills: Knowledge: Poisons enemies.
Talents: Waylay, Murderous Precision Nationality: Any
powers in order to turn the tide of battle for his brothers in most wily Legionnaires survive long enough to reach this
the Legions. position.
86
Nationality: Any Of Anshar
traits
Requirements: Quickness 7 Requirements: Templar of Anshar (b) or Templar Itinerant
Primary Skills: Acrobatics of Anshar (tr)
Talents: Weapon Proficiency (Side Sword), Masterful De- Primary Skills: Acrobatics
fense. Talents: Masterful Defense, Pugilist.
Holy Champion
Each of the different temples of Arcanis venerates a particu-
lar deity, usually focusing on a specific aspect and its asso-
ciated tenets. Should the individual aspect have a militant
bearing or direction, the temple may wish to sponsor an
order of holy warriors to further spread their doctrine
and influence.
Nationality: Any , Choose a Church and a Deity as
appropriate to your nation
Special: Devoted is no longer a Limited Talent for you, and
you may take Devout Talents as if you possessed the Devoted
Talent.
Of Althares
Requirements: Templar of Althares (b) or Templar Itiner-
ant of Althares (tr)
Primary Skills: Knowledge (Choose One)
Talents: Eclectic Knowledge, Exploit Weakness.
87
Of Hurrian Inquisitor of the
Requirements: Templar of Hurrian (b) or Templar Itiner- Mother Church
ant of Hurrian (tr) The Inquisition arm of the Mother Church is generally
Primary Skills: Melee: Chose One feared by the populace that truly doesn’t understand their
Talents: Dedicated Defender, Weapon Proficiency: Shield purpose. The Inquisition could care less of political dissi-
Of Illir dents or those who speak out against the Empire. It cares
Requirements: Templar of Illir (b) or Templar Itinerant of only for the well-being of the Empire’s and of course, all
Illir (tr) Imperial citizen’s, souls. To do that, they ferret out heretics,
Primary Skills: Empathy Infernal Cult worshippers and subversive groups with op-
Talents: International Presence, Smite Infidel. posing religious vies, such as the Church of the Dark Tri-
umvirate or those misguided fools in Milandir, who slander
Of Larissa the Temptress our revered Matriarch.
Requirements: Templar of Larissa (b) or Templar Itinerant Inquisitors may be feared, but when a child has been
of Larissa (tr) possessed by a demon or the Cult of the Thousand Eyed
Primary Skills: Acrobatics Man has become entrenched in your village, there’s no one
Talents: Fortune Favors the Bold, Weapon Proficiency: else you’d rather have at your side.
(War fan).
Of Larissa the Farseer Inquisitor Initiate
Requirements: Templar of Larissa (b) or Templar Itinerant Nationality: Coryani
of Larissa (tr) Requirements: Anointed Priest (tr), Templar (b), Templar
Primary Skills: Athletics Itinerant (tr) or Initiate of (b)
Talents: Blind-Fighting, Fortune Favors the Bold Primary Skills: Knowledge (Heretical Lore)
Talents: Smite Infidel, Investigator
Of Neroth
Requirements: Templar of Neroth (b) or Templar Itinerant Initiate of the Tal Kanath
of Neroth (tr)
“Dancer of the Elements”
Primary Skills: Knowledge (Religion)
Little is known about the origins of the Tal Kanath. What
Talents: Smite Infidel, Weapon Mastery: (Bearded Axe)
is known is that the style goes as far back as the founding
Of Nier of the Elorii Empire. Among the tales of the Elorii there are
Requirements: Templar of Nier (b) or Templar Itinerant few that match the accounts surrounding the mysterious Tal
of Nier (tr) Kanath or “Dance of the Elements”. This elegant style keeps
Primary Skills: Intimidate its practitioner in constant motion, using spins and slices
Talents: Smite Infidel, Weapon Mastery: (Flamberge) over thrusts and advances. The philosophy of this style is
one of complete focus, using the dance as foci for ones in-
Of Saluwé ner strength. The Elorii soon learns to strike with instinct as
Requirements: Templar of Saluwé (b) or Templar Itinerant well as with confidence.
of Saluwé (tr)
Primary Skills: Tracking Blade of Stone & Sea
Talents: Lay of the Land, Loyal Companion. Nationality: Any Elorii
Codex of Heroes
88
Requirements: Knowledge: Religion, your Deity’s Chosen Requirements: Born in the Saddle (ta) with Ride and Me-
traits
Skill as a trained skills, and Weapon Proficiency (ta) in your lee: Balanced Weapons as trained skills.
chosen Deity’s weapon. Primary Skills: Melee: Balanced
Primary Skills: Arcanum: Cants Talents: Mounted Combat, Knight’s Code
Talents: Devoted, Prestidigitation
Initiates Itinerant of Sarish: Instead of Arcanum: Rites & Knight of the
Devoted Initiates Itinerant of Sarish gain Arcanum: Sorcery Order of St. Armon
as a primary skill and the talent Sorcerer-Priest of Sarish. St. Armon was a knight-errant of Milandisia a century be-
fore Milandir’s secession from the Empire. Through a mirac-
Knights of Milandir ulous combination of fighting prowess and magical power,
Many think of the Knights of Milandir as just the soldiers he defended the helpless and championed the cause of jus-
of the Kingdom, like the legionnaires are in Coryan or the tice until his death at the hands of off a vastly superior force
Shining Patrol is in Altheria. No offense to those fighting of Harvesters. At that moment the Order of St. Armon was
men and women, but nothing could be further from the born. Although sponsored by the Milandisian crown, the
truth. The knights of Milandir are not only the elite fight- actual membership of the Order of St. Armon is a close-
ing force of the Crown, entrusted with protecting King and ly guarded secret, so as to avoid the notice of the Sorcerer
Country, but we are also defenders of the values that Milan- King. They do not display their signs openly, and due to
their secrecy they receive none of the normal deference and
diseans hold most dear - piety, faithfulness, honor and more.
benefits given to a Milandisian Knight, save of course for
Never can we be completely defeated in battle, because
the love and devotion of the innocents they assist with their
we do not fight for ourselves, our town or even for our Duchy
oft-noted heroism.
- we take up arms for Milandir because we are Milandir.
And Milandir can never be truly defeated as long as one Requirements: Knight Apparent (tr) or Knight Errant (tr),
of us stands. and Arcanum: Sorcery as a trained skill.
Primary Skills: Knowledge (Ymandragore)
Milandisean Knightly Code of Honor: Talents: Hunter: Ymandrakes, Dedicated Defender.
† To fear the gods and maintain their church
† To serve the liege lord in valor and faith Knight of the Order of St. Tancred
† To protect the weak and defenseless
One of the newest orders of daemon hunters, St. Tancred was
† To refrain from the wanton giving of offence
proclaimed a Saint for his efforts at the Battle of Last Hope.
† To despise pecuniary reward
When the first Emperor of the Coryani Empire was poisoned
† To fight for the welfare of all
by the Infernals’ treachery, it was Tancred who first charged
† To obey those placed in authority
† To guard the honor of fellow knights forth and stood over the emperor’s fallen body; Tancred who
† To eschew unfairness, meanness and deceit held off the demonic horde as the body was carried away to
† At all times to speak the truth safety and Tancred who fell after dispatching over a dozen
† To respect the honor of women demons to herald his entry into the Cauldron.
† Never to refuse a challenge from an equal As a member of this glorious knightly order, you con-
tinue to hunt down the Infernal and hope to one day die a
Nationality: Milandir death as glorious as your founder’s.
Knight Apparent Requirements: Knight Apparent (tr) or Knight Errant (tr).
Knight’s Apparent are freshly christened “kriegsritter” Primary Skills: Knowledge (the Planes)
(which translates roughly to “ridding warrior”) during this Talents: Hunter: Infernals, Diehard
period the young knights are given important errands and
commonly given seemingly irrelevant duties which often Men-at-Arms
test the piety, obedience, honor, and humility of the Knight. Far more than a simple bodyguard or hired champion, the
Man-at-Arms swears a pledge of absolute fealty and loyal
Requirements: Squire (b) service to his sponsor, usually a nobleman with control over
Primary Skills: Melee: Balanced some measure of land. This forms a bond of trust between
Talents: Mounted Combat, Knight’s Code the Man-at-Arms and his patron, who awards his loyal ser-
vant with a measure of his authority and resources. Because
Knight Errant a Man-at-Arms normally serves as a bodyguard, there are few
The term is used to describe Knights christened on the field adventuring Men-at-Arms. However, occasionally one will
of battle which are not part of any particular order, or those be sent adventuring by his liege lord as a representative of his
that have fallen out of favor with an order. lord’s name, so that fame may be brought to the lord’s estate.
89
Nationality: Any Pit Fighter
Requirements: Former Soldier (b), Former Watchman (b), The sound of the crowd screaming for blood is the
Mercenary (b) or Bodyguard (b), Etiquette as a trained skill. same. The pain and cries of anguish are the same. But this
Primary Skills: Etiquette (Chose one Nation) isn’t the bright and extravagant arenas of the Empire. There
Talents: Judge of Character, Quick Draw are no marble stands for the nobility; no high born woman
wanting to spend some time with the champion gladiator;
Myrmidon no real training, to tell the truth. These are the Fighting
Able to crush lesser foes aside, Myrmidon seek out and elim- Pits. Here we’re given just enough food to keep us alive and
inate the most formidable opponents in any given battle. weapons sharp enough to just kill. Here we fight in a twenty
Each Myrmidon is unique in weapon choice and habits, but square feet pit, eight feet deep; our bare feet trying not to
all are the same in their lifelong dedication to melee combat. slip on the blood and rotting gore from previous matches.
They always strive to better themselves and their skills with Glory? I’d settle for a meal and a bath.
deadly weapons. Even a small number of Myrmidons can
Nationality: Any
make or break a battle with their prowess in combat, either
Requirements: Athletics, 2 Combat Skills as Primary Skills
devastating enemy lines or defending small territories. For-
Primary Skills: Athletics
tunate are the commanders who have them on their pay role
Talents: Blood and Sand, Weapon Proficiency (chose two
or pledged to their service.
gladiator weapons)
Nationality: Any
Requirements: Weapon Mastery (any one) Ranger
Primary Skills: Melee (any one) Civilization may have entrenched itself upon the Known
Talents: Relentless, Learn Combat Technique Lands for millennia, but there are still vast tracts of un-
spoiled land that few humans or humanoids have ever set
foot. Rangers are those who feel the tug of the “wanderlust”
Master of the Hounds
pushing them to go into those primordial forests and see
While the nobles of the various nations of Arcanis disagree
what no human or being has ever seen - or at least not for a
on many things, they almost universally share a passion for
very long time.
one thing: the hounds. Regarded as noble companions and
faithful comrades, hunting dogs are a staple around noble
estates. For most this is simply a social hobby. But for a few,
their hound becomes much more: A companion, a friend, a
brother in all things. These nobles share a deep bond with
these animals, often treating them better than they
do themselves, or their families. As this
bond strengthens and grows, the Master of
the Hounds gains an almost preternatural
understanding of his canine companions
abilities, and so long as the two of them are
together, they make a formidable foe indeed.
Codex of Heroes
Nationality: Any
Requirements: Val or Noble Born (b), Squire
(b), or Partisan (b), Animal Affinity (ta),
Loyal Companion (ta) with either wolf
of dog as your companion animal,
and Beast Lore as a trained skill.
Primary Skills: Etiquette
Talents: Wolf Pack Tactics, Distract
Opponent
90
By traveling beyond the comforts of civilization and into Nationality: Any
traits
the Wild, you have joined an elite group that have claimed Requirements: Val
the pristine wilderness as their home. There you have learned Primary Skills: Arcanum: Meditation
skills and tricks that others can only dream of - tracking a Talents: Spontaneously Awakened
beast that leaves nary a trace or walking across a field of dry
leaves without making a sound. Always traveling and learn- Spy
ing about new people and cultures - never happy until we They say that gold, relics or priceless jewels is having true
know what’s beyond the next hill. wealth in the Known Lands. Lies! To have wealth means to
have power - and to have either you need the true treasures
Nationality: Any of this land: secrets. ‘Who did what to whom’ or what le-
Requirements: Wilderness Lore as a Primary Skill. gion is stationed where or even who’s the Governor’s mistress
Primary Skills: Tracking and when is he planning a visit? Each and every secret has a
Talents: Weapon Proficiency: (Bows or Crossbow), Lay of price. And when a secret needs to be uncovered, they always
the Land. come to me. Spy? No, no...I’m a liberator. What’s that old
adage? ‘The truth shall set ye free?’ For the right price, I’ll
Scoundrel make you as free as a bird.
‘Scoundrel? Oh, I see you mean to insult me, because to
Nationality: Any
you that word implies, thief, thug or even malcontent. But
Requirements: Deceit and Persuasion as Primary Skills
you see, you are wrong. I much prefer the actual definition,
Primary Skills: Perform: Acting
<ahem> Scoundrel - a bon-vivant, one who lives by his own
Talents: Lost in the Crowd, Information Network
rules and by his wits; two parts dashing and one part charm-
Special: You are a spy for your home nation, chose a city
ing. See? Doesn’t that sound nicer?
from another nation, your Information Network granted
though this trait is tied to your chosen city. In that city you
Nationality: Any
have a cover identity with dwelling maybe even a small busi-
Requirements: Shady (ta), Information Network (ta).
ness. You also have a handier in your home nation you re-
Primary Skills: Deceit
Talents: Opportunist, Wary port to when there is any news.
91
Requirements: Val, Awakened (ta), Melee: Any as a Pri- talent.
mary Skill. Unless you are a Templar Itinerant of Sarish, in which case
Primary Skills: Acrobatics you also gain access to the Sorcerer-Priest of Sarish talent
Talents: Blind-Fighting, Learn Martial Technique. but may never learn the Devoted talent.
holy, they unsheathe their weapon and live up to their name Talents: Adapt Weapon Trick (chose two tricks)
-literally the soldiers of the Faith.
Nationality: Any
Religion: Any, Ss’ressen Worshipers of the Fire Dragon
must be male.
Requirements: Knowledge (Religion) as a trained skill.
You must choose a Church or Religious organization to be-
long to.
Primary Skills: Any one combat skill
Talents: Weapon Proficiency: (Gladius if a member of the
Mother Church of Coryan, Broadsword for all others).
Strength of Faith
Special: Devoted is no longer a Limited Talent for you, and
you may take Devout Talents as if you possessed the Devoted
92
Talents different specialization, in which case the talents are treated
talents
as individual talents, thus if a talent is Tiered, you must ad-
Beyond the natural potential and ability drawn from your vance each talent separately.
birth, and more than the mundane teachings of skills, Tal-
ents are the expression of specialized training or uncanny Limited: Can only be acquired though an Archetype, Back-
abilities of your character. Many talents enhance the abili- ground, or Trait. Limited talents cannot be acquired though
ties of your race or awaken the magical potential of your any other means.
blood or just provide significant bonuses to your character’s
Skills and Attributes. Talents provide an endless opportu- Stance: If you possess more than one stance talent, you
nity to customize your character, making him unique in a must announce which Stance you wish to use before you
world of legends. Characters may not gain the benefits of perform any attack rolls. All benefits and penalties remain
the same Talent more than once unless expressly instructed. in effect until the beginning of your next action. You must
Tiered Talents may be selected at each per Tier as relevant. be in melee combat and perform a melee attack to utilize
any Stance talent, you may only benefit from a single Stance
Descriptors talent at any one time.
Requirements
Talent [Type]
When this talent is taken you must meet all stated require-
Name of the Talent, which is often followed by a
ments, except when the talent is acquired through an Arche-
type descriptor, describing which categories the talent may
type, Background, or Trait. Some requirements will have
fall under. Another descriptor can follow the skill type,
the following notations (b) Backgrounds, (ta) Talents, (tr)
which describes additional parameters or limitations as de-
Traits, and (a) for Archetypes.
scribed below.
Benefit
Types
Here you will read the effect the talent has upon your hero,
There are 4 talent types; Arcanum, Combat, Devout,
some talents have action characteristics when presented they
Racial, and Skill. Talents without a listed type do not fall
are shown in the following format (Sp: X, Dr: X, Ra: X) Sp:
under any of the above categories.
You may learn Devout talents if you possess the De- Speed, Dr: Duration, Ra: Range. For a complete descrip-
voted talent. You may learn Arcanum talents once you have tion of these characteristics see Codex of Conflict, page 132.
acquired the Awakened, Gifted, Sarishan Mage, Sarishan When a speed is noted with a + the talent may be per-
Priest, Spontaneously Awakened or Studied talents. You formed as part of any other action.
may learn Racial Talents if you are a member of that race.
Any Talent that possesses more than one of these descriptors
are accessed if you meet any of the requirements.
Talent Descriptions
Acrobatic [Skill]
Requirements: Acrobatics as a Primary Skill
Notation Benefits:
There are 4 different notations, Foundation, Tiered, Special- • Kick Up – You may instantly stand from a prone posi-
ized, and Limited. tion as a trivial skill action.
• Up the Wall – You may move vertically up a wall a
Foundation: Foundation talents must be taken at character number of feet equal 5’ plus one half the result of an
creation and cannot be taken after without Game Master Acrobatics action skill roll. To perform this trick you
approval. must have a running start of 10’ feet.
• Free Running – During any movement action you may
Tiered: Tiered talents possess 1 to five Tiers, when you first leap over objects 5’ high or less without suffering any
take the talent you learn it’s Tier I ability. Once per tier you pace penalty for doing so.
may take the same talent again learning the talent’s next tier
ability. For the purposes of the Shattered Empires Quick- Adaptable [Racial]
launch, only the Tier I ability will be displayed. Humanity’s ability to adapt is second to none.
Requirements: Human
Specialized: When you first chose such a talent you must Benefit: Chose an Elective skill, you now gain two 2 ranks
chose a specific specialization. Such talents will ask you to in that skill.
choose a specific skill, spell, weapon type, or even patron de- Special: You may pick this talent more than once, but you
ity. Some talents will allow you to retake the Talent under a may only select it once per character tier.
93
Adaptation: Alter Area Adaptation: Fortify Spell
[Arcanum] [Arcanum, Devout]
You may change the area of a single spell. With a little finesses and an extra word you reinforce your
Requirements: Arcanum as a Primary skill. spell with extra power.
Adaptation Cost: CTN +4, Speed +1(+3) Requirements: Any Arcanum skill at +4
Benefit: You may utilize this adaptation on any spell with Adaptation Cost: CTN +1, Speed +2 (+1)
an Area of effect (a Small Cone (15’), or Medium Radius Benefit: You may apply this adaptation to any spell. Any-
(20’) area for example) you may change its area into any time someone attempts to dismiss or counter your spell
of the possible Areas types of the same size (see Codex of (though the use of the Unravel the Tread spell or the Coun-
Magic, page 161) if you change a Radius to a Cone or Arc ter Spell Talent) they suffer a penalty to their Arcanum ac-
its range is reduced to 0. For example, a spell with a Small tion skill roll equal to your resolve passive value.
Radius (10’) can be changed to a Small Cone (15’).
Adaptation: Lingering Arcanum
Adaptation: Delay Strain [Arcanum]
[Arcanum, Devout] Thanks to your in-depth knowledge of the Arcanum you
You have learned how to work past the strain, pushing it can change the very nature of a spell, for just a moment, al-
aside, if just for a moment. lowing its effects to remain for a little longer.
Requirements: Arcanum as a Primary skill. Requirements: Any Arcanum skill at +4 must know one
Adaptation Cost: CTN +4, Speed +0(+2) sustained spell
Benefit: You may cast a spell while under the effects of strain Adaptation Cost: CTN: +4, Speed +0(+4)
without suffering harm. Push your clock by an amount Benefit: You may only apply this adaptation to a spell with
equal to the remaining strain. duration of Instant. The spells category changes to sus-
For example: While you are under the effects of 3 Strain, tained, and gains a secondary speed equal to the spell’s final
you elect to cast a spell with a Speed of 4, applying this ad- speed cost. Upon his next action the caster may opt to pay
aptation. The spell’s CTN is increased by 4, you advance the secondary speed cost, thus reapplying the spells effects
your clock 4 ticks as normal (the spell's speed), then Push it on the target. Upon his next action the spell ends and any
an additional amount equal to the Strain bypassed (3) for a strain accumulated is then applied.
total of 7 ticks. Any strain from the new spell is applied at
the end of the Push. Adaptation: Piercing Spell
[Arcanum]
Adaptation: Elemental You are able to empower your spells and incantations of
Empowerment [Arcanum] guidance allowing them to bypass armor more effectively.
You can lace a spell with elemental power Requirements: Any Arcanum skill at +4
Requirements: Must Possess the Elemental tradition as a Adaptation Cost: CTN +3, Speed +1(+1)
primary tradition Benefit: You may apply this adaptation to any damaging
Adaptation Cost: CTN +3, Speed +0 (+2) spell. Your spell ignores one half (to a minimum of 1) of any
Benefit: You may apply this adaptation to any spell which AR possessed by the target.
deals stamina damage. By increasing the spells difficulty you
add 1d6 elemental damage, the damage type is chosen at the Adaptation: Rapid Adaptation
[Arcanum]
Codex of Heroes
94
Adaptation Cost: CTN +3, Speed -1(+2) Alien Understanding [Skill]
talents
Benefit: You may apply this adaptation to any spell. You Benefit: Chose either Undead or Infernals. When dealing
decrease the spells speed cost (to a minimum of 2) by in- with your chosen type you gain a +1 bonus to all Empa-
creasing the spells strain. thy, Persuasion and Deceit (Charisma) action skill rolls and
Adaptation: Selective Spell Knowledge action skill rolls.
[Arcanum] Special: You may take this talent a second time to now af-
Your spells seem to have a life of their own twisting and fect both undead and infernals.
turning to protect your allies from any damage they might
suffer by your hands. Animal Affinity [Skill]
Requirements: Arcanum as a Primary skill. Requirements: Empathy and Beast Lore as Trained skills.
Adaptation Cost: CTN +3, Speed +1(+2*) Benefit: You may use your Empathy skill to read an an-
Benefit: You may utilize this adaptation on any spell with imal’s emotional state and disposition. You may also use
an Area of effect. You may select a number of allies equal Beast Lore (Charisma) on natural animals as Persuasion or
to your logic passive bonus; those allies are not affected by Intimidate skill to calm animals or scare them away. Use
your spell. For each ally protected from your spell, increase Table 2-18 Modify Disposition (pg 75) and raise all TNs on
the strain granted by this talent by 1. Thus if you select three that table by 5.
allies the strain added is +4.
Armored Fortitude [Combat]
Adapt Weapon Trick [Combat] Requirements: Heavy Armor Proficiency, Shield Proficien-
There are some weapon tricks which just seem to come natu- cy, Vigor 7
rally to you. Benefit: When in Heavy Armor and wielding a Large Shield
Requirements: Prowess 7 or Tower Shield you gain a +1 bonus to your Fortitude De-
Benefit: Chose a weapon trick which you have already fense.
learned through the weapon proficiency talent below. Special: This bonus does not stack with natural AR such as
You may now use that weapon trick with any weapon that provided by the Ss’ressen racial ability.
capable of performing it.
Normal: Normally you must learn a weapon trick with each Armor Proficiency, Light [Combat]
type of weapon individually. Requirements: Nil
Benefit: When you select this talent, choose an individual
Advantageous Deformity [Racial] variety of light armor; you may now utilize a that type of
By necessity, gnomes have learned how to make the best of armor without penalty.
a bad situation. Special: If a source grants proficiency of a given nation’s
Requirements: Gnome armor, you are proficient with all types of such armor. (See
Benefit: Choose one of the following deformities; the exact Table 2-29 Regional Weapons and Armor, pg. 113, for de-
physical appearance of each characteristic is left up to you. tails)
Hunch Back – you possess a powerful upper body but are Note: If you wear any armor or use a shield for which you
slow to move and react. All your melee attacks deal an addi- are not proficient you suffer double the armor’s Bulk to both
tional (+2) to damage but you suffer a permanent -1 penalty action skill rolls and your avoidance defense.
to avoidance and a 5' peanlty to pace, also due to this de-
formity all armor needs to be custom made for you, costing Armor Proficiency, Medium
double the price. [Combat]
Malformed Arm – One of your arms is clearly larger than Requirements: Light Armor Proficiency (Any)
the other. When attacking with a one-handed melee weapon Benefit: You When you select this talent, choose an indi-
you gain a +1 to damage, but suffer a -1 to hit and damage vidual variety of medium armor; you may now utilize a that
with your off-hand. Any shield wielded in the off-hand has type of armor without penalty.
its Bulk raised by +1. You also gain a +2 bonus to any might Special: If a source grants proficiency of a given nation’s
attribute action rolls in which you may utilize your mal- armor, you are proficient with all types of such armor. (See
formed arm. Table 2-29 Regional Weapons and Armor, pg. 113, for de-
Enlarged Eyes – Oh, what big eyes you have! They might tails)
be all the better to see with, but they look quite disgusting. Note: If you wear any armor or use a shield for which you
You gain a +1 Perception when using sight but suffer a -1 to are not proficient you suffer double the armor’s Bulk to both
all actions when exposed to bright light. action skill rolls and your avoidance defense.
95
Armor Proficiency, Heavy Benefit: You are an awaked Psion; the exact method of your
[Combat] awakening is totally dependent upon the Archetype, back-
Requirements: Medium Armor Proficiency (Any) ground, or Trait which granted you this talent. Regardless,
Benefit: When you select this talent, choose an individual unlike any other manipulator of the Arcanum which must
variety of heavy armor; you may now utilize a that type of rely upon words, gestures, or rituals, you manipulate the Ar-
armor without penalty. canum though pure force of will.
Special: If a source grants proficiency of a given nation’s Being an awakened Psion you gain the Unique Spell:
armor, you are proficient with all types of such armor. (See Shield of Enduring Will and may learn spells from the
Table 2-29 Regional Weapons and Armor, pg. 113, for de- following traditions; Control, Heritage, Telekinesis, and
tails) Transmutation.
Note: If you wear any armor or use a shield for which you Tier I: Chose a primary and two secondary traditions from
are not proficient you suffer double the armor’s Bulk to both the list above, you learn three spells from your primary tra-
action skill rolls and your avoidance defense. dition and 1 spell from each secondary tradition.
Special: Once you acquire this talent it is no longer a
Armor Proficiency, Shield Limited talent for you. Also you may now learn Arcanum
[Combat] talents.
Requirements: Armor Proficiency (Any)
Benefit: You may now any utilize shields without penalty, Between Worlds
you may also start to acquire shield weapon tricks as if you [Arcanum, Devout]
acquired weapon proficiency with all shields. (See Weapon With some concentration you can sense the presence of sprits.
Proficiency). Requirements: Follower of Beltine, and the Devout talent
or the Spiritual Awakening talent.
Armor Training, Regional Benefit: If you are a follower of Beltine and possess the De-
[Limited] vout talent you may use the Arcanum: Sense Magic skill use
Almost every culture possesses different approaches to wear- to sense the presence of Shades. If you possess the Spiritual
ing and utilizing armor. While Milandisian fighting tech- Awakening talent you may use the Sense Magic talent to
niques teach how to use one’s armor to deflect blow, The sense the presence of Sprits.
Coryani techniques emphasize maneuverability allowing
one to avoid the blow altogether. Battle Magi [Arcanum]
Requirements: you may only gain regional benefits from In the heat of battle you are a force of nature, slashing with
your starting region. blade as you burn with spell
Benefit: When wearing your region’s armor you gain an Requirements: Any Arcanum (except Cants) and Melee:
additional benefit as listed below. (See Table 2-26 Regional Balanced as Primary skills. Weapon Proficiency with either
Weapons and Armor, Pg. 113) Gladius or Broadsword (ta)
Altherian, Coryani Empire, Elorii Nations, Hinter- Benefit: When under the effects of strain you gain a +1 bo-
lands, League of Princes, Sealed Lands: Henna Empire, and nus to your Avoidance as long as you have a blade in hand.
Sealed Lands: The Legion of Unyielding Courage. When This bonus does not stack with shield bonuses.
wearing armor common to your nation you gain an addi-
tional +1 to your Avoidance Defense, and raise the armor’s Blessed vitality [Devout]
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96
Benefit: Your reputation is fearsome, when in combat with-
talents
in your chosen area city you gain a +2 to all intimidate rolls,
this includes combat maneuvers and any talents which may
call upon an intimidate action skill rolls.
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action attacks you (however, how the target attacks you is Devoted [Limited, Tiered]
their choice, for example they may command others to at- Requirements: Charisma 6, Arcanum: Cants as a Primary
tack you, regardless it must spend its next action attempting skill, and Prestidigitation (ta).
to cause you harm). You may only issue a challenge to one Benefit: You are a practitioner of the Theurgy Arcanum.
target at a time. You have been trained to perform the strict religious cants
and prayers associated with your church and chosen deity.
Church Education [Skill] You learn Unique spell Rebuke and may learn spells from
Requirement: Coryani, Milandisian, or Altherian. the Wards, Deity, Anathema/Benedic tions, and Corpus
Benefit: You gain a +1 bonus to all Knowledge: Religion Traditions.
and Knowledge: Heresy action skill rolls. Tier I: Chose a primary and two secondary traditions from
the list above, one of which must be your patron Deity’s.
Combat Intuition [Combat] You learn three spells from your primary tradition and 1
In combat you have an uncanny clarity of mind, allowing spell from each secondary tradition.
you to feel the ebb and flow of battle. Special: Once you acquire this talent it is no longer a Lim-
Benefit: When flanked, as basic skill action, you may at- ited talent for you. Also you may now learn Devout talents.
tempt dynamic Martial (Insight) action skill roll against Arcanum Limitation: You may not, under any circum-
each opponent flanking you. If successful you are not con- stances, learn any other Source of Arcanum except for
sidered flanked against that opponent. psionic.
Counter Spell [Arcanum] Diehard [Combat, Tiered]
Though practice and dedication you have mastered the abil- “Why won’t you just die?”- Last words of Xanis, Ying Hir
ity manipulate the Arcanum, literally draining it away as Raider.
another attempts to evoke its power. Benefit: By Tier, see below, all abilities share the same char-
Benefit: Once per scene (Sp: push 6, Dr: Instant, Ra: 60’) acteristics (Sp 2, Dr: Instant, Ra: Personal)
you may attempt to counter any spell cast by any opponent Tier I: Once per scene you may restore d(Vigor) Stamina.
within range, in essence by stealing and dissipating the very
magic your opponent is attempting to manipulate. If any Disciplined [Skill]
opponent within range attempts to cast a spell you may at- Requirement: Resolve 6
tempt a dynamic Arcanum action skill rolls. If you are suc- Benefit: gain a +1 bonus to your discipline defense against
cessful your opponents spell fails, as if they miscast the spell. skill based, non-magical, attacks.
Regardless of your success your clock is pushed 6.
Discerning Eye [Skill]
Daredevil [Skill] Requirement: Appraise as a Primary Skill
Benefit: Once per scene, when you attempt an action skill Benefit: You gain a +1 bonus to all Appraise action skill
roll in which failure will physically harm you, you gain a +2 rolls.
to that action skill roll.
Distract Opponent [Combat]
Defensive Stance [Combat, Stance] Benefit: (Sp 2, Dr: See Below, Ra: 30’) Chose a target which
Requirements: Prowess 6 you are in melee with and a single ally within range. Your
Benefit: For every 3 ranks in a melee skill you may suffer
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Encyclopedic Memory [Skill] Gifted [Limited, Tiered]
talents
Requirements: Eclectic Knowledge Requirements: Logic 6, Arcanum: Sorcery as a Primary
Benefit: You gain a +1 bonus on all knowledge action skill skill, and Prestidigitation (ta).
rolls to recall facts. Benefit: You are now a practitioner of The Eldritch Arca-
num. You long study of the nature of existance and inherent
Exploit Weakness [Skill, Tiered] talent permit you to bend reality to your will. You learn the
Benefit: By Tier, see below, unless otherwise noted all abili- Unique Spell Arcane Shield and may now learn spells from
ties share the same characteristics (Sp 2, Dr: Scene, Ra: 30’) the Elemental, Battle, Creation, and Illusion traditions.
Tier I: Exploit Weakness: Once per scene you may attempt Tier I: Chose a primary and two secondary traditions from
to find a weakness in single opponent or object. the list above, you learn three spells from your primary tra-
When facing a monstrous opponent perform an appro- dition and 1 spell from each secondary tradition.
priate Knowledge (Logic) action skill roll, if your opponent Special: Once you acquire this talent it is no longer a Limit-
is a humanoid perform a Melee (Logic) action skill roll. Re- ed talent for you. Also you may now learn Arcanum talents.
gardless the TN is 15 + double the opponents Tier, if suc- Arcanum Limitation: You may not, under any circum-
cessful you gain a +1 to hit and damage for the rest of the stances, learn to use the Theurgy source of Arcanum.
scene against that opponent.
When dealing with an object which you wish to bypass Hawkeye [Combat, Tiered]
or defeat (for example, open a lock, break a chain, or sabo- Requirements: Weapons Proficiency (ta) with a ranged
tage a catapult) may perform an appropriate Knowledge weapon, Range: Marksman or Range: Archery as trained
action skill roll with a TN equal to the TN needed to bypass skills.
or defeat the object in question, if successful you gain a +1 to Benefit: Chose either Range: Marksman or Range: Ar-
bypass/defeat the object. chery, when using your chosen skill to attack you gain the
following benefits.
Forward Stance [Combat, Stance] Tier I: Steady Hands: you ignore any penalties incurred
Requirements: Might 6 and Melee (any) as a Primary skill. from movement and uneven terrain. You also ignore range
Benefit: For every 3 ranks in a melee skill you may suffer a penalties when using the Careful Aim weapon trick.
-2 to attack rolls gaining a +3 to damage.
Example: if you possess 6 ranks in Melee you may suffer up Healing Hands [Skill, Tiered]
to a -2 or -4 penalty to hit gaining a +3 or +6 on damage You have a natural ability to heal others; and with training
respectively. your healing skills becomes a thing of legend.
Requirements: Heal as a Primary Skill
Furious Rage [Combat] Benefit: By Tier, see below
You are not quite stable and prone to acts of extreme vio- Tier I: You gain a +2 to all Heal action skill rolls; you also
lence. perform “First Aid” as a Complex skill action instead of a
Requirements: Martial Only Demanding skill action.
Benefit: Once per day you can fly into a terrible rage, you
must spend one action (Sp 2) psyching yourself, screaming, Heirloom [Foundation]
slamming your weapon against your shield, or some other You possess an item of great value and prestige that has been
clearly noticeable and threatening action. Once complete in your family for generations.
you raise your Might Die to the next highest die and lower Requirements: Any race except Ss’ressen, and special (see
your avoidance by 2 for the remainder of the combat. If your below)
might die is already a d12 you gain an additional +2 bonus Benefit: Choose a normal weapon, suit of armor, or shield
to all Might rolls. with a base cost of 1,500 gold Sovereigns in value. You begin
During your rage you may not retreat from combat, play in possession of an Exceptional version of your chosen
deal non-lethal damage, utilize any stance talents, invoke item.
the Cants, or perform any complex or demanding skill ac- This is a treasured family heirloom with its own his-
tions. tory, thus brings you honor and respect. When dealing with
You start to come out of your rage (Sp 6) once all per- people who recognize the item and its history you gain a +1
ceived enemies have been dealt with. Once calm you suffer a bonus to all charisma action skill rolls when using social
-1 to your avoidance and a -3 to all actions and for the next skills. Unlike other bonuses, the bonus granted by having
10 minutes even if combat starts anew. this item stacks with all other bonuses.
Special: You may take this talent once per character Tier; Anyone from your native nation (or tribe, or ex-
each time adds one more use per day. tended family, as appropriate) has a chance to recognize the
heirloom you carry by performing a Knowledge: History
(Logic) action skill roll (TN: 20 minus your heroes Tier). If
99
you also have the Awakened Psion, Patrician, or Noble Born Hunter [Combat]
backgrounds the TN for each of the above action skill roll is Requirements: Tracking as a Primary Skill.
reduced by 10. Benefit: Pick a chosen foe (for example, Human or Undead)
People from other nations may also attempt to rec- or an Organization (Heretics, Mourners in Silence, Yman-
ognize the heirloom, though it is more difficult (the TN is drakes) you gain a +1 to all Tracking action skill rolls (which
10 higher than for natives of your nation). Though you are includes using Streetwise to track in an urban setting) and
free to choose any type of weapon or armor, various cultures damage rolls against your chosen foe.
have specific versions of these items that usually become Table 2-23 Hunter Focused Enemies
heirlooms. Type Examples
Suggested Heirlooms Monstrosity Children of Tzizhet
Altheria: Flintlock weapon. Beasts Bear, Boar, Deer
Coryan: Gladius or lorica segmentata armor. Construct Clockwork Sentinel
Elorii Nations / Vastwood: Longbow or broad sword. Elemental Elemental Creatures
The Hinterlands: Light or heavy warhorse (descended from Humanoid (Dwarves) Dwarves, Gnome
the bloodline of a famous stallion); rather than being of ex-
Humanoid (Elorii) All Elorii
ceptional quality the hero gains the Loyal Companion tal-
ent. Humanoid (Man) Humans, Val
Milandir: Milandisian Gothic Cuirass, Broad Sword, Hal- Humanoid (Giant) Voie and other giant-kin
berd, Tralian Hammer, Milandisian Trident. Ssetheric Ss’ressen and other lizard kin
Solanos Mor: Bearded Axe, War Axe, Medium Heavy Infernals Demons, Devils.
Armor
Undead Zombies
Dark-kin and gnomes rarely, if ever, have heirloom Spirits Ghosts
items; their heritage, such as it is, lies in their warped bod- Plant Blood Thorns, Viper Bush
ies and twisted parentageFlintlocks are a restricted heirloom.
You must already be allowed to legally possess and carry a Infernal Heritage [Racial]
flintlock in order to select one as an heirloom. The taint of the Infernal in your blood is stronger than in
Should your heirloom ever be lost or destroyed, it will most dark-kin, causing daemonic features to develop in you
bring great shame to you and your family. You suffer a -1 as time goes by. Even though these features make you seem
penalty on attack rolls and your discipline defense when in more demonic than most other dark-kin.
the presence of people from your nation, or those who knew Requirements: Dark-kin.
of your heirloom. Benefit: Choose one of the following infernal characteris-
Use the same rules for Knowledge checks listed above tics; the exact physical appearance of each characteristic is
to determine if they know about the destruction of the heir- left up to you.
loom. These penalties remain in effect for a period of at least Massive Horns –Thick horns sprout from your skull. When
one game year, though the stigma of having lost a valuable you perform a charge attack you may lead with your Horns,
heirloom may very well remain with you forever. dealing d10 (Might) damage for a speed of 5.
Of course, there are exceptions. An heirloom weapon Sharp Claws – Your fingernails lengthen and become as
destroyed in a climactic battle upon which hangs the fate of
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100
Special: You may take this talent more than once, each Prudence & Diligence: You must approach all situations with
talents
time applying to a new city. forethought and caution, following though with all endeavor.
When rolling initiative you may reroll a single 10 result.
Inspirational Presence
[Devout, Tiered] Resolution & Truth: Always speak the truth and keep your
Requirements: Holy Champion or Divine word even when doing so is at your peril, for your word is a
Benefit: By Tier, see below measure of your honor. You gain a +1 to all Persuasion ac-
Tier I: You gain a +2 to vs. Horror checks; and all allies tion skill rolls when you give them your word on a particular
within 30’ of you gain a +1 against Horror checks. course of action.
Investigator [Skill] Hope & Liberality: Be an example for all, free those you
Requirements: Perception and Empathy as Primary Skills can by lawful means, and give hope to those you can’t. You
Benefit: You gain a +2 bonus when utilizing Perception’s deal an additional point of damage when defending those
something’s out of place skill use. who can’t defend themselves.
Sagacity: You must attempt to give wise council to your al- Lost in the Crowd [Skill]
lies and live by that example. You gain a +1 to all Knowledge Requirements: Logic 5, Sneak, and Streetwise as Primary
action skill rolls when attempting to assist others. Skills
Benefit: When not directly observed you may use a crowd
of 6 or more individuals as concealment in an urban setting.
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Loyal Companion [Skill, Tiered] Mind over Body [Combat]
You have a steadfast animal companion Requirements: Resolve 8
Requirements: Animal Affinity, Beast Lore as a Primary Benefit: Once per scene, when attacked you may switch
Skill. your discipline defense with either your Avoidance or Forti-
Benefit: You have created a special bond with an animal you tude before the attack is resolved.
already own. This animal must fall into one of the follow-
ing categories: Dog, Wolf, Horse (any), Bird of Prey. All the Moving Target [Combat, Tiered]
bonuses below are communalities Requirements: Quickness 7
Tier I: Your companion gains a +1 to all skills and defenses; Benefit: Per Tier, See Below.
you gain +2 to all Beast Lore & Ride (if applicable) checks Tier I: While in melee combat you gain a +1 bonus to your
when dealing with your companion. Avoidance against all ranged attacks.
Special: If for any reason your companion is killed you can Special: You lose access to all this talent’s bonus if you wear
spend a Fate Point to save his life as if it was your own. medium or heavy armor.
If your companion is ever killed in a way that cannot be
saved you may forge a new bond with an animal by spending Mounted Combat [Combat]
a full month in training with your new companion. Requirements: Born in the Saddle
Benefit: When in combat upon horseback you gain a +1
Martial Technique [Combat] bonus to all Ride action skill rolls and a +2 to damage rolls.
Requirements: Weapons Proficiency And when you charge on horseback while using a Lance you
Benefit: You learn one Martial Technique; but you must deal an additional +5 points of damage. Lastly, you gain a
still qualify for the weapon technique. See Weapon Tricks, +5 bonus to Ride when attempting to control an untrained
and Martial Techniques page 127. mount in combat.
102
Patchwork Soul [Foundation] Potent Blood [Combat]
talents
When Beltine stirred her Cauldron and ladled out the pieces Requirements: Val
of your soul, one of those pieces was more resilient than the Benefit: Increase your blood rank by 2
others and maintained a fragment of its old identity. Though
the fragment is not truly conscious, it still retains skills, Pugilist [Combat]
memories, or tidbits of knowledge that might surface over Requirements: Melee: Unarmed as a Primary Skill
time. Benefit: Your unarmed attacks deal d4 (Might) damage.
Requirement: Human, Val, or Gnome. Normal: Unarmed attacks deal +1(Might).
Benefit: Chose one Passive soul or Emerging Soul.
Quick [Skill]
Passive Soul: Chose a trait, now once per scene you may Benefit: Per Tier See Below
swap out any one of your Primary skills for one from the Tier I: Reduce the Speed cost of Movement Actions and the
chosen trait. If you ever fail a horror check your passive Movement option of the Basic Attack by 1.
fragment recoils from the outside world, you suffer a -2 to
insight rolls and lose the ability to call upon your soul frag- Quick Draw [Combat, Tired]
ment for a number of days equal to your resolve. Requirements: Quickness 6
Emerging Soul: Chose a trait, now once per scene you may Benefit: Per Tier See Below
swap out any one of your talents for one from the chosen Tier I: Readying a weapon is a Trivial Action for you. (Sp
trait. If you ever fail a horror check your emerging fragment +1, may be combined with another action).
recoils from the outside world, you suffer a -2 to insight rolls
and lose the ability to call upon your soul fragment for a Relentless [Combat]
number of days equal to your resolve. You are a force of nature in battle.
Requirements: Martial
Political Maneuvering [Skill] Benefit: All effects that would move you involuntarily in
When any of your allies commit a social blunder, you know any direction have their distance reduced by one third. You
how to step in and what to say. also gain a +2 bonus to all dynamic action skill rolls when
Requirements: Empathy, Deceit, and Persuasion as Pri- resisting being tripped or otherwise moved.
mary Skills.
Benefit: Once per scene you may step in and attempt to Royal Marine of Milandir
correct a political or social blunder on the behalf of an ally. [Limited, Combat]
You may replace your Persuasion (Charisma) action skill roll “Their ships are faster, they’re powered by demons, and they
with your allies failed action skill roll. have more protective spells on them than anything else on the
seas. But once you get on their deck, they’re all just a bunch of
Prestidigitation [Arcanum]
unarmored old fools. And that, my boy, is why Ymandragore
Requirements: Any one Lore skill at 3 ranks or more.
will never invade Milandir by sea.”
Benefit: You have a limited ability to perform minor, mag-
- Royal Marine Janth val’Tensen
ical tricks. You may draw and cast most Tier I Universal
Benefits:
spells; however, all such effects are adjusted in the following
• Shake off Armor: Most observers feel that the Royal Ma-
way: rines’ heavy armor is a death sentence if their ship should
• All strain costs are increased by +2
sink, but it is not a sentence that the Marines willingly
• You cannot use adaptation options
accept. The Royal Marine can remove their armor in half
• You may only cast Basic Spells
the normal time (rounded down). If the character is will-
If you do not trained in an Arcanum skill, you
ing to destroy his armor in the process (by cutting through
may instead perform attribute action skill roll utilizing your
straps, etc.), he can remove it in one-quarter of the normal
highest Mental Attribute to successfully cast a spell.
time (rounded down). The minimum time required to
Special: If you have this talent and later you learn to access
remove armor is 6 ticks.
one of the Arcanum Sources (such as Theurgy or Elder) you
• Armor Mobility: When wearing medium or heavy armor
now use highest Arcanum skill to invoke Universal Arca-
you reduce the armor’s Bulk penalty to pace and action
num and may utilize adaptations and increase strain costs.
skill rolls by 1.
• At home at sea: Any time you are on a ship you may per-
Prodigy [Foundation]
form Athletics: Balance (Qu) action skill rolls as if you
Benefit: Chose an Arcanum skill which you have a primary
were trained in Acrobatics. Also you also gain a +1 bonus
skill, you gain a +1 to all action skill rolls when using that
to Athletics Swim action skill rolls.
skill.
103
Sanctified Body [Devout] Benefit: You may use the Arcanum: Sense Magic skill use
Benefit: You are immune to all natural diseases; you also to detect the presence of Infernals. To sense the presence
gain a +2 bonus to all defenses against poison or disease. of Infernals you must not only surpass the base TN of 20,
but bypass any discipline defense of any Infernals or Tainted
Sorcerer-Priest of Sarish creatures within range.
[Limited, Tiered]
Requirements: Charisma 6, Arcanum: Sorcery as a Primary Sidestep Charge [Combat]
skill, and Prestidigitation (ta). Requirements: Quickness 6, Empathy +3
Benefit: As a Sorcerer-Priest of Sarish you can do what other Benefit: Anytime you are the target of a charge attack you
practitioners of the Eldritch Arcanum can only dream of. may perform a Deceit (Charisma) dynamic action skill roll
Though rigorous rituals, sacred practices, and rigid disci- against your opponents Melee (Prowess) attack roll. If suc-
pline you can not only call upon powers of Sarish but bend cessful your opponent misses his attack, after which you
the Arcanum to your will. When you first acquire this talent may move 5’ in any direction, afterward Push your clock by
you learn the unique spell Sarishan Oath, and either Re- 2; you may not use any talent which may further push your
buke or Arcane Shield (chose one). You also gain the ability clock until your next action.
to cast spells from the Blood, Creation, Elemental, Illusion,
and Wards traditions. Unlike other eldritch casters you uti- Shady [Skill, Tiered]
lize charisma as your primary casting attribute. Requirements: Quickness 6, Larceny as a Primary Skill.
Tier I: Chose a primary and two secondary traditions one Benefit: Per Rank, See below.
of which must always be blood from the list of traditions Tier I: “I know my way around a lock”: You gain a +1 bonus
above, you learn three spells from your primary tradition to all Larceny (Quickness) action skill rolls.
and 1 spell from each secondary tradition.
Special: Once you acquire this talent it is no longer a Limit- Shield Wall [Combat]
ed talent for you. The Blood Arcanum is considered a subset Requirements: Coryani, Armor Proficiency: Shield
of Eldritch Arcanum and thus may use any talents limited to Benefit: When using a shield and adjacent to another char-
Eldritch Arcanum and is affected by any spell or effect that acter using a shield you gain a +1 Avoidance.
targets Eldritch spells. Lastly you gain access to Arcanum
talents as if you possessed the gifted talent. Smite Infidel [Devout, Tiered]
Arcanum Limitation: You may not, under any circum- Requirements: Templar (b), Holy Champion (b), or Sword
stances, learn to use the Theurgy source of Arcanum or ac- Sage (tr)
quire the Gifted talent by any means, if you chose a trait Benefit: Once per Scene you may empower your melee or
which grants the gifted talent you may instead learn the next ranged attack with divine wrath. This ability only affects
tier of this talent if eligible (for example if the character is a those who do not follow your patron deity or church. The
Tier II Hero and selects a Trait that grants the Gifted Talent, use of this ability must be declared before the attack is re-
then the character gains the Tier II benefit of the Sorcerer- solved; if the attack misses the ability is wasted for the scene.
Priest of Sarish Talent instead. Note that a character may Tier I: Your smite deals an additional dCharisma of dam-
not gain the benefit of the same Talent multiple times unless age.
expressly instructed)
Spell Affinity [Arcanum, Devout]
You have mastered a single spell beyond all others.
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104
spell commune with the sprits. You also gain access to the down generation to generation. And now it’s your turn, you
talents
Elemental, Animism, Necromancy, and Hexes traditions. are a keeper, and as your knowledge grows, so does your
Tier I: Chose a primary and two secondary traditions from responsibility to the next generation.
the list above, you learn three spells from your primary tra- You learn the Unique Spell Contingent Spell; you
dition and 1 spell from each secondary tradition. may now learn spells from the Elemental, Transmutation,
Special: Once you acquire this talent it is no longer a Limit- Control, and Creation traditions.
ed talent for you. Also you may now learn Arcanum talents. Tier I: Chose a primary and two secondary traditions from
Arcanum Limitation: You may not, under any circum- the list above you learn three spells from your primary tradi-
stances, learn to use the Theurgy source of Arcanum. tion and 1 spell from each secondary tradition.
Special: Once you acquire this talent it is no longer a Limit-
Spontaneously Awakened [Limited] ed talent for you. Also you may now learn Arcanum talents.
Requirement:Val Arcanum Limitation: You may not, under any circum-
Benefit: Awakened is no longer a limited Talent for you. stances, learn to use the Theurgy source of Arcanum.
Choose a single spell from one of the following Traditions:
Control, Heritage, Telekinesis, or Transmutation Tail Swipe [Racial]
Requirements: Ss’ressen
Stealthy [Skill, Tiered] Benefit: You learn the Trip Foe martial technique; allowing
Requirements: Quickness 6, Stealth as a Primary Skill. you to perform this maneuver with your tail, you gain a +1
Benefit: Per Rank, See below. to your dynamic action skill rolls when tripping an oppo-
Tier I: The Shadows are known to you: You gain a +1 bonus nent.
to Stealth (Quickness) Action Skill Roles when hiding or
moving silently. Tomb Raider [Skill]
Where traps are concerned you know where and more im-
Street Smarts [Skill] portantly, how to look.
Requirements: Empathy and Streetwise as Trained skills. Requirements: Perception and Knowledge: Engineering as
Benefit: You gain a +1 bonus to Empathy (Insight) and Primary Skills.
Streetwise (Insight) action skill rolls Benefit: You may use the Perception skill to locate traps
without penalty.
Strength of Faith [Devout] Normal: Anyone may use the Perception skill to locate
Requirements: Must have a patron deity traps but at a -5 penalty.
Benefit: You gain a +1 all defenses when attacked by a
Theurgy spell cast by someone who worships a different pa- Toughness [Combat]
tron deity. Benefit: Gain +4 Stamina; also you gain +1 bonus to your
Fortitude when resisting poisons.
Strength of the Coryani Heart
[Foundation] Two-Weapon Fighting [Combat]
Requirements: Coryani You know how to fight with a weapon in each hand
Benefit: You gain a +2 vs. Horror Checks. Requirements: Prowess 7 or Quickness 7
Benefit: After you attack with you main weapon you may
Strong Soul [Racial] perform a basic attack with your off-hand weapon 1 tick
You share an especially strong bond with your soul shard, later.
allowing you to shrug off wounds that would vanquish lesser You suffer a -2 to hit with both attacks (with a fur-
heroes. ther -1 if one of the weapons is not light). Once both attacks
Requirements: Dwarf are resolved, increase your clock by the slower weapon’s
Benefit: When reduced to 0 wounds you are not vanquished speed +2.
instead you may fight on for 12 Ticks. During this time you Example: Caius is battling two zombies and the player wish-
may not heal any stamina or wounds but may otherwise op- es to attack one of the zombies with both attacks. He leads
erate normally. the attacks with his Gladius then (if he is still alive) upon the
Studied [Limited, Tiered] next tick of the clock attacks with his Pugio. At which point
Requirements: Logic 6, Arcanum: Thaumaturgy as a Pri- he advances his clock by 6
mary skill, and Prestidigitation (ta).
Uncanny Reaction [Combat]
Benefit: You are now a practitioner of Elder Arcanum. A
Benefit: You do not grant combat advantage when surprised,
form of magic known to only a handful of the races of Arca-
you also roll an additional d10 when rolling initiative.
nis can grasp its traditions and techniques have been passed
105
Unshakable Dogma [Devout] Weapon Proficiency [Combat]
You faith is unshakable… Benefit: Choose a weapon, unarmed, or natural weapons.
Requirements: Divine Archetype, Holy Champion (tr), You may now use any special qualities and learn weapon
Sword Sage (tr), or Templar (b), or Templar Simplex (ta). tricks associated with that weapon.
Benefit: You fully, and unquestionably, believe in the word When the combat skill associated with your chosen skill
and deed of your chosen deity. Any attempt to dissuade you reaches 3 ranks, you learn the tier I tricks of the weapon.
though mundane means automatically fails. Also you gain a Every 4 ranks thereafter you may lean the next tier trick as-
+2 to your discipline defense against magical effects which sociated with that weapon, from that point onward you may
attempt to compel you to do anything opposed to the ten- use that weapon tick with that specific weapon. Example:
ants of your faith or are in direct opposition to your church. at 3 ranks one can use the tier I trick, at 7 ranks the tier II
trick and so on.
voice of Honey [Skill, Limited] If you possess a weapon trick which may be used with
A Val’Mehen Emissaries’ words become ever sweeter as she multiple weapons, you must learn that weapon trick with
learns to twist and turn words into an endless tapestry of each weapon. (Unless you take the Adapt Weapon Trick tal-
complements and suggestions. ent above)
Benefit: Once per scene (Sp: 12, Dr: Scene, Ra: 10’ area) Special [Limited] Foundation Talent: Upon char-
you may attempt to captivate one target per character tier. acter creation you may gain weapon proficiency in regional
Perform a Persuasion (Charisma) dynamic skill roll against weapon groups instead of individual weapons. (See Table
your opponent’s discipline defense; if successful your oppo- 2-26 Regional Weapons and Armor in the Equipment
nent becomes totally captivated by your words. The target is Chapter for details)
distracted and thus may not perform Perception based ac-
tion skill rolls (though he still has his passive value), and Wolf Pack Tactics [Combat]
suffers a -2 penalty to all Empathy action skill rolls. Lastly, Requirements: Melee as a trained skill
you gain a +1 bonus Persuasion action skill rolls against op- Benefit: When attacking an opponent in melee which is also
ponents you distract, as long as they remain distracted. engaged in melee with any of your allies you gain a +1 to hit.
All distracted opponents remain distracted until as long
as there is no reason for alarm. (drawing weapons, noticing val’Abebi
someone sneak by, and so on)
The Tongues of Man
Wall of Steel [Combat, Stance] are of all Men [Racial]
Requirements: Quickness 6, Reason 5 Language of the province of Althares thus so such barrier
Benefit: For every 3 ranks in a melee skill you may suffer a exists for his children.
-2 to attack rolls gaining a +1 AR Requirements: val’Abebi
Example: if you possess 6 ranks in Melee you may suffer up Benefit: You gain Linguistics as a Primary skill, gain a +2
to a -2 or -4 penalty to hit gaining a 1 or 2 points of AR. bonus to all Linguistics action skill rolls, and you learn an
additional language per blood rank.
Wary [Skill] You may read any written language as long as that lan-
Benefit: You gain +1 to all Perception action skill rolls; and guage originated from someplace on Onara.
a +1 passive perception value. Bloodrank: Obtaining this Talent increases your racial
Bloodrank by 1.
Codex of Heroes
106
val’Assanté Hands of our mother [Racial]
talents
Saluwé’s hunters stalk their prey as their animal brethren
Illiir Lights Your Way [Racial] would, forgoing the weaponry of Man in favor of claws or
Requirements: val’Assanté talons.
Benefit: You may use the Witchlight Universal Arcanum Requirements: val’Dellenov
at will. Benefit: You may, cast Claws of the Beast. You cast this
Bloodrank: Obtaining this Talent increases your racial spell as if you had an Arcanum skill (utilizing Charisma)
Bloodrank by 1. with ranks equal to double your blood rank.Bloodrank:
If you are a Val, obtaining this Talent increases your racial
The Blinding Light of Truth
[Racial] Bloodrank by 1. You gain Melee: Unarmed as primary skill,
Requirements: val’Assanté if this talent is chosen during hero creation, you may apply
Benefit: Once per Scene you may gain a +2 bonus to any your skill ranks to this skill as if you has acquired it though
Empathy action skill roll, you gain an additional +1 for each your archetype.
2 Bloodrank you have beyond the 2
Bloodrank: Obtaining this Talent increases your racial val’Inares
Bloodrank by 1.
She Takes Our Burden [Racial]
The favored of the Suffering Goddess gain a small measure
val’Borda of her boundless endurance.
To Know the Gloom of Night Requirements: val’Inares
[Devout, Racial] Benefit: While you still feel the adverse effects of harsh
The darkness of night is a welcome sight to the children of climates, you are no longer burdened by them and can with-
and those blessed by Cadic. stand temperatures from zero to 110 degrees Fahrenheit
Requirements: val’Borda or if taken as a devout talent must with no ill effects. More extreme temperatures have their
have Cadic as your patron deity. negative effects reduced by one-half.
Benefit: You may see in perfectly through non-magical Bloodrank: If you are a Val, obtaining this Talent increases
darkness out to a range of 30’. your racial Bloodrank by 1.
Bloodrank: If you are a Val, obtaining this Talent increases
your racial Bloodrank by 1. Path of the Stars [Racial]
The Ansharan portals predate even the elder races of Arcanis
Cloak of Cadic [Devout, Racial] and Her children hold a special affinity for their use.
The Dark Bard shrouds his children, hiding from the sight Requirements: val’Inares
of their enemies. Benefit: After a period of deep concentration (12 ticks) you
Requirements: val’Borda or if taken as a devout talent must may activate any Ansharan portal. Allowing you to create
have Cadic as your patron deity. a link between it and any other portal you have been previ-
Benefit: Once per scene you may cast Dome of Shadow uti- ously attuned too. You may keep the portal open for 12 ticks
lizing Stealth (Charisma) as an Arcanum skill. after which you must wait at least 10 minutes before activat-
Bloodrank: If you are a Val, obtaining this Talent increases ing any portal.
your racial Bloodrank by 1. Should you begin play with this bloodline ability, you
are attuned to one portal of your choice; most often this is a
val’Dellenov portal in his home nation. In order to attune to any further
portals, you must either travel through said portal or spend
We are all her children [Racial] 10 minutes attuning to it. It is the player’s responsibility to
All natural creatures are the children of the Green Mother, keep a list of all portals their hero has become attuned to
and just as the val’Dellenov care for the wild, the wild cares should be carefully maintained.
for them. Bloodrank: If you are a Val, obtaining this Talent increases
Requirements: val’Dellenov your racial Bloodrank by 1.
Benefit: You gain the Loyal Companion talent; you may
also chose a wild cat as your companion animal. When you
first chose this bloodline power you gain it as a Tier I tal-
ent, you must take Loyal Companion talent to continue to
improve your Loyal Companion.
Bloodrank: If you are a Val, obtaining this Talent increases
your racial Bloodrank by 1.
107
val’Ishi sess Arcanum: Sorcery as a Primary skill you gain a +1 bonus
to all Arcanum: Sorcery action skill rolls.
Return to Your Rest Bloodrank: If you are a Val, obtaining this Talent increases
[Devout, Racial] your racial Bloodrank by 1.
It is a rare val’Ishi who does not seek to free the walking
dead from their unholy bonds of servitude to Neroth, and Oath Maker [Racial]
an even rarer one who does not wish to destroy them com- Sarish is the Oath Maker, and His children are wordsmiths
pletely. by instinct, writing and sealing pacts in His name with a
Requirements: val’Ishi or if taken as a devout talent must drop of blood and a bit of wax.
have Beltine as your patron deity. Requirements: val’Mehan
Benefit: Once per Scene you may empower your weapon Benefit: You may invoke Sarishan Oath as if you were a
with necrotic energies, disrupting any undead you strike. Sarishan Mage, (See Unique Spells in Magic of Arcanis, pg.
For the remainder of the scene your weapon deals additional 165) utilizing Etiquette (Resolve) as an Arcanum skill.
damage equal to double your blood rank against undead. If Bloodrank: If you are a Val, obtaining this Talent increases
taken as a devout talent the weapon deals additional damage your racial Bloodrank by 1.
equal to the hero’s tier.
Bloodrank: If you are a Val, obtaining this Talent increases
your racial Bloodrank by 1.
val’Mordane
I Know Thee, Brother [Racial]
Call Upon My Ancestors As the children of “He Who Extends Life Beyond Death”,
[Devout, Racial] the val’Mordane have an instinctual ability to sense the
Your ancestors are always at your side, from beyond the em- walking dead within their environment.
brace of life they whisper to you, and protect you. Requirements: val’Mordane
Requirements: val’Ishi or Holy Champion of Beltine. Benefit: You gain the ability immediately sense the presence
Benefit: (Sp: 5, Dr: Scene, Ra: 10’) Once per day you may of undead within 30’ even through walls and other non-
call upon an Ancestor to protect or advise you. If called in magical barriers. This power does not pinpoint the exact lo-
the heat of combat you bring forth a Lesser Ancestral Sprit cation of the undead, only that they are present.
equal to your character Tier, the Sprit appears and immedi- Bloodrank: If you are a Val, obtaining this Talent increases
ately attacks your foes and does so until the battle is over. your racial Bloodrank by 1.
Summoning this Spirit is conceded a Binding Arcanum.
If summoned outside of battle, you may call upon one The Mercy of Neroth
of the honored souls of Beltine; this soul appears and as- [Devout, Racial]
sists you in your endeavor. The soul possesses two skills of Neroth is the Decayed Master of Pestilence and His children
your choosing, the spirit possess these skills at a rank equal are blessed with an innate resistance to even the most lethal
2 times your blood rank. ailments.
For example: You may call upon “Coramier the Hunt- Requirements: val’Mordane or if taken as a devout talent
er” when the sprit appears they possess Wilderness Lore and must have Neroth as your patron deity.
Tracking at your highest skill rank. Benefit: Any time you contract a disease; you does not suffer
The player is encouraged to create some honored ances- any ill effects, but becomes a carrier instead. In order to de-
tors as these sprits will come to know the Hero, which can termine whether you are carrying a disease or not, perform
Codex of Heroes
create some interesting role-playing opportunities. a Heal (Logic) action skill roll (TN:15). If you are infected,
Bloodrank: If you are a Val, obtaining this Talent increases all normal steps required to remove or treat the disease must
your racial Bloodrank by 1. be taken or else you risk infecting others around you. (Of
course, sometimes that is exactly the goal some val’Mordane
hopes to achieve…)
val’Mehan Bloodrank: If you are a Val, obtaining this Talent increases
Sarish is known to His Chosen your racial Bloodrank by 1.
[Racial]
As the Master of the Arcanum, Sarish’s children have an in-
stinctual ability to cast spells, even without proper training. val’Ossan
Requirements: val’Mehan Yarris’ Breath [Racial]
Benefit: You may now use Arcanum: Sorcery untrained The children of the Sea King were not meant to drown with-
with a bonus equal to your blood rank. You have also in- in His watery depths.
stinctual learned how to cast a single spell thus you learn a Requirements: Val’Ossan
single spell from the Wards or Blood traditions. If you pos-
108
Benefit: You have been gifted with the ability to breathe un- For each 2 Bloodrank you have higher than 2, you may in-
talents
derwater through a pair of gills that sprout from your neck crease the bonus granted by +2, or increase the duration by
whenever you are immersed in water; you also gain a +6 to 12 ticks; your choice.
all Athletics: Swim skill action rolls. Bloodrank: Obtaining this Talent increases your racial
Bloodrank: If you are a Val, obtaining this Talent increases Bloodrank by 1.
your racial Bloodrank by 1.
His Redoubtable Strength [Racial]
Yarris’ Step [Racial] The children of the Grand Strategist of the Gods understand
As Ruler of the Waves, Yarris grants His children that protecting those who cannot protect themselves is just
the ability to exert control over liquids. as important to victory as overcoming the opposition.
Requirements: Val’Ossan Requirements: val’Tensen
Benefit: You may walk on water as if it was a hard surface Benefit: (Sp: 6, Dr: Scene, Ra: 20’) Once per day, you may
for 10 minutes per blood rank per day. These minuets need place a protective ward upon a single ally within range.
not be continuous. For the remainder of the scene all damage suffered by your
Bloodrank: If you are a Val, obtaining this Talent increases warded ally is split evenly between the both of you. The
your racial Bloodrank by 1. damage you suffer though the use of this spell cannot be
reduced by AR.
val’Sheem Bloodrank: Obtaining this Talent increases your racial
Bloodrank by 1.
Fortune Favors the Bold
[Devout, Racial]
Luck is a fickle mistress, but She favors those who
val’virdan
make their own fortune. None Shall Stand Who
Requirements: Val’Sheem or if taken as a devout talent Oppose the Gods [Racial]
must have Larissa as your patron deity. The Judgment of Nier is uncompromising, and His children
Benefit: You gain one point of Fate; this point is refreshed often share His unsympathetic views when dealing with
every morning. their enemies.
Bloodrank: If you are a Val, obtaining this Talent increases Requirements: val’Virdan
your racial Bloodrank by 1. Benefit: Once per Scene you may empower a melee attack
with the unmatched strength of Nier. Upon a successful hit
The Rewards of the Flesh [Racial]
you deal additional damage equal to twice your Bloodrank.
Larissa teaches that there is joy to be found within all things
The use of this ability must be declared before the attack
and Her children often spend a great deal of their life travel-
is resolved; if the attack misses the ability is wasted for the
ing the world to learn what they can of the numerous forms
scene.
of pleasure. On such journeys of exploration, the Val may
Bloodrank: If you are a Val, obtaining this Talent increases
meet many people and hear many things, giving him a bit of
your racial Bloodrank by 1.
insight beyond what a normal human would possess.
Requirements: Val’Sheem To Know the Sight
Benefit: Chose a number of Knowledge specializations of Our Lord [Racial]
equal to your passive charisma modifier, you gain a bonus Wherever there is life, there is heat. The children of Nier can
when performing any knowledge (Logic) action skill rolls sense the energies burning within all beings, allowing them
with those specializations equal to your blood rank. to see where normal Val cannot.
Bloodrank: If you are a Val, obtaining this Talent increases Requirements: val’Virdan
your racial Bloodrank by 1. Benefit: In darkness you see the heat patters of all living
creatures out to a range of 30’, undead and creatures such as
val’Tensen earth elementals have no such heat patters and are thus not
visible. You may see heat patters though magical and non-
His Might is Our Own [Racial]
magical darkness and other vision impairing effects (such as
The Storm Lord strikes with the concentrated might of a
heavy fog).
thousand lightning bolts. Such intense control is truly
Bloodrank: If you are a Val, obtaining this Talent increases
understood only by His children, who are gifted with the
your racial Bloodrank by 1.
ability to focus the power of their blows.
Requirements: val’Tensen
Benefit: Once per day, you gain +2 Might lasting for 12
Ticks.
109
equipment Gear Quality
Here you will find a list of common goods and services avail- All items fall into one of five quality levels: Poor, Good,
able within the known lands of Arcanis. Fine, Exceptional or Legendary. Poor quality items may
be found in stores in virtually every settlement (except
Starting Coin perhaps some Dwarven enclaves). Good quality items
All heroes start with a coin, as determined by their back- may be found in some Villages and most Towns (and
ground; this initial may represent long term savings, a recent larger settlements). Fine quality items are available in
windfall or any other reasonable source of funds. Towns and larger settlements, while Exceptional items
may only be found in major metropolitan centers.
Coins of the Known Lands Legendary quality items are only crafted by a hand-
Each nation uses their own currency, such as the Imperial ful of craftsmen at a time, and may only be acquired by
of Coryan or the Gold Crown of Milandir. However, these travelling to these craftsmen. Such craftsmen often have
currencies all have similar values and are abstracted into a apprentices producing lower-grades of items as well.
simpler coinage. Each grade of equipment impacts the cost of the
item, according to the chart below. Legendary items,
10 Copper Coins (Cc) = 1 Silver Coin (Sc) which are not on the chart, are often considered priceless
10 Silver Coins (Sc) = 1 Gold Coin (Gc) and usually have a cost modifier of at least 500x. Gear
with a cost of less than 10GC has its quality costs for
Selling Gear Fine (or better) calculated as if it cost 10GC.
Equipment may be sold for approximately one tenth of its
purchase value. However, some items may fetch higher sale Table 2-24 Gear Quality
prices. For example, rare jewels or historic items, when sold Quality Cost Multiplier
to a collector or an interested party, may fetch anywhere Poor ½x
from half-price to more than their normal value. Adjust-
ments such as these are applied at the discretion of the GM. Good 1x
Fine 10 x
Gear Tables Exceptional 50 x
Cost: This is the item’s base price when purchased new. Poor quality items impose a -2 penalty to all relat-
Weight: The item’s weight in lbs. ed action skill rolls. Other grades of equipment grant
Enc: the Encumbrance Value of the item in question, this is bonuses as detailed below. The quality of the item also
an abstract number representing the item’s weight and gen- affects the difficulty associated with breaking it, see At-
eral bulk. For rules on encumbrance (encumbrance pg 143) tacking and Destroying Objects pg 142.
Weapons Tools and Equipment: Equipment of Fine quality
A trusted weapon may be all that stands between life and afford their user a +1 bonus to any related action skill
near certain death. All weapons come with a sheath, scab- rolls, where as Exceptional equipment grants the same
bard, or belt hook as appropriate just as Arrows/Bolts come benefits as Fine but has its Encumbrance value reduced
with a quiver. by one (to a minimum of 1).
Weapons: Weapons of Fine quality deal an addi-
Speed: Each weapon has a speed; this value is modified dur-
Codex of Heroes
110
Type: The type of damage the weapon deals is important as Clothing and Accessories
equipment
some creatures may be more resistant to some types of dam- The prices for clothing are generally for average apparel, with
age. The three damage types are: Slashing (S), Piercing (P), a few exceptions. You may purchase Fine or Exceptional
and Blunt (B). quality versions of clothing for 5x or 10x the normal value.
Range: Ranged weapons lose potency and accuracy the The listed Encumbrance values are when worn; all clothing
further their target is from the attacker. For each full range has an Encumbrance of 1 while being carried.
increment between the attacker and the target, the attack
and damage rolls suffer a cumulative -1 penalty. Transportation
Thrown weapons cannot be used at all beyond 3 total range These items cannot be carried and thus do not have an en-
increments; while all other ranged weapons may not be used cumbrance value. Some weights are listed in tons; 1 ton is
beyond 5 total range increments. 2,000 pounds.
Armor
A good suit of armor can sometimes mean the difference be- Animals, Tack, and Slaves
tween a mere flesh wound and a mortal wound. All armor is Encumbrance values on tack and gear for riding animals
grouped into broad categories that represent its relative pro- represent their worn values. If stored or carried their encum-
tective value (but also its impact on how quick you move). brance is raised by 2.
AR: Armor Rating; This represents the degree of protec-
tion granted by your armor, all attacks upon your hero have Food & Drink
their damage reduced by this value. The prices reflect the cheapest edible fare. While lesser qual-
Bu: Bulk; For all the protection that armor affords it ity food is certainly available, it is likely poisonous, infested
comes with a price, for as it becomes heavier the sheer weight with vermin, or worse.
and encumbrance impedes mobility and quickness. This
value is applied as a penalty to the hero’s pace (each point Lodging
lowering his pace by 5’), avoidance defense, and all action Shoddier accommodations means sharing a bed with fleas or
skill rolls which utilize Might or Quickness. This penalty worse, while upscale quarters may include personal servants,
may also increase if the Hero surpasses his carrying capacity hot water bath’s, and more.
(See Encumbrance, under Codex of Conlict, page 143).
Natural Armor: Some creatures possess scales or thick
skin; these creatures possess a Natural Armor Rating. This Tools
Natural Armor Rating does not stack with armor worn by Making an action skill roll without the appropriate tools for
the creature. If at any time a creature with Natural Armor the job imposes a -6 penalty.
elects to wear armor, raise the character’s highest Armor For example if you wished to utilize the Artisan: Weap-
Rating by 1. on Smith skill to make an item you would require Smith’s
Tools.
Shields
Shields grant a different set of benefits than Armor. Where Any entry of ‘*’ for Encumbrance means the tools are
armor provides a purely passive defense, shields provide a too cumbersome to be carried.
passive bonus to the user’s Avoidance. All shields share the
following characteristics.
SB: Shield Bonus; All shields provide a passive
Avoidance Bonus when wielded; if the character per- Table 2-25 Shields
forms an attack with a shield they lose this bonus until the Shield Type SB SC Cost Weight Enc
beginning of their next action. The wielder of a shield must Buckler 1 0 20 Gc 3 lb. 1
be aware of any incoming attack to receive this bonus. Small Shield 1 1 10 Gc 6 lb. 2
SC: Shield Penalty; This is a penalty to all Might or
Large Shield 2 2 25 Gc 10 lb. 3
Quickness based skill tests, but only when the shield is read-
ied. This penalty stacks with Bulk from Armor. Tower Shield 3 4 50 Gc 20 lb. 4
Equipment
All of the items described here are available in most locales.
Most need no further description, but a few items warrant
additional comments.
111
Table 2-26 Melee Weapons Table 2-27 Ranged Weapons
Weapons Cost Speed Dam Type Weight Enc Weapons Cost Spd(R) Dam Type Range Weight Enc
Bastard Sword 50 Gc 5 d8 S 6 lb. 4 Flintlock Pistol 800 Gc 2(10) 2d6 P 175’ 6 lb. 3
Kio Sword 1,500 Gc 4 d6 S 5 lb. 3 Flintlock Rifle 1000 Gc 2(12) 2d12 P 320’ 15 lb. 5
112
equipment
Table 2-29 Regional Weapons and Armor
Nation Weapons Armor and Shields
Almeric Choose Coryani Empire or Milandir for Weapons and Armor
Altheria Dagger, Flintlock Pistol, Flintlock Rifle, Hand Axe, Scimitar, Light Spear, Armored Jacket (Buff Coat), Chain Shirt, Brigandine, Buckler,
Long Spear (Pike), Short Sword Small Shield, Ss’ressen Scale Armor
Coryani Bows (all), Dagger (Pugio), Gladius, Light Spear (Lancea), Pilum, Sling, Lorica Muscalata, Lorica Hamata, Lorica Squamata, Lorica
Empire Broadsword (Spatha), Hand Axe, Long Spear Segmentata, Royal Coryani Lorica Musculata, Cataphractos
Segmentata, Medium Shield, Tower Shield
Milandir Bows (all), Bastard Sword, Broad Sword (Einhander), Dagger, Greatsword Studded Leather, Chain Shirt, Chainmail Hauberk,
(Zweihander), Lance, War Hammer, Tralian Hammer, Halberd, Long Spear Milandisian Chainmail Hauberk, Milandisian Gothic Cuirass,
(Pike), Milandisian Trident, Light Crossbow, Heavy Crossbow, Medium Milandisian Andrean Suit of Plate, Buckler, Heavy Shield
Crossbow, Ss'ressen: Unarmed
Hinterlands: Bows (all), Scimitar, Hand Axe, War Axe, Lance, Light Spear, Dagger, Padded Leather, Sicarite Studded Leather, Sicarite Reinforced
General Horseman’s Mace, Horseman’s Flail, Javelin, Sling Leather, Ringmail, Small Shield
Hinterlands: Long Spear, Light Crossbow, Medium Crossbow, Heavy Crossbow, Broad Padded Leather, Studded Leather, Chain Shirt, Chainmail
Censure Sword, Dagger, War Axe, Javelin Hauberk, Brigandine, Small Shield, Large Shield
Elorii Nations Longbow, Broad Sword, Short Sword, Greatsword, Light Spear, Dagger, Padded Leather, Studded Leather, Chain Shirt, Chainmail
Quarterstaff Hauberk, Brigandine, Small Shield, Large Shield, Tower Shield
Dwarven Dagger, Hand Axe, War Axe, Broadsword, Light Spear Padded Leather, Studded Leather, Chain Shirt, Chainmail
Enclaves Solanis Mor: Gladius Encali: Crossbow (all) Hauberk, Brigandine, Small Shield, Large Shield
Tir Bitoqi: Pick (all) Nol Dappan: Flamberge
113
Table 2-31 Clothing and Accessories Table 2-32 Transportation
Item Cost Weight Enc Item Cost Weight
Belt 1 Cc — —
Carriage or coach 600 Gc 600 lb.
Boots 1 Gc 1 lb. —
Cart 15 Gc 200 lb.
Breeches 2 Sc 1 lb. —
Cape/Cloak 1 Gc 3 lb. 1 Carriage/Coach
Garb - Common 200 Gc 350 lb.
- Common 1 Gc 2 lb. — - Fine 250 Gc 400 lb.
- Noble’s 200 Gc 5 lb. — - Exceptional 300 Gc 500 lb.
- Poor 1 Sc 1 lb. — Chariot, riding
- Sailor’s 5 Gc 4 lb. —
- Common 75 Gc 250 lb.
- Scholar’s 6 Gc 5 lb. —
- Tradesman’s 5 Gc 5 lb. — - Fine 200 Gc 275 lb.
Gown 9 Gc 6 lb. — - Exceptional 400 Gc 300 lb.
Hat/Cap 1 Sc — — - War 150 Gc 350 lb.
Holy Symbols — — Coryani Lectica
- Common Quality (Wood) 1 Sc — — - Common 200 Gc 200 lb.
- Fine Quality (Metal, Steel) 5 Gc — —
- Fine 250 Gc 250 lb.
- Exceptional Quality (Gold) 15 Gc — —
Long Coat 5 Gc 8 lb. —
- Exceptional 300 Gc 275 lb.
Necklace, gold 20 Gc — — Keelboat 3,000 Gc 4-12 tn.
Pearls, string 75 Gc — — Sailing Ship
Sandals 5 Sc 0.5 lb. — - Common 10,000 Gc 20-120 tn.
Signet Ring 5 Gc — — - Galley 35,000 Gc 40-200 tn.
Shirt 1 Cc 1 lb. —
Wagon 35 Gc 400 lb.
Shoes 1 Gc 2 lb. —
Warship 25,000 Gc 100-300 tn.
Tabard 1 Gc 1 lb. —
Toga 5 Gc 5 lb. 2 Rowboat with 2 oars 50 Gc 100 lb.
Table 2-33 Tools and Kits Table 2-34 Food and Drink
Item Cost Weight Enc
Item Cost Weight Enc
Healer’s Kit 2 Gc 2 lb. 2
Hook, fishing 5 Cc — —
Ale, quart 5 Sc 2 lb. 1
Instrument, music Beer, quart 5 Sc 2 lb. 1
- Hand Held 10 Gc 3 lb. 2 Banquet (per person) 10 Gc — —
- Large 50 Gc 100 lb. * Rations, 1 week 2 Gc 1 lb. 2
Kits & Packages
Served Meals (Per Day)
- Military 22 Gc 35.5 lb. 14
- Common 5 Sc 1 lb. —
Codex of Heroes
- Scholars 81 Gc 32 lb. 22
- Travelers 22 Gc 34 lb. 13.5 - Fine 1 Gc 1 lb. —
Ladder 2 Gc 20 lb. 4 - Exceptional 10 Gc 1 lb. —
Line, fishing 1 Sc — — - Exotic 25 Gc 1 lb. —
Magnifying glass 50 Gc — 1
Nails (24) 1 Cc — —
Spices 5 Cc 1 lb. —
Needles (24) 1 Sc — — Wine (Bottle)
Pickaxe 4 Gc 5 lb. 2 - Poor 1 Gc 1 lb. 2
Scale 1 Gc 8 lb. 2 - Common 5 Gc 1 lb. 2
Shovel 3 Gc 4 lb. 2
- Fine 15 Gc 1 lb. 2
Tools
- Artisan’s 25 Gc 30 lb. * - Exceptional 25 Gc 1 lb. 2
- Locksmith 20 Gc 10 lb. 1 - Exotic 50 Gc 1 lb. 2
- Shipwright’s 15 Gc 20 lb. *
- Smith’s 50 Gc 50 lb. *
114
Weapon Descriptions
equipment
Table 2-35 Animals, Tack and Slaves
Item Cost Weight Enc & Capabilities
Barding All weapon entries possess the following information.
- Light 150 Gc 50 lb. 2
Description: A general description of the weapon and its
- Medium 1,000 Gc 75 lb. 4 history (if notable).
- Heavy 2,800 Gc 120 lb. 6
Bit and bridle 2 Gc 1 lb. 1
Qualities: These are special abilities the weapon has; how-
ever, you must be proficient with the weapon to utilize any
Coryani Slave
qualities possessed by the weapon. Below is a full descrip-
- Common 250 Gc — —
tion of the various weapon qualities.
- Fine 500 Gc — —
- Exceptional 1,000 Gc — — Adaptable – Can switch from one-handed to two-handed
Dog, common hunting 10 Gc — — by adding 1 speed to the cost of the next attack action taken.
Dog, guard or war 25 Gc — — If the weapon is normally one-handed, but being used
Donkey or mule 8 Gc — — two-handed, then increase the weapon’s damage die one
Eagle or Falcon 200 Gc — — step and the weapon’s speed cost by 1. If the weapon is
normally two-handed, but being used one-handed, decrease
Feed (Per Day) 5 Sc 10 lb. 2
the weapon’s damage die one step, but do not change the
Horse, Draft 50 Gc — —
weapon’s speed.
Horse, riding 100 Gc — —
Horse, riding, quality 200 Gc — — Armor Piercing – When attacking a creature with an AV of 3
Horse, Light Warhorse 150 Gc — — or more, you deal +1 damage.
Horse, Heavy Warhorse 250 Gc — — Concealable – Concealable weapons are easier to hide, grant-
Pony 30 Gc — — ing a +2 bonus to Deceit and Stealth checks when trying to
Saddle conceal the weapon.
- Military 25 Gc 35 lb. 3 Dual-Weapon – If the wielder possesses two-weapon combat
- Pack 3 Gc 10 lb. 2 he may make attacks with this weapon as if he was wielding
- Riding 15 Gc 25 lb. 3 two light weapons.
Saddle bag 2 Gc 4 lb. 1
Flexible – Due to the weapon’s nature, this weapon gains
a +1 bonus when attempting the Trip Foe or Disarm Foe
Table 2-36 Lodging
martial maneuvers.
Accommodations Cost Weight
Hostel Bed 5 Sc — Impact – Critical strikes dealt by this weapon deal +d4 dam-
Lodging(per night) age in addition to inflicting a wound.
- Common 1 Gc — Light Weapons – Some talents and maneuvers refer to light
- Fine 10 Gc — weapons, any weapon with a weight of 3lb or less is consid-
- Exceptional 100 Gc — ered a light weapon.
Rent a Private Apartment (per week) Melee – May be used as a melee weapon with speed and
- Common 10 Gc — damage die expressed as follows (Skill: X, Sp: X, Dam: X,
- Fine 100 Gc — damage type)
- Exceptional 1,000 Gc —
Might – Ranged weapons with this quality allow the wielder
use his Might instead of Quickness for weapon damage.
Table 2-37 Services
Services Cost Weight Mounted – Large weapon that can be used while mounted
Coach 2 Sc/mile — without a penalty; it also deals extra damage on a charge ac-
Courtesan 50 Gc/day — tion while its wielder is mounted.
Guide 1 Gc/night — Quick – The wielder of this weapon may elect to use their
Ferry 5 Sc/horse — Quickness for damage instead of Might.
Messenger 2 Cc/mile —
Reach – This weapon may be used to attack an opponent
Professional 5 Gc/hour — 10’ away, but are difficult to use in close combat and as such
Ship’s passage 5 Sc/mile — suffer a -2 to hit adjacent opponents.
115
Some reach weapons have an even greater reach; in those Qualities: Impact, Adaptable
cases, the penalty for attacking foes closer than the weapon’s Weapon Tricks:
reach is -2 per 5ft. of difference. So, someone wielding a pike Tier 1: Crushing Blow
with 20’ reach who is attacking an adjacent target suffers a
-6 penalty. Bola
Description: This simple weapon consists of two to four
Thrown – Melee weapons with this quality may be thrown
heavy iron balls connected by lengths of cord to a central
the range indicated. Thrown weapons use the wielder’s
ring. They are traditionally used for cattle-wrangling.
Might for damage rolls.
Qualities: Nil
Worn – This weapon is an unarmed attack. Weapons of this Weapon Tricks:
type cannot be disarmed, and as these weapons are worn, Tier 1: Entangle Opponent
they require spending 4 speed to wear or remove.
Bows
Versatile – Some weapons have the ability to deal an alter-
Description: A longbow is six feet or more in length, al-
nate type of damage. For example a Side Sword is normally
lowing for a powerful draw but making the bow unusable
a piercing weapon, but someone who is properly trained may
except when standing. A short bow is much smaller than a
deal slashing damage instead, at their discretion.
longbow and has recurved arms, allowing for easy use on
Weapon Tricks: These are tricks the weapon is capable of horseback.
performing, you must still learn the trick though the Weap- History: The origins of the longbow stretch back into an-
on Proficiency Talent. Per the Weapon Proficiency Talent: tiquity; however, the short bow is a more recent invention of
when the combat skill associated with your chosen skill the Yhing hir.
reaches 3 ranks, you learn the tier I tricks of the weapon. Qualities: Nil
Every 4 ranks thereafter you may lean the next tier trick as- Weapon Tricks:
sociated with that weapon, from that point onward you may Tier 1: Point Blank Shot
use that weapon tick with that specific weapon. Example:
at 3 ranks one can use the tier I trick, at 7 ranks the tier II Broad Sword
trick and so on. Description: One of the most effective weapons in history,
the Broad sword (also referred to as the Arming Sword in
Weapon Descriptions Milandir and the Sparta in Coryan) consists of a 40” to 48”
long double edged blade, wide cross guards, and a single
Bastard Sword handed hilt.
Description: Commonly referred to as the hand-and-a-half Qualities: Impact
sword, this weapon is, in essence, a hybrid between a broad Weapon Tricks:
sword and a great sword. With an elongated hilt, heavier Tier 1: Throw the Blade
pommel, and a wide 48’-50” long blade this weapon is easily
wielded in one or two hands allowing for greater flexibility in Cestus
combat. There is a version of this blade in Coryan, which has Description: Popular in the arenas and tavernas of Coryan,
found popularity in the shadows of the grand areas; its styl- this reinforced leather glove consists of a series of leather
ing is closer to the Gladius and thus named Amplus Gladius. thongs that are tied over the hand holding a set of metal
Codex of Heroes
Qualities: Adaptable plates, one over the knuckles and the other along the back
Weapon Tricks: of the hand.
Tier 1: Mighty Swing There are two variants of this weapon include the Myr-
Bearded Axe mex or “limb-piercer”, and the Sphairai which has thin
Description: The bearded axe represents the apex of axe leather thongs with cutting blades.
design; consisting of a heavy half-moon blade mounted on Qualities: Worn; Myrmex adds Versatile (Piercing); Sphai-
a five and a half foot reinforced staff as thick as a man’s rai adds Versatile (Slicing).
wrist. Once swung, the blade is nigh unstoppable, plowing Weapon Tricks:
through flesh and bone with equal ease. Tier 1: Stunning Strike
History: Originally designed to punch through the heavy
armor of their enemies, the bearded axe is the favored weap- Club
on of the Ssethregoran heavy infantry. Recently this weapon Description: A big wooden stick… you hit people with it.
has begun to circulate through other nations, as their troops Qualities: Thrown (10’)
encounter it during their service in the Shining Patrol of Weapon Tricks:
Altheria. Tier 1: Stunning Strike
116
Crossbows Altherians’ advanced understanding of Blast Powder and
equipment
Description: The crossbow is a small powerful bow attached its explosive potential has aided them in the design of their
to a heavy, wooden stock in order to allowing for mechani- flintlock weapons, placing them on a higher level than their
cal pulling and holding of the string. Crossbow come in a competition. Altherian flintlocks are designed to take ad-
variety of sizes, ranging from two feet long through to five vantage of specific amounts of blast powder for every shot,
feet long (with the bow-size ranging from 1 foot through leading to the creation of blast powder rounds, small paper
three feet). (or cloth) packets of blast power pre-measured to gain the
Special: A medium crossbow may be used one-handed, but most efficient and accurate shot. Therefore, these fine weap-
doing so imposes a -1 penalty to hit. Reloading a crossbow, ons are usually easier, safer, and faster to reload and fire. An
regardless of size, is a two-handed job. Altherian flintlock pistol may be concealed, but the hero suf-
Weapon Tricks: fers a -6 penalty on his Stealth or Larceny action skill rolls
Tier 1: Point Blank Shot to do so, and even then only one pistol may be so concealed.
Qualities:
Dagger Flintlock Pistol: Melee (Skill: Unbalanced, Sp: 4, Dam:
Description: The dagger encompasses all small bladed d6, blunt)
weapons, such as the Pugio of Coryan to the famed palm Flintlock Rifle: Melee (Skill: Unbalanced, Sp: 6, Dam
knife of Canceri. These blades range from 5” to 16” long and d10, blunt)
can be thrown with proper training. Special: Reloading a flintlock, regardless of size, is a two-
Qualities: Quick, Versatile (Slashing), Thrown (10’) handed job.
Weapon Tricks: Weapon Tricks:
Tier 1: Pummel Strike Tier 1: Point Blank Shot
Flamberge Gauntlet
Description: A variant of the Greatsword, the flamberge’s Description: A simple armored glove, a standard part of
signature wavy blade is a deadly tribute to the cold serpen- most medium and all heavy armors. In recent years the use
tine empire that was responsible for its birth. A flamberge is of these gloves as weapons has gained some popularity in the
a fearsome sight, sending chills down the spine of even the arena’s of Coryan and even become the signature off-handed
most stalwart foe. Covered in razor-sharp points and protru- weapon of the Casiva swordsman school in Savona.
sions, these weapons grate through flesh and bone, leaving Qualities: Worn
horrid, jagged lacerations in their wake. Weapon Tricks:
History: Originally developed by the Ssethregoran Empire, Tier 1: Shielding
during recent years this weapon has become quite popular
Gladius
with the val’Virdan family and the Nierites of Canceri.
Description: The Gladius has a double-edged blade and a
Qualities: Impact
strengthened tip. The grip is made of wood, bone, or ivo-
Weapon Tricks:
ry, and is topped with a rounded pommel and the entire
Tier 1: Mighty Swing
weapon is roughly 26” to 30” in length. The Gladius is the
standard blade of the Coryani Legions. Though this weapon
Flail
has been in service for well over a thousand years, constant
Description: This weapon is constructed from two or three
refinement has kept it among the best swords available.
heavy weights connected by heavy chains to a sturdy shaft.
Qualities: Quick, Versatile (Piercing)
The horseman’s version commonly consists of smaller lengths
Weapon Tricks:
of chain connected to a wood shaft, the footman’s flail com-
Tier 1: Throw the Blade
monly has three heavy iron weights connected much longer
chains allowing the weapon to get around shields and weap- Greatsword
ons with ease. Description: These swords, also known as a two-handed
Qualities: Flexible, Impact sword, have a 5’ long blade with a foot-long hilt. Many of
Weapon Tricks: these blades also possess a ricasso with a pair of spikes just
Tier 1: Mighty Swing above, acting as a second cross guard; this allowed a hand to
be placed below the lower guard to “shorten the grip” thus
Flintlocks allowing the user to crudely repel a cavalry charge much like
Description: Altheria may be a center of knowledge and with a polearm.
learning, but it is the power of Blast Powder that has kept Qualities: Impact
the nation of Altheria safe for many years. Altherian flint- Weapon Tricks:
locks are undisputedly the finest flintlocks available. The Tier 1: Mighty Swing
117
Hand Axe
The Flintlock in Society
Description: This small one-handed axe, originally a
The Flintlock, or more specifically an adorned flintlock,
simple tool, has found some popularity as an off-handed
holds a special place within the cultural traditions of the
weapon among the peasantry class of the League of Princes,
Shattered Empires; the closest analogy is the reverence
the woodsmen of Milandir, and even among the Yhing hir
and power associated with the ownership of a katana in
tribes of the hinterlands.
feudal Japan. As such adorned flintlocks are a sign of
Qualities: Thrown (10’)
high station, and one that commoners quickly acknowl-
Weapon Tricks:
edge. In some nations, such as Canceri, this respect is
Tier 1: Hamstring
offered out of fear, whereas in Milandir it’s given out of
respect, or in the case of Coryan, a little of both.
Halberd
Description: This polearm consists of an axe blade with a When a noble comes of age they are presented with
large curved spike on the reverse side, topped with a long a specially adorned flintlock pistol blessed by a monk of
spike. A hybrid design, this allowed the weapon to be used Althares. Each of these flintlocks are as unique as the
as a spear or axe, and the hook allowed an experienced used nobles who bear them. The weapon is commonly en-
to dismount opponents. graved with blessings of wisdom to guide the young
Qualities: Armor Piercing, Impact, Versatile (Piercing) noble. There are also rare instances of nobility also being
Weapon Tricks: granted adorned rifles, especially after performing some
Tier 1: Mighty Swing great deed, either for Altheria or the common-good of all
men; these rifles hold an even greater place of honor and
Javelin often become family heirlooms.
Description: This light spear is designed specifically for While carrying a non-adorned flintlock is the right
throwing, making this weapon completely impractical for of every Altherian, even among their own people the
melee combat. adorned flintlock of station is limited to those of Noble
Qualities: Impact, Thrown (30') blood.
Weapon Tricks:
Tier 1: Mighty Throw Any non-noble found in possession of an adorned
flintlock is arrested and severely punished, the sentence
Kio Sword is typically death. Similarly, any non-Altherian found in
Description: Kio swords are fashioned with double-edged possession of a non-adorned flintlock finds the weapon
cutting blades like broadswords, but they are as fine and ma- confiscated (whereupon it is promptly returned to Althe-
neuverable as a rapier. The blade has a ricasso near the hilt ria) and the offender is typically jailed (or worse).
and a fuller down the middle. They are usually ash gray or Lance
have a bluish sheen. The hilt usually has an ornately decorat- Description: Also referred to as a contus in Coryan, the
ed grip of some significance to the family who constructed Lance is in essence a reinforced spear designed for mounted
it. Overall, these blades are light, durable, and flexible. combat. Due to its weight and awkward design, this weapon
History: A few Kio master smiths have harbored an ancient is of little use when not mounted.
blacksmithing technique that uses an alloy of purified steel Qualities: Mounted
with infusions of meteoric iron to forge the finest swords Weapon Tricks:
Codex of Heroes
in the southern lands, if not the whole continent of Onara. Tier 1: Mighty Swing
Some Kio swords are hundreds of years old and are passed
down as heirlooms, still completely functional despite their Mace
age. It is exceedingly rare to see one up for purchase. Usu- Description: A mace consists of a strong half, capped
ally these blades are only given away for some great service with a thicker, heavier iron or steel head. The head often
performed for a noble Kio house. In fact, so great is the re- has heavy flanges, designed to penetrate armor and inflict
pute of certain swords that some Kio warriors are recognized more damage. The original designs for maces stretch back
simply by the sword they carry. To see a Kio duelist fight to antiquity. The Footman’s Mace is commonly 3’ long with
with such a blade is a true wonder to behold. All Kio swords a longer, wrapped hilt; the Horseman’s Mace is normally
are named, and as a matter of tradition, most bearers of Kio longer, reaching lengths of up to 6’, but lighter allowing it to
swords introduce themselves as “name,” bearer of “sword be used on horseback.
name.” Qualities: Impact, Armor Piercing
Qualities: Adaptable (two-handed), Quick Weapon Tricks:
Weapon Tricks: Tier 1: Crushing Blow
Tier 1: Rapid Strike
118
Maul Qualities: Dual-Weapon
equipment
Description: Also referred to as the great mace, this weapon Weapon Tricks:
is just a larger, two-handed version of the Footman’s Mace. Tier 1: Rapid Strike
Qualities: Impact, Armor Piercing
Weapon Tricks: Scimitar
Tier 1: Mighty Swing Description: This blade originated from the Yhing hir
tribes of the Hinterlands. The Scimitar is a sword with
Milandisian Trident curved, single edged blade about 36” long.
Description: A two-handed version of a regular trident, this Qualities: Quick
weapon consists of three barbed tines protruding from the Weapon Tricks:
end of a 6-foot shaft. Tier 1: Hamstring
History: Originally developed by the Undir for fishing, the
trident has been adapted and refined by the water-faring Scythe
culture of the val’Ossan. The Dolphin Guard of Naeraanth Description: A modified version of the agricultural scythe,
have become very fond of this weapon, often having them this pole arm consists of a 4’ long curved blade upon a 5’ to
made of coral or exotic metals. 6’ long staff. A rare weapon, most commonly found in the
Qualities: Reach hands of those devoted to Neroth.
Weapon Tricks: Qualities: Impact
Tier 1: Mighty Throw Weapon Tricks:
Tier 1: Mighty Swing
Pick Short Sword
Description: These weapons evolved from mining tools, Description: The smallest of the sword family, short swords
and resemble their more mundane companions. They con- derived from the Coryani Gladius; being thinner and lighter
sist of a shaft, capped with a heavy hammer head that ex- than the Gladius it lacked the power of the heavier blade
tends into a spike on the reverse end. but made up for it in increased speed.
A Horsemen’s Pick has a long handle, reaching between five Qualities: Quick
and six feet. A Footman’s Pick has no hammer end, instead Weapon Tricks:
having two opposed spikes and typically a third extending Tier 1: Throw the Blade
from the end of the shaft like a spear-head.
Qualities: Armor Piercing Sickle
Weapon Tricks: Description: An agricultural tool, the sickle is an uncom-
Tier 1: Pin Them Down! mon weapon, mostly found wielded by the devout of Salu-
wé. The Sickle consists of a curved half moon 24” blade atop
Pilum a 12” hilt.
Description: Pilum are quite unique in design; although a Qualities: Versatile (Slashing)
pilum can function as a spear, it is designed to warp after Weapon Tricks:
impact, in hopes that it will drag down an enemy’s shield, Tier 1: Hamstring
sometimes even pinning two of them together. The average Side Sword
pilum is 6 feet long and has a barbed iron shaft connected Description: A recent development within the last 60
to a wooden pole in a weighted socket. A lead ball is usually years, this modified longsword has a thinner blade with a
added to further increase the throwing distance. longer cross-guard sweeping down forming rings just below
History: This weapon was developed during the phalanx the guard to place ones finger allowing for quicker strikes.
days of warfare to counter the all too commonly encoun- Qualities: Quick, Versatile (Piercing)
tered shield wall. This weapon was designed as a means to Weapon Tricks:
open gaps in the shield walls of the enemy, and it is still in Tier 1: Pummel Strike
use today, often issued to the Coryani auxiliārius.
Qualities: Thrown (30’) Sling
Weapon Tricks: Description: A loop of flax, hemp, or wool into which a
Tier 1: Render Shield Worthless stone is placed. The sling is then spun at high speeds as one
end of the loop is released sending the stone flying.
Quarterstaff Qualities: Concealable
Description: Easy to make, and readily found in even the Weapon Tricks:
smallest hamlet, these weapons are plain to see, but in the Tier 1: Stinging Shot
hands of a master, deceptively deadly.
119
Smith’s Hammer of a heavy pick. The entire thing is mounted on the end of
A common smith’s hammer is a surprisingly effective weap- a metal-shod, six-foot long shaft. While this has allowed
on in the right hands. for an extremely effective method of taking down heavily-
Qualities: Thrown (10’) armored knights, it has also made the weapon a little too
Weapon Tricks: unwieldy for all but those who dedicate themselves to its
Tier 1: Mighty Throw mastery.
Qualities: Armor Piercing, Versatile (Piercing)
Spear, Light (lancea) Weapon Tricks:
Description: The lancea is a wood-shafted, metal barb- Tier 1: Mighty Swing
tipped weapon mainly used for throwing, but it is also stur-
dy enough to be used as a thrusting weapon if retained in Unarmed
the hand. Description: There are countless styles of unarmed com-
History: Originally developed by the Coryani as a standard bat thought the lands. This weapon represents the use of
armament for their legions, this weapon now enjoys wide- any portion of the body when striking an opponent; specific
spread use. Some of these weapons carry elaborate designs styles may dictate which portion of the attacker’s body is
and are used as badges of office. actually used to perform the strike.
Qualities: Thrown (30’) Qualities: None
Weapon Tricks: Weapon Tricks:
Tier 1: Mighty Throw Tier 1: Stunning Strike
rods and rings wrapped in soft, flexible leather. It gives off Coryani Empire, the Larissans of Sweet Savona warmly em-
a skittering rattle when used, hence the weapon’s nickname, braced it, and continue to favor it as an unassuming but
“rattler.” deadly weapon.
History: The steel whip is a surprisingly dangerous weapon Qualities: Quick, Concealable
that was first developed by the Kio for reasons only known Weapon Tricks:
to them. Within the League of Princes, this weapon is still Tier 1: Hamstring
very popular.
Qualities: Flexible, Quick Warhammer
Weapon Tricks: Description: This vicious instrument is a favorite of the
Tier 1: Long Strike Famed Tralian Hussars who are loath to relinquish it. It is
often sheathed in iron to improve its durability.
Tralian Hammer Qualities: Armor Piercing, Versatile (Blunt)
Description: Designed to overcome exceedingly tough ar- Weapon Tricks:
mor, the Tralian hammer combines both the standard blud- Tier 1: Mighty Swing
geoning head of a hammer and the piercing, beak-like spike
120
Whip Armor Descriptions
equipment
Description: Also referred to as a Bullwhip, these weapons Armored Jacket
are more commonly used to control livestock. Made of raw- Description: Consisting of a short leather jacket reinforced
hide these weapons are typically 10’ in length from handle with hidden metal plates, the protective nature of these jack-
to tip. ets can be easily overlooked. Traditionally, these jackets are
Qualities: Flexible, Reach fitted with hidden pockets and wrist scabbards that can hold
Weapon Tricks: a dagger or other small weapon.
Tier 1: Rapid Strike Qualities: Concealable
121
Chain Shirt silk shirts, and like all Kio-crafted goods, this armor is rare
Description: Tediously crafted from thousands of small, outside Kio families.
interwoven, riveted iron or steel rings, these shirts are one of Qualities: Nil
the most common military armors. These are usually worn
over a padded, linen under-shirt. Lorica Squamata
Qualities: Nil Description: The Lorica Squamata consists of a metal scale
shirt fitted with steel shoulders, like those found on Lorica
Sicarite Reinforced Leather Segmentata. Used by standard bearers, musicians, centuri-
& Sicarite Studded Leather ons, cavalry troops, Lorica Squamata is common within the
Description: The excellent leather artisans of the Yhing legions of Coryan, even finding its way to some auxiliary
hir are responsible for the development of these cunningly- infantry legions as well.
designed superior armors. Developed out of necessity, due
to the lack of iron in the Hinterlands, these suits consist Brigandine
of interlocked, water-shrunk leather plates tailored over a Description: First created by the Coryani Empire, brigan-
stiff bamboo framework that allows more freedom of move- dine armor consists of a studded leather coat reinforced with
ment than that of normal leather or studded leather armors. metal plates riveted onto the jacket covering the torso and
Studs, strips of metal, and spikes are sometimes added when
back. These plates are then covered with additional cloth or
available to the crafter. Few families in the Hinterlands
boiled leather for extra protection.
know the techniques needed to make Sicarite armor, and
Qualities: Nil
those who do regard the knowledge as a precious family se-
cret.
Lorica Segmentata
Qualities: Nil
Description: The armor of the finest and best-equipped
Lorica Hamata Coryani legions, lorica segmentata has seen many improve-
Description: Lorica hamata consists of a chain shirt fitted ments during more than 360 years of outstanding service
with thick brass shoulders which run from about the mid- to the Empire. Though surpassed in many ways by newer
back to the front of the torso where they are connected by designs, this armor is arguably the finest armor every issued
iron loops. Though this armor has fallen out of use with to the common soldier. It consists of steel plates bent and
the common legionnaire, but has found a place among the molded around the chest and shoulders, then linked togeth-
Ferentarii (Light troops) and the Scouts of the Coryani le- er with steel mail worn beneath. Steel arm and leg greaves
gions. complete the kit. This armor is built for maximum protec-
Qualities: Nil tion and maneuverability.
Qualities: Nil
Ring Mail
Description: A hybrid armor combining aspects of chain Royal Coryani Lorica Musculata
mail and padded armor, ring mail consists of a padded leath- This version of lorica segmentata armor consisting of a steel
er jacket covered with large interlocking metal rings. Boiled breastplate fitted with segmentata style shoulders, this armor
leather arm covers and leg greaves complete the suit. is comfortable yet strong. Often worn by officers, it is a sign
Qualities: Nil of wealth and power.
Qualities: Nil
Codex of Heroes
122
heavy for all but the strongest knights to wear, Andrean plate overlapping strips of bentwood reinforced with iron bars.
equipment
is surprisingly easy to move around in. Its cunning design Notoriously difficult to use, these shields are rarely seen out-
permits the wearer to enjoy almost a full range of motion. side the legions, as only group tactics allow for the proper
This armor is rare, not because its construction is controlled, use of these shields.
but because it is extremely expensive to manufacture. Only Qualities: Unwieldy
the wealthiest of individuals can afford such a suit of armor. Weapon Tricks:
Qualities: Slow Tier 1: Shield Wall
123
come across a legendary lock; such locks have TNs ranging non-action accounted for in the weapon’s reload speed. A
from 30 and up. hero may only wear two bandoliers at any time.
Manacles: Manacles can bind a human sized creature. A Shot Belt Pouch, Altherian: These small leather belt pouch-
manacled creature may perform an Acrobatics (Quickness), es have been specially treated with a resin made from animal
Larceny (Quickness), or Larceny (Logic) action skill roll to fat. These pouches are able to hold up to 20 pre-measured
slip free (TN25). Breaking the manacles requires a success- blast power packets. When closed, these pouches protect
ful Might attribute action roll (TN25) Manacles have AV: blast power from mundane sources of heat and water for
10 and H: 2. If the manacles are locking, increase their cost short amounts of time (24 ticks if fully immersed in water
by the cost of the lock that is used in them. or fire). It takes a Simple skill action to open or close an Al-
Oil: A pint of oil burns for 6 hours in a lantern. You can use therian Shot Belt Pouch, but retrieving a powder pack from
a flask of oil as a weapon. Lighting oil requires a demanding this bandolier is accounted for by the weapon’s reload speed.
skill action, once thrown (requiring Ranged: Throw skill, Spyglass, Altherian: These devices magnify the user’s vi-
and with a range increment of 10’) the pint of oil deals 2d6 sion by ten times.
points of fire damage. Flintlock Toolkit: This toolkit is a must-have item for any-
You can pour a pint of oil on the ground to cover an area one using or reloading flintlock weapons. The toolkit con-
5’ square, provided that the surface is smooth. If lit, the oil sists of a number of small tools used to maintain, clean, dry,
burns for 12 ticks and deals 1d4 points of fire damage to all and repair flintlock weapons. This kit also contains replace-
creatures in the area. ment flints and small molds used to create lead bullets when
Rope, Hemp: This rope is easy cut with any edge weapon, ammunition is running short.
and can be burst with a successful Might attribute action Mess/Cooking Kit: This neatly-packaged item contains all
roll (TN20). the supplies and utensils one person needs to cook and eat
Rope, Silk: This rope is easy cut with any edge weapon, small meals during travel. A small metal pot is the central
but unlike Hemp requires a complex skill action and can be item; within it are packaged a small wooden cup, several
burst with a successful Might attribute action roll (TN25). small wooden containers of common spices, and a set of
cheap metal utensils. The lid to the pot also doubles as the
Sack: Leather or Canvas sacks can carry 15 points of en-
eating plate.
cumbrance or 50lb. These do not reduce the encumbrance
of items stored in them. Waterproof Flintlock Case: These small devices were first
created by the val’Ossan family to protect their flintlocks
Tinderbox: Lighting a fire, lamp, lantern, or torch requires
from the harsh elements frequently encountered during sea
a demanding skill action when using a tinderbox.
voyages. Made from various cured animal bladders, each of
Torch: A lit torch burns for 1 hour. It sheds bright light in these form-fitted waterproof sleeves may store a single load-
a 10’ radius and shadowy light 40’ further. If used in com- ed flintlock weapon, keeping it safe from any normal water
bat treat as a club which deals an additional 2 points of fire damage. Flintlocks stored in this manner are not subject to
damage. damage or any other harmful effects of water. As a demand-
Sextant, Altherian: This innovative instrument is a wonder ing skill action, a flintlock may be placed into or retrieved
of modern technology. By using this small, metal and crystal from one of these cases. Alternatively, a character may re-
device to line up the sun or stars, one may find his relative trieve a stored flintlock as a simple skill action, but doing
position on land or sea (or in the air). With the help of this so requires destroying the case. If the situation is truly dire,
Codex of Heroes
device, a hero can automatically succeed on any Wilderness one may simply shoot through the case without removing
Lore or Seamanship action skill roll to find his latitude and the flintlock at all, but the shooter suffers a -2 penalty to hit,
longitude on a map. Untrained characters have no idea how and all range increments of the weapon are halved. These
a sextant works. To successfully use this item, a character cases are very flexible. A case may be rolled into a very small
must have at least 3 ranks in Wilderness Lore or Seaman- tube when it is not in use. One may even use these cases to
ship. shoot flintlocks underwater, with each case being destroyed
after one shot. However, the shooter still suffers a -2 penalty
Shot Bandolier, Altherian: With the invention of pre-mea-
to hit, and the maximum distance the bullet will be effective
sured blast powder packets, these bandoliers have gained
underwater is 10 feet, as after that its momentum is spent.
widespread acceptance. Each bandolier holds up to 20 pack-
ets of shot powder in its easily-accessible pockets. These
pockets are water and fire resistant, providing the packets Kits & Packages
protection from all mundane sources of heat and water for Military Kit
short amounts of time (24 ticks if fully immersed in water Backpack, Tent, Bedroll, Tinderbox, Mess/Cooking Kit,
or fire). Retrieving a powder pack from this bandolier is a Waterskin, Whetstone, Belt, Boots, Breeches, scabbard,
124
sheath, Garb- Common, Rations (1 week). riding a horse. Whenever a Ride check would normally be
equipment
Altherian & Coryani heroes also have a red cloak (signifying required, a person in a chariot must perform an Acrobatics
a member of the military) while Milandisian heroes gain a (Quickness): Balance action skill roll instead. If the driver
tabard. of the chariot has 6 or more ranks in Ride or Beast Lore, he
Encumbrance: If Backpack is used to store the Bedroll gains a +1 bonus on these rolls. A rider may benefit from this
(3), Tinderbox (0.5), Mess/Cooking Kit (1), Waterskin (1), bonus from both skills. There are two basic types of chariot
Whetstone (0.5), and Rations (2) the total encumbrance of available.
this kit becomes 10
Chariot, riding: This two-wheeled transportation device
Explorers Kit holds one person (and his personal gear) standing upright on
Backpack, Rope (Silk), Collapsible Grapping Hook, Ham- a platform that is surrounded by a small semi-circle of wood
mer, Chalk, Crowbar, Mess/Cooking Kit, Waterskin, Garb and cloth. Sometimes these chariots are highly decorated
– Scholar, Rations (1 week), Mirror Small, Cloak, Book (Pa- or elaborately fashioned. Some are trimmed in exotic and
per), Ink (1 vile), Lamp, 2 vales of Oil. costly metals, and some are made to resemble fierce beasts
Encumbrance: If Backpack is used to store the silk rope or creatures of legend.
(3), grappling hook(2), Crowbar(2), Mess/Cooking Kit(1), Material Strength: AV: 20/H: 2 (hull) or AV: 20/H: 1
Rations, Small Mirror(1) Chalk (.5) and Ink (.5) total En- (wheel); Traveling Speed: 5 mph for one horse/6 mph for
cumbrance of this kit is 18 two horses.
125
Special Materials was bartered away or stolen by humanity. Even so, only a
handful of royal smithies have the knowledge and capability
Across the Known Lands there are special metals and alloys
of refining it.
which have been utilized by dwarves and smiths alike in
pursuit of the perfect weapon, or to seek an edge upon the
Weapon: Any weapon made of Fervidite deals an additional
field of battle. The Materials described below may be ap-
point of damage, which increases to an additional 2 points
plied to any item that is predominantly made from metal.
of damage when attacking any target with an AV greater
than 3.
Table 2-38 Special Materials Armor: Fervidite resists all elements with equal capacity, ar-
Material Market Price mor made from an alloy of this metal imparts an additional
Armor Shields Weapons Other 2 points of AV against all forms of elemental and energy
Glass Steel - 300 / lb 300 / lb 300 / lb damage save brute force.
Fervidite 500 / lb 500 / lb 500 / lb 500 / lb Shield: Much like armor, shields made of Fervidite protect
Sarishan Steel 200 / lb 120 / lb 200 / lb 300 / lb the wieldier granting him 2 points of AV against all forms of
- Tempered 1,000 / lb 600 / lb 1,000 / lb 1,500 / lb elemental and energy damage save brute force. This bonus
does not stack with armor made of Fervidite.
Glass Steel: A vein of this strange ore was first discovered on
the ocean facing side of the Altherian Plateau. A deep gray Sarishan Steel: Many say that the technique used to create
color when first mined; this ore is then run through several this alloy were first taught to the humans by a Valinor of Sa-
purification processes and a multi-stage smelting technique rish during the Time of Terrors. Others point to the incred-
which soon produces a semi-clear material of impressive ible advances in weaponsmithing and metallurgy during
strength. At first regarded as an expensive novelty for the the First Imperium of Man as to the source of this amazing
rich, the philosopher Umandi val’Abebi later made the dis- metal. Whatever its origins may be, its effectiveness against
covery that when items made of Glass steel were specially the Infernal is undeniable.
treated they could help focus psionic energy, in essence turn-
ing them into foci. Weapon: Most Infernals have some level of Vunerability to
Normally only used for weapons, some nobles of ex- Sarishan Steel.
ceptional wealth have had suits of Glass Steel armor com-
missioned, but these endeavors have always met with mixed Armor: Armor forged from Sarishan Steel helps ward the
results, mostly failure. The more commonly crafted weapons mind of its wearer against the taint and influence of Infer-
and shields have all had excellent results. nals. You gain a +1 bonus to your Discipline Defense against
all spells cast by Infernals.
Effects:
Weapon: A weapon made of Glass Steel weighs half as much Shield: A shield forged from Sarishan Steel seems to draw
as a normal weapon of its type. Any balanced, one-handed itself towards the attacks of an Infernal; granting +1 to your
weapon crafted from glass-steel gains the Quick weapon avoidance defense against the mundane attacks of Infernals.
quality.
Shields: A shield forged from Glass Steel weighs half as Tempered Sarishan Steel: This more powerful variant of
much as normal shield of its type. A Glass Steel shield has its Sarishan Steel was discovered during an expedition after the
Codex of Heroes
Encumbrance and shield penalties reduced by 1 (to a mini- Wall of the Gods fell. Stored in a secret fortress, it was pro-
mum of one) tected by a long-lost host from the First Imperium.
Glass Steel and Psionics: Any awakened hero may use
a glass steel item as a psionic foci allowing him lower the Tempered Sarishan Steel has the same benefits as regular Sa-
strain of any psionic spell by 1. rishan Steel; additionally weapons made of this steel bypass
the Natural Armor Rating of any Infernal with the Mon-
Fervidite: A mysterious type of incredibly dense meteorite strous Weakness: Vulnerability: Sarishan Steel
ore, this beautiful mineral shines with an internal electrum
luster that positively glows when polished. Among the rar-
est of all known metals, it is very resistant to cuts and punc-
tures yet remains somewhat flexible, making it ideal for the
construction of armor. It is also an excellent metal for use in
weapons, being nearly unbreakable when properly refined,
surpassing even Savonan Steel in that regard. Although first
exploited by the dwarves, long ago the secret of its alloying
126
Martial Techniques Effect
127
Weapons: Bearded Axe, Buckler, Flintlock (all), Mace Ra: Melee (1 Target)
(All), Maul, Trallian Hammer. Effect: -1, you deal Blunt damage instead of Piercing or
Slashing damage.
Entangle Opponent Weapons: Dagger, Light Spear. Broadsword, Side Sword,
Attack: Avoidance Short Sword.
Sp: +2(3)
Ra: 30’ (1 Target) Point Blank Shot
Effect: Weapon, Your target must perform a dynamic Ath- Attack: Avoidance (Prowess)
letics (Quickness) action skill roll against the result of your Sp: Special See Below
attack roll. If they fail they are entangled and suffer a -15’ Ra: Nil
to their pace and a -1 to all action skill rolls which utilize Effect: When you strike a target within 15’, you inflict +1
might, prowess and quickness as well as all Arcanum action damage.
skill rolls to cast and attack with spells. The target may Weapons: Any Bow, Flintlock, Crossbow
spend a Complex skill action to remove the Bola. A single
target can only suffer from two bola at any one time. Pin Them Down!
Weapons: Bola Attack: Avoidance (Prowess)
Sp: +2 (2)
Hamstring
Ra: Melee (1 Target)
Attack: Avoidance (Prowess)
Effect: Weapon, if you successfully bypass your targets for-
Sp: +2(1)
titude you also pin their foot to the ground reducing their
Ra: Melee (1 Target)
pace to 0 and granting them a -2 to avoidance and all actions
Effect: Weapon, If your attack roll also surpasses your tar-
until the weapon is removed. They may release themselves as
gets Fortitude defense their pace is reduced by half until
a demanding skill action.
your next action.
Weapons: Dagger, Pick (all), Scythe, Trident.
Weapons: Bearded Axe, Dagger, Flamberge, Gladius,
Hand-Axe, Kio-Blade, Scimitar, Scythe, Sickle, Swords (all), Quick Set
Trident, and War Fan. Attack: Avoidance (Quickness)
Sp: Special (4)
Long Strike Ra: Melee (1 Target)
Attack: Avoidance (Prowess) Effect: Weapon, anytime you are charged you may set your
Sp: +1 (0) weapon to strike the incoming target, roll your attack nor-
Ra: 10’ (1 Target) mally, if you hit your target misses and suffers your weapons
Effect: Weapon damage, push your clock speed by the speed of your weapon.
Weapons: Halberd, Quarterstaff, Steel Whip, Light Spear Weapons: Halberd, Long Spear.
Weapons: Javelin, Light Spear, Sling Weapons: Bastard Sword, Dagger, Flamberge, Gladius,
Great Sword, Kio Sword, Light Spear, Quarterstaff, Steel
Mighty Swing Whip, Side Sword, Whip.
Attack: Avoidance (Might)
Sp: +3 (2) Render Shield Worthless
Ra: Melee (1 Target) Attack: Avoidance
Effect: +5 damage Sp: +2
Weapons: Bastard Sword, Bearded Axe, Flamberge, Flail Ra: Range (1 Target)
(all), Gauntlet, Great Sword, Halberd, Kio-Blade, Lance, Effect: None, if you successfully strike your target’s shield
Broadsword, Mace (all), Maul, Morning Star, Scythe, Tral- becomes worthless, they are unable to defend with it or per-
lian Hammer, Trident, War Axe, War Hammer. form any weapon tricks which involve their shield. And un-
til they drop their shield they suffer a penalty to their Avoid-
Pummel Strike ance equal to half their shield’s SP.
Attack: Avoidance (Prowess) The shield remains worthless until the weapon used
Sp: +0 (1) to render the shield worthless is removed. The target may
128
remove the weapon as a demanding skill action. gets Fortitude Defense they are Stunned Weapons: Ces-
129
Precise Aim
With some caution, you may safely fire your weapon into
Character
melee Advancement
Requirements: Ranged +3 As your heroes achieve victory, their legend grows. With
Attack: Avoidance (Prowess) experience comes knowledge and power, tools used to over-
Ra: 30’ come even greater dangers. It is the hero’s lot to be ever
Sp: +2 challenged by fate, and the greatest heroes become legends
Effect: Weapon, You may fire into melee without suffering renowned throughout the ages, their feats superhuman.
any penalties.
Weapons: Any Ranged or Thrown Weapon. Experience
At the end of each adventure your hero gains a number
Pressing Attack
of Experience Points. At every 1000 points earned, your
Your savage assault drives your enemy back
character gains a Rank (see below). It is recommended that
Requirements: Melee (any) +3
for every evening of play (approximately 4-5 hours) the char-
Attack: Avoidance (Prowess)
acters should earn 150 Experience Points just for participat-
Ra: Melee
ing. The heroes should also be faced with three to five sig-
Sp: +2
nificant achievable goals. These may be enemies to defeat in
Effect: Weapon -2, you force your target back 5’, if moving
battle, mysteries to unravel, traps to overcome, or any other
back would directly cause your opponent bodily harm; your
plot device that suits the pace and drama of your campaign.
attack must also strike his Fortitude Defense.
Each of these goals should provide a small experience bonus
Weapons: Any
(perhaps 25 points) to the group as a whole. Following this
Sweeping Strike guideline, savvy groups will earn rewards quickly, adding
You strike in a wide arc, catching several enemies at once. ranks after perhaps as few as 4 adventures.
Requirements: Might 7, Melee (any) +3 Also, reward exceptional play by individuals though
Attack: Avoidance (Prowess) small awards of experience. Remember, even 10 Experience
Ra: Melee Points is 1% of the way to the next Rank, and the incentive
Sp: +3 will encourage all players to fully participate at all times.
Effect: Norm, You may perform an attack against any two
opponents within melee reach, each attack must be rolled Advancement
independently. A character’s power is broadly defined by Tiers. Beginning
Weapons: Any Melee Weapon characters, already heroes in their own right, begin play at
the very start of tier one. As they overcome challenges and
Trip Foe gain experience, they earn Ranks – incremental advance-
With a kick to the legs or a sweep of the blade you take your ments in small areas that rapidly accumulate into significant
enemy’s legs out from under him. increases in their capabilities. Every 10 ranks of advance-
Requirements: Melee +3 ment, your character’s Tier increases and the options for ad-
Attack: Special vancement expand.
Ra: Melee Within each Tier there are 10 Ranks, as you advance in
Sp: +2(+1) Ranks you gain incremental benefits. These benefits are cho-
Codex of Heroes
Effect: You do not suffer Free Strikes (see Combat pg 134) sen from the following tables, once per rank unless indicated
when attempting to trip a foe. as an option for multiple selections. As a result you will gain
Weapons: Unarmed, Flail, Spear, Halberd, Tralian Ham- the cumulative benefits of each option on this list over time.
mer, Pick, or Axe. All characters, regardless of Archetype, have access to
certain general advancements as reflected on Table 2-35
Unbalancing Attack Rank Advancement Benefits. In addition, each Archetype
A quick strike is all you need to create a deadly opening. has access to specific advancements to reflect the distinct
Requirements: Ranged or Melee +3 focus of the character. These advancement options are in-
Attack: Discipline (Prowess) cluded below for convenience.
Ra: 30’ The benefits of advancements often provide hidden
Sp: +1 (2) benefits. Earning enough ranks in a Melee Skill may open
Effect: Weapon-3 damage, your gain a +2 to hit and add up access to Weapon Tricks, increasing an Attribute Score
your Prowess Attribute Die as additional damage on your could increase one of your Defenses, etc.
next attack.
Weapons: Any
130
Character Advancement
Table 2-39 Rank Advancement Options Multiple Table 2-4 Divine Archetype Rank
+1 to any two different Attribute Scores, yes (2) Advancement Benefits Multiple
once per Attribute, per Tier Gain one Divine Talent no
Select one Trait no +1 to chosen Arcanum skill no
Gain one Talent yes (3) +1 to all Primary Social Skills no
Gain +1 to all primary Skills no Add a Lore skill as an Elective skill no
Gain +1 to all trained Skills no Gain +1 to Fortitude Defense no
Gain +2 to all Defenses no
Gain +4 Stamina no Table 2-5 Expert Archetype Rank
Gain +1 to Avoidance no Advancement Benefits Multiple
Gain +1 to Fortitude no Gain one Talent no
Gain +1 to Discipline no Gain +1 to Avoidance Defense no
Select one Skill in which you have no ranks, no +1 to any three different Primary Skills no
it is now an Elective Skill at rank 1 Add a new skill as an Elective Skill (at rank 1) no
Select one Elective Skill, it is now a Primary no Add a new skill as a Primary Skill (at rank 1) no
Skill
Table 2-6 Martial Advancement Options Multiple
Table 2-3 Arcane Archetype
Rank Advancement Benefits Multiple Gain one Combat Talent no
Gain one Arcanum Talent no Gain +1 to any Primary Combat Skill once Yes (2)
per tier per skill
+1 to chosen Arcanum Skill no
+6 Stamina no
+1 to all primary Lore Skills no
Gain one Advanced Weapon Talent no
Add a Lore skill as an Elective skill no
Gain +1 to Discipline Defense no
131
Game Play
Like the mythic sagas of old, the tales of your Heroes will The Attribute Die can explode whenever used, not
be rife with intrigue, danger, and wonder. Sometimes the only for Action Rolls, but also for damage or any other in-
Heroes will be interacting with each other or with charac- stance in which it is called upon.
ters controlled by the Game Master and there is little to no
need for dice. The players speak and act as their characters Skills
and the GM reacts in a general sense. Only when there are The primary modifier for most Action Rolls is going to be
consequences for failure is an Action Roll called for. some level of Skill. If you are attempting an Action for
Once the action gets rolling, the dice start flying. which you are trained in the appropriate Skill, you add your
This may be a result of combat, or perhaps your character Rank in the governing Skill to the result of the Action Roll.
is attempting to sneak past a guard, or trick a servant into Some Actions will require that the character is trained in
revealing something of his master’s plan, but regardless there the related skill, and other will not. In most cases the rules
is a price to be paid for failure. will describe which Skills can be used untrained; in other
cases your Game Master will be the final arbiter of such
The Basics
situations.
Any skill can be used with almost any Attribute
The Action Roll Die to provide for nearly any situation. For Example: one
might use Athletics with Prowess in order to actively com-
The Action Roll mechanic is straightforward. Just roll your
pete in a contest, to form a game plan one could use Logic,
Action Dice and your Attribute Die together and add them
to trick an opponent into moving early one could make use
together. You always want to roll high if you intend to suc-
of Charisma, and to persist in the face of a long-lasting con-
ceed. If relevant, you will also add any modifiers (from
test Vigor may be the best choice.
Skills, Talents, Tricks and/or Circumstances) to the result.
To sum up, in order to perform an Action Roll simply:
• Roll 2d10. (These dice are referred to as Action Dice) Talents and Tricks
• Roll your Attribute Die (see Attributes) and add it to the The specialized modifiers to Action Rolls can be found in
result of your Action Dice Talents and Tricks. These two elements of your charac-
• Add your bonuses gained from Skill Ranks, Talents, ter are from the choices made during character creation and
Tricks and/or Circumstances Advancement and each entry will explain precisely what
• Compare the result to a TN (a Target Number related to bonus your character enjoys.
the action's difficulty)
Circumstances
Critical Success Any bonus or penalty a character may enjoy that is not de-
If the result on the Action Dice is 20 (both dice come up fined by the character’s abilities is a Circumstance. In most
cases, the GM will merely adjust the Target Number (see
Codex of Conflict
Target Numbers
Critical Failure Table 3-1 Suggested Target Numbers
If the result on the Action Dice is 2 (both dice come up a 1)
then you automatically fail. Trivial 5
Easy 10
Exploding Dice Routine 15
The Attribute Die can explode; this means that if the At- Challenging 20
tribute Die comes up its maximum value (for Example a d6 Daunting 25
comes up with a result of 6) you roll it again and add the Amazing 30
new result to the total. That result can also explode, which Astounding 40
means there is no maximum result, as long as you can con- Incredible 50
tinue to explode you can continue to roll.
132
The Action Roll is compared to a Target Number (TN), Passive Action Rolls
Combat
a number based upon the action’s difficulty. The GM sets Sometimes an Action Roll is needed to overcome the efforts
the difficulty for most non-combat actions. In the case of of an unaware or absent character. In such cases, the Action
combat, the TN is typically the target’s defense. Roll has a TN equal to the opposing characters modifiers
The Example TNs shown are mere guidelines, an plus 12. This system works in a manner similar to defenses
Action Roll can face any TN the GM desires. (see Combat) and can govern many situations..
Example: a character may wish to sneak past a guard who is
Trivial Tasks attentive, but has no cause for alarm. Rather than slow the
Some tasks are so simple to accomplish, that a character has pace of game play with a series of dynamic Action Rolls the
no need to succeed with an Action Roll. If the character character performs an Action Roll against the guard(s) Per-
could succeed at a task with an Action Roll result of 5 + ception skill (and other Action Roll modifiers) + the Passive
modifiers, then there is no need to roll the dice. The chance Value of the Character’s Insight attribute + 12. This system
of failure is so small that is assumed that the character can could also be used to defeat traps set by a skilled artisan, to
perform the task with little difficulty. If the consequences spot a forgery, decipher a code, or any other situation one
of failure are great, then the character should perform the may imagine.
Action Roll regardless.
Trying Again
Drama In most cases, a character can attempt a task again, assum-
If an Action Roll adds nothing to the pace and furtherance ing that the consequences of failure do not prohibit it. Re-
of the story, or even worse, failure of an Action Roll would member, unless there are consequences for failure or limits
harm the sense of drama and excitement, then the roll should in time and/or material, then there was likely no need for an
not be made. For Example: if the characters are given horses Action Roll to begin with.
to speed their journey, a Ride Action Roll should not be
Combat
required merely to travel.
Dynamic Action Rolls The heroes of legend are often called upon to face horrific
Sometimes an Action Roll is actively opposed by another beasts or to defeat armies in epic battles. Your heroes are no
character. In such cases, both characters should perform different. When the time comes, skill at arms or the arts of
appropriate Action Rolls, and the highest result wins. In magic must be harnessed to the aims of victory.
the case of a tie, the highest modifier wins. In the unlikely This section reveals the rules for fighting, starting with the
result that the modifiers are tied, each character rolls and basics and moving on to the more elaborate and inventive
adds the Attribute Die to produce a winner. strategies that the heroes may bring to bear.
133
The Clock If the character does not elect to abandon the action,
As already noted, combat in Shattered Empires is fluid, to and character suffers damage, the character must succeed
reflect this, combat runs on a Clock. Each character’s action with a Resolve Action Roll. The TN for this Action Roll is
has a Speed, which determines how long the action takes to equal to 10+ any damage suffered. If failed, the character
accomplish, and when the character can next act. may still continue with the action, but his Clock is Pushed 1
Every time a character acts, he advances his Clock by a Tick for every 5 points suffered (round down). If the in-
number of Ticks appropriate to his speed. The clock starts terrupted character suffers wound damage the Interruptible
at 1 and resets after 12. This reset provides a general sense Action ceases and the character must make the Resolve Ac-
of how much time has passed and a handy measure for the tion Roll merely to avoid having his Clock Pushed.
GM to time events and arrivals. A Tick is an indeterminate Example: Hegresh val’Mordane is conjuring up a horde
period of time but one Tick can be considered to be a single of undead from the Necropolis of Ventaka to destroy an in-
second when the passage of time adds to the excitement and vading unit of the Swords of Nier. This spell is a complicat-
suspense of the tale. ed rite that calls upon the dread Nihang’s complete attention
Whenever the Master Clock matches the character’s and has a Speed cost of 10. Hegresh begins enacting the cant
Clock, it is time for that character to act. on 7, and it will not be completed until 5 during the next
It is recommended that a device be used to record the cycle of the Clock. Until the Master Clock reaches 5, none
Clock. Pencil and paper could suffice, as could a d12. One of the Undead will rise, and if Hegresh is either Vanquished
could also use an Action Dial™ available from Paradigm or convinced to halt the casting (perhaps to flee 50 crazed
Concepts. Erdukene with Greatswords) they will not rise at all.
Initiative Push
At the start of a battle, each character rolls initiative to de- Some actions and circumstances stun or inspire hesitation
termine when it is time to act. Roll a number of d10 equal on the part of the characters. These effects Push a character’s
to the Passive Value of the character’s Quickness attribute. Clock, which means that the character advances his clock by
The character chooses the lowest result and sets his Clock to a given amount without acting. A character may only be
that value. subject to one Push effect at a time. If a character is subject
If two or more characters have the same Initiative result, to a Push effect and suffers an additional larger Push, the
then the characters that are tied act in the order of their character’s Clock advances by the difference, If performing
Quickness score (highest first), any characters still tied act in an Interruptible Action, the resolution of that action is de-
the order of their Fighting skill (highest first), and characters layed accordingly.
still tied should simply roll randomly to determine Initiative
order. This applies to any time the characters are acting on Joining Combat
the same Tick of the Clock. It may be handy to note which Any character that enters a combat in progress simply sets
order tied characters will act before combat begins. the Clock to the current Tick or to a later Tick as instructed
Once initiative is determined, start the Master Clock at by the GM. There is no need to roll initiative.
1 and begin to act.
Example: Osric val’Ossan and his personal guard are
ambushed by infernal forces in a mountain pass near the Surprise
Codex of Conflict
God's Wall. Osric is a nimble and skilled swordsman, and When combat starts, if a character is unaware that a battle is
his keen val’Ossan eyes spot the attack right as it is launched. about to begin, then that character is Surprised. The player
His Quickness Score is 9 and his Quickness Passive Value is rolls Initiative as normal, but does not set his Clock to the
4. Osric’s player rolls 4 d10, with a result of 3, 5, 7, 7. Osric result. Once the character becomes aware of combat, set
sets his Clock to 3. As long as none of the Devils act before the character’s Clock to match the Master Clock and then
3, he will be able to take the offensive. advance it a number of Ticks equal to his Initiative result.
This delay represents the character’s readiness to react much
like original Initiative result would.
Interruptible Actions
Surprised characters grant a Tactical Edge (see below) to
Actions that require a great deal of concentration are Inter-
their opponents.
ruptible, meaning that interference from others can prevent
the completion of the act. Unlike other actions, an Interrupt-
ible Action does not resolve until the Master Clock advances Combat Characteristics
to match the character’s Clock. Actions that Push the char- Each character has certain elements that govern effective-
acter’s Clock delay the resolution of the Interruptible Action. ness in combat. This section summarizes each of these char-
A character can abandon an Interruptible Action at any point, acteristics and details how to make use of them.
immediately resetting his Clock to match the Master Clock.
134
Defenses • Standard: The target is mostly obscured, yet much
Combat
Each character has three defenses that reflect the ability to of the character remains visible. Attacks against this
avoid or resist attacks of all kinds: Avoidance, Discipline, and character suffer a -4 modifier. This penalty also applies
Fortitude to firing into melee.
Avoidance is the character’s ability to dodge attacks. It • Superior: The character is nearly totally obscured,
combines elements of the character’s athleticism and an- such as firing out of an arrow slit. Attacks against this
character suffer a -6 modifier and this kind of Cover is
ticipation. Whenever an attack seeks to physically strike a
also Concealment
character, the attack would target the character’s Avoidance.
Concealment: Concealment is similar to cover, though the
Avoidance is adversely modified by armor and benefits from
benefits are restricted to the ability to sense the target. Dark-
shields.
ness may provide Concealment against some enemies, and
Discipline is the character’s ability to overcome adversity,
none whatsoever against others, for Example. Characters
resist attacks on the mind, and remain focused in the face of
with Concealment can use the Stealth skill to hide from op-
distraction. It combines elements of the character’s force of
ponents. For the purposes of the Shattered Empires game,
personality and will. Whenever an attack seeks to deceive or
there are 2 types of Concealment:
dominate a character, the attack would target the character’s
• Standard: The character is obscured, but percep-
Discipline.
tive characters may be able to spot him. This conceal-
Fortitude is the character’s ability to withstand severe ment permits Stealth skill Action Rolls with no modifiers
trauma, poisons, and diseases. It combines elements of the • Total: The character is completely obscured and
character’s health and conditioning. Whenever an attack cannot be seen. The character enjoys a +2 or better (GM’s
would inflict trauma on the character’s health and physical discretion, reliant upon circumstances) modifier to his
well-being, the attack would target the character’s Fortitude. Stealth skill Action Rolls to avoid being noticed. Regard-
Defenses can be lowered by many circumstances suited to less of the result, the character remains unseen and enjoys
the individual defenses. For Example, running would lower a Tactical Edge against all opponents until revealed. At-
the character’s Avoidance defense, whereas illness could less- tacks against a character with total concealment suffer a
en a character’s Fortitude. -6 modifier unless they are Area of Effect attacks.
Line of Sight: On occasion, barriers and concealment are
Combat Modifiers suitable to completely hide an enemy. Attacks and other ef-
Characters perform Attack Rolls in combat to determine suc- fects typically require that the character have line of sight to
cess; an Attack Roll is an Action Roll and is governed by all the target. Line of sight need not be physical barriers, smoke,
the rules that apply to Actions Rolls. When compared to darkness, any other similar circumstances can suffice. As
non-combat events, these Attack Rolls often have a greater noted under Total Concealment, attacks directed blindly
number of circumstances that can modify their chance of suffer a -6 modifier. In all cases, to attack without line of
success. To ease play, it is recommended that the charac- sight requires that the character have some other method of
ter’s common combat modifiers be calculated and recorded knowing the enemy is there (GM’s discretion)
ahead of time. Circumstances and maneuvers that can fur-
ther modify an Action Roll include: Line of Effect: Complete insurmountable obstacles block
line of effect. This is not the same as line of sight, a glass
Tactical Edge: A slight advantage provided by many cir-
window can permit a character see his enemy, but would
cumstances such as higher ground, greater numbers, a prone
block effects from passing through. In most cases a char-
target, and more. A Tactical Edge grants a +2 bonus to the
acter requires an unobstructed line of effect for attacks and
attacker’s Attack Roll. No matter how many circumstances
other actions, exceptions will be noted in the ability’s de-
are granting a Tactical Edge, the character only enjoys a +2
scription.
bonus.
Cover: Barriers can impede attacks. Trying to fight through Armor Rating
an open window, or shooting a person taking cover behind a Characters often have an Armor Rating (or AR) provided from
tree can be challenging. Cover is relevant if the physical bar- physical armor, magic, or even natural traits. Armor Rating
rier is sufficient to impede attacks, rather than the ability to acts as a buffer against certain forms of damage. When suf-
sense the target. For the purposes of the Shattered Empires fering damage, simply subtract any appropriate Armor Rat-
game there are considered to be 3 types of Cover: ing from the total to determine how much Stamina to mark
• Partial: The target is slightly obscured; most por- off of the character’s total. Effects and equipment that can
tions of his body are not blocked by the barrier. Attacks provide Armor Rating are described in the appropriate sec-
against this character suffer a -2 modifier. Partial Cover tions. Some effects may ignore some or all of your Armor
can be provided by intervening creatures if the attack Rating, such effects will note this in their descriptions.
must pass through an occupied space.
135
Movement Swim: Certain creatures are as at home in the water as
men are upon the earth. Creatures with a swim pace do
Pace not need to make Athletics checks to swim in normal (or
Some characters are faster than others. A character’s Pace even turbulent) waters. This does not apply to characters
represents how far a character can move as related to the using the Athletics Skill.
Speed cost of that movement. As all movement advances a
character’s Clock, a high Pace is helpful to the mobile char-
acter. As described during character creation, Pace is equal Movement Restrictions
to the character's Quickness Passive Value multiplied by 10’. Occupied Areas: Character’s may not move through areas
occupied by enemies unless those enemies are three size cat-
egories larger, but may move past allies with no issue. Char-
Movement Types acters may not end their movement in an area occupied by
A character’s Pace determines how quickly a character can another creature unless that creature is at least two size cate-
move along the ground, but on occasion characters and crea- gories larger or smaller. A character moving into or through
tures move in other fashions. an area occupied by an enemy may be subject to Free Strikes.
Fly: Creatures and characters with the ability to fly have Difficult Ground: Sometimes the condition of the ground
certain restrictions based upon how maneuverable they are. can make it hazardous to move at more than a snail’s pace.
• Perfect maneuverability allows the creature to hov-
Areas of difficult ground restrict characters movement to
er, move backwards and turn as many times as it wishes,
the Advance action and prevent use of the Charge Combat
the creature can also apply all of its Pace to increasing
Maneuver and any other maneuver in which the character
altitude.
• Agile maneuverability allows creature to turn as would move at a rate greater than his Pace.
much as 180 degrees and can remain aloft even if it only
moves one half of its Pace, the creature can climb 5’ for Obstacles: Obstacles that do not require a character to
every 5’ of forward movement, effectively allowing to in- climb over them using the Athletics Skill, such as low walls,
crease altitude by an amount equal to one half of its Pace. the trunks of fallen trees, and the like require that the char-
• Clumsy maneuverability requires the creature to acter cross them at a Speed of 4. Characters may be able to
move its pace to remain aloft. The creature may only vault such obstacles as described in the Athletics Skill.
turn 90 degrees each action. The creature can climb 5’
for every 10’ of forward movement, effectively allowing it Inadequate Space: If forced to squeeze into an area smaller
to increase altitude by an amount equal to approximately than is typically necessary for a creature of its size (see Crea-
one third of its Pace ture Size, below), the creature suffers certain disadvantages.
If in an area suitable for a creature of 1 size category smaller,
Climb: Some creatures are exceptional climbers and have a the creature grants enemies a Tactical Edge, and suffers a -2
climb Pace. Such creatures can move vertically or horizon- penalty to attacks. If in an area suitable for a creature 2 sizes
tally at a rate most other creatures can only manage on flat smaller, the creature’s avoidance defense is reduced to 8, and
ground. This does not apply to characters using the Athletics it suffer a -6 penalty to attacks. Creatures may not fit into
Skill. areas suitable for creatures more than 2 sizes smaller.
Codex of Conflict
136
Small: A Small creature requires an area approximately 5 Attack Actions
Combat
feet on a side for unimpeded movement and actions. Melee Any actions that attempt to strike a target’s Defense are At-
range is adjacent, meaning they can typically strike targets tack Actions. Attack Actions are generally Combat Maneuvers
within approximately 5 feet, darting and lunging as needed. (which consist of Weapon tricks or Martial Maneuvers) or
Spells. Many Combat Maneuvers are gained from specific
Medium: The default size for creatures is that of the races
training reflected by talents, but all characters have access to
described in the character codex. Such races, and creatures
some rudimentary attack options. Attack options which are
of comparable size, require an area approximately 5 feet on a
specifically noted as a Combat Maneuvers, may not be com-
side for unimpeded movement and actions. Melee range is
bined with any other Combat Maneuver such as a Martial
adjacent, meaning they can typically reach and strike targets
technique or the casting of a spell
within approximately 5 feet.
Long: This larger creature requires an area 10 feet long and Attack Options
5 feet wide for unimpeded movement and actions. Melee • Basic Attack: A character may attack in a balanced
range is adjacent, meaning they can typically reach and fashion, with consideration to both defense and accuracy.
strike targets within 5 feet. For rules governing interaction The character may move up to 10’ during this maneu-
between characters of different sizes and required space, a ver; such movement adds +1 speed for every 5’ moved to
Long creature is considered to be Large Size. the final speed cost of the attack. At any point during
the movement (before, during or after) the character may
Large: Such beings require an area approximately 10 feet on perform a weapon attack (not a martial maneuver) or cast
a side for unimpeded movement and actions. They can typi- a spell. The character may not perform any interruptible
cally reach and strike targets within approximately 10 feet. action during this maneuver.
• Unarmed Attack: Characters not trained in Me-
Huge, Gargantuan, and Larger Creatures: Creatures of lee: Unarmed skill that attempt to attack an armed char-
truly immense proportions, these creatures require 15 feet acter are subject to a Free Strike. If hit by the Free Strike,
on a side, or more. Their reach is reliant upon their build, the character’s attack is foiled. Characters trained in the
but for those with a human shape, such as giants and certain Melee: Unarmed skill are treated as armed in all circum-
infernal lords, they can attack creatures within a distance stances and may perform Combat Maneuvers and Basic
equal to their proportions. For Example: a giant that re- Attacks as normal.
quires and area 15’ on a side for unimpeded movement could • Wild Assault: A character can forgo his own safety
strike enemies within approximately 15 feet. in a frenzied attempt to strike the enemy. The character
performs a melee attack to with a +2 bonus to his Action
Actions in Combat Roll. Reduce the character’s Avoidance defense by 3 until
his next turn. This is Combat Maneuver with Recovery:
When the Game Clock advances to match the character’s
2.
Clock the character can act. There are practical limits to
• Charge: The character rushes across the battlefield
what a character can do in a single action, so characters are
to strike his foe, fortifying his blow with the force of his
restricted to one Action each opportunity. Some effects may momentum. The character moves twice his Pace and at-
restrict which actions a character may select, as a result ac- tacks the target the moment he is within reach of it. The
tions are categorized. character gains a +2 bonus to his Damage Roll for this at-
tack. The character’s Avoidance is reduced to 8 until his
Movement Actions next action, and the character may be vulnerable to Free
• Cautious Advance: The character can move a dis- Strikes from nearby enemies, but the target of the charge
tance equal to Pace with a Speed cost of 4. is not entitled to a Free Strike. This action has a Speed
• Double Time: Move a distance equal to twice the cost of 4+ the Speed of the weapon used in the attack.
character’s Pace with a Speed cost of 4. The character may This is a Combat Maneuver with Recovery: 2
be vulnerable to Free Strikes from nearby enemies • Guarded Attack: A character may focus his efforts
• Run: Move a distance equal to three times the char- to his own defense, using attacks to discourage blows as
acter’s Pace with a Speed cost of 4. The character’s Avoid- much as they are attempting to strike the enemy. The
ance is reduced to 8 until his next action. The character character makes an attack with his weapon but does not
may be vulnerable to Free Strikes from nearby enemies. add his Prowess Attribute Die to his Action Roll. In re-
• Stand Up: Standing up from prone has a Speed turn the character adds his Prowess Passive Value to his
Cost of 2, the character may be vulnerable to Free Strikes Avoidance defense until his next action. Any attacks dur-
from nearby enemies ing this period (such as Free Strikes) also do not add the
character’s Prowess Attribute Die. The character may also
move up to 10’ during this maneuver; such movement
137
adds +1 speed for every 5’ moved to the final speed cost also free, but not restricted except when the GM decides that
of the attack. there is not enough time for such a discussion.
• Grab: A grab is an Unarmed attack roll against
Avoidance. The Speed cost is the same as a Basic Attack. A Free Strikes
grabbed character may only escape or attack the charac- On occasion, characters take reckless actions, either out of
ter that grabbed him. If this attack is untrained and the desperation or sheer necessity. As a result, nearby charac-
character is attempting to Grab an armed character, the ters are able to take advantage of this opportunity with a
attacker is vulnerable to a Free Strike from the target per Free Strike. A Free Strike is a Special Maneuver, and as
the Unarmed Attack rules. There are Special Maneuvers
such it may not be performed during the Recovery period
related to Grabs, see the Unarmed Combat skill, Spoecial
of another Special Maneuver. The character makes a Basic
Actions, and the Combat Maneuvers sections.
Attack (melee only) against the target, but may not move
• Total Defense: A character may elect to forgo of-
fense altogether in an effort to preserve his own skin. as part of that attack. The attacking character Pushes his
The character takes the delay action and adds his Prowess Clock by the Basic Attack's speed instead of advancing it
Score to his Avoidance defense until he acts next. This is as normal. The most common situations that warrant Free
a Combat Maneuver with Recovery: 4 Strikes are as follows:
• Movement – A character Charges, Advances, or Runs
past an area that an enemy can reach with an attack
Other Actions • Interruptible Actions – If, despite the heat of com-
• Delay: Functionally, electing to Delay has a speed bat, a character attempts an Interruptible Action while
cost of 1 and the character repeats this action every Tick under threat of attack, that character is suitably distract-
until such time as he desires to act. When the character ed to permit a Free Strike
elects to act, simply advance the Clock to the current Tick • Combat Maneuvers – Some Combat Maneuvers are
and add the Speed cost of his action as appropriate. A dangerous, and the description will note that they pro-
character, which is delaying, may elect to perform a sin- vide the opportunity for a Free Strike
gle action in the midst of another character’s turn. The • Skill Actions – Complex and Demanding Skill
delaying character picks the moment to act, performs the Actions require enough concentration to provoke Free
action and advances his Clock as appropriate. Once the Strikes
delaying character has finished, the interrupted character • A character stands up
continues, if possible, at the point of interruption
• Ready a Weapon or Shield: Unless otherwise in-
dicated by a weapon description or a Talent, readying a Special Actions
weapon or Shield has a Speed cost of 2 Assist Ally
• Sheathe/Stow a Weapon: Unless otherwise indi- In the heat of battle, the surest path to victory is allies you
cated by a weapon description or a Talent, sheathing or can rely upon. You can use the Assist Ally action to bolster
stowing a weapon has the same Speed cost as attacking a character’s attacks or Avoidance by distracting an enemy.
with the weapon Choose a target you can strike with a melee attack and an
• Use a Skill: The Skills chapter indicates the Speed
ally that can also strike that target. Advance your Clock by
cost of various skill usages
the Speed of your weapon to either provide your ally with
• Use a Talent: Certain Talents are actions in and of
Codex of Conflict
138
your Disarm attempt will fail. To Disarm the target, make Basic Attack must be Unarmed unless the character is
Combat
an Attack Roll against the target’s Passive Melee Skill with a wielding a small balanced weapon or has Natural Weap-
-6 Penalty. If successful the target’s weapon is dropped at ons. You may automatically succeed on an Escape Action
his feet. This is a Combat Maneuver with a Speed +3 and Roll if you have the target Pinned. You may also perform
Recovery: 2 the Punish maneuver.
• Punish: If you have your enemy pinned, inflict
damage with a light balanced weapon, Unarmed attack
Feint or a Natural Weapon. An attack roll is unnecessary
Cunning and quick characters can put enemies off-balance. • Reverse: Make a Melee: Unarmed (PR) Action Roll
As an Attack Action, a character may make a Deceit (PR) against the target’s Passive Melee: Unarmed (PR). You
Attack Roll against a melee target’s Discipline Defense. If suc- suffer a -6 Penalty to this roll. If successful you Pin the
cessful, the character can immediately make a Basic Attack target.
with a +4 bonus against the same target. Speed Cost: Basic
Attack Speed + 2. Combat Maneuver with Recovery: 2 Shove
You can attempt to dislodge an enemy, driving him back
Grapple and creating an opening for you or your allies. A Shove at-
As noted in the standard attack action section, a Grab attack tack pushes an enemy without directly causing any harm.
is an Unarmed Attack. The initial Grab does not provide (Though if shoved off a cliff….). To Shove an enemy, per-
any tremendous advantage, but permits the character to take form either a Melee: Unarmed or Melee: Unbalanced Weap-
control of the enemy. Note that your enemy may take the ons (if armed with a Shield) Attack Roll against the target’s
upper hand. Characters engaged in a Grapple gain access to Fortitude Defense. If successful, the target is pushed back
the following maneuvers: 5’ and you may move to occupy the space vacated. If per-
• Escape: Make an Athletics (MI) or Melee: Unarmed formed as an Unarmed attack, you are subject to Free Strikes
(PR) Action Roll against the target’s Passive Melee: Un- if untrained and like all such attacks you Shove attempt fails
armed (MI). If successful the Grapple ends. if you are struck. Speed Cost is equal to you Unarmed Attack
• Pin: Make a Melee: Unarmed (PR) Action Roll Speed or Shield Attack Speed as applicable. This is a Combat
against the target’s Passive Unarmed: Melee (MI). If suc- Maneuver with Recovery: 3
cessful, the target is Immobilized and may only attempt
to Escape, Reverse, or Attack you with a Basic Attack. The
Trip
On occasion, it is more important to put an enemy on its
back than to menace it with a simple attack. To Trip an
enemy, perform an Unarmed or Melee attack targeting the
target’s Fortitude Defense, Passive Acrobatics (Quickness), or
Athletics (Quickness) skill value, whichever is highest. Trip-
ping subjects you to Free Strikes, and if you are stuck by a
free strike the trip automatically fails. This is a Combat Ma-
neuver with a Speed +3 and Recovery: 2. this combat ma-
neuver may be attempted unarmed or with the Flail, Spear,
Halberd, Trallian Hammer, Pick, or Axe.
139
Mounted Combat Wounded
If a character suffers a Wound, that character is wounded.
Steeds
The most common way to suffer a Wound is due to a Critical
Steeds function as extensions of their riders, they have their
Success from an Action Roll to strike the target. Characters
own statistics (see Codex of Conflict: Creatures and Ad-
have very few Wounds, and if a character runs out of Wounds
versaries) and suffer damage like other characters, but they
the character is defeated and may suffer permanent harm,
do not act independently. Instead the mounted character
even death. Characters that are out of Wounds, but still have
directs their actions.
Stamina remaining are unlikely to be unconscious, but are
One only needs to make Ride rolls upon attempting
Helpless and likely in terrible pain. Regardless, when a
dangerous maneuvers, in which case you must perform a
character is out of Wounds, that character is Vanquished.
Ride (Quickness) action skill roll. See the ride skill (see Co-
Wounded characters suffer harmful effects that can affect
dex of Heroes, Skills) When mounted and wielding a one
their ability to act. Whenever a character suffers a Wound,
handed weapon against opponents on foot, you gain a Tacti-
that character must succeed at a Challenging (TN:20) Vigor
cal Edge.
Action Roll or suffer a –1 penalty to all Action Rolls. This
When riding a steed in combat, you use the steed’s Pace
penalty persists until the Wound is healed and is cumula-
score and you may also opt to use your steed’s attacks rather
tive for each Wound suffered. Note, the penalty for being
than your own.
Wounded applies to future Vigor Action Rolls to avoid further
penalties.
Attacking Steeds: Enemies may attack steeds instead of
the riders
Vanquished
Characters that are Vanquished rarely die unless their entire
Injury and Death group is Vanquished at the hands of a murderous enemy. It is
Stamina and Wounds represent how difficult your character recommended that Game Masters reserve lethal encounters
is to defeat. for major climactic points in the story. Heroes shouldn’t die
Stamina represents your character’s physical and mental hollow and meaningless deaths.
toughness, the level of abuse you are willing to take and re If a character is Vanquished due to Stamina damage,
capable of sustaining. No matter how much Stamina you that character will not die unless murdered while Helpless.
suffer, your character is not subject to any long-term effects, The character will awaken per the Recovery rules (see below)
and until your character runs out, his ability is not dimin- even without any assistance.
ished in any way. The legacy of Stamina damage is, at worst, If the character is Vanquished due to Wound damage,
minor aches and scratches and returns swiftly with rest. that character requires the assistance of a skilled healer, or
Wounds, on the other hand, represent the fundamental sur- the character will likely drift into Beltine’s Cauldron. The
vivability of your character. Suffering Wounds will diminish character immediately makes a Routine Action Roll (TN:15)
you character’s capacity to act and represent severe injuries. to avoid death. The character may elect to use either Vigor
Wounds require extended rest to recover, and usually re- or Resolve for this roll. The character survives, for now,
quire the attention of a skilled healer. upon success; the afterlife awaits those that fail.
Codex of Conflict
140
Exhausted: An Exhausted character suffers a -2 Penalty to
Combat
Table 3-2 Healing Action Roll Results
all Action Rolls
Result Effect
Failed by 4 or Character does not recover but suffers Flanked: Creatures with enemies on more than one side
Less no additional effects are Flanked, Flanked creatures grant a Tactical Edge to all
Failed by 5-10 Character permanently reduces a ran- enemies, not just those that are on either side of it.
dom attribute by 1 and does not recover
Frightened: Frightened creatures must move away from the
a wound
cause of their fear if such can be achieved safely. The crea-
Failed by 11+ Character suffers a Wound as his condi- ture will avoid Free Strikes, and will fight on if cornered or
tion worsens. If at 0 Wounds, the char- trapped (cannot move away without suffering free strikes).
acter succumbs to his injuries and dies Upon becoming Frightened, the creature will suffer the ef-
fects of being Shaken. Frightened creatures suffer a -2 pen-
Horror alty to their Discipline Defense, and suffer a -2 penalty to
Combat Action Rolls or other Action Rolls that require steady
Some things are so terrifying that even the most courageous
men are put to flight, and even those that manage to stand hands and calm focus.
their ground may find a bit of liquid courage in their boots. Helpless: A Helpless creature cannot defend itself, cannot act,
When faced with a creature or situation with a Horror and is typically prone unless otherwise propped up. Such a
rating, characters must succeed with a Resolve Action Roll creature is completely at the mercy of the environment and
to avoid the consequences. The TN of this roll is the Horror the actions of others. Helpless characters have an Avoidance
rating of the creature, spell, or situation. Even if the Action of 8. Successful melee attacks against Helpless characters are
Roll is successful, there is a seed of fear that some of the automatically Critical Successes. The attacker may, at his op-
more cunning adversaries can exploit. tion, elect to withhold Wound damage inflicted by a melee
attack against a Helpless creature to reduce its Stamina to 0.
Consequences for failure are as follows:
Immobilized: An Immobilized character cannot take move
Table 3-3 Horror Action Roll Results actions, nor may he move during a Basic Attack. The char-
Result Consequence acter is not Helpless and may still perform any action that
does not require the character to move from his spot. This
Failed by 1-2 Shaken
Condition is useful to reflect entangling and restraining at-
Failed by 3-5 Frightened tacks that hold a character in place or restrict his movement.
Failed by 5-8 Terrified
Failed by 9 or more Helpless Prone: You grant a Tactical Edge to adjacent enemies, gain
Cover against Ranged Attacks and may only crawl 5’ unless
you stand up.
Once a creature has performed a Horror Action Roll for
Push: Certain actions can force a delay in a character’s ac-
a given cause, there is no need to make additional rolls
tions. This delay is known as a Push, simply advance the
against the same cause. The arrival of additional creatures
subject’s Clock by a number of Ticks equal to the duration of
can cause fresh Horror rolls, but once a creature succeeds
the Push. A character can only be subject to one Push effect
with a Horror roll in a given encounter, they are bolstered
at a time, though the longest such period will always apply.
by their own courage. A successful Horror roll provides the
character with a cumulative +2 bonus to any Horror rolls Recovery: Special Maneuvers often have a Recovery rating.
that may be called for later in the same battle. Recovery is a time frame of Ticks in which the character may
not make a Special Maneuver.
Limiting Conditions Shaken: A Shaken creature Pushes his clock by 3 immediately
Blinded: Blinded characters grant a Tactical Edge to all op-
upon becoming Shaken and is generally fearful, suffering a
ponents and all opponents are considered to have Total Con-
-2 to his Discipline Defense against fear-based attacks and to
cealment to that character
Action Rolls to withstand Horror checks.
Deafened: A Deafened character suffers a penalty to Percep- Strain: Strain is a period of Ticks in which Spells cannot
tion Action Rolls. This penalty is slight (-2) in most situa- be safely cast. Any Spells cast within an period of Strain
tions, but if the subject is Concealed, the penalty increases cause the caster to suffer an amount of Stamina equal to the
to severe (-6) remaining Ticks of the Strain period.
141
Stunned: A Stunned character grants all enemies a Tactical the object possesses against damage, much like Armor Rat-
Edge, may not perform Free Strikes, and gains a Recovery of ing protects a character. Hardness represents the amount of
6. punishment the item can absorb and in many ways func-
tions much as wounds. Each time the damage of an attack
Terrified: Terrified creatures must move away from the cause surpasses the items AR the item suffers 1 point of Hardness
of their fear heedless of their own safety. The creature will regardless of the amount of damage dealt. Critical Strikes
avoid free strikes if possible, but will suffer them if provided inflict 2 points of Hardness if the damage roll surpasses the
with no other option of escape. The creature will only use items AR. Any attack that doubles an items AR + Hardness
the Run movement action. If cornered or trapped (cannot destroys it instantly. Once the item reaches 0 Hardness, it’s
move away for any reason) the creature will fight, but may broken.
only perform the Wild Assault maneuver. Upon becoming
Terrified, the creature will suffer the effects of being Shaken. Stationary Targets: Characters need not roll to attack a sta-
Terrified creatures suffer a -2 penalty to their Discipline tionary object.
Defense, and suffer a -2 penalty to Combat Action Rolls and
may not perform any Action Rolls that require steady focus. Attacking Held or Worn Items: Occasionally the heroes
may want to break an object held by another such as an
enemy’s sword, potion vial, or shield. In such cases the hero
Fate may perform a melee attack roll with a -4 Penalty against
The Heroes are destined for greater things. To represent this, the targets Avoidance. Attacking a held or worn item makes
each Hero begins play with a pool of Fate Points equal to the attacker vulnerable to a Free Strike from the target. If
the character’s Fate score. These points may be spent to gain you succeed, deal damage to the item, applying AR and
small benefits during game play. Spending Fate points is Hardness as appropriate.
not an action. The benefits are:
• The character may ignore any current Wound penalties for Determining Material Strength: Refer to Table 3-4 Mate-
the remainder of the combat. Any Wounds suffered after rial Strength and Table 3-5 Construction Qualities to de-
this choice would apply as normal. termine AR and Hardness of objects. Quality modifiers are
• The character may reroll any Action Roll abiding by the cumulative.
new result.
• The character may increase any one defense by an amount Table 3-4 Material Strength
equal to his Fate Score for a single attack only. The char-
Material AR Hardness
acter must choose to increase the defense before learning
the result of the attack. Glass 1 1
• The character may access the Tricks of a weapon as if the Paper or cloth 0 1
character were proficient for one action only Rope 1 1
• The character can automatically succeed on an Action
Ice 2 1
Roll to avoid death due to being Vanquished by Wounds
• The character can ignore the results of a Healing Action Leather or hide 3 1
Roll, the character’s condition would remain unchanged Wood 3 1 per in.
until the following day
Codex of Conflict
142
Might Makes Right
Combat
Table 3-7 Weight and Encumbrance
On occasion, characters may wish to use their Might At- Factors Encumbrance Value
tribute to break objects. In that case the player may rolls his Weight
Might Attribute Die against a TN based upon the material Less than 1lb -2
strength of the object. To determine the break TN, multiply
1lb to 2lb -1
the object’s Hardness by 5 and then add its Armor Rating.
3lb to 5lb +1
For Example, to break common ropes that have the char-
acter bound, the character would need to defeat a TN of 6 6lb to 24lb +2
using only his Might Attribute Die. Trying Again: Subse- 25lb to 40lb +3
quent attempts suffer a cumulative -1 penalty. Every 20lb past 40 An additional +1
Bulkiness
Encumbrance Balanced -1
The Shattered Empires game utilizes an abstract encum- Easley Carried 0
brance system. Objects have an Encumbrance Value and at Requires one hand +1
certain thresholds the character takes on a penalty referred Requires both hands +2
to as Bulk. Takes up a 5’x 5’ area +5
Determining an Item’s
Encumbrance Value
Encumbrance takes into account an items weight, size,
balance, and overall bulkiness. A bedroll may weigh
little, but it is unwieldy whereas a heavier item, such as
a weapon, is significantly easier to stow and carry.
Encumbrance is only suitable for items the heroes
might bring along; there is no need to calculate
the value of some large item that the characters
must carry in concert. Simply consider all the
characters sharing that burden to be Overload-
ed. Many items start with a base Encumbrance
Value of 1; refer to the table below for addi-
tional modifiers. Small objects, such as coins,
should be grouped together.
143
Light and Darkness Suffocation & Drowning
There are three levels of Illumination: Bright, Shadowy, and All characters can hold their breath a number of Ticks equal
Darkness. Bright light means there is sufficient light to see to their 10 times their Vigor score. If past this point you
clearly, such as daylight. Shadowy light indicates everything must perform an Athletics (Vigor) action skill roll (TN 20)
is dim and details are hard to distinguish. Darkness indi- to hold your breath an additional 12 Ticks, each 12 Ticks
cates the complete absence of light, negating vision com- thereafter raises the TN by 5.
pletely unless the character has the ability to see Darkness. If you are under water or in the mist of some other dan-
Table 3-8 Light Source Ranges describes the effect of light- gerous environmental condition which breathing is deadly
ing in detail. Combat Penalties are applied to all attack rolls, and fail you release your breath and instinctively attempt to
and the insight penalty is applied to all insight based action inhale suffering 15 points of stamina every 12 Ticks until
skill rolls that require vision. Characters that move faster you can freely breathe or run out of stamina. Once your
than the Pace Limitation must perform an Acrobatic: Bal- run out of Stamina you suffer a Wound every 12 Ticks until
ance (Quickness) Action Skill Roll (TN 15) or fall prone.. you die.
least 4 hours of sleep must pass a Challenging (TN: 20) Vigor and the last 12 ticks later. Any poison that reduces a char-
Action Roll or become Exhausted. Simply getting 8 hours acter’s Stamina to 0 automatically inflicts Wounds during its
of sleep will resolve the Exhausted condition. At the Grand later increments.
Master’s discretion, extended periods of inadequate sleep Example:
(less than 8 hours) can also cause a character to become
Exhausted. Elorii characters require less rest, see the Elorii Giant Scorpion Venom (d8)
racial entry in the Codex of Heroes (pg 43) Poison (Tier 3)
Attack: +9
Damage: 3d6
Hunger & Thirst Speed: 1 Minute/1 Minute/12 ticks
Every day without food or water, or three days with less than
Effects: each time this poison successfully attacks the
a complete meal and plentiful water, you suffer d8 Stamina.
target’s Fortitude, the target suffers a cumulative -1 to all
A Challenging Vigor Action Roll (TN15) will negate the dam-
Action Rolls. This penalty stays in effect for one hour after
age from the lack of food; damage from inadequate water
the target recovers from this poison.
may not be resisted. Each day with inadequate food in-
creases the TN by 2. This damage will not heal until your
character eats or drinks adequately three days straight.
144
Threats Type: Below are listed the Threat Types. While these
Threats
types mostly serve to handle interaction with spells/magic
Arcanis is a world where mankind is not assured his place at items (such as a ward that repels undead) they also possess a
the top of the food chain. Besides the various natural beasts few qualities common to all creatures of that type.
and mindless creatures that would make a meal of him,
there are other sentient races, many with their own unique • Beasts (Natural Beasts and Magical Beasts): This is a
and vibrant societies, competing with Man with mastery of catch all for all animals and fantastic beasts. They al-
the planet as the prize and extinction as the defeated’s only ways possess natural attacks (Bite, Sting, and Claws for
reward. Example). All natural beasts possess the Bestial Intellect
Yet astoundingly, even with the endless monstrosi- weakness.
ties and supernatural creatures vying for a chance to destroy
the heroes, it is Man himself, those from opposing nations • Humanoids (Giant): Includes all bipedal, intelligent
or with adverse philosophies that remains the deadliest foe. creatures (Logic 2+), and though most use tools some
may possess natural attacks such as claws. Humanoids of
large size or bigger are considered Giants.
How to read Threat Stats
Below is a sample threat block • Infernals: Demons and Devils, all Infernals gain a bo-
<Base Die>, <Size>, <Type>
nus infernal Quality talent.
<Name>
<Rank> Threat (Tier X) • Undead: Corporal undead. Spells or magic items which
Avoidance Fortitude Discipline specifically affect living creatures do not affect undead.
XX XX XX
All undead are immune to poison and disease, and most
St/Wo: X (X) Pace: XX
do not need to eat or sleep.
AR: X Initiative: X • Spirits (Shades): Incorporeal creatures. Spells or magic
Attacks: Attack : Bonus (Def ) Dam(Base Die) items which specifically affect incorporeal creatures also
Sp: X (Re: X), Ra: X affects Spirits. All Spirits are immune to poison and dis-
ease, and need not sleep, though few still feel the need
to feed. Undead Spirits are known as Shades. All spirits
Talents
possess the Incorporeal talent.
Weaknesses • Plants: All creatures composed of vegetable or fungal
matter; though they need not sleep, they do have the
Skills (Bon/Sat) need to find sustenance in some manner.
• Construct: Created though magic, these creatures com-
As you can see, many threats feature many aspects you monly have low avoidance and very high ARs, making
should be familiar with by now. To be brief, we will cover them quite difficult to destroy though normal means.
just the changes. • Monstrosity: A catch all for all creatures that don’t fit
under any of the other categories.
Base Die: When running a threat the base die is rolled
• Elementals: Elementals are creatures composed of one
for all Attribute die rolls, including skill use, attack, and
of the primal elements: Earth, Air, Fire, or Water. Due to
damage rolls.
their nature they are immune to poison and disease, and
do not need to breath, eat, or sleep.
Size: The size of the threat; refer belo1
w to determine its “footprint”. All statistical effects have al- • Ssethric: These are intelligent reptilian creatures known
ready been calculated into the creature’s statistics. also as the Ssethregoran races or their creations.
• Tiny: Takes up 1/4th of a 5’ square; must be in the same • Vermin: Insects, insectoids, arachnids and other similar
space as their target to attack it. These creatures creatures. All natural Vermin gain the Bestial Intellect
do not grant free strikes when moving into a space to attack. weakness.
• Small & Med: Take up and fill a single 5’ Square. Melee
• Celestial: These creatures originate from outside the
Range is Adjacent
Mortal Plane, for Example: Valinor.
• Large: Takes up a 5’x10’ or 10’x10’ square, Melee Range
is 10’
• Huge : Takes up a 10’x15’ or 15’x15’ square, , Melee Initiative: This is the creature’s Initiative pool, roll
Range is 15’ a number of d10’s equal to this total just like any other char-
• Gargantuan: Takes up a 15’x20’ or 20’x20’ square, Me- acter.
lee Range is 20’
145
Threat Rank & Tier: This represents the poten-
d8, Med, Beast
tial and Tier of the threat, such as Minions, Common, Elite, Ape
Common Threat (Tier 1)
Brute, and Adversary threats.
Avoidance Fortitude Discipline
Wound and 1 Stamina. Each mob of minions possesses St/Wo: 25 (1) Pace: 30’
their own initiative clock; always advance their action by AR: 0 Initiative: 3
the slowest action performed by a member of the mob. Attacks: Fist : +3 (a) d6(d8)
Minions never suffer damage from Area of Effect Attacks Sp: 4, Ra: Melee
that miss them. Bite: +3 (a) d4(d8)
• Common: An average threat; two are equal to the aver- Sp: 4, Ra: Melee
age player character in power.
• Brute: Above Average threat; they hit hard, have a lot of Talents Furious Rage, Quick, Crush
stamina, but are easy to hit and usually slow. Weaknesses Bestial Intellect
• Elite: A cut above the common threat; these are roughly Skills (+3/15/12)
Melee: Unarmed, Athletics
equal to a character of the same Tier.
• Adversary: These are truly powerful threats; one can eas- Bear: There are many common species of Bear throughout
ily take on two to three player characters. the lands of Arcanis, from the Black Bear commonly found
in the north or the elusive Tikal Bear said to inhabit the
Attacks: Threats have their attacks expressed in short islands in the Gulf of Coryan. Bears are violently territorial
hand. Attacks with a speed followed by a (Sp: X) or (St: X) but when left alone they are generally peaceful and attend
represent Speed and Strain respectively. to their own business. Though the bear represented below is
more than adequate for the common bear, there are larger
Skills: Skills are the creatures primary skills, which are species known to inhabit the forests of Milandir and Can-
always represented by three numbers; the first is the univer- ceri.
sal bonus for all listed skills; the second represents the listed
skill’s passive value; while the last number is the passive skill Bear d8, Large, Beast
value for all untrained skills. Common Threat (Tier 1)
Avoidance Fortitude Discipline
Ape: Common to the more remote and temperate moun- Sp: 7, Ra: Melee
about 6’ tall and weigh about 400lbs. Though vegetarians, Talents Powerful attack: Claw, Ravenous, Crush
they are very territorial and have been known to rip men Weaknesses Bestial Intellect
limb from limb. There has been some unsubstantiated ru- Skills (+3/15/12)
mors that there exists a type of giant ape, named the Great Melee: Unarmed, Athletics
Silverbacks, by the Emerald Society members that purport to
have seen them, that stand as tall as 8’ high and can snap a Boar: Most commonly found in the Empire, especially
grown man in two. Cafela where hunting them with spears on horseback has
become quite the sport among young nobility, these animals
have a nasty disposition, have deadly, goring tusks and gen-
erally have terrible sight. Extremely territorial, they will at-
tack any that intrude upon what it considers its area.
146
Threats
d10, Med, Beast
Boar d6, Med, Best War Dog
Elite Threat (Tier 1)
Common Threat (Tier 1)
Avoidance Fortitude Discipline
Avoidance Fortitude Discipline
17 19 18
16 19 16
St/Wo: 31 (1) Pace: 50’
St/Wo: 26 (1) Pace: 50’
AR: 4 Initiative: 4
AR: 2 Initiative: 2
Attacks: Bite : +3 (a) d6(d10)
Attacks: Gore +3 (a) d4(d6)+5
Sp: 4, Ra: Melee
Sp: 3, Ra: Melee
Constrictor Snakes: Commonly found along the south of Gear Medium Barding
the continent, along the Kraldjur Morass, these creatures
have been known to reach 20’ in length, and able to swallow Wolves: From the forests of the Fellglade to the Western
a full grown Ss’ressen whole. Marches and all the way to the Vastwood, the Grey Wolf
calls many of these lands home. Though the ones presented
d6, Med, Beast below are the most common, there are other species such as
Constrictor Snake
Common Threat (Tier 1) the solitary Winter Wolf which is found in the Vastwood to
Avoidance Fortitude Discipline
the dreaded Night Fangs of Canceri and the Hinterlands.
18 19 19
d8, Med, Beast
St/Wo: 28 (1) Pace: 20’ Alpha Wolf
Common Threat (Tier 1)
AR: 0 Initiative: 2
Attacks: Bite: +3 (a) d4(d6) Avoidance Fortitude Discipline
147
Winged Raptor is a catch all category for all birds of prey,
d6, Med, Beast
from the Great Grey Owl of the Milandisean forests to the Horse, Riding/Draft
Common Threat (Tier 1)
Storm Hawk which hunts the waters off the coast of the
Avoidance Fortitude Discipline
Altherian Peninsula.
19 19 16
Skills (+3/14/11) 17 19 15
Melee: Unarmed, Acrobatics, Athletics St/Wo: 30 (1) Pace: 60’
AR: 0 Initiative: 3
The Shadow Lion: Indigenous to Milandir, Almeric, and Attacks: Hoof : +3 (a) d6(d8)
Southern Canceri, these huge cats commonly hunt at night. Sp: 4, Ra: Melee
148
When you are building a threat, choose a Profes-
Threats
d10, Med, Humanoid
sion Package, racial package, and then equip the threat Elite Combatant
Elite Threat (Tier 1)
with weapons appropriate to the adventure’s narrative. At
Avoidance Fortitude Discipline
first they may seem slightly more powerful than an equal
Tier threat, but the power difference is minimal and unlike 18 19 18
other creatures, these common threats are not assigned any St/Wo: 26 (1) Pace: 40’
Gear Assign best weapons and armor to fit Narrative, for Example Captain: Talents: Leadership, Wolf Pack Tactics, and Mar-
regional flavor or religious bent.
tial Technique. Skills: Athletics, Knowledge: (Warfare), Per-
ception, and Persuasion.
Bodyguard: Talents: Dedicated Defender, Die Hard, Side
Step Charge. Skills: Athletics, Etiquette, Perception, Empa-
thy.
Assassin: Talents: Waylay, Opportunist, Powerful Attack.
Skills: Stealth, Perception, Larceny, Empathy.
149
Thug: Talents: Waylay, Wolf pack Tactics, Die Hard. Skills: But for all their animalistic features, it would be
Streetwise, Empathy, Intimidate. a fatal mistake to ascribe to them an animal’s intelligence.
Arcanist: Talents: Studied, Prestidigitation, Lost in the Barghest are capable of communicating using their own lan-
Crowd Skills: Arcanum: (Sorcery), Perception, Empathy. guage, can use and create intricate tools or implements as
Holy Champion: Talents: Devoted, Prestidigitation, Smite well as enjoying a complex social structure. Should any have
Infidel. Skills: Athletics, Empathy, Perception, and Knowl- a doubt as to their sentience, one need only look deeply into
edge: (Religion). their eyes to see the boiling hatred and rage they have for hu-
Priest: Talents: Devoted, Prestidigitation, Inspirational manity. A last observation that explorers have made is that
Presence. Skills: Empathy, Perception, and Knowledge: (Re- the Barghest is supremely cruel and sadistic. There are times
ligion). when they will torture their prey for hours, their victims
Savage: Talents: Die Hard, Furious Rage, Powerful Attack. screams eliciting «humph-humph» sound that the Barghest
Skills: Athletics, Tracking, Wilderness Lore. emits through its snout. Apparently this is their equivalent
Hunter: Talents: Moving Target, Hunter, Powerful Attack. of laughter.
Skills: Athletics, Tracking, Stealth, Perception, Wilderness
Lore. Barghest d8, Med, Monster
Solider: Talents: Martial Technique, Weapon Proficiency, Common Threat (Tier 1)
Forward Stance. Skills: Athletics, Knowledge: Warfare, Per- Avoidance Fortitude Discipline
ception, and Persuasion. 19 16 14
St/Wo: 26 (1) Pace: 30’
Racial Packages: Once a racial package is chosen, add the
AR: 0 Initiative: 3
listed modifications to the combatant’s template as shown.
Attacks: Claws : +3 (a) d4 (d8)
Sp: 3, Ra: Melee
Dark Kin: +1 to a single defense, Infernal Heritage talent.
Dwarf: +1 Discipline and may not use any Arcanum except Talons: +3 (a) d6 (d8)
Theurgy. Sp: 4, Ra: Melee
Elorii: +1 Avoidance defense. Talents Monstrous Charge, Wolf Pack Tactics
Gnome: +1 Fortitude defense, +1 Talent Skills (+3/15/12)
Human: +1 to a single defense, +1 Talent Melee: Unarmed, Perception, Deceit, Wilderness Lore.
Ss’ressen: +1 Fortitude, Natural Armor Talent (T1)
Val: 1 bloodline power, +1 Talent Gear Nil, though they like to carry shiny things that have caught
their interest. A coin, shinny dagger, or a necklace is not
Monsters of
unheard of.
Arcanis Cave Troll: This massive, misshapen beast prowls the la-
byrinthian passages of the Endless Dark , the caverns and
Even within the civilized areas of the Known Lands there are
endless tunnels that crisscross below the surface of Arcanis.
creatures, both fair and foul, that view mankind as either an
Some snicker that Cave Trolls are the cursed children of
obstacle, a competitor or merely their next meal. While nowhere
Gnomes and Dark-kin, while more serious minded scholars
near an exhaustive bestiary, the Examples below should allow a
Codex of Conflict
150
Threats
d10, Large, Humanoid (Giant) d10, Large, Ssethric
Cave Troll Agamassi
Brute Threat (Tier 2) Brute Threat (Tier 2)
Skills (+3/15/12)
Melee: Unbalanced, Melee: Unarmed, Athletics, Tracking,
Wilderness Lore, Perception
151
a smaller group points to the tales of an infamous scholar Elementals
that lived and later exiled during the First Imperium whose Ripped from the inhospitable Elemental Planes, the Elemen-
passion was the creation, mutilation and reintegration of tal Servants and Lesser Elemental are considered the beasts
creatures that could never have been born through natural of that reality, with the expected intelligence level. First sum-
means. moned by the masters of planar interaction, the Ssanu, these
Whatever its origins, Wulvar are semi-sentient, creatures are the most common and easiest to port over to
meaning that their intelligence is barely above that of ani- the Mortal Realm. Beware - though most will willingly fol-
mals, yet are able to make use of extant weapons, armor and low the simple orders of the Summoner, there is a chance
tools. In fact, the Wulvar are premiere scavengers. Rarely that one will ignore the commands given to it; and there is
are is a Wulvar found alone; should this occur, immediately nothing more dangerous than a rampaging Elemental.
draw your weapons and shields as you and your fellows are
about to be ambushed by the rest of the pack. Beware their Elemental Servants d6, Med, Elemental
bite however, for some packs are diseased and anyone bitten (Mob of 4 to 6)
by such a Wulvar will soon feel the ravages of that illness. Minion Threat (Tier 1)
Avoidance Fortitude Discipline
d8, Med, Monster
Wulvar 13 13 13
Common Threat (Tier 1) St/Wo: 0 (1) Pace: 40’
Avoidance Fortitude Discipline AR: 2 Initiative: 2
18 16 14 Attacks: Unarmed : +3 (a) d6 (d6)
St/Wo: 26 (1) Pace: 30’ Sp: 3, Ra: Melee
AR: 3 Initiative: 3 Talents Natural Armor (T1), Choose 2 talents from elemental packages
Attacks: Claws : +3 (a) d4 (d8) below.
Sp: 3, Ra: Melee Weakness Vulnerability: Opposed Element
Skills (+3/14/11)
Broadsword: +3 (a) D8 (d8)
Melee: Unarmed, plus skills from package
Sp: 5, Ra: Melee Gear Nil
Talents Wolf Pack Tactics, Uncanny Reaction
Skills (+3/15/12) d8, Med, Humanoid
Melee: Unarmed, Melee: Balanced, Perception, Tracking,
Lesser Elemental
Common Threat (Tier 1)
Wilderness Lore.
Avoidance Fortitude Discipline
15 15 15
Gear Broadsword, Small Shield, Chain Shirt
St/Wo: 26 (1) Pace: 60’
d10, Med, Humanoid
Wulvar Alpha AR: 0 Initiative: 3
Elite Threat (Tier 1)
Attacks: Weapon : +3 (a) d8 (d8)
Avoidance Fortitude Discipline Sp: 5, Ra: Melee
17 17 18
St/Wo: 26 (1) Pace: 40’
Codex of Conflict
Gear Brigandine, Bearded Axe, Longbow (20 arrows) Fire: Defenses: +1/-1/+1, Talents: Quick, Uncanny Reaction,
and Special Attack: Bolt of Flame d8, Sp: 5, Ra 30’ (1 tar-
get). Skills: Acrobatics, Perception, Ranged: Marksman
152
Water: Defenses: +1/+1/+0, Talents: Combat Intuition, Un-
Threats
d10, Med. Infernal (Devil)
Xavinot
canny Reaction, Envelop. Skills: Acrobatics, Perception, De- Elite Threat (Tier 1)
ceit. Pace: 30’ Swim. Avoidance Fortitude Discipline
18 19 17
Infernals St/Wo: 25 (1) Pace: 40’
Devils: Are the most common of Infernals and unlike de- AR: 3 Initiative: 4
mons, devils may manifest upon the Mortal Plane in their Attacks: Claw or Bite: +3 (a) d8 (d10)
physical form. Commonly summoned and controlled by Sp: 5, Ra: Melee
Sarishan Sorcerer-Priests, some find their own way to the Tail Slam: +3 (a) d10 (d10)+5
Mortal Plane though worshipers seeking their dark gifts or Sp: 6 (Rec: 3), Ra: Melee
by enticing would be Summoners that are ill prepared to Talents Fel Sight, Natural Armor (T3), Powerful Attack: Tail,
contend with their power. Once set free upon the Mortal Disciplined
Plane many work to bring more of their own brethren over Weakness Vulnerability: Sarishan Steel
to wreck havoc to the surrounding area. Skills (+3/16/13)
Melee: Unarmed, Athletics, Deceit
about 600 pounds with soft green skin, black eyes and a long Skills (+9/24/15)
Melee: Balanced, Melee: Unarmed, Athletics, Tracking, Wil-
tail with a club-like protrusion at the end. Its arms and legs derness Lore, Perception, Knowledge: Arcanum, Arcanum:
end in six digit hands and feet, each sporting horrible black Meditation (+1)
claws. Gear Flamberge, Chain Shirt.
153
Undead eral Combatants packages as a guideline. Keep in mind that
Spirit: There are times when the souls of the dead are either this creature can be very powerful and possibly wipe out an
barred from enter the Beltine’s Cauldron or they themselves ill prepared party, especially a pack of Lesser Shades.
refuse to go because of something tethering them to the
Mortal Plane. Though all are considered to be incorporeal, Skeletons: The ancient remains of souls with lives as full
each Shade or Spirit is as unique an individual as they were and vibrant as anyone living, these bones are grist for a
in life. necromancer’s mill and are some of the first minions that a
Nerothian first learns to animate. Skeleton minions always
Ancestral Spirit: One form of Shade is the Ancestor Spirit. come in mobs of 4.
Sometimes these Shades remain out of love or dedication to
a particular member of the family or to the entire clan. Oth- Skeletons (Mob size 4) d6, Med, Undead
ers are malignant and feel that they were wronged and seek Minion Threat (Tier 1)
vengeance on their misbegotten brood. Avoidance Fortitude Discipline
15 14 15
Below is an Example of the restless sprit of a Milandisean St/Wo: 0 (1) Pace: 30’
knight, appearing in ghostly Andrean Suit of Plate with a AR: 4 Initiative: 2
large shield bearing his family crest. Attacks: Weapon : +3 (a) d8(d6)
Sp: 5, Ra: Melee
d8, Med, Spirit (Shade)
Ancestral Spirit Bone Bite: +3 (a) d4(d6)
Common Threat (Tier 1)
Sp: 3, Ra: Melee
Avoidance Fortitude Discipline
14 18 17
St/Wo: 25 (1) Pace: 30’ Talents† Natural Armor (T1), Martial Maneuver, Martial Maneuver
Skills (+3/15/12)
Melee: Balanced, Perception, Deceit, Empathy Greater Skeletons: There are some beings, blessed by
Neroth, who have been gifted with Life Beyond Death.
Lesser Shades The so-called Greater Skeletons are one such being - their
These Shades appear as ghostly guards, dressed in shimmer- desiccated skin wrapped tightly around their muscles and
ing chain and commonly armed with short spears. bones, giving them a gaunt and skeletal appearance. These
creatures should not be equated with the mindless animated
Lesser Shade D6, Med, Spirit (Shade) skeleton; these creatures retain all their memories and skills
Codex of Conflict
(Mob size 3) and have been granted a body that feels no pain and can
Minion Threat (Tier 1) never tire. The ultimate killing machine.
Avoidance Fortitude Discipline Building greater skeletons is much like building a
14 14 13 general combatant, except that they gain the following tem-
St/Wo: 0 (1) Pace: 20’ – Fly (P) plate:
AR: 0 Initiative: 2
Type: Undead
Attacks: Light Spear : +3 (a) d8 (d6) Greater Skeleton Template
Sp: 5, Ra: Melee Tier +1
154
Zombies: Zombies are fresh corpses, reanimated with the Benefit: The Infernal can see in magical or natural darkness.
Threats
spirit of a malicious spirit known as a “Gaki”, or the hun- Also as a Sp: 6 action they may look though solid barriers
gry dead. Once these spirits are channeled into a dead body, about the width of a solid door (2” thick)
their only thought is to consume living flesh. Many underes-
timate this type of undead - doing so at their ultimate peril. Incorporeal
Zombies are relentless, savage, and ravenous - nothing short Requirements: None
of complete destruction of their host will stop the inhabit- Benefit: Incorporeal creatures have no physical form to
ing Gaki from their attack. An oncoming pack of Zombies speak of, thus mundane weapons simply pass though them.
is a sight that should give pause to all but the most Epic of Runed weapons and magical spells which do not specifi-
Champions. cally affect incorporeal creatures or spirits deal half damage,
whereas runes and spells which specifically target spirits or
Zombie (Mob size 6) d6, Med, Undead incorporeal creatures deal full damage.
Minion Threat (Tier 1) Also due to their lack of any physical form, Incor-
Avoidance Fortitude Discipline poreal creatures may not manipulate solid objects. Sprits
16 15 14
may be armed with ghost like weapons, which are actually
St/Wo: 0 (1) Pace: 20’
extensions of their own form and thus cannot be dropped,
broken, or disarmed. These ghostlike weapons are very dan-
AR: 1 Initiative: 2
gerous, as they strike directly at the hero’s soul, thus bypass-
Attacks: Fists : +3 (a) d4(d6)
ing any AR.
Sp: 3, Ra: Melee
Lastly Incorporeal creatures do not walk, instead
Bite: +3 (a) d6(d6) they glide (fly) at their full pace with perfect maneuverabil-
Sp: 4, Ra: Melee ity and may pass though solid objects at will.
155
Example: A Common Threat, Tier: 3, d8 creature with a Trample
poison bite would have the Bite: +9 attack with a T3 Poison, Requirements: Large Size or greater
Attack: +6, Dam 3d8, Sp: 12t/12t/12t. Of course the GM Benefit: Anytime the creature succeeds in a Shove attack
can always increase the speed of the poison if he so wishes. (see Combat pg 139) against a creature smaller then itself,
the target must succeed in a dynamic Athletics (Qu) or Ac-
Powerful Attack robatics (Qu) action skill roll against the original attack roll
Requirements: None or fall prone.
Benefit: One of the creature’s attacks is especially powerful; Creatures with Trample who simply run over prone
it deals an additional +5 damage but adds 1 to the attack’s opponents deal their base die in damage; this does not re-
Speed. quire an attack roll.
Ravenous
Requirements: None Monstrous
Benefit: Anytime a creature with this talent succeeds in a Weaknesses
Grab attempt, they also deal damage as if they succeeded in Bestial Intellect
a bite attack Requirements: None
Linked Weakness: This Talent is commonly linked to the Weakness: A creature with this weakness rolls a d4 for all
Relentless Hunger weakness. If so, then the creature gains Logic and Charisma attribute and action skill rolls. Addi-
a +5' to its pace when attacking the type of creature it needs tionally, a creature with this limitation may only use and
to feed on. possess combat or physical skills.
156
magic of Arcanis
Sources of Magic
Introduction ing, as they wish to create effects that the Gods never meant
to be placed in the hands of mankind.”
“There are those who bow to the will of the Gods and there are “Isn’t that considered heretical then, Frate’?” This
others who supplant that will.’ - VIth Scroll of the Revela- time the question came from one of the older girls, Vitai
tion’s of Illiir. val’Assante’, niece of one of the Mother Church’s inquisitors.
He would have to tread carefully in answering her.
When asked how men can wield such miraculous powers, “What is considered heretical behavior and what
seemingly beyond the ken of mortals, with such grace and has been accepted by the powers that be is not for me to
finesse, the priest shook his head and cracked his rod on the decide, my dear. But the holy Revelations clearly state any
acolyte’s bare back. being; organization or power that seeks to elevate itself on
“The power to manipulate the realm of man, the par with the Gods is profane before the eyes of the Gods.”
power to heal the injured or even cause the water to take on There, that should be neutral and obsequious enough so as
the property of stone is not meant to be the purview of men, not to draw the attention of the Holy Inquisition.
but of the Gods. “Frate’ – what about the Sorcerer-Priests of Sarish?”
“But in their wisdom, They knew that, for all Their The pounding of a headache was beginning to de-
power, They could not hold our hands forever. So They in- velop behind his left eye. It was going to be one of those
structed the most faithful amongst us to write down Their days.
simplest words of power, think of them as a set of instruc-
tions, to perform the miracles that They wished us to pos-
sess. The Sources of
“But these instructions are complex and require
years of study and meditation to properly intone Their holy
Magic, the Arcanum
Arcanum, the term used to describe magical effects, all flow
words and to fuel them with your own ardent faith.”
from one of a handful of sources. A caster draws upon that
“What about the power of the minds that the Vals
source and forms the energy or energies gathered to a specific
wield, Frate’? I have never seen my father sing the praises to
purpose. Their skill at doing so determines how finely con-
the Gods to move things with his mind.”
trolled an effect they can produce, as well as the magnitude
Again came the stinging crack of the rod.
of the effect.
“Were you asleep during your lessons again, Felix?
Each source has a number of traditions (typical-
All the gifts of the noble Vals, including those who are awak-
ly three); as a practitioner of the Arcanum becomes more
ened, come from the Gods. One might say that your very
skilled in their chosen specialty, they may master more tradi-
existence, your birthright is because of the Will of the Gods.
tions; however, at the beginning each practitioner has only
Were a far off ancestor of yours not been selected to ‘join’
greater access to one tradition with a smidgen of Spells from
with a Valinor, you would be as mundane as I.
two others.
“But each of the gifts of the Gods work differently.
The most commonly known sources of Arcanum
The Cantos of the priesthood operate through rote and faith;
are detailed on the Arcanum Sources Table.
the Psionics of the Val through intensive mental training af-
All Arcanum have access to the Universal Tradition.
ter they have been Awakened; even the base practitioners
of primal magic are in fact entreating the lesser powers and
spirits to do something for them – it does not spring directly Theurgy
from them.” Theurgy is the practice of magic that comes directly from
“My uncle is a Sorcerer,” piped up another voice – the Gods. It usage requires that the faithful learn individual
this one Caster, the son of the spice merchant, “and he says Cants by rote – without any deviation. The Cant that was
that he ‘wields the power of creation!” used a thousand years ago to heal a wound is nearly identical
CRACK! to the one that is used today.
“I will not hear such blasphemy spoken within the Theurgy does not permit any innovation or devia-
temple grounds. Your uncle’s sorcery supplants the very will tion beyond those Adaptations already present in the de-
of the Gods with his own. While we follow precise instruc- scription of the Cant. As a result, the effects brought forth
tions that manipulate reality to a very small degree, your by the Cants are predictable and relatively quick. The faith-
uncle and his ilk twist their holy words, mixing and match- ful enjoy perfect assurance that the Cant will produce the
157
desired effect. mind lacks the structure of the Elder races and men are thus
Theurgy is home to the Corpus Tradition, the only Tradi- incapable of mastering that Arcanum.
tion that allows for the safe healing of others and Theurgists To illuminate the differences, masters of Eldritch
are highly sought to repair injuries or other afflictions such Sorcery explain to their students that Elder sorcerers are able
as diseases. to form and maintain a long equation, manipulate it and
Skill: Arcanum: Cants even complete it, all without the help of paper and stylus,
Primary Attribute: Charisma whereas a human sorcerer can formulate the equation in
Unique Ability: Rebuke(See Unique Abilities, below) their mind, manipulate it up to a point, but then make a
Traditions: Corpus, Deity, Wards, Benediction “guess-timation” upon the answers. This makes Eldritch sor-
cery, by comparison to Elder, quick and dirty. It is doubtful
Elder that it will ever be as elegant and precise as Elder magic, but
there is little dispute of the fact that it is just as deadly.
Elder sorcery is the magic that practiced by the Elder races
Skill: Arcanum: Sorcery
upon Arcanis, such as the Ssanu, Il’Huan, and the Elorii. El-
Primary Attribute: Logic
der sorcery tends to be methodical and precise as befits races
Unique Ability: Arcane Shield (See Unique Abilities, be-
that are so long lived that a decade to them is a reasonable
low)
amount of time to have a discussion.
Traditions: Elemental, Battle, Creation, Illusion
Like Eldritch sorcery, Elder magic taps into the re-
sidual energy of Creation to achieve miraculous and often
mind bending effects. This gives these ancient practitioners Psionic
mastery over such exotic effects as creating object out of The rarest of all the sorcerous traditions, only a select few
thin air, changing the very essence of one thing to another, species can wield the power of Psionics. At its most basic def-
or tapping directly into the raw buildings blocks of reality, inition, Psionics is the ability to change one’s self, environ-
such as the Elemental Planes. ment or others solely through the use of one’s mind. With
What differentiates Elder magic from the Eldritch the exception of awakened Vals, Ssanu and Voiceless Ones,
sorcery practiced by the younger races, such as humanity, there appear to be no other races upon the face of Arcanis
is the methodical precise nature in which the raw energy that can master this discipline.
is manipulated. Though this assiduous attention to detail Normal humans cannot wield Psionics. Only a spe-
makes Elder magic potent, it somewhat slower than the cial sub-species of humanity, those whose family lineages
wielders of Eldritch sorcery. mated with Celestial creatures called Valinor in the distant
Skill: Arcanum: Thaumaturgy past, have the latent talent to possibly master the art. Collec-
Primary Attribute: Resolve tively known as Vals, these extraordinary individuals must
Unique Ability: Contingent Spell (See Unique Abilities, undergo ritual that “awakens” their mind to prepare them to
below) wield Psionic abilities.
Traditions: Elemental, Transmutation, Control, Creation
Special: Elder practitioners have access to a small number of
spells available to Primal and Eldritch casters. Elder casters
increase the Speed of such spells by +1 and reduce the Strain
by -1 to reflect the different teachings of this Arcanum.
Eldritch
Codex of Magic
158
In very rare occasions, some Vals awaken “natu-
Casting a Spell
Casting a Spell
rally” when they encounter a hostile being who assaults
them with a Psionic attack. In some cases, and usually in the With a roar the savage troll leaps from its hiding place. The
strongest of latent psions, the Psionic ability manifests as a capacity for stealth found in such dimwitted and apparently
defensive mechanism against the attack. clumsy beasts has never failed to amaze Keldemas. Thankfully,
While it is true that Psionic manifestation occurs at the sorcerer prepared for such eventualities, methodically im-
the Speed of thought, Psionic effects require total concentra- printing the required exercises of will just this very morning.
tion and unwavering will power. As such, this tends to slow Completing the formulae, and drawing upon the elemental fire
the process down quite a bit. flowing through his blood, the Kelekene bathes the savage Troll
Skill: Arcanum: Meditation in flame.
Primary Attribute: Insight All Arcanum, save Psionics, require the practitioner to have
Unique Ability: Shield of Enduring Will (See Unique at least one hand free and the ability to speak clearly in order
Abilities, below) to manipulate the raw energies into a usable form.
Traditions: Transmutation, Telekinesis, Heritage, Control There are 7 steps to casting a Spell:
1. Choose the Spell which you wish to cast
2. Choose which Adaptations, if any, to apply.
Primal 3. Calculate the CTN, (casting Target number) Speed, and
The most savage means of calling forth a magical effect, Pri- Strain.
mal magic is only rarely manifested directly from the prac- 4. If the final CTN is greater than 15+ your Arcanum skill
titioner. Instead, Primal magic relies on the acquiescence of you must perform an Arcanum Action skill roll against
lesser powers, such as spirits, to create the effect desired. the final CTN to successfully cast the Spell. If you fail
To entice or coerce the lesser power, the Shamans, Witches, the Spell fizzles, and you gain Strain equal to the Spell’s
and others who practice Primal magic use a series of material final Speed cost.
components. These components can be anything from vows, 5. If you successfully cast the Spell, Advance your clock by
specific songs and/or dances that please the spirits, gifts or, the Spells final Speed.
in the most horrific of Primal Spells, blood sacrifice.
Once the effect wished for comes into being, the practitioner 6. If necessary, perform all attack rolls. And, if successful,
usually has little control. Often it is not possible to direct apply the Spells effects. Spells with a final Speed cost of
the effect other than to point it in a general direction and 7 or more are not resolved until the beginning of your
hope for the best. For example, while it is certainly within next action. Otherwise, resolve the Spell immediately.
the power of a witch doctor to reanimate a corpse with a ma- 7. Note the Strain cost of the Spell; this value represents
levolent spirit, it has no real control over the newly created how many ticks you must wait after your next action to
zombie. He can but pray that the animating spirit within safely cast another Spell. You may perform other actions
sticks to their bargain. (such as attack in melee or use a missile weapon) or you
Skill: Arcanum: Shamanism may decide to ignore your Strain at your own peril. (see
Primary Attribute: Charisma bypassing Strain below)
Unique Ability: Communion with the Spirits (See
Unique Abilities, below)
Traditions: Elemental, Animism, Necromancy, Hexes Interruptible Spells
Sustained Spells or Spells that have a final Speed cost equals
7 or more can be interrupted, see Interruptible Actions (pg
Access to Spells 134) in the Codex of Conflict.
The ability to draw upon and focus an Arcanum of a par-
ticular source is governed by what Talents you have. Each
source is represented by a single tiered talent, each time you Spell Types
take the talent you learn additional Spells governed by the There are four main types of Spells: Base, Advanced, Bind-
traditions chosen. ing, and Sustained. The these types represent functional
differences in how Spells take effect. Each type will be dis-
Invoking the Arcanum cussed below in turn:
Each breed of magic uses a specific skill, see above, and for
the purposes casting a Spell, each skill uses its Primary At- Base Spells
tribute, unless otherwise noted in the Spells description. Base Spells are a building block, of sorts, they are completely
usable on their own, but they are also capable of being com-
bined into new Advanced Spells. They represent single ef-
fects, which may be modified by Adaptations as applicable.
159
Advanced Spells The Binding Spells creates conditions and subjects
that are governed by all relevant rules and effect. For ex-
At anytime you may attempt to combine any two Base
ample: the undead assembled by the Graveblight: Skeleton
Spells into a single advanced Spell. To form an advanced
Spell can be dealt in the same manner as similar minions.
Spell both base Spells must share the same Source, Dura-
tion, and range.
The final Spell then takes on the following characteristics: Reading a Spell
• Category: Change to Advanced If a line is not presented in the Spells description it does not
• CTN: Equal to the sum of both CTNs -15. apply. For example:, if there is no attack roll necessary, there
• Speed & Strain: Equal to highest Spell Speed and Strain is no need for a defense entry. For east of reference, spells
cost + half of the lower Speed and Strain cost (min of +2) follow a standardize format.
• Effects: The effects of both Spells are combined; if the
new Spell attacks two different defenses, then a single Name
roll is used to determine the success of the Spell. If the
The name of a spell, no matter how dramatic, has any bear-
Spell fails to bypass the higher of the two defenses, the
ing upon its effects.
Spell fails.
• Advanced Spells and Adaptations: you may add Ad-
aptations of either base Spell to the final advanced Spell. Tradition (Limitation) [Tier]
The tradition(s) of the Spell; some Spells may belong to more
Sustained Spells than one tradition, in which case you only require access to
one of the listed traditions. Limitations represent further re-
A sustained Spell is an effect which is persistent so long as the striction of access such as Race or Arcanum. When a spell’s
caster continues to apply effort. These Spells have two Speed tier is presented, a hero must be of that Tier or higher in
costs listed. The first Speed cost is paid immediately and order to learn the Spell. For the purposes of the Shattered
causes the listed effect to be resolved; however, the Strain
Empires Quicklaunch, only Tier 1 spells are presented.
is not immediately accessed. When the caster’s clock next
For Example: Battle (Val) [Tier 1] or Blood [Tier 2] indi-
comes up, the caster may choose to pay the second Speed
cates that Val characters with the Combat Tradition may
cost, or the caster may choose to end the sustained Spell
learn this spell at Tier 1, and characters with the Blood Tra-
(applying the Strain cost at this point). Each time the caster
dition may learn this spell at Tier 2.
selects to pay the secondary cost, the next time their clock
comes up they are presented with that choice.
If the sustained Spell requires an attack roll, you Category
must perform the attack roll each time you sustain the spell. Indicates if the Spells are Base, Advanced, Sustained, or
If you are affecting multiple Targets, you must successfully Binding
strike each, if you miss one of them, the Spell ends only for
that specific Target. Speed (Strain) / Sustained
If the sustained Spell affects an area (such as a ra- The Speed cost of the Spell, indicating how many Ticks to
dius, cone, or arc) you must roll attack rolls each time some- advance the character’s Clock upon casting. Strain represents
one enters the area as well as upon sustaining the effect. Area how long a player must wait to safely cast another Spell,
spells do not cease their effects if you miss your attack roll. though he may still perform any other actions. The final de-
Creatures remaining within, or entering, the area will con- scriptor is the Sustained Speed cost for the Spell. Remem-
tinue to be subject to the spells effects for as long as it is ber, any spell with a Speed cost of 7 or greater (including
Codex of Magic
160
CTN (Casting Target Number) can potentially destroy such objects. If a Spell doubles the
Casting a Spell
As mentioned above, you are only required to perform an Ar- damage necessary to destroy the object, the Spell’s area is not
canum casting roll if the Spell’s final CTN is greater than the hampered by the object’s presence. Creatures which are only
number of ranks you possess in the relevant Arcanum skill partly in the area of effect (typically larger than normal crea-
+15. If required to roll and you fail to surpass the Spell’s final tures, but occasionally a character will be at the very edge)
CTN the Spell fizzles, and you gain Strain to the Spell’s final gain a +3 bonus to their defense against the Spells effects.
Speed cost.
Spell Templates
Range [Area or number of Templates will be made available by Paradigm Concepts in
Targets] the future. When using templates with a battle mat, tem-
Range describes the maximum range of the Spell’s effect, plates must be centered on an intersection of squares within
the Area of effect, and the maximum number of Targets. If range. Targets which fall completely within the Spell’s area
you can affect more than one Target you must roll an attack suffer the full effects of the Spell, while those only partially
against each Target separately. within the Spell’s area may be able to escape harm (the afore-
Examples: Self, Melee [1 Target], 30’, 30’ (20’ Radius), 10’ mentioned +3 bonus).
radius.
Duration (Dismissible):
Spells which effect Areas There are three possible durations of spells: Instant, Scene,
Some spells effect areas, either an arc, radius or cone. A Spell and Sustained.
affects everything within its Area, regardless of concealment. • Instant: Spell with this duration take place Immediately
All areas spread out from the point of origin, which must be • Scene: Spells with this duration typically remain in effect
till the end of the Scene.
within range. Thus a Spell with no range but a Medium Burst
• Specific Period of Time: Occasionally, a time period may
(20’ radius) would originate from the caster. Unless other-
be expressed instead, such as 12 ticks, 24 hours, or the
wise noted Spells centered on the caster do not affect the
like, these are listed as Scene duration for the purposes
caster. of adapation
• Sustained durations see Sustained Spells above
Area Sizes: The standard area sizes are small and large: Some Spells are Dismissible, noted by a (D) following the
• Arc: Small (10’) and Large (20’) duration; in these cases the Spell may be dismissed any
• Radius: Small (10’) and Large (20’) time the caster wishes. Dismissing a spell is a Sp: 2 ac-
• Cones Small (15’ Cone) and Large (30’ Cone) tion.
Area Attack Rolls: Attacks against targets within an area
are handled by a single attack roll; the result of that roll is Defense
then compared to the defense of all targets within the af- Denotes which defense (if any) the Spell targets.
fected area, at first this may seem as an all or noth- Spell Attack Rolls: Any Spell which attacks a defense
ing proposition, but it’s not as you will see (be it a number of individual Targets or an area) re-
below. quires an Attack Roll. Regardless of the At-
Area Damage: Unlike most other forms tribute used to roll the attack, you use the
of attack, area spells cannot critically Arcanum skill to strike.
succeed. But unlike all other forms of • Any Spell which attacks Avoidance
attack they deal some damage when the or Fortitude use the Prowess attribute un-
caster fails to bypass a targets de- less otherwise indicated.
fense. In which case the spell still • Any Spell which attack a Targets
deals its base damage without the casters Discipline always use the Arcanum skill’s
primary attribute die. Thus a d4 (primary) primary attribute.
spell would still deal d4 damage upon a
miss. Minions do not suffer damage Each Spell will detail the effects of an At-
when missed. tack Roll’s success or failure. Some Spells
Radius, Cones and Solid barriers: Un- may require additional attack rolls, or even dy-
less the description indicates otherwise namic action rolls as described in the effect
Spells are blocked by solid bar- section.
riers, thus such Spells can not
affect creatures with total cover
from the point of origin. Spells
161
Effect: Casting Spells with
The detailed effect of the Spell, anytime a Spell description
Subtlety
denotes (Primary) uses it makes use of the Attribute Die as-
Spell casting is a clearly noticeable act, even Psionics which
sociated with the Tradition’s relevant Arcanum Skill. For Ex- is a purely metal exercise, creates visual effects which clearly
ample: Spells of the Elder Arcanum make use of the Resolve betray the caster. Psionics is perhaps the most difficult Arca-
Attribute num to disguise.
Casting a Spell with some level of Subtlety is a two
Sustained Effect:
step process; first the Spell’s CTN is raised by 6 and the
See Sustained Spells above.
Spell’s Speed by 2. If the player is required to perform an
Arcanum action skill roll to successfully cast the Spell resolve
Adaptation:
that roll first.
Some Spells will detail Spell-specific Adaptations which, for
Once the Spell is cast the caster must perform a
a cost, allows you to alter the Spell, augment its range, or
Stealth (Primary) action skill roll. If the caster is not be-
even improve its effects. You are free to apply multiple Ad-
ing actively observed then this is a Passive Skill Roll against
aptations or multiple applications of the same Adaptation. the Perception of those nearby. In the case of being actively
Costs for applying Adaptations, unless otherwise noted, are watched all participants take part in a dramatic Stealth (Pri-
cumulative. mary) vs. Perception (Insight) action skill roll.
The Adaptation must be listed under the Spell to Bonuses and penalties are at the Game Master’s dis-
utilize it; you cannot use an Adaptation from one Spell you cretion. Example: Hiding the creation of a Gladius of Light
know to affect another. Adaptations from component spells in a dark room would be nearly impossible, but forming a
will modify the Advanced Spells created. dagger out of shadow with Manipulation of Shadow would be
Sarishan Sorcerer-Priests significantly easier. Some spells are also impossible to cast
As usual, there is always one instance that breaks the rule. without notice, an explosion of fire tends to draw attention.
The basic rule we have is that no one can be a practitioner
of both Theurgy and Eldritch (or Elder) Arcanum. The
reason for this is that Theurgy requires absolute faith in
the infallibility of the Gods and that each and every in-
stant that may come about in the future, there will be a
Cant that will address it. Therefore nothing else should
Example of Spell Casting
ever be cast, with the possible exception of Psionics, Keldemas wishes to cast Elemental Bolt at the troll at-
which also comes from the Gods, other than the known tacking him. To cast the spell, Keldemas would require
Cants. an elemental source to draw from. He can draw from the
Whereas sorcerers of the Eldritch (and Elder to earth upon which he stands, or the air that surrounds
a lesser extent) magic believe that the building blocks of him, but as a Kelekene he wishes to use fire, and can
creation are at their fingertips – why limit themselves to serve as his own source.
rote Cants like drones, when the ability to manipulate re- As an Elder Caster, Elemental Bolt has a Speed
ality is theirs? Thus one is mutually exclusive of the other. of 5, and a Strain of 1. Since he wants to increase the po-
Of course, Sarish throws a monkey wrench into tency of the spell, Keldemas applies the adaptation that
this neat little axiom. makes the spell more exhausting (+1 Strain) and difficult
As the God of Magic, it would be counterintui- to cast (CTN +4) in order to increase the damage die by
Codex of Magic
tive for His priests not to be able to master Eldritch Spells. one step.
Sorcery, in all its forms, is under His dominion. Thus Keldemas has 8 ranks in Sorcery. Since the
Sorcerer-priests of Sarish are, in truth, less like priests and raised CTN of 21 is not greater than his casting skill
more like sorcerers. Yes, they are able to conduct mass +15(23), he does not need to roll. If his skill with Sorcery
for the faithful and lead rites and rituals on the Holy were less he would have to risk failure.
At this point, he rolls to hit, performing a Sor-
Days, but as far as what they are taught in the arcane
cery (Prowess) Attack Roll against the troll’s Avoidance
arts, it is primarily Eldritch magic. However, as befitting
Defense. He rolls 2d10 (the Action Dice) + 1d8 (his
their master’s two faces, Sarishan Sorcerer-priests get to Prowess Attribute Die) and adds 8 (his Ranks in the Sor-
cheat a little bit. Along with the selection of Traditions cery Skill). Hitting the troll, he rolls damage equal to his
available to most Sorcerers, all Sarishan Sorcerer-priests Resolve Attribute Die -the primary casting stat for Elder
MUST take the “Blood’ Tradition. The Blood Tradition sorcery- and the 1d8 of the Adapted Elemental Bolt spell.
is unique to Sarishan Sorcerer-priests and allows them Keldemas advances his Clock 5 Ticks (the speed
some ability to heal the wounded and cast wards. of the spell) and gains 3 Strain.
162
Spell List Solidify Water
Spell List
Smite Infidel
Stabilize
Tier 1 Spells Enemy of my Enemy
Strength of Fallen Foes
A Pound of Flesh Evil Eye
Steal Water
Affliction Fire Lash
Storm of Knives
Alarm Flaming Bolt
Sway Beasts
Alter Appearance Flash
Telekinesis
Anshar’s Caress Force Push
Thunder
Arc of Lightning Gale Force Winds
Touch of the First Gift
Awe Gladius of light
Unravel the Thread
Benediction of the Gods Glimpse of the Cauldron
Vampiric Touch
Bestial Hide Ghost in the Machine
Vestments of the Lady
Bestial Rage Ghostly Adversary
Voice in the Silence
Bittersweet Kiss Graveblight: Skeleton
Ward against the Unnatural
Black Ice Graveblight: Zombie
Ward of Protection
Black Tongue Grave Sight
Ward of Shielding
Bleed Grey Mists
Water Bolt
Blood Boil Guidance of thy elders
Whirling Blade
Blood Spider Halt
Witch Light
Body of the Warrior Heat Wave
Word of Command
Breath of the Dragon Heighten Senses
Brittle Bones Immune to Adverse Climates
Call to Arms Inflict Pain Spells by
Call of the Wild Life’s Blessing Tradition
Cascading Radiance Light of Truth Anathema/
Castigate Manipulate Object Benedictions
Cat’s Grace Manipulation of Shadow Benediction of the Gods
Chains of Mental Might Matter Shift Castigate
Chimes on the Wind Mental Scream Immune to Adverse Climates
Chink in the Armor Mind link Sanctify Ground
Claws of the Beast Mind Lock Stabilize
Cloud Mind Minor Tricks
Nature’s Embrace Animism
Concussive Wave
Path of the Wolf Bestial Rage
Confound
Precognition Claws of the Beast
Crushing Weight
Protection from Fire Heighten Senses
Cure Affliction
Purification Path of the Wolf
Deep Chill
Quicken Step Sway Beasts
Detect Unnatural Creatures
Diminish Fatigue Rattle the Bones
Diminish Senses Recall thy Pain Battle
Discern Residue Refresh the body Arc of Lighting
Dome of Shadow Restore Senses Call to Arms
Drain Resolve Remove Curse Force Push
Earthen Shied Rot the Flesh Quicken Step
Earthen Spikes Sanctify Ground Whirling Blade
Ebon Blade Scales of the Dragon
Ebon Shield Scorching Touch Blood
Elemental Bolt Seal Portal Bleed
Elemental Circle Shield Other Blood Boil
Elemental Guardian Silent no longer Blood Spider
Empathic Link Skin of Thorns Diminish Fatigue
Empathic Healing Slash the Soul Ward against the Unnatural
Entangling Webs Slip Sideways
163
Creation Skin of Thorns (Anshar) Hexes
Black Ice Slash the Soul (Beltine) Affliction
Call to Arms Smite Infidel Black Tongue
Ebon Blade (Elder ) Solidify Water (Yarris) Diminish Senses
Ebon Shield (Elder) Vampiric Touch (Neroth) Evil Eye
Entangling Webs Vestments of the Lady (Larissa) Inflict Pain
Flash Water Bolt (Yarris)
Storm of Knives Word of Command (Illiir) Illusion
Confound
Control Elemental Dome of Shadow
Cloud Mind (Elder) Black Ice Enemy of my Enemy
Confound Earthen Shied Ghostly Adversary
Empathic Link (Psionic) Earthen Spikes (Primal) Glimpse of the Cauldron
Halt Earthen Water (Primal)
Mental Scream (Psionic) Elemental Bolt Necromancy
Mind Link Elemental Circle (Elder) A Pound of Flesh
Mind Lock (Elder) Elemental Guardian (Elder) Grave Sight
Gail Force Winds Graveblight: Zombie
Corpus Heat Wave Rattle the Bones
Alter Appearance Strength of Fallen Foes
Brittle Bones Heritage
Cure Affliction Affliction (val’Mordane) Telekinesis
Diminish Fatigue Bestial Hide (val’Dellenov) Chains of Mental Might
Restore Senses Bittersweet Kiss (val’Sheem) Concussive Wave
Bleed (val’Mehan) Force Push
Deity Cascading Radiance (val’Assante) Telekinesis
Anshar’s Caress (Anshar) Cat’s Grace (val’Mehan) Whirling Blade
Arc of Lightning (Hurrian) Chimes on the Wind (val’Borda)
Awe Deep Chill (val’Ossan) Transmutation
Breath of the Dragon (Fire Dragon) Drain Resolve (val’Ishi) Alter Appearance (Psionic)
Call of the Wild (Saluwé) Empathic Healing (val’Inares) Body of the Warrior
Chink in the Armor (Althares) Flash (val’Assante) Brittle Bones
Crushing Weight (Belisarda) Gladius of light (Val) Heighten Senses
Detect Unnatural Creature Glimpse of the Cauldron (val’Ishi) Matter Shift (Elder)
Dome of Shadow (Cadic) Guidance of thy elders (val’Abebi) Refresh the body (Psionic)
Flaming Bolt (Nier) Heighten Senses (val’Dellenov) Slip Sideways (Elder)
Ghost in the Machine (Althares) Manipulation of Shadow (val’Borda)
Graveblight: Skeleton (Neroth) Precognition (val’Sheem) Universal
Grey Mists (Beltine) Protection from fire (val’Virdan) Discern Residue
Life’s Blessing (Belisarda) Recall thy Pain (val’Inares) Manipulate Object
Codex of Magic
164
Unique Spells Range: 10’ Radius
Unique Spells
Defense: Discipline
Each Arcanum possesses a unique Spells, unlike normal
Effect: Sometimes there just isn’t time to inscribe a ward,
Spells Arcanum Adaptation talents may not be applied to
especially when some shade materializes through a wall try-
unique techniques.
ing to drain the life from your companion. In such situa-
tions, priests are able to react quickly and use their Holy
Arcane Shield Symbol to produce an instantaneous barrier against Undead,
Arcanum: Eldritch
Shades (Spirits) or Infernals. Beings of these types fear and/
Category: Advanced
or respect the power of the Gods and their Holy Symbols,
CTN: 13
especially when it’s fueled by the faith of a priest.
Speed: Push 6
All creatures affected by the Spells initial casting
Range: Self
must move to the edge of the effect of as long as the Spell is
Duration: Instant
active the affected creatures will not enter the Spells radius.
Effect: In response to an attack you may roll an Arcanum:
Sustained Effect: Creatures affected must remain outside of
Sorcery (Logic) action skill roll, the result of which replaces
the spell’s area
your AR against that attack. You must be aware of the attack
Pushing Through: Normally, this type of entity will stay
to use this power.
away from the offending priest, but sometimes the blood
lust, rage, or pure hatred of the entity will allow it to over-
Commune with the Sprits come its fear of this cant. To attack, the undead must suc-
Arcanum: Primal
ceed in a Resolve attribute action skill roll against the casters
Category: Advanced
passive Arcanum: Cants (Primary) skill value. Minion level
CTN: 16
threats gain a +1 per Tier, Common and Brute threats receive
Speed: 1 Hr
a +3 per tier, and lastly Advisory and Elite level threats gain
Range: Special
an additional +4 per Tier.
Duration: 24hr
.
Effect: Practitioners of the Primal ways become a bridge
between the moral and spiritual realms. You can call upon Sarishan Oath
these sprits to grant you a boon; this boon takes the shape a Tradition: Blood
single Spell from the Corpus, Illusions, or Control traditions. Category: Advanced
For the next 24 hours you may cast that Spell as a Primal CTN: 16
Spell. Speed: 10 Min
Range: Special See Blow
Contingent Spell Duration: until discharged (D)
Arcanum: Elder Effect: This Spell places a magical seal on a contract. For
Category: Advanced this contract to be binding, several considerations must be
CTN: 16 met. First, all parties to the contract must be willing par-
ticipants. Second, all parties to the contract must be able to
Speed: 1 Hr
understand each other and the terms of the contract. Third,
Range: Special
all parties to the contract must be present for the casting of
Duration: Until used, see below.
this Spell. Fourth, all parties to the contract must agree to all
Effect: You may prepare any Tier 1 basic Spell as a contin-
terms of the contract.
gent Spell. The Spell remains ready to be released with but a
Contracts can range from the simple to the com-
single word, allowing you to cast the Spell as if the Spell had
plex, but they must contain terms and conditions that can be
a Speed 2 action, though the Strain remains unchanged.
reasonably met (up to the Game Masters discretion). Time
You may apply Adaptations as long as they would
conditions may be included in the contract, and if they are,
not require you to perform an Arcanum roll to successfully
they reduce the duration of this Spell to the duration of the
cast.
time conditions specified in the contract. Once the condi-
Special: You may only have as many contingent spells pre- tions of the contract are agreed upon and the other condi-
pared as half your character tier (to a minimum of 1) tions of this Spell are met, this Spell may be used to seal the
contract. Once sealed, all parties to the contract must follow
Rebuke the contract to the best of their ability. If any party violates
Arcanum: Theurgy the contract (Game Masters discretion), that individual im-
Category: Sustained mediately suffers the curse of the oath breaker.
CTN: 16 The curse of the oath breaker is a serious penalty.
Speed: 3 (+3)/ 2 First, the oath breaker suffers a -1 penalty to all attribute
165
scores. This penalty increases by -1 each day until reaching a Duration: Scene (D)
maximum penalty of -6. No attribute score can be reduced Defense: Fortitude
to less than 3 with this curse. These attribute scores may be Effect: This Spell causes the Target to suffer the effects of a nat-
restored within 24 hours if the party actively resumes obey- urally occurring, non-magical disease. The caster may choose
ing the conditions of the contract. If the contract is breached any one of the Target’s Attributes and lower it by one die.
in a way that it may not be reinstated, this attribute score loss Restriction: This Hex may be cast multiple times, but it may
becomes permanent. never affect the same Attribute twice.
This attribute score loss can only be removed Adaptation: Increase CTN by 6, Speed by 2, and Strain by
` with the removal of the curse of the oath breaker. First the 1 to affect an additional Target within range.
oath breaker must find a Priest or Sarishan Magi willing to Adaptation: Increase CTN by 4, Speed by 2, and Strain by
remove the curse, which is not easy task. Once convinced 3 to affect two of the Target’s attributes.
the curse may be removed with a successful casting of Un-
ravel the Thread by a Sarishan Magi, or a tier 3 Priest with a Alarm
successful Remove Curse. After the curse is removed, the oath Tradition: Wards [Tier I]
breaker must receive a Rejuvenate Spell for each attribute. Category: Base
CTN: 17
Shield of Enduring Will Speed: 3 (+1)
Arcanum: Psionic Range: 10’ radius
Category: Advanced Duration: 8 hours (D)
CTN: 13 Effect: The priest inscribes the ward, usually in a circle
Speed: Push 6 around his camp or on a portal into a particular room. If the
Range: all allies in a 10’ radius barrier created by the ward is broken, an ear-piercing alarm
Duration: Instant goes off, which can be heard as far as 200 yards of open field.
Effect: In response to an attack you can put up a psionic Walls, doors and other obstructions between the alarm and
shield to defend your allies. You grant yourself and all your the person hearing it may cut this range considerably.
allies a +2 bonus to all defenses against that attack. The sound that the alarm gives off is considered
“magical”.
Restriction: As with all wards, the ward must encompass a
Spells closed area. An open area, such as a field cannot be warded in
this manner. However, a 10’ area in that field may. Objects
A pound of Flesh that can be opened and closed may also be warded, such as a
Tradition: Necromancy [Tier 1] cask or chest. Objects, such as a pebble or a pen, cannot be
Category: Base warded in this manner.
CTN: 18 Adaptation: Increase the CTN by 4 or 8 to increase the
Speed: 5(+3) wards radius to 20’/30’ respectively.
Range: 30’ (1 Target) Adaptation: Increase the CTN by 2. The Alarm sound can-
Duration: Instant not be heard by anyone other than the caster.
Defense: Avoidance
Effect: You reach into the life force any living creature rip- Alter Appearance
ping it from them and infusing it into an ally within range. Tradition: Corpus, Transmutation (Psionic) [Tier I]
Your Target takes (Primary) damage and you instantly heal Category: Base
Codex of Magic
an ally of your choice by the same amount. The damage dealt CTN: 17
by this spell bypasses the target’s AR. Speed: 6 (+1)
Adaptation: Increase the Spell’s CTN by 4, and Strain by 1 Range: Self
to add a d4 damage die, you may also use this Adaptation to Duration: Scene (D)
increase this damage die by applying it multiple times to a Defense: Discipline
maximum of d12. Effect: This versatile Spell subtly alters the overall appearance
of the caster either positively or negatively. These changes are
not specific enough to impersonate someone in particular. If
Affliction used to negatively affect the Target, the Spell makes the nose
Tradition: Hex, Heritage (Val’Mordane) [Tier I] slightly longer or off center, changes an eye so that it isn’t
Category: Base exactly symmetrically aligned to the other, causes a slight
CTN: 18 wave of body odor to emanate from the Target or any of a
Speed: 3 (+2) number of different combinations. Conversely, should the
Range: 30’ (1 Target) Caster wish to positively affect the Target, perhaps the chin
166
becomes more masculine and aligned, the forehead is slightly Effect: At its most basic level, this Spell allows the caster to
Spells
elongated or the smile has an extra, bright flash. create an arc of lightning that he can discharge at enemies
Once cast and unsuccessfully resisted (if the Target adjacent to him. The miniature lightning arc delivers d6
is unaware and unwilling), the Target suffers either a -1 or a (Primary). Should the Target be wearing armor made up of
+1 to all Social action skill rolls. 50% or more metal armor suffers an additional 2 points of
Adaptation: Increase the CTN by 3, Speed by 2, and Strain damage.
by 2 for each additional +1 or -1 to the Target’s Social action Adaptation: Increase the Spell’s CTN by 3, Speed by 2 and
skill rolls up to a maximum of +3 or -3. Strain by 1 to change the Spell’s range to 30’ (1 Target)
Adaptation (Corpus): Increase the CTN by 4, , and Strain Adaptation: Increase the CTN by 3, and Strain by 2 to add
by 1 to change the range of the Spell to 10’ (1 Target). an additional Target, up to a maximum of three Targets. All
Adaptation (Psionics): An awakened creature may only af- Targets affected must be adjacent to each other, i.e. form a
fect themselves ... but may do so a greater extent allowing chain with no more than 5’ between each Target.
them to gain a +1 bonus to all deceit or perform: acting ac- Adaptation: Increase the Spell’s CTN by 4 and Strain by 1
tion skill rolls when attempting to hide their true identity. to increase the damage die, this Adaptation may be applied
This bonus may be increased with the first Adaptation pre- multiple times to a maximum of d12.
sented above.
Awe
Anshar’s Caress Tradition: Deity (General) [Tier I]
Tradition: Deity (Anshar) [Tier I] Category: Base
Category: Base CTN: 18
CTN: 18 Speed: 3 (+3)
Speed: 3 (+1) Range: 20’ (1 Target)
Range: Melee (1 Target) Duration: Instant
Duration: Instant Defense: Discipline
Defense: Avoidance Effect: All priests and priestesses are the messengers and, to
Effect: Though the Weeping Goddess strives to give comfort a lesser extent, the avatars of their respective Gods on the
to the frail, the outcast, the weak or the mad, woe to those Mortal Plane. By channeling a small fraction of their deity’s
who work at cross purposes to her goals. raw power, the priest is able to overwhelm a Target and cause
This Spell allows the priest to inflict agonizing pain, them to shrink back at the sight of a God. Affected Targets
but he must touch exposed skin. As such he gains the fol- suffer push d6.
lowing penalties to hit depending on the armor worn by his Restriction: This Cant will not work on an opponent who is
Target. Light Armor -1, Medium Armor -3, Heavy Armor a priest of, or devout adherent to, the same God as the priest.
-5. If successful the caster deals d4 (Primary) damage which Adaptation: Increase the CTN by 6 and Speed by 1 to
by passes all AR provided by worn armor. change the range to 30’ Cone. However, should the priest
Restriction: This Spell will not work on anyone completely fail to make his Arcanum caster roll (should one have been
(100%) covered in clothing or armor. The priest must come necessary) to cast this Spell, then the caster takes d6 damage
in contact with his opponent’s flesh, regardless how small an which bypasses AR.
area, for the Spell to take effect. Adaptation: Increase the Spell’s CTN by 4 and Strain by
Adaptation: Increase the Spell’s CTN by 4, Speed by 3 and 1 to increase the push die, this Adaptation may be applied
Strain by 1. If you also bypass your Target’s Fortitude they multiple times to a maximum of d12.
drop whatever is in their hands as they clutch at the dam-
aged flesh. Benediction of the Gods
Adaptation: Increase the Spell’s CTN by 4, Speed and Strain Tradition: Anathema/Benediction [Tier I], Blood [Tier 2]
by 1 to increase the damage die, this Adaptation may be ap- Category: Base
plied multiple times to a maximum of d12. CTN: 18
Speed: 3 (+1)
Arc of Lightning Range: Touch
Tradition: Deity (Hurrian), Battle [Tier I] Duration: Scene (D)
Category: Base Defense: n/a
CTN: 17 Effect: This basic Cant gives your God’s blessing on one item
Speed: 4 (+2) (person, shield, armor, or weapon) that makes a person a
Range: Melee (1 Target) little bit better in a particular Attribute, a weapon sharper,
Duration: Instant armor tougher or allows a shield to provide slightly better
Defense: Avoidance protection.
167
- Benediction on a Hero: The Cant bestows upon the Hero Bestial Rage
the blessing of +1 to all Might action and damage rolls. Tradition: Animism [Tier I]
- Benediction on a Weapon: The Cant bestows upon the Category: Base
weapon the blessing of +1 to all damage rolls made with CTN: 17
that weapon. Speed: 4 (+2)
- Benediction on a Shield: The Cant bestows upon the shield Range: 20’ (1 Target)
the blessing of +1 to the Hero’s Avoidance. Duration: Scene
- Benediction on Armor: The cant bestows upon the armor Defense: Discipline
the blessing of +1 to the Hero’s Armor Value. Effect: A Natural Beast you select is suddenly filled with a
Restriction: Only one Benediction at a time may be placed savage bloodlust attacking the nearest living creature. This
on a creature; thus a hero who receives the God’s Benedic- animal will continue to do so, every action, until the creature
tion to make his armor tougher, may not also receive another is killed. Once the animal’s Target is killed, it will then start
benediction to make him stronger or his weapon deadlier. to eat it’s pray, but only if the beast is a carnivore. While the
Adaptation: Increase the Spell’s CTN by 6 and Strain by 2 animal is feeding if anyone comes within 5’ or attacks the
to increase the bonus provided by this Spell by +1 to a maxi- animal it will turn on the new threat again attack its new
mum bonus of +3 pray until he or his pray is dead. If the animal is not a car-
Adaptation: A priest may prefer to bestow his specific God’s nivore, once it has killed it’s pray, it will run away from any
blessing rather than the generic ones listed above. For each sign of violence as quickly as possible.
specific deity denoted, his or her priest may instead use the Adaptation: You may increase the Spell’s CTN by 6 to also
Benediction effect listed. These Benedictions are cast on the affect Magical Beasts.
Hero unless otherwise specified.
Althares: +1 To all Logic related action rolls. Bittersweet Kiss
Anshar: +1 Wound. Tradition: Heritage (Val’Sheem) [Tier 1]
Belisarda: +5 to Stamina. Category: Base
Beltine: +1 to all Insight action rolls. CTN: 18
Cadic: +1 to Avoidance. Speed: +2 (+3)
Fire Dragon: +1 to Fortitude. Range: Melee (1 Target)
Hurrian: +2 on all Might action and damage rolls. Duration: Instant
Illiir: +1 to Discipline. Defense: Discipline (Special, see below)
Larissa: +1 to all Quickness action rolls. Effect: This Spell is cast in conjunction with a Grab attack. If
Nier: +1 to all Prowess action rolls. you succeed in a normal Grab attack, perform your Arcanum
Neroth: +1 to all Resolve action rolls. (Primary) attack roll against the Target’s Discipline.
Saluwe’: +1 to all Vigor action rolls. If you bypass your Target’s Discipline advance their
Sarish: +1 to all Charisma action rolls. clock by Push 4, also, until your Target’s next action, anyone
Yarris: +10' to Pace. attacking your Target gains the Tactical Edge. But, if you fail
to bypass the Target’s Discipline the Target gains a free strike
Bestial Hide against you. (Which he may perform under any and all cir-
Tradition: Heritage (val’Dellenov) [Tier I] cumstances regardless of Recovery or being under the effects
Category: Base of a Push)
CTN: 18 Note: Any Minion or Common level creature affect-
Codex of Magic
168
Duration: Scene, Special; see below Blood Boil
Spells
Defense: Special; see below. Tradition: Blood [Tier 1]
Effect: The surface of an area you designate becomes blan- Category: Base
keted in black ice. Any creature within or moving though the CTN: 18
affected must perform an Athletics: Balance (Qu) action skill Speed: 5 (+2)
rolls against the casters passive Arcanum score or fall prone. Range: 10’ Radius
The caster may only have one area of black ice active at a Duration: Instant
time, if the caster creates another patch the previous one dis- Defense: Fortitude
sipates into fine mist reforming in the new designated area. Effect: You ignite the blood of those around you. Creatures
Adaptation: If you increase the Spell’s CTN by 3, Speed by who have not suffered any damage during the scene suffer
1, and Strain by 2 it increases the Spell’s radius by 10’ to 20’ d4 (Primary) damage, while creatures who have suffered
radius. stamina damage take an additional 2 points of damage and
creatures which have suffered wounds also take an additional
Black Tongue 5 points of damage.
Tradition: Hex [Tier I] All damage dealt by this spell bypasses all AR granted by
Category: Base worn armor.
CTN: 18 Restrictions: This Spell does not work on Sprits, Elemen-
Speed: 5 (+5) tals, or Constructs.
Range: Melee (1 Target) Adaptation: Increase the Spell’s CTN by 3, Speed and Strain
Duration: Scene (D) by 2 to increase the Spell’s radius to a 20’ Radius..
Defense: Fortitude Adaptation: If you increase the Spell’s CTN by 4, and Strain
Effect: A perverse Hex that many a malicious caster has en- by 1 to increase the damage die, this Adaptation may be ap-
joyed inflicting upon others. This hex causes the Target’s plied multiple times to a maximum of d12.
tongue to swell and blacken and then quickly begins to crack
and bleed as small spines erupt from the pulpy flesh. The Blood Spider
effect of this is obvious as it makes it painful and extremely Tradition: Blood [Tier 1]
difficult to speak. Category: Sustained
Any Target under this Hex who attempts to cast a Spell CTN: 18
(Cant, Hex, etc) has the CTNs of all their Spells raised by 6. Speed: 2 (+2)/4
Restrictions: This Spell does not affect creatures who use Range: 30’
utilize the Psionic Arcanum as they cast their Spells through Effect: This Spell creates a small spider made of your own
pure force of will. blood, to cast this Spell the you must sacrifice 5 points of
Adaptation: Increase the CTN by 3, Speed and Strain by 2 to stamina with an additional point of stamina every time this
increase the penalty of the caster’s CTNs by an additional +2. Spell is Sustained (which may not be healed till after this
Spell has ended) the spider, which stands about an inch tall,
Bleed remains tethered to the you by a thin string of blood. The
Tradition: Blood, Heritage, Val (Val’Mehan) [Tier 1] spider is completely under your control, moves at a pace of
Category: Sustained 20' (walking along walls like a spider), it also acts as an
CTN: 18 extension of your own scenes allowing you to see and hear
Speed: 4 (+4) / 4 though it without difficulty.
Range: 20’ (1 Target) The Blood Spider always leaves a small trail blood
Duration: Instant which may betray your presence and/or location, and if it is
Defense: Fortitude ever attacked it simply “pops” into a splatter of blood.
Effect: Focusing upon an injured enemy you cause his Adaptation: Increase the Spell’s CTN by 3 to grant the spi-
wounds to rip open and his blood to flow. You may only der a pace of 40'
Target a creature that has been previously injured during the
scene. Your Target suffers d4 (Primary) damage.
Sustained Effect: Target Creature Suffers d4 (Primary)
Body of the Warrior
Tradition: Transmutation [Tier I]
damage.
Category: Base
All damage dealt by this spell bypasses all AR granted by
CTN: 18
worn armor.
Speed: 2 (+5)
Adaptation: If you increase the Spell’s CTN by 6, Strain and
Range: Self
Sustain Speed by 1 to increase the damage die, this Adapta-
Duration: Scene
tion may be applied multiple times to a maximum of d12.
169
Effect: By invoking this Spell you strengthen your muscles Call to Arms
and bones, your fists become as hard as clubs as your muscles Tradition: Creation, Battle [Tier I]
expand allowing you to absorb blows which would drop less- Category: Binding
er foes. For the remainder of the Scene your unarmed attacks CTN: 18
deal d4 (Might) damage, also gain the AR 1. Speed: 1 hour
Adaptation: By increasing the Spell’s CTN by 1, Speed by 1 Duration: Until Activated
and Strain by 4 you may increase AR provided by 2, but you Range: 1 weapon, suit of armor, or shield
also gain bulk of 1. You may apply this Adaptation multiple Effect: You specially enchant a chosen weapon, suit of armor,
times to a maximum of AR 8, Bulk 3. or shield of your choice. For as long as this Spell remains in
Adaptation: By increasing the Spell’s CTN by 4, Speed by effect you may call forth the item you enchanted as a Speed
1 and Strain by 4 you may remove the Bulk associated with 1 action. Weapons appear in hand ready to be used as armor
any armor you manifest. and shield also appear strapped and ready for action. Any
Adaptation: If you increase the Spell’s CTN by 4, and Strain item may be transported up to 50 miles.
by 1 to increase the amount of damage your unarmed at- Adaptation: Increase the Spell’s CTN by 2 and Speed one
tacks deal, this Adaptation may be applied multiple times to hour to increase the range by an additional 50 miles, this
a maximum of d8. Adaptation may be applied multiple times.
Adaptation: Increase the Spell’s CTN by 3 and the Speed to
Breath of the Dragon 1 day to enchant a weapon, suit of armor, and a shield. You
Tradition: Deity (Fire Dragon) [Tier I] may call each one separately or all three as a Speed 2 action.
Category: Base
CTN: 17 Call of the Wild
Speed: 3 (+2) Tradition: Deity (Saluwe’) [Tier I]
Range: 10’ (1 Target) Category: Binding
Duration: Instant CTN: 18
Defense: Avoidance Speed: 10 (+5)
Effect: Like the ancient and city destroying beasts of myth, Range: 60’
the Fire Dragon bestows upon His adherents the ability to Duration: Scene (D)
breathe fire. Targets affected by this Spell suffer d6 (Primary) Defense: N/A
fire damage Effect: The Goddess of the lands also has domain over the
Adaptation: Increase the Spell’s CTN by 5, and Speed 3 to beasts who roam upon it. This Spell allows the priestess
change the Spell’s Range to 10’ Arc. to call upon any one natural beast that would normally be
Adaptation: If you increase the Spell’s CTN by 4, Speed and found in the type of terrain they are in at the moment.
Strain by 1 to increase the damage die, this Adaptation may The Game Master is free to choose any Natural
be applied multiple times to a maximum of d12. Beast (Tier 1 Common level threat) which commonly in-
habits the immediate to the area.
Brittle Bones Restriction: While the player may be looking to attract
Tradition: Corpus, Transmutation [Tier I] a specific type of animal, it is at the GMs discretion what
Category: Base animal actually does show up, based upon terrain, number
CTN: 18 of that type of animal in the area, rarity of the animal, etc.
Speed: 4 (+1) However, the Game Master should allow for a specific type
Codex of Magic
170
Effect: You call upon your blessed heritage flooding the area Defense: Discipline
Spells
in scorching light. This radiance inflects d6 (Primary) to any Effect: When you first initially cast this Spell, creatures
Undead, Sprits, or Entropic creatures. within the radius of effect start to hear a song being played
Adaptation: Increase the Spell’s CTN by 4, and Speed cost far in the distance, while the music is actually playing in
by 1 and Strain by 3 to increase the Spell’s Range to 20’ their minds. With each Sustained action the song becomes
Radius. clear, slowly drawing them to sleep. When first cast all af-
Adaptation: If you increase the Spell’s CTN by 4, and Strain fected creatures suffer a -1 to their Discipline defense and
by 1 to increase the damage die, this Adaptation may be ap- Perception action skill rolls.
plied multiple times to a maximum of d12. Sustained Effect: If this Spell is Sustained, the next attack in-
creases that penalty to -3, and finally if the Spell is sustained
Castigate a third time all creatures affected fall asleep and become help-
Tradition: Anathema/Benediction [Tier I] less until woken or after several hours of sleep (typically 8).
Category: Base If at any time you fail to affect a Target they “snap
CTN: 18 to” and lose all penalties and become aware that someone or
Speed: 5 (+2) something was trying to manipulating them, at which point
Range: 20’ (1 Target) they can force an ally to “snap to” as a Sp 2 action. Restric-
Duration: Instant tion: This Spell only affects creatures which need to sleep.
Defense: Discipline
Effect: As the spiritual authority of your deity, you may show Chains of Mental Might
the unfaithful and the infidels the error of their ways. You Tradition: Telekinesis [Tier I]
inflict wracking anguish and soulful pain upon them, as if Category: Sustained
barbed wire has been wrapped around their soul, as they CTN: 18
judged to be unworthy of the eyes of the Gods. Your Target Speed: 6 (+3) / 4
suffers (Primary) damage which bypasses all natural AR or Range: 20’ (1 Target)
AR provided by worn armor. Duration: Sustained
Restriction: May not be used on a priest of a Tier greater Defense: Avoidance
than or equal to the caster. Effect: Focusing on a Target within range you wrap them
Special: Priests of Nier also Push their Targets clock by 2 as in shimmering chains of pure will. If you successfully strike
befits the Judge of the Gods. your opponent you are considered to have performed suc-
Adaptation: Increase the Spell’s CTN by 4 and Speed by 1 cessful grab attack and may, upon sustaining the spell, at-
to change the Spell’s range to 10’ radius.
tempt a grapple utilizing the Pin maneuver by using your
Adaptation: Increase the Spell’s CTN by 4, and Strain by 1
Arcanum (Resolve) instead of your Melee: Unarmed skill.
to add a d4 damage die, you may also use this Adaptation to
Your opponent may attempt to break free of the grapple (and
increase this damage die by applying it multiple times to a
may not attempt to Reverse it) using his Melee: Unarmed
maximum of d12.
or may attempt to break free of the chains performing an
Cat’s Grace Athletics: Feat of Strength (Mi) action skill roll against you
Tradition: Heritage (Val’Mehan) [Tier I] passive Arcanum skill value.
Category: Base
CTN: 18 Chink in the Armor
Speed: 2 (+1) Tradition: Deity (Althares) [Tier I]
Range: Self Category: Base
Duration: Scene (D) CTN: 18
Effect: The caster of this Spell increases his quickness die by Speed: 1 (+2)
one (to a maximum of d12) also you recover instantly from Range: 30’ (1 Target)
any fall, reducing the damage suffered as if you had fallen Duration: Next Attack or Scene (whichever comes first)
10’ less and landing on your feel no matter how far you fall. Effect: Due to intensive training, the deft scrutiny of an
Altherian priest is able to quickly identify any weaknesses
Chimes on the Wind or chinks in an opponent’s armor. You deal an additional 2
Tradition: Heritage (Val’Borda) [Tier 1] points of damage on your next attack.
Category: Sustained Restriction: This power may only be used against opponents
CTN: 18 wearing armor or with natural armor.
Speed: 4 (+3)/3 Adaptation: Increase the Spell’s CTN: by 4, to deal an ad-
Range: 40’ (10’ Radius) ditional 2 points of damage. You may never deal more addi-
Duration: Special (see below) tional damage then the AR possessed by your chosen Target.
171
Claws of the Beast Adaptation: If you increase the Spell’s CTN by 3, and Strain
Tradition: Animism [Tier I] by 1, if you also bypass the Target’s Fortitude you force them
Category: Base back to the edge of the Spell’s radius. Creatures who hit a
CTN: 16 solid immovable object before reaching the Spell’s outer edge
Speed: 2 (+0) suffer damage as if they fell the distance they traveled.
Range: Self Adaptation: Increase the Spell’s CTN by 4, and Speed by 1
Duration: Scene (D) to increase the damage die, this Adaptation may be applied
Effect: With a bestial growl your fingers elongate and hard- multiple times to a maximum of d12.
en forming wicked claws. Your unarmed attacks deal d4
(Might). You may chose to alter one or both hands, hands Confound
which have been changed into claws may not wield weapons Tradition: Control, Illusion [Tier I]
or perform any fine manipulation. Category: Basic
Adaptation: By increasing the CTN by 3 you lower the CTN: 18
Speed by 1 Speed: 4 (+3)
Adaptation: Only if both hands are being changed into Range: 10’ (1 Target)
claws the caster may increase the the CTN by 9 you gain the Duration: Scene (D)
Two-Weapon Fighting talent while attacking with them. Defense: Discipline
Adaptation: Increase the Spell’s CTN by 4, and Speed by 1 Effect: You quickly draw your Target into a tapestry of will-
to increase the claws damage die to d6, this Adaptation may fully woven redundant words wrecking any semblance of
only be applied once. clear thought. Reduce the Target’s Logic and Revolve die by
one die type for the remainder of the scene.
Cloud Mind Adaptation: You may increase the CTN by 2 and Strain by
Tradition: Control (Elder) [Tier I] 1 to increase the Spell’s range by 10’
Category: Basic
CTN: 18 Crushing Weight
Speed: 2 (+6) Tradition: Deity (Belisarda) [Tier I]
Range: 30’ (1 Target) Category: Base
Duration: Scene CTN: 18
Defense: Discipline Speed: 4 (+3)
Effect: Your Target finds it hard to concentrate, Targets you Range: 20’ (1 Target)
successfully affect suffer a -1 penalty to all perception Acton Duration: Instant
skill rolls for the remainder of the scene. Defense: Avoidance
Adaptation: You may increase the CTN by 3 and Speed by Effect: Belisarda is more than just the life goddess of the
1 to change the range to 30’ (10’ Radius) Elorii, she holds dominion over the natural forces of Arca-
Adaptation: you may increase the CTN by 6 and Speed by nis. Occasionally, she permits her priests to tap into a small
1 to change the range to 30’ (2 Targets) measure of such power. By making a successful attack roll,
Adaptation: Increase the CTN by 4, Speed by 2, and Strain the priest is able to concentrate gravity upon 1 Target and
by 2 for each additional -1 to the Target’s perception action smash him to the ground. If the attack is successful, the Tar-
skill rolls. get suffers d4 damage which bypasses AR and has his clock
Pushed d4 Ticks.
Codex of Magic
172
Cure Affliction Diminish Fatigue
Spells
Tradition: Corpus [Tier I] Tradition: Corpus, Blood [Tier I]
Category: Base Category: Base
CTN: 17 CTN: 17
Speed: 6 (+4) Speed: 4 (+2)
Range: Melee (1 Target) Range: Melee (1 Target)
Duration: Instant Duration: Instant
Defense: Fortitude (If desired) Defense: Fortitude (Auto-Fail if desired)
Effect: Priests use this very potent Cant across the Known Effect: This Cant allows the caster’s touch to restore d8 (Pri-
Lands to show that the powers of the Gods are greater than mary) Stamina to the Target.
those of the Lesser Powers called upon by those who follow Adaptation: Increase the Spell’s CTN, Speed, and Strain by
the Primal path. 2 to change the range to 30’ (1 Target)
Any naturally occurring, non-magical disease, Adaptation: If you increase the Spell’s CTN by 4, and Strain
whether induced by the Hex tradition or not, is instantly by 1 to increase the healing die, this Adaptation may be ap-
cured by the touch of the caster. plied multiple times to a maximum of d12.
Restriction: This Spell does not affect magical disease.
Diminish Senses
Deep Chill Tradition: Hex [Tier I]
Tradition: Heritage (Val’Ossan) [Tier 1] Category: Base
Category: Base CTN: 18
CTN: 18 Speed: 3 (+4)
Speed: 4 (+3) Range: 30’ (1 Target)
Range: 20’ Radius Duration: Scene (D)
Duration: Instant Defense: Fortitude
Defense: Fortitude Effect: First used by the Witches of Setorik’s Fen in Milandir
Effect: You know the cold deep depths of the lightless sea, (which incidentally was the cause of their extermination at
and though your blood, so can your foes. Any Target you af- the hands of the Duke Telleric val’Holryn), this Hex attacks
fect suffers d6 cold damage which bypasses all AR provided one of the Target’s senses and renders it useless. The caster
by worn armor; all creatures affected must perform an Ath- selects a sense when casting the Hex – if Sight, then cata-
letics (Resolve) action skill roll against your passive Arcanum racts quickly form and a milky film covers the eyes; if Hear-
skill value, if they fail they also suffer a -1 to all action skill ing, then the eardrums of the Target pop; if Taste, then the
rolls on their next action. tongue’s taste buds dull until not even the spiciest of foods
Adaptation: If you increase the Spell’s CTN by 4, and Strain
can be detected, etc.
by 1 to increase the damage die, this Adaptation may be ap-
Restriction: This Hex cannot be cast multiple times on the
plied multiple times to a maximum of d12.
same Target.
Adaptation: If you increase the Spell’s CTN by 4, and Strain
by 2 to increase penalty by -1, this Adaptation may be ap-
plied multiple times to a maximum of -3 Discern Residue
Tradition: Universal [Tier I]
Category: Base
Detect Unnatural CTN: 16
Creatures Speed: 2 (+1)
Tradition: Deity [Tier I] Range: 20’ Radius
Category: Base Duration: Instant
CTN: 16 Effect: You detect the presence of any Spell within range.
Speed: 7 (+0) For each presence within the radius, to learn what source the
Range: 20’ radius centered on priest Spell originated from perform an Arcanum action skill toll
Duration: Instant (TN 15) or (TN20) to learn what Tradition the Spell origi-
Effect: This Cant allows the priest to know the basic area, nated from. If that Tradition is available to you, you may
number and types of creatures that are in the radius. The use the associated skill (or whichever is higher if it is on more
types of creatures which this Cant will detect are Undead, than one list) to make a check; the TN is 10 + 5 x the pres-
Infernal, and Spirits. ence’s Tier. Success allows you to identify the specific effect.
Restriction: This Cant will not detect those creatures which
have either possessed someone, or has shape-changed into
something else, such as an Infernal who changes its shape.
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Dome of Shadow your clock by 4 and add the Spell’s Strain to any Strain you
Tradition: Deity (Cadic), Illusion [Tier I] might have already incurred from previous Spells. .
Category: Base Restriction: Not only must the caster be aware of the in-
CTN: 17 coming attack, but he must be in contact with bare earth or
Speed: 2 (+1) stone. Casting this Spell cracks and pits the ground where
Range: 10’ Radius it was cast.
Duration: Scene (D) Adaptation: By increasing the CTN by 2, and Strain by 3
Effect: The caster summons forth a 10’ dome from the Shad- you can raise the AR provided by 2 (for a total of +6)
ow Plane, To those outside the dome, it appears more like a
patch of shadow with blurry objects moving about within Earthen Spikes
it, then something completely devoid of light. Though the Tradition: Elemental (Primal) [Tier I]
caster can see easily enough through the gloomy haze, any- Category: Base
one else within the dome suffers all the penalties for fighting CTN: 18
in shadowy conditions (suffering a -2 to all combat action Speed: 4 (+2)
rolls and a -2 on all intuitions skill checks) anyone attacking Range: 10’ Radius
into the dome suffer a -1 to all combat action rolls. Duration: Scene (D)
Adaptation: Increase the Spell’s CTN by 3, Speed and Strain Effect: You call up the ground around causing it to from
by +1 to increase the radius of the dome by 10’ feet, with a hundreds of razor sharp spikes around you. Anyone you in
maximum of 30’ the Spell’s Radius suffers d6 stamina (no attack roll needed),
Adaptation: Increase the Spell’s CTN by 6, Speed and Strain any creature which moves though the Spell’s radius must do
by 2 to deepen the shadows within the dome. All creatures, so at half Speed or suffer d6 damage as well.
within or attacking into, the dome of shadow suffer an ad- You may only have one area of Stone Spikes active at a time.
ditional -2 to all combat action skill rolls, this includes the Adaptation: If you increase the Spell’s CTN by 3, and Strain
caster who finds it more difficult to see though the shadows. by 2 to increase the damage die, this Adaptation may be ap-
plied multiple times to a maximum of d12.
Drain Resolve
Tradition: Heritage (Val’Ishi) [Tier 1] Ebon Blade
Category: Base Tradition: Creation (Elder) [Tier 1]
CTN: 19 Category: Advanced
Speed: 5 (+3) CTN: 18
Range: Melee (1 Target) Speed: 1 (+5)
Duration: Scene Range: Self
Defense: Discipline Duration: Scene
Effect: Reduce your Target’s Resolve die (to a minimum of Effect: With a quick flick of your hand and an ancient ar-
d4) and increase your own (to a maximum of d12) for the cane word you summon a blade of dark crackling energy.
remainder of the Scene or for as long as this Spell remains When you cast this Spell chose any Balanced Weapon the
in effect. blade acts in all ways as a normal weapon of the same type.
Adaptation: Increase the CTN by 5, Speed by 1, and Strain You may only have one bladed weapon active at a time. The
by 1 to change the Spell’s range to 30’ (1 Target) Ebon Blade is considered a magical weapon.
Adaptation: Increase the Spell’s CTN by 2, Speed by 1 and
Codex of Magic
Earthen Shield Strain by 2. To create a second weapon you may use as an off
Tradition: Elemental [Tier I] handed weapon.
Category: Base Adaptation: Increase the Spell’s CTN by 6 and Strain by 5.
CTN: 18 The weapon you create may have the equivalent of any Tier
Speed: Push 4 (+4) 1 weapon rune (see magic items, Codex of Magic, page 192)
Range: Self if you are summoning two weapons increase the CTN by an
Duration: Instant additional 3.
Defense: None Adaptation: Increase the Spell’s CTN by 9 and Strain by 5.
Effect: In response to an attack you stop the ground causing The weapon you create may have the equivalent of any Tier
a shield of stone to erupt from the ground. You may cast this 2 weapon rune or any two Tier 1 weapon runes (see magic
Spell in response to an attack, even when it’s not your action. items, Codex of Magic, page 192) if you are summoning two
You gain a +4 bonus to AR against that particular attack, this weapons increase the CTN by an additional 3.
bonus stacks with armor. Once the attack is resolved push
174
Ebon Shield circle of Fire and Water (which may look like fire and steam)
Spells
Tradition: Creation (Elder) [Tier 1] or Earth and Water (a circle made of shifting mud) Of course
Category: Advanced the bonus to rolls and defense change accordingly.
CTN: 18
Speed: 2 (+6) Elemental Guardian
Range: Self Tradition: Elemental (Elder) [Tier I]
Duration: Scene, Special see below. Category: Binding
Effect: You summon forth a small disk of dark cracking CTN: 18
energy; this disk floats in fount of you defending you from Speed: 10 (+5)
incoming attacks. This shield grants the caster a +1 SB (and Range: 20’
thus does not stack with shields). If the caster is subject to Effect: You open a small portal to the elemental planes draw-
a critical strike the shield may absorbed the blow, shattering ing forth a Tier 1 lesser elemental of your choice. This el-
in the process. emental fights by your side, never moving father then 20’
Adaptation: Increase the Spell’s CTN by 6 and Strain by 4. away. You may communicate with your summoned creature
The shield grants the caster a +2 SB. allowing you to command it to attack (or cease attacking)
specific targets or perform tasks.
Elemental Bolt Adaptation: By increasing the CTN by 3, Speed by 1 you
Tradition: Elemental [Tier I] may summon a mob 4 elemental servants.
Category: Base
CTN: 18 Empathic Link
Speed: 4 (+2) Tradition: Control (Psionic) [Tier I]
Range: 30’ (1 Target) Category: Basic
Duration: Instant CTN: 18
Defense: Avoidance Speed: 4 (+2)
Effect: You create a spark of elemental energy that rushes Range: 30’ (1 Target)
forth and strikes at a foe. Chose one of the elements (Earth, Defense: Discipline
Air, Fire, or Water) you must have access to some of the ele- Duration: 24 hours
ment (an open flame, be standing near a puddle of water) to Effect: You create a metaphysical link between you and one
use a particular element. Elemental Bolt deals d6 (Primary) Target within range; as long as this Spell remains in effect
damage of the chosen elemental type. your Target suffers half of any damage you suffer and receives
Adaptation: Increase the Spell’s CTN by 2 to increase range half of all healing you receive. Thus if you are attacked and
by 10’ lose 10 points of Stamina, your Target also loses 5. And if
Adaptation: Increase the Spell’s CTN by 3, Speed and Strain you are healed 20 points of Stamina your Target is healed 10
by 2 you to affect an additional Target within range. as well. This damage bypasses all AR possessed by the target.
Adaptation: If you increase the Spell’s CTN by 4, and Strain You may only maintain one Empathic Link at a time.
by 1 to increase the damage die, this Adaptation may be ap- Adaptation: If you increase the CTN by 3, Speed by 2, and
plied multiple times to a maximum of d12. Strain by 2 you limit your Target to receiving damage only.
Adaptation: you may increase the CTN by 6 and Speed by
Elemental Circle 2 to change the range to 30’ (2 Targets)
Tradition: Elemental (Elder) [Tier I]
Category: Binding Empathic Healing
CTN: 18 Tradition: Heritage (Val’Inares) [Tier I]
Speed: 2 (+0) Category: Base
Range: Self CTN: 17
Effect: With a wave of our hand you summon forth a ward- Speed: 3 (+0)
ing circle made of floating shards of earth surrounded by Range: Melee (1 Target)
flowing dust. This Spell remains in effect as long as you Duration: Instant
remain stationary, as long as you remain within your circle Effect: You heal your Target 2d6 (Primary) but lose half the
you gain a +1 bonus to all Arcanum rolls when attempting amount in stamina you healed. The damage you suffer from
to cast Air or Earth elemental magic, and a +1 bonus to all casting this spell may not be reduced in any way other than
defenses against Fire or Water Spells. through the application of adaptations.
Adaptation: If you have or are next to a source of fire or Adaptation: Increase the CTN by 4 and Strain by 2, you
water you may add that element to your circle. But you are may increase the amount healed by +d6 (which increases the
still limited to two elements, for example you might make a damage suffered by the caster)
175
Adaptation: Increase the CTN by 3 to cure a Target of a Effect: This very versatile Hex causes some random event to
natural disease or poison, but if you do so you suffer 3d6 occur that causes a minor disruption to the Target’s action.
stamina. The caster identifies a specific piece of equipment on the Tar-
get (or the Target himself ) that “malfunctions” at that inop-
portune moment. What actually occurs is at the GMs discre-
Enemy of my Enemy
tion, but it should be something detrimental, but non-lethal,
Tradition: Illusion [Tier I]
to the Target. For Example: the strap on the shield snaps and
Category: Base
the shield falls; the laces on the Target’s sandals untie and he
CTN: 18
trips, adding an additional 2 ticks until his next action; the
Speed: 6 (+5)
Target himself steps on some uneven or gravelly ground and
Range: 30’ (1 Target)
slips (adding an additional 2 ticks until he can act). At the
Duration: Instant
higher end of the spectrum, the Hex can also make mundane
Defense: Discipline
items or weapons crack and break, although this should be
Effect: This Spell twists the Targets mind, creating an illu-
a rare occurrence and should fit the drama of the scene. The
sion which disguises any ally of his into a convicting foe.
final effect should be no more than an inconvenience to a
If you successfully affect your Target, upon his next action he
Target, such as making him draw another weapon or adding
must attack the foe of your choice with extreme prejudice.
a couple of ticks to their next action.
Both Targets (the Target of the illusion and the opponent
you wish him to attack) must be clearly visible and within
range. Flaming Bolt
Special: Once a Target is affected with this Spell he gains a Tradition: Deity (Nier)[Tier I]
+3 bonus to Discipline for the remainder of the scene against Category: Base
this particular Spell or any advanced Spell containing this CTN: 18
Spell. Speed: 5 (+2)
Adaptation: You may increase the Spell’s CTN by 6, to de- Range: 30’ (1 Target)
crease Speed by 1. Duration: Instant
Defense: Avoidance
Entangling Webs Effect: Priests of the God of Flaming Destruction seem to
Tradition: Creation [Tier I] love intoning this Spell over others as can be deduced by the
Category: Basic singed hair and blackened fingertips.
CTN: 18 This Spell magnifies and enhances any small amount
Speed: 5 (+3) of fire into a flaming bolt that streaks towards its Target and,
Range: 20’ (10’ Radius) on a successful attack roll, deliver d8 (Primary) damage.
Duration: Instant Restriction: The caster must already have an open source of
Effect: You create a vast cloud of webbing entrapping all fire on or adjacent to him to intone this Spell unless they are
within. All Targets within the Spell’s radius must perform a val’Virdan or a Kelekene Elorii.
an Athletics (Mi) action skill roll against your passive Arca- Adaptation: Increase the Spell’s CTN by 3 and the Speed by
num value to move, and even then they move at half pace. 2 to affect an additional Target within range.
Any fire damage instantly destroys all of the webs in the area Adaptation: Increase the CTN by 6 and the Speed by 2 to
dealing d4 damage to anyone within the webs change the range to 30’ (20’ radius).
Targets may attack from or within the area but do so Adaptation: If you increase the Spell’s CTN by 4, and Strain
Codex of Magic
at a -1 to all action skill rolls. by 1 to increase the damage die to d10, this Adaptation may
Adaptation: By increasing the CTN by 2, Speed by 2 and be applied multiple times to a maximum of d12
Strain by 2 you can increase the range to 30’
Adaptation: By increasing the CTN by 4, Speed to increase Flash
the Spell’s radius by 10’ to a maximum of 30’ Tradition: Creation, Heritage, Val (val’Assanté) [Tier 1]
Category: Base
Evil Eye CTN: 18
Tradition: Hex [Tier I] Speed: 5 (+8)
Category: Base Range: Cone 15’
CTN: 18 Duration: Instant
Speed: 3(+2) Defense: Fortitude
Range: 30’ (1 Target) Effect: You create a blinding flash of light which may daze or
Duration: Instant even blind your foes. Any creature you affect has their clock
Defense: None pushed d4.
176
Restriction: Constructs and creatures without eyes are im- Gladius of Light
Spells
mune to this Spell. Tradition: Heritage (Val) [Tier 1]
Adaptation: Increase the Spell’s CTN by 6 and Strain by 3. Category: Base
If you also bypass your Target’s Discipline they are blinded CTN: 18
until their next action. Speed: 2 (+4)
Adaptation: Increase the Spell’s CTN by 3, Speed and Strain Range: Self
by 2 to change the Spell’s range to 20’ radius. Duration: Scene
Effect: With the completion of this Spell you bring forth
Force Push a Gladius of pure light. At first this blade seems completely
Tradition: Battle, Telekinesis [Tier I] harmless as it simply passes though living beings as well as
Category: Base solid objects. Its true power is evident when used against the
CTN: 17 impure. Against Undead, Spirits, and Infernals this weapon
Speed: 3 (+1) acts as a light, Speed 4 weapon dealing d6 (Primary) damage
Range: 30’ (1 Target) bypassing all AR. When used against Entropic creatures this
Duration: Instant weapon deals d8 (Primary) damage.
Defense: Fortitude Special: Though it is shaped as a Gladius it has no real
Effect: You create a ball of force that rushes towards your weight or balance, making it impossible to use any of the
Target, pushing them away from you. If you successfully Gladius weapon tricks while welding a Gladius of light.
strike your Target he is forced 10’ directly away from you. This blade may not be thrown, or released (the blade simply
Creatures who hit a solid immovable object before reaching disappears upon doing so) and when attacking you may use
the Spell’s outer edge suffer damage as if they fell the distance any Melee skill.
they traveled. Large size and larger creatures are only moved And though the Gladius is the most common mani-
5’. festation of this Spell, different weapons are not unheard of;
Adaptation: If you increase the Spell’s CTN by 2, Speed by regardless of shape they still keep the same characteristics.
2, and Strain by 1 it also deals d6 (Primary) stamina. Adaptation: Increase the CTN 5 to also add your Resolve
Adaptation: If you increase the Spell’s CTN by 3, and Strain Attribute Die to all damage rolls the Gladius of light. Ad-
by 1 to move the Target an additional 10’, large size an larger aptation: Increase the CTN 3 you may summon a second
creatures are only moved an additional 5’. Gladius of light to wield in your off hand.
Adaptation: If you increase the Spell’s CTN by 4, and Strain
Gale Force Winds by 1 to increase the damage die, this Adaptation may be ap-
Tradition: Elemental [Tier I] plied multiple times to a maximum of d12.
Category: Base
CTN: 18 Glimpse of the Cauldron
Speed: 4 (+2) Tradition: Illusion, Heritage (Val’Ishi) [Tier I]
Range: 15’ Cone Category: Base
Duration: Instant CTN: 18
Defense: Fortitude Speed: 5 (+4)
Effect: You summon forth an intense gust of intense hur- Range: Melee (1 Target)
ricane force winds. Any Target you successfully affect is Duration: Special
pushed to the outside edge of your cone, where they must Defense: Discipline
perform an Athletics: Balance (Qu) action skill roll against Effect: All souls, no matter how pure, have at one time wit-
your passive Arcanum value or fall prone. nessed the horrors of the caldron. The caster of this Spell
Creatures who hit a solid immovable object before can pull upon that primal memory giving the Target glimpse
reaching the Spell’s outer edge suffer damage as if they fell of the Cauldron itself. The Target is shaken until their next
the distance they traveled. action and must perform a horror check against the passive
Casters suffer a penalty to affect against larger sized value of your primary casting attribute. Upon their next ac-
creatures, a -1 for each size category. Thus you would suffer a tion, the Target may attempt to shake off the effects of the
-2 to affect a huge creature. Spell by performing a Resolve attribute action roll against the
Adaptation: By increasing the CTN by 5, and Strain by 2 passive value of your primary casting attribute as Complex
you can change the Range to 30’ Cone. skill action.
Adaptation: By increasing the CTN by 3, and Strain by 0 Special: Creatures or Heroes with the Fractured Soul talent
you can change the Range to 30’ (1 Target) gain a +1 bonus to their discipline against this Spell.
177
Ghost in the Machine Effect: You invoke Neroth’s power over the dead to call forth
Tradition: Deity (Althares) [Tier I] the ancient bones of the dead, causing them to rise as skel-
Category: Base etons. You may raise the bones of four deceased human-sized
CTN: 17 creatures; summoning a squad of 4 Tier 1 Skeleton minions.
Speed: 2 (+1) You form a metaphysical bond with the summoned undead
Range: Touch allowing you to command them to attack specific targets,
Duration: Instant not to attack, or perform tasks.
Effect: The adherents of the God of Knowledge are taught Adaptation: By increasing the CTN by 4 and sacrifice 10
to analyze any object and item before them, as a matter of Stamina to summon an additional set of 4 skeletons, which
course, and deduce their inner workings or principles by act as an additional squad. This lost Stamina may not be
which they operate. recovered until this Binding Arcanum ends.
This Cant takes advantage of that instinctive scruti- Adaptation: By increasing the CTN by 6 and you grant
ny and channels the energy necessary to break any mundane the minions a +3 bonus to all defenses and attack rolls, this
(any mechanism with a quality less than Fine). This Cant will Adaptation may be applied multiple times.
disable any locking mechanism, set off or lock up any trap
(priest’s choice), knock sliding doors off their track, etc. This Graveblight: Zombie
Cant will not destroy weapons or armor or to make pouches Tradition: Necromancy [Tier 1]
or sandals unravel, as these are not considered mechanisms. Category: Binding
Restriction: For the purposes of this Cant, Flintlocks are CTN: 18
considered Exceptional quality mechanisms and are thus un- Speed: 7 (+5)
affected by the basic version of this Cant. Range: 60’
Adaptation: Increase the Spell’s CTN by 5 to affect items of Effect: Calling out to the spirits you reach into the earth call-
Fine Quality. ing upon the bones and flesh of the savage dead. You sum-
Adaptation: Increase the Spell’s CTN by 5 to affect items of mon a mob of 4 Tier 1 Zombie minions anywhere within
Exceptional Quality. range; these zombies appear and attack the nearest creature
(all the zombies attack the same creature). The caster has no
Ghostly Adversary control over the Zombies, they will continue to attack until
Tradition: Illusion [Tier I] their pray is dead. After which they attack the nearest crea-
Category: Base ture, even if it’s one of the hero’s allies.
CTN: 18 Adaptation: By increasing the CTN by 4 and sacrifice 10
Speed: 2 (+2) Stamina to summon an additional set of 4 Zombies, which
Range: 30’ (1 Target) act as an additional squad. This lost Stamina may not be
Duration: Special recovered until this Binding Arcanum ends.
Defense: Discipline Adaptation: By increasing the CTN by 6 and you grant
Effect: You create an illusion of an additional combatant, the minions a +3 bonus to all defenses and attack rolls, this
to everyone but the Target it seems as naught but a shad- Adaptation may be applied multiple times.
owy form. To the Target, however, it appears as a legitimate Adaptation: By increasing the CTN by 6 you gain the abil-
threat. Anyone attacking the target gains a Tactical Edge (+2 ity to dismiss this spell when you wish. When this spell is
to strike) and if the attacker would already enjoy a Tactical ended the bodies do not disparate, instead they simply fall to
Edge from another source, then he inflicts an additional +2 the floor where they stand.
Codex of Magic
damage instead. Once the target is struck, this effect ends. Special: When summoned by a Val’Mordane utilizing his
Adaptation: Increase the Spell’s CTN by 2, and Strain by bloodline power death is not an ending he retains the ability
2 the Ghostly Advisory remains for an additional successful to control these Zombies. Thus he may command them to
attack. attack specific targets, stop attacking, or even perform simple
Adaptation: Increase the Spell’s CTN by 4, Speed and Strain tasks.
by 2 to affect an additional Target within range.
Grave Sight
Graveblight: Skeleton Tradition: Necromancy [Tier 1]
Tradition: Deity (Neroth) [Tier 1] Category: Base
Category: Binding CTN: 17
CTN: 18 Speed: 3 (+2)
Speed: 10 (+5) Range: Self
Range: 60’ Duration: Scene
178
Effect: You gain the ability to see life energy coursing though by 2 to increase the bonus by +1, this Adaptation may be ap-
Spells
all living creatures within range. This Spell allows you to see plied multiple times to a maximum of +3.
living things in non-magical darkness, though with no real Adaptation: If you increase the Spell’s CTN by 6, you may
level of detail except for race and sex. change the range of this Spell to Melee (1 Target)
This Spell also allows you to better spot injuries and condi-
tions. Allowing you to notice if a living creature is healthy Halt
(100% Stamina), faltering (50% Stamina), close to death Tradition: Control [Tier I]
(10% Stamina, or wounded (has suffered wound damage). Category: Basic
Lastly, while this Spell is active the caster gains a +1 bonus to CTN: 18
all heal action skill rolls. Speed: 4 (+2)
Adaptation: By increasing the Spells CTN by 4 and Speed Range: 20’ (1 Target)
by 2 you may see if any creature is poisoned or diseased. Duration: Instant
Adaptation: By increasing the Spells CTN by 4 to increase Defense: Discipline
the bonus to healing checks to by +1 to a maximum of +3 Effect: Upon your target’s next action they may not move
for 6 ticks as he simply forgets he can move. He may still
Grey Mists act normally, cast Spells, attack with weapons, but he simply
Tradition: Deity (Beltine0 [Tier I] cannot move. If a Target is subject to this power twice within
Category: Base the same scene or if remaining still will cause him bodily
CTN: 18 harm he may perform an Athletics (Re) action roll against
Speed: 3 (+2) your passive Arcanum value to resist this power.
Range: 20’ radius Adaptation: you may increase the CTN by 2 and the Strain
Duration: Scene (D) by 1 to increase the Spell’s range by 10’.
Defense: Discipline (Adaptation, see below)
Effect: It is said that the Cauldron is filled with a chilly, grey Heat Wave
mist. This Cant creates a reasonable facsimile of that mythi- Tradition: Elemental [Tier I]
cal mist. Category: Base
Once the Cant is successfully supplicated, the waves CTN: 17
of thick grey mists begin to flow from the priest’s mouth, Speed: 4 (+2)
nose, and from his voluminous robes. Within moments, the Range: 20’ Radius
mists fill the prescribed area creating conditions similar to Duration: Instant
shadowy conditions (suffering a -2 to all combat action rolls Defense: Fortitude
and a -2 on all intuitions skill checks) anyone attacking into Effect: You instantly increase the temperature of the air
the dome suffer a -1 to all combat action rolls. around you to that of a forge. Any Target you affect loses
Restriction: If in an open area that enjoys gusts of wind, d4 (Primary) Stamina, with creatures in medium or heavy
the Grey Mists will only last for 24 ticks, while Spells which armor suffering additional d4.
crate intense winds dissipate the Spell in 12 ticks. Adaptation: By increasing the CTN by 3, Speed by 2 and
Adaptation: Increase the Spell’s CTN by 4 and Speed by 2 Strain by 4 you can change this Spell into a Sustained Spell
to add a Chilling effect to the Mists. In addition to the af- with a sustain Speed of 3. The Sustained Effect remains the
fects noted above, the caster must perform an attack against same as the spells primary effect.
the Discipline of all creatures within the mist to advance Adaptation: By increasing the CTN by 2, Speed by 2 and
their clocks by Push d4 Strain by 2 you can change the Range to Cone 15’
179
Adaptation: By increasing the Spell’s CTN by 2, you may Life’s Blessing
instead gain the vision of an eagle allowing you to see five Tradition: Deity (Belisarda) [Tier I]
times as far as normal. Category: Base
Adaptation: By increasing the Spell’s CTN by 4, you gain CTN: 18
the ability to track by scent; you gain a +2 bonus to all Track- Speed: 4 (+2)
ing action skill rolls. If you do not possess the Tracking skill Range: 20’ (1 Target)
you may perform Tracking action skill rolls untrained. Duration: Instant
Adaptation: By increasing the Spell’s CTN by 6, you may Defense: Avoidance (if applicable)
increase the bonus to Perception action skill rolls to +2. Effect: As the quintessential Goddess of Life itself, Belisar-
Special (Val’Dellenov): unlike most other Spells the da’s priest’s are able to channel the invigorating energy of life
Val’Dellenov may cast this Spell while in using the Form of itself and do one of two things with it.
the Predator bloodline power. - Reinvigorate: The priest may direct a small iota of Life’s
energy into a Target, immediately invigorating the Target’s
Immune to Adverse Stamina by d6 (Primary).
Climates - Light of Life: The priest may hurl a portion of Life’s energy
Tradition: Anathema/Benediction [Tier I] at a Corporeal undead creature, inflicting d6 (Primary) dam-
Category: Base age.
CTN: 18 Restriction: If used to attack an undead, the undead must
Speed: 2 (+1) be corporeal. Shades and other types of sprits are immune to
Range: 20’ (Special) this Cant.
Duration: 8 hours Adaptation: Increase the Spell’s CTN by 4 Speed to affect
Effect: The travels of the priest do not always take him to Shades (Incorporeal undead).
such pleasant lands as that of Cafela; many times the harsh Adaptation: If you increase the Spell’s CTN by 4, and Strain
climate is as dangerous as the savage infidels he goes to re- by 1 to increase the damage/healing die, this Adaptation may
deem. be applied multiple times to a maximum of d12.
This Cant allows the priest to ignore the effects of
the harsh elements, such as temperature, frostbite or dehy- Light of Truth
dration due to heat or aridness. This cant will not protect Tradition: Deity (Illir) [Tier I]
the priest from lightening strikes, normal thirst or grant him Category: Sustained
the ability to see through fog or other impediment to vision. CTN: 17
This Cant will allow the priest to walk through frozen wastes Speed: 6 (+2) / 3
or through scorching desert and remain as comfortable as Range: 20’ Radius
taking a stroll through a grassy meadow. Duration: Special (see Effect)
When you cast this Spell you may affect as many Effect: The Lord of Light and Perfection’s adherents do not
Targets as the passive value of your primary casting attribute easily fall for the illusions and trickery perpetrated by Sorcer-
plus your character tier. ers and other blasphemers.
Once this Cant is successfully supplicated for, the
Inflict Pain priest must make a Theurgy action roll with a TN equal to
Tradition: Hex [Tier I] the Passive Value of the Illusionist. If successful, any illusions
Category: Base within the range of the priest are immediately reveled to him
Codex of Magic
CTN: 18 and him alone. The Illusion remains in effect as this Cant
Speed: 4 (+2) does not dispel the sorcery, only reveals the trickery to the
Range: 10’ (1 Target) priest.
Duration: Instant This Cant stays in effect until the priest moves, he
Defense: Fortitude dismisses it or until the end of scene.
Effect: The Witch’s fingers curl and bend in impossible con- Restriction: This Cant will not reveal those wearing a dis-
tortions as she speaks the blasphemous words that implore a guise, those who have shape-shifted, or those who hidden
pain spirit to wrap their thorny arms around the Target. The due to stealth or darkness.
Target’s skin rips painfully as it the Hex inflicts (Primary) Adaptation: Increase the Spell’s CTN by 4, Speed and Strain
damage which bypasses all AR granted by worn armor. by +4 to have the Cant reveal the illusion(s) to others, as
Adaptation: Increase the Spell’s CTN by 4, and Strain by 1 well.
to add a d4 damage die, you may also use this Adaptation to
increase this damage die by applying it multiple times to a
maximum of d12.
180
Manipulate Object Defense: Avoidance
Spells
Tradition: Universal [Tier I] Effect: Calling upon words of creation and imagination you
Category: Basic instantly reform a weapon or piece of gear into another item.
CTN: 16 This Spell allows you to change a weapon into another weap-
Speed: 2 (+1) on of the same general size or change any piece of equipment
Range: 10’ into another of the same general weight. (Up to a maximum
Effect: You may move a small object causing it to float into to 10lbs). If a weapon with runes is shifted the runes remain
the air by merely looking at it and extending your hand. The in effect and are unharmed.
object may weight no more than 5lb and moves and moves Adaptation: each time you increase the CTN by 1, and
at a pace of 10 feet. Strain by 2 you may add or remove 2lbs to the item, for
example allowing you to change a greatsword into a dagger.
Manipulation of Shadow
Tradition: Deity (Cadic), Heritage (val’Borda) [Tier I] Mental Scream
Category: Base Tradition: Control (Psionic) [Tier I]
CTN: 17 Category: Basic
Speed: 1 (+1) CTN: 18
Range: Self Speed: 5 (+2)
Duration: Scene (D) Range: 10’ Radius
Effect: You are able to siphon a small amount of Shadow Duration: Instant
Stuff into the Mortal Realm and craft it into specific items. Defense: Discipline
Such items disappear 12 ticks after leaving the casters hands. Effect: You release a mental scream which literally splits the
- Tendrils of Fine Manipulation: The use of this Spell allows heads of those around you, mental scream deals (Primary)
the caster to summon forth very fine tendrils that enables damage which bypasses all AR granted by worn armor or
him to pick a lock without the need of lock picks. The caster natural armor.
gains a +1 bonus to all Larceny: Pick Locks action skill rolls Adaptation: you may increase the CTN by 3 and the Strain
when using these picks. by 2. Any Target which you also surpass their Stamina have
- Shadow Rope: The caster is able to manifest 10’ of shadow their clocks Pushed d4.
stuff in the form of a rope. The rope remains manifested un- Adaptation: you may increase the CTN by 6 and Speed by
til the caster has not been in contact with it for 5 seconds or 1 to change the range to 30’ (1 Target)
the caster wills it away. Adaptation: Increase the Spell’s CTN by 4, and Strain by 1
Adaptation: Increase the Strain by 1 and the Speed by 1 for to add a d4 damage die, you may also use this Adaptation to
each additional 10’ of added to the length of rope. increase this damage die by applying it multiple times to a
- Shadow Dagger: The caster is able to manifest a stiletto dag- maximum of d12.
ger. Treat this dagger as a regular dagger; this weapon is also
considered a magical when used against creatures protected Mind Link
from mundane weapons. Tradition: Control [Tier I]
Adaptation: Increase Strain by 1 to increase number of dag- Category: Basic
gers manifested by 1. CTN: 17
Adaptation (Psionic): Increase the CTN 4 to also add your Speed: 6 (+2)
Resolve Attribute Die to all damage when attacking with Range: 60’ (1 Target)
shadow daggers. Duration: Scene (D)
Adaptation (Psionic): When you first produce your shadow Effect: You form a temporary mental link with an ally, al-
dagger you may combine it with any Heritage Spell with (1 lowing you to communicate telepathically. This power does
Target) range using the rules for creating an Advanced Spell. not allow either the caster or the recipient to read the others
The new Spell’s effect triggered upon the first successful at- thought, it just allows for telepathic, two-way communica-
tack with the dagger. tion. You may have a number of active Mind Links equal to
your primary passive attribute modifier. If at any time your
Matter Shift target leaves the spells range the spell immediately ends.
Tradition: Transmutation (Elder) [Tier I] Adaptation: you may increase the CTN by 3 and Speed by
Category: Advanced 1 to increase the Spells range by 60’
CTN: 18 Adaptation: you may increase the CTN by 6 to increase the
Speed: 4 (+3) number of Targets by 1
Range: 10’ (1 Target) Adaptation: you may increase the CTN by 9 to increase the
Duration: Scene (D) duration to 24 hours.
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Mind Lock Path of the Wolf
Tradition: Control (Elder) [Tier I] Tradition: Animism [Tier I]
Category: Basic Category: Base
CTN: 18 CTN: 18
Speed: 4 (+3) Speed: 5 (+0)
Range: 30’ (1 Target) Range: Self
Duration: Instant Duration: Scene (D)
Defense: Discipline Effect: You change into a common alpha wolf; you retain
Effect: Your Target suddenly feels tired and drained…The your talents, defenses, and stamina but may not speak or cast
Target of this Spell gains Strain 4 and Recover 2, which is Spells while in wolf form. You gain the wolf ’s attacks, pace
added to any Strain and recover the Target might have. and use the wolf ’s might and quickness die (d8) but retain
Adaptation: you may increase the CTN by 4 and Speed by 1 your prowess and vigor die. Also while in wolf form you gain
to increase the Strain applied by +4 for a total of 8. a +1 bonus to all tracking action skill rolls, if you do not pos-
sess the tracking skill you may use it untrained skill. While
Minor Tricks under the effects of this Spell all of your equipment melds
Tradition: Universal [Tier I] into your new form (becoming unusable for the duration of
Category: Base this ability), you may not cast Spells, or communicate.
CTN: 16 Adaptation: If in an area where wolves are known to inhabit
Speed: 1 (+1) you may increase the CTN by 4 to summon a pack of wolves
Range: 10’ (4 Tier 1 Minions) these wolves appear 12 ticks after the
Effect: The simplest form of magic, it was probably the first initial casting of the Spell. These wolves fight by your side
Spell you ever mastered. You may use this Spell to perform for the remainder of the scene or until this Spell ends. You
a marinade of minor tricks. Clean a shirt, light or blow out cannot command these wolves, they will simply attack your
some candles, chill a glass of Ale, cause a small puppet to target or turn to attack anyone who has attacked you.
dance, and so on. This Spell cannot confer any penalty or Adaptation: You may increase the CTN by 4 to increase
bonus, deal any damage, and so on. your base pace by 10 feet as long as you are in wolf form.
Adaptation: You may increase the CTN by 4 to increase
Nature’s Embrace your Might die, you may apply this Adaptation multiple
Tradition: Deity (Saluwe’) [Tier I] times to a cap of d12.
Category: Basic
CTN: 18 Precognition
Speed: 3 (+3) Tradition: Deity (Larissa), Heritage (Val’Sheem) [Tier I]
Range: 20’ (1 Target) Category: Base
Duration: Scene (D) or until broken CTN: 17
Defense: Avoidance Speed: 4 (+20)
Effect: In times of emergency, even the plants give succor Range: Self
to the priestesses of Saluwe’. After successfully intoning this Duration: Until used (I day)
Cant, the priestess must make an attack roll. If successful, Effect: Holy texts describe how Larissa’s powers of precogni-
the Target has been snared by countless of vines, roots and tion eventually transformed the gentle maiden into becom-
even grasses that animate and attempt to wrest him to the ing the Divine Harlot. By tapping into that power, those
Codex of Magic
ground. The Target’s clock is Pushed 2. blessed with her sight have been able to escape ambush,
Upon the Target’s next action, they must perform death or worse.
an Athletics (Mi) action skill roll (as a Speed 2 action) against Once this Spell is cast, it stays in effect until the cast-
the casters passive Arcanum (Primary). If the Target succeeds er elects to use one of its gifts or until 24 hours has elapsed.
the Spell ends. - Spring into Action: Roll an additional 2 dice for her
Restriction: This Cant can only be enacted when the Tar- initiative when entering combat.
get is on some sort of natural ground that would support - Avoid Ambush: On any failed Perception action roll
the roots, vines, etc. If they are on an Altherian Sky Ship or to avoid surprise, you may re-roll her Perception action roll.
in the water, but not near the ocean floor, for example, the - Avoid the Blow: In response to an attack, before any
Cant will fail. attack roll is preformed, you may increase your Avoidance by
Adaptation: Increase the Spell’s CTN by 4 and Speed by 2 +4 against that attack.
to affect an additional Target within range. Restriction: Due to its high Strain, this Spell will be almost
impossible cast during combat. Once the priestess elects to
182
use one of the Cants effects, the Spell is considered to have Quicken Step cannot become an interruptible effect as it is
Spells
expired and must cast once more to call upon any of its ef- preformed in conjunction with a movement based action.
fect. Adaptation: If you increase the Spell’s CTN by 3 increases
the bonus pace by 5’
Protection from Fire
Tradition: Deity (Nier), Heritage: Val (val’Virdan, Rattle the bones
Val’Emman) [Tier I] Tradition: Necromancy [Tier I]
Category: Base Category: Basic
CTN: 18 CTN: 18
Speed: 3 (+2) Speed: 5 (+2)
Range: Self Range: 20’ Radius
Duration: Scene (D) Duration: Instant
Effect: This Spell temporarily changes the caster’s skin to a Defense: Discipline
burnished bronze color as it bestows upon him an additional Effect: You reach out grasping the power of death from the
AR of 2 to natural fire and heat. undead around you, literally ripping it out of their bodies.
Note: This AR is only used against flame or heat damage. It is Rattle the bones deals d8 (Primary) damage to all undead
not applied against other types of damage types. creatures within range, bypassing all AR granted by worn
Adaptation: Increase the Spell’s CTN by 3 and Strain by +1 armor or natural armor. Also, if the next spell you cast is
increase the AR provided by 2 to a maximum of AR 10 necromancy Spell you gain a +3 bonus to successfully cast it.
Adaptation: Increase the Spell’s CTN by 9 and Speed by 3 Adaptation: If you increase the Spell’s CTN by 4, and Strain
change this Spell’s Range to 30’ (1 Target) by 1 to increase the damage die to d10, this Adaptation may
be applied multiple times to a maximum of d12.
Purification Adaptation: If you increase the Spell’s CTN by 4, and Strain
Tradition: Deity [Tier I] by 2 you may heal yourself for half the total damage dealt.
Category: Base
CTN: 17 Recall thy Pain
Speed: 3 (+2) Tradition: Heritage (Val’Inares) [Tier 1]
Range: 10’ radius Category: Basic
Duration: Instant CTN: 18
Effect: This Cant purifies all water, food, or items from Speed: 4 (+2)
all non-magical poison, disease or infestation. In addition, Range: Melee (1)
it will also make rotten food or stagnant water fresh once Duration: Instant (special see below)
more. In addition, an area maybe “purified”, assuming mul- Defense: Discipline
tiple uses of this Cant is used if necessary, of vermin or insect Effect: Though time heals all wounds, memories of their
infestations. pain remain. With a touch you recall past injuries allowing
Restriction: Magical poisons and diseases such as those used you to hamper, hobble, or even injure a chosen foe.
by the Blight Bearers or Sarishan assassins will not be puri- Chose one of the following effects.
fied by this cant. • Recall Battle Wound: deals d4 (Primary) damage
Adaptation: Increase Spell’s CTN by 2, and Strain by 1 to which bypasses all AR granted by worn armor or natural ar-
increase the Spell’s Radius by 10’ to a maximum of 30’. mor.
• Recall old Injury: Target suffers a -1 penalty to all
Quicken Step actions skill rolls which utilize a physical attribute for the
Tradition: Battle [Tier 1] remainder of the scene.
Category: Advanced • Recall ones Greatest Pain: Target’s clock is pushed 3
CTN: 18 Adaptation: If you increase the Spell’s CTN by 4, Speed by
Speed: +2 (+3) 1 and Strain by 2 you may combine any two of the effects
Range: Self above.
Duration: Instant Adaptation: If you increase the Spell’s CTN by 3 and Strain
Effect: You gain a +15’ bonus to your pace. This Spell is per- 2 you may increase the Spell’s damage die, to a maximum
formed while moving, thus this Spell’s Speed cost is added to of d12.
any actions you perform. For example, if you cast this Spell Adaptation: If you increase the Spell’s CTN by 4 and Strain
and charge your action’s total speed cost would be 6+weapon 1 you may increase the penalty granted by Recall old Injury
Speed (4 for charge and 2 for the Spell) Unlike other spells by an additional -1 to a maximum of -3.
183
Refresh the body Adaptation: Increase the Spell’s Speed by 3 to and gains a +5
Tradition: Transmutation [Tier I] Psionic Only bonus to remove the curse. But the curse and its effects are
Category: Basic transferred to the priest, rather than lifting it.
CTN: 17
Speed: 4 (+4) Rot the Flesh
Range: Self Tradition: Heritage (Val’Mordane) [Tier I]
Duration: Instant Category: Base
Effect: This Spell heals the caster d4 (Primary) stamina. CTN: 18
Adaptation: If you increase the Spell’s CTN by 4, and Strain Speed: 4 (+1)
by 1 to increase the healing die, this Adaptation may be ap- Range: Melee (1 Target)
plied multiple times to a maximum of d12. Duration: Instant
Adaptation: Increase the CTN by 9, Speed by 4, and Strain Defense: Avoidance
by 4 to heal 1 wound. Effect: You reach out grasping your chosen foe instantly rot-
ting his flesh. Upon a successful strike you deal d6 (Primary).
Restore Senses The wounds caused by this attack are so incredibly painful,
Tradition: Corpus [Tier I] that if you also bypass your Targets Fortitude, advance the
Category: Base Target’s clock by Push d4
CTN: 18 Adaptation: If you increase the Spell’s CTN by 4, and Strain
Speed: 3 (+3) by 1 to increase the damage die to d8, this Adaptation may
Range: Melee (1 Target) be applied multiple times to a maximum of d12.
Duration: Instant Adaptation: If you increase the Spell’s CTN by 4, and Strain
Defense: Fortitude (If desired) by 2 to increase the Push to d6.
Effect: If the Target has been blinded or deafened by natural
means, whether induced by magic or not, this Cant will re- Sanctify Ground
store their sight or hearing just short of the regeneration of Tradition: Anathema/Benediction [Tier I]
the organ. For example: The Hex Diminish Senses directed Category: Base
at a Target’s sight causes cataracts to rapidly form across the CTN: 18
victim’s eyes. The priest counters with this Cant; the victim’s Speed: 5 (+4)
sight is restored. However, should the victim’s eyes be put out Range: 20’ radius
by a red-hot poker, then this Cant is not powerful enough to Duration: Scene (D)
regenerate the lost organ. Defense: Discipline
Restriction: Does not affect actual loss of the organ. Effect: While this Cant’s predominant usage is in consecrat-
ing an area before a temple is erected, its utility can extend
Remove Curse to the creation of an area that is anathema to Infernals or
Tradition: Deity [Tier I] Undead.
Category: Base Should a priest, other than one of Beltine or Neroth,
CTN: 17 enact this Cant, the area surrounding him (up to the range
Speed: 6 (+4) listed) becomes sanctified - meaning that Infernals, or Un-
Range: Melee (1 Target) dead suffer a -2 penalty to all action rolls while they are with-
Duration: Instant in the area.
Codex of Magic
184
Restriction: Sanctify Ground can only be cast on an area that a door shut, making it nigh impossible to open, short of
Spells
is not already under a some enchantment or Cant. Should a breaking the door down.
Sanctify Ground be cast on an area already under the effect Inscribing the necessary supplications to the Gods,
of the same Cant, then the two will cancel each other out. usually written where the portal and the jam meet, the priest
completes the ward by pressing his Holy Symbol against the
Scales of the Dragon portal. From that point on, until the ward’s duration runs
Tradition: Deity (Fire Dragon) [Tier I] out, the portal cannot be opened by any normal means. To
Category: Base open the portal requires actually smashing through; easier to
CTN: 18 do to a glass window than to a solid wood door.
Speed: 2 (+1) Breaking through the Portal: See rules “Attacking and De-
Range: Self stroying Objects”.
Duration: Scene (D) Restriction: This Cant applies to one portal only. While one
Effect: This Cant helps raise the survivability of the Fire may seal a cask or chest, one may not seal an entire ship, as a
Dragon’s priestesses, who are not allowed to wear manufac- boat has various points of egress.
tured armor, by increasing the protection granted by their Adaptation: Increase the Spell’s CTN by 3, Speed and Strain
scales. At its most basic level, this Cant will increase the cast- by 2 to increase the AR of the portal’s composition by 2
ers natural armor by 3.
Restriction: The AR granted by this Cant will not stack Shield Other
worn armor. Tradition: Deity (Hurrian), Heritage (Val’Tensen) [Tier I]
Adaptation: Increase the CTN by 6 and Speed by 1 to in- Category: Base
crease the AR provided by this Spell by 2 to a maximum of CTN: 18
AR: 9 Speed: 2 (+3)
Range: 20’ (1 Target)
Scorching Touch Duration: Scene (D)
Tradition: Heritage (val’Virdan) [Tier I] Defense: N/A
Category: Base Effect: As the protector of the defenseless, priests of Hurrian
CTN: 18 are given the ability to shield others at the cost of his own
Speed: 5 (+1) defenses.
Range: Melee (1 Target) When the priest successfully intones this Cant, he
Duration: Instant casts a divine shield upon another friendly Target within
Defense: Avoidance range. This ally enjoys an increase to all three of his defenses
Effect: With a mere touch you can set an opponent on fire. by +2. Unfortunately, the priest suffers a decrease of all three
On a successful attack roll, deliver d8 (Primary) fire damage. of his defenses by -1.
Restriction: The benefiting ally must stay within the range
Adaptation: Increase the CTN by 3 and Strain by 1, if you
of the priest. Should he move further than the range speci-
attack is successful the fire jumps to another Target within
fied, then the Cant ends and the defenses of the priest and
10’, roll an Arcanum attack roll against that Target’s Avoid-
the ally go back to their original levels.
ance, if successful that Target suffers half damage.
Adaptation: Increase the Spell’s CTN by 3, Speed by 1, and
Adaptation: Increase the CTN by 6 and the Speed by 2 to
Strain by 2 to increase the range by an additional 10’ up to a
change the range to 30’ (20’ radius).
maximum of an additional 30’.
Adaptation: If you increase the Spell’s CTN by 4, and Strain
Adaptation: Increase the Spell’s CTN by 6, Speed by 2, and
by 1 to increase the damage die, this Adaptation may be ap-
Strain by 4 for each additional Target, up to a maximum of
plied multiple times to a maximum of d12.
4, the penalty to the casters defenses do stack.
185
And though you are creating an Advanced Spell, just add the Slip Sideways
Speed and Strain listed above to the Spell you wish to cast. Tradition: Transmutation (Elder) [Tier I]
Adaptation: Increase the CTN by 4 and the Speed cost by Category: Advanced
2 to cast this Spell upon an ally within 30’, that ally may cast CTN: 18
as Spell upon his next action. Speed: 1 (+0)
Adaptation: Increase the CTN by 9 and Speed by 3 to Range: Self
change the range to 20’ radius. All allies within the radius Duration: 6 ticks
(including you) may cast a Spell upon their next action. Effect: This complex Spell literally slips the caster a fraction
of a second out of sync with the surrounding area, allowing
Skin of Thorns them to move freely with little fear of harm. For the next 6
Tradition: Deity (Anshar) [Tier I] ticks the caster is immune to all damage, but he may not cast
Category: Base any Arcanum, attack, or affect anyone or anything else. (For
CTN: 18 example he may not open a door, pick a lock, or heal himself
Speed: 3 (+2) with a Spell or talent) the caster is still visible to everyone
Range: Self in the normal time stream, but seems to shimmer with an
Duration: Scene (D) almost vibrating glow.
Effect: The Weeping Goddess grants protection to those
who follow Her tenants, but even Her gifts of times come
Solidify Water
with a terrible price.
Tradition: Deity (Yarris) [Tier I]
This Cant causes sharp thorns to erupt from priest’s
Category: Base
flesh causing 5 points of Stamina damage that cannot be
CTN: 18
healed as long as this Cant is in effect. In exchange for suf-
Speed: 2 (+3)
fering such savage wounds, the priest derives certain benefits
Range: 10’
from this painful condition.
Duration: Scene (D)
These thorns grant the priest AR of 2 and augment
Effect: Priests who have mastered this complex Cant are able
the priest’s unarmed attacks, inflicting an additional 2 points
to solidify mundane water so that it can be walked upon as if
of damage.
it were solid ground. The caster may affect 15 continuous 5’
Lastly, should the priest be engaged in a grappled,
the opponent will automatically take d4 damage for each squares. To be clear, the water does not turn to ice, nor is it
action taken while grappling the priest. slippery. The water takes on a slightly spongy feel that gives
Adaptation: Increase the Spell’s CTN by 4 and Strain by 2 slightly but will not crack or break.
to increase the Spells AR by 2, this Adaptation may be ap- Crafty priests of Yarris can use this Spell on a water-
plied multiple times to a maximum of AR 8. fall to create a shield or barrier or hurl someone underwater
Adaptation: Increase the Spell’s CTN by 6 and Strain by and then solidify the water so that they are unable to get to
3 to enhance the thorns with a deadly toxin (Use Arcanum the surface or even as impromptu shackles. In such cases, the
(Vigor) for attack rolls, Dam: 1d8, Speed 4 ticks/4 ticks) solid water has an AR of 8 and a Hardness of 1.
Restriction: Even for those beings, such as val’Ossan or
Slash the Soul Berokene Elorii that may not need to have a source of water
Tradition: Deity (Beltine) [Tier I] to have the Cant work, such as in Water Bolt, there must be
Category: Sustained an existing source of water for this Cant to work.
Adaptation: Increase the Spell’s CTN by 6 to increase the
Codex of Magic
CTN: 18
Speed: 4 (+2) /4 solidified water’s AR to 12 and the Hardness to 2.
Range: 20’ (1 Target) Adaptation: Increase the TN by 12 to increase the solidified
Duration: Sustained water’s AR to 15 and the Hardness to 2.
Defense: Avoidance
Effect: The adherents of the Great Lady are often dreaded for Smite Infidel
their reputation as the harvesters of souls. This Cant further Tradition: Deity [Tier I]
strengthens their fearsome reputation. Category: Base
When this Cant is successfully supplicated, a ter- CTN: 18
rible grey scythe appears and swipes at the Target. The scythe Speed: +2 (+3)
deals d12 damage which completely bypasses AR as the mys- Range: Melee (1 Target)
tical scythe cuts through the material and strikes directly at Duration: Instant
the Target’s soul. Defense: Special see blow.
Sustained Effect: You continue to attack with the Scythe.
186
Effect: While the Gods of Arcanis do not endorse any one within the last 12 ticks. That creature is instantly killed and
Spells
particular religious organization, the different Temples do you recover d4 (Primary) stamina.
advocate that their interpretation of Gods is the ‘correct’ Adaptation: If you increase the Spell’s CTN by 4, and Strain
one. There are some who say that the potency of this Spell by 1 to increase the healing die, this Adaptation may be ap-
uphold such a belief, while detractors point to the fact that plied multiple times to a maximum of d12.
the same Spell seems to work against the ‘faithful’ as proof
that none of the Temples are favored. Steal Water
This Spell is cast in conjunction with a melee or Tradition: Elemental (Primal) [Tier I]
ranged attack (but not a Spell), the Spell’s Speed is added Category: Base
to the attack’s Speed as the Strain is added (and takes place CTN: 18
after) any recovery time acquired. Speed: 5 (+2)
The Spell adds d6 damage to the attack, but it only Range: 20’ Radius
deals this damage to non-believers of their casters particular Duration: Instant
sect. Defense: Fortitude
The different sects include: The Mother Church of Effect: All creatures have water, and your power shall never
Coryan, the Milandric Church, the Church of the Dark Tri- be denied. Creatures in the area suffer (Primary) stamina as
umvirate, the worship of the Elemental Lords (such as that you pull blood and water out of their skin, which may be
practiced by the Elorii and some human races in the Western used as a source of water for elemental Spells. Water elemen-
Lands), any heretical cults that worship Infernals, Khitani, tals damaged by this Spell suffer an additional d10 points of
Ssethric worshippers, the adherents of the Song of Pyrric, stamina. The damage dealt by this spell bypass AR granted
etc. by worn armor or natural armor.
Restriction: While this Spell will affect even atheists, the Restriction: This Spell does not affect Sprits, Constructs, or
Target must be intelligent - thus this Spell will not affect elementals (other than water).
animals, Elementals, etc. Special: This spell may be used on plants to draw water from
Adaptation: If you increase the Spell’s CTN by 4, and Strain them for water elemental spells, if you do so you destroy all
by 1 to increase the damage die, this Adaptation may be ap- the plants within a 10’ radius area.
plied multiple times to a maximum of d12. Adaptation: Increase the Spell’s CTN by 4, and Strain by
1 to add a d4 damage die, you may also use this Adaptation
Stabilize to increase this damage die by applying it multiple times to
Tradition: Anathema/Benediction [Tier I] a maximum of d12.
Category: Base
CTN: 18 Storm of Knives
Speed: 2 (+5) Tradition: Creation [Tier I]
Range: Touch Category: Basic
Duration: Instant CTN: 18
Effect: Those who hover at the lip of the Cauldron can some- Speed: 5 (+3)
times be pulled back by the faith and blessing of a priest. Range: 10’ Radius
When Vanquished by Wounds this Cant will stabilize the Duration: Instant
wounded compatriot and grant him one (1) wound. Defense: Avoidance
Adaptation: Increase the Spell’s CTN by 9 to heal 2 wounds Effect: You create a storm of daggers in an area of your
instead of 1. choosing, these daggers whirl around cutting everyone and
everything in their path. All Targets you successfully strike
Strength of Fallen Foes suffer d4 (Primary) damage.
Tradition: Necromancy [Tier 1] Adaptation: By increasing the CTN by 3, Speed by 2 and
Category: Basic Strain by 4 you can change this Spell into a Sustained Spell
CTN: 17 with a sustain Speed of 4. Sustained Effect: The spells effect
Speed: 4(+2) remains stationary, allowing you to roll attack rolls against
Range: 30’ (1 Target) anyone within or moving through the spells area.
Duration: Instant Adaptation: By increasing the CTN by 2, Speed by 2 and
Defense: Fortitude Strain by 2 you can change the Range to Cone 15’
Effect: With an arcane word you rip the last breath from
a fallen foe refreshing your body and mind. You must cast
this Spell upon a living creature which has been vanquished
187
Sway Beasts Touch of the First Gift
Tradition: Animism [Tier I] Tradition: Heritage (val’Abebi) [Tier I]
Category: Base Category: Base
CTN: 18 CTN: 17
Speed: 7 (+3) Speed: 4 (+1)
Range: 20’ Radius Range: Melee (1 Target)
Duration: Scene Duration: Instant
Defense: Discipline Defense: Avoidance
Effect: With the casting of this Spell you are able to instant- Effect: You reach out grasping your chosen foe sending a
ly calm savage beasts. All Natural Beasts which you affect powerful shock though their body. Upon a successful strike
become docile and may actually show you affection (such you deal d6 (Primary) electrical damage. You gain the Tacti-
as rubbing against you or licking your face) this does not cal Edge against any foe wearing metal armor.
extend to your allies as they may still be considered a threat Adaptation: If you increase the Spell’s CTN by 4, and Strain
and may even be attacked. Lastly, swayed animals will not by 1 to increase the damage die to d8, this Adaptation may
fight to protect you or put themselves in harm’s way. be applied multiple times to a maximum of d12.
Adaptation: You may increase the Spell’s CTN by 6 to affect
Magical Beasts. Unravel the thread
Tradition: Universal [Tier I]
Telekinesis Category: Advanced
Tradition: Telekinesis [Tier I] CTN: 18
Category: Sustained Speed: 5 (+3)
CTN: 18 Range: 60’
Speed: 2 (+1): 2 Defense: None, See below.
Range: 20’ (1 Object) Effect: All Spells, regardless of tradition or source share one
Effect: You may move an object causing it to float into the of the same elements, elements which every accomplished
air by merely looking at it and extending your hand. The caster know how manipulate allowing them to dismantle
object may weight no more than 30lb and moves and moves them, pulling upon the right thread to unravel its power.
at a pace of 20 feet. You may continue to hold the object Target any active Tier 1 Spell; if you successfully cast the
aloft as a sustained action. Spell, perform an Arcanum action skill roll against the pas-
Adaptation: Increase the CTN by 4, Speed by 2, and Strain sive Arcanum skill value of the creature that casted the Spell.
by 2 to increase you maximum weight by 30lbs. If you are successful the Spell is dispelled.
Adaptation: By increasing the CTN by 5 to increase the tier
Thunder of Spells you may be able to affect.
Tradition: Heritage, Val (Val’Tensen) [Tier 1]
Category: Base vampiric Touch
CTN: 18 Tradition: Deity (Neroth) [Tier I]
Speed: 5 (+8) Category: Base
Range: 10’ Radius CTN: 18
Duration: Instant Speed: 4 (+3)
Defense: Fortitude Range: Melee (1 Target)
Codex of Magic
Effect: You call forth the sound of thunder stunning those Duration: Instant
around you. Targets you affect suffer d4 Stamina and are Defense: Avoidance
stunned (see Stunned pg 142) damage dealt by this spell by- Effect: One of the most dreaded gifts of the Death Lord,
passes AR granted by worn armor or natural armor, creatures this Cant allows the priest, upon a successful attack roll to
without a sense of hearing are immune to this spell. “bestow” (Primary) points of stamina damage to the Target
Adaptation: Increase the Spell’s CTN by 6 and Strain by 3. and transferring those points to the priest, healing him. The
If you also bypass your Target’s Discipline they are deaf for damage dealt by this spell bypasses all AR granted by worn
the remainder of the scene. armor or natural armor.
Adaptation: Increase the Spell’s CTN by 3, Speed and Strain Restriction: The Target must be a living, corporeal entity for
by 2 to increase the Spell’s radius by 10’ to a maximum 20’ this Cant to succeed. It cannot be used on Undead, Shades,
radius. ghosts, elementals, etc.
Adaptation: If you increase the Spell’s CTN by 4, and Strain Adaptation: Increase the Spell’s CTN by 4, and Strain by
by 1 to increase the damage die, this Adaptation may be ap- 1 to add a d4 damage die, you may also use this Adaptation
plied multiple times to a maximum of d12.
188
to increase this damage die by applying it multiple times to Effect: One of the most basic of Cants learned by priests is
Spells
a maximum of d12. the warding of a space against a certain type of “unnatural”
creature or being, such as Undead, Shades (Spirits) or Infer-
vestments of the Lady nals. However, the ward can only be used to protect a specific
Tradition: Deity (Larissa) [Tier I] area of space. For example: The priest may ward a certain area
Category: Base of space, usually within a circle or may ward an opening or
CTN: 18 entryway, such as a doorway or window.
Speed: 3 (+2) The priest may inscribe an area, usually with salt,
Range: Self but chalk, sand or even wax will do, and then quickly blesses
Duration: Scene (D) it with his Holy Symbol to enact the Ward. Alternatively, the
Effect: Most Larissans who follow the Divine Harlot’s he- priest may Ward an opening using any of the above-men-
donistic aspect are prone to wear little, if anything, as far as tioned materials and again seals it with his Holy Symbol.
protective garments, which tend to make things difficult for When sealing the ward, the priest infuses the ward
them during a battle. with his faith and specifies what type of unnatural entity the
This Cant enchants any piece of garment that the ward is meant to stop. Once erected, the ward acts as a bar-
priestess may wear, be it a gossamer tunic or as little as a gold rier that will prevent any beings of the specified type from
passing through or harming, in any way, anything on the
chain around her waist, into granting the protection of hav-
other side of the ward, unless they are able to push through
ing donned armor. At its most basic level, this Cant grants
(see below).
the priestess’ garment or jewelry an AR value of 4.
Once established, the priest does not have to con-
Restriction: The priestess must be wearing something,
tinue to concentrate on the ward for it to remain effective.
whether it is a threadbare garment, sandals or even jewelry
However, if anything disturbs the inscription, such as wiping
of some sort for this Cant to work.
away the chalk line or sweeping away the salt so as to break
Adaptation: Increase the Spell’s CTN by 4, Speed and Strain
the circle, the ward is immediately rendered useless.
by 2 to increase the AR granted by 2. This Adaptation may
Pushing Through: Normally a ward will keep its intended
be applied multiple times to a maximum of AR 10
Target type from breaking through into the warded away,
but there are some creature so stubborn (or powerful) that
voice in the Silence they may attempt to cross through the barrier through a
Tradition: Heritage (Val) [Tier 1] simple act of Will.
Category: Sustained To do so, the entity must succeed with Resolve attribute ac-
CTN: 18 tion skill roll against the casters passive Arcanum: Cants (Pri-
Speed: 3 (+3)/ +3* mary) skill value. Minion level threats gain a +1 per Tier,
Range: 20’ Radius Common and Brute threats receive a +3 per tier, and lastly
Effect: You generate a psionic buffer in the area around Advisory and Elite level threats gain an additional +4 per Tier.
you filtering the “noise” created by specific psionic creatures Note: Without Pushing Through, the entity warded against
(such as voiceless ones, and Ceribreiax). As long as this power cannot do anything to disrupt the warded area, such as push
is sustained all allies within the Spell’s radius are free of any a statue over the ward to break the circle, etc.
penalties the psionic field might impart. Restriction: Should this ward be used to trap a creature, the
Unlike most sustained Spells, you may act while sus- creature may not be attacked by anyone outside the ward;
taining this power, but you are limited to physical attacks, doing so breaks the ward and sets the entity free.
the Spell’s Sustained cost is added to your weapon, trick, or Adaptation: Increase CTN by 4, Speed and Strain by 1 to
maneuver Speed, although techniques and tricks with a re- increase the Radius by 10’ to a maximum of 30’
covery of 3 will still stop you from sustaining this Spell. Adaptation: Increase CTN by 6, Speed and Strain to add
an additional type of entity to ward against. If this increase
Ward against the then requires an Arcanum action Roll, an unsuccessful roll
means that the ward is ruined and the priest must start again
Unnatural
from scratch.
Tradition: Wards, Blood [Tier I]
Adaptation: Nerothian priests enjoy a +2 bonus to their
Category: Base
passive Arcanum value for wards against Undead; Beltinian
CTN: 18
priests a +2 against Shades (spirits); and Sarishan Sorcerer-
Speed: 3 (+1)
priests a +2 against Infernals.
Range: 10’ Radius
Blood Tradition: Sarishan Sorcerer-Priests may create a
Duration: Scene (D)
ward against a specific person or creature if and only if they
Defense: Discipline
possess at least 2 drops of blood from that being. Heroes are
considered Elite creatures when trying to push through.
189
Ward of Protection Water Bolt
Tradition: Wards [Tier I] Tradition: Deity (Yarris), Heritage (Val’Ossan) [Tier I]
Category: Base Category: Base
CTN: 18 CTN: 18
Speed: 3 (+2) Speed: 5 (+2)
Range: 10’ radius Range: 30’ (1 Target)
Duration: Scene (D) Duration: Instant
Effect: This Cant creates a ward that protects anyone within Defense: Avoidance
its circle from Tier 1 magical effects. As long as the person(s) Effect: Priests of the Lord of the Seas are sometimes viewed
within the circle do not break the plane of the warded circle, as weak in combat when compared to priests of Hurrian and
they are safe from Spells, Cants, Hexes, etc but not from Nier. Yet priests and children of the hoary God of the Depths
physical attacks. However, physical attacks that break the are some of the most versatile and deadly; using an element
plane of the area does not destroy the ward; only a physical we all need to live as a weapon of our own destruction.
disruption of whatever was used to inscribe the ward will do This Spell magnifies and enhances any small amount
that. of water into a solid bolt that streaks towards its Target and,
Note: A physical attack that is combined with a magical ef- on a successful attack roll, deliver d8 (Primary) damage.
fect, such as a flaming sword, will only do the usual damage Restriction: The caster must already have an available source
for a non-magical version of that type of weapon. The magi- of water somewhere adjacent to him to intone this Cant, un-
cal effect is instantly returned when the weapon or item is less they are a val’Ossan or a Berokene Elorii.
outside the warded area. Adaptation: Increase the CTN by 4, and Speed by 2 to at-
Restriction: While within the warded area, physical or mag- tack an additional Target within range.
ical attacks cannot be launched at Targets outside the area Adaptation: Increase the CTN by 6 and Speed by 2 to
without negating the ward. Magical effects, Cants, Spells, change the Spell’s range to 30’ (20’ radius)
etc, may be cast normally on Targets within the warded area. Adaptation: If you increase the Spell’s CTN by 4, and Strain
Adaptation: Increase the Spell’s CTN by 4, Speed and Strain by 1 to increase the damage die to d10, this Adaptation may
by 1 to increase the ward to a 20’ Radius be applied multiple times to a maximum of d12.
or make physical attacks without negating the warded areas Target’s Discipline. If so, then the Target must carry out the
effects. priest’s Command to the best of his ability. This Command
Restriction: This Cant only works when the priest who in- cannot be a complex order, but must instead be short and
scribes it is within the warded area. If the priest were to at- clear.
tempt to place someone else within this ward, it would fail Examples of some valid commands
to work. • Open the door.
Adaptation: Increase the Spell’s CTN by 6 and Strain by 2 • These aren’t the Dwarves you are looking for.
to add an additional 10 points of damage adsorption to the • Drop your weapon.
ward. • Sound the trumpet.
190
Examples of some invalid commands Effect: You throw your weapon using your arcane talents to
Spells
• Jump off this bridge. guide it to your chosen Target and back to your hand. When
• Did you kill the girl? you cast this Spell add the Spell’s Speed to your weapon’s
• Go to the treasury, unlock the vault, grab the crown, Speed, attack by performing an Ranged: Throw (Primary) at-
then come back here and give it to me. tack roll, if you strike your Target deal your weapons die and
Restriction: The Target must be able to hear and understand primary casting die in damage as well as any weapon runes.
what the priest is commanding the Target to do. Thus this (for example throwing a broadsword would deal d8(Primary)
Cant will not affect deaf Targets or those who do not speak damage)
the language of the priest. You may also use this Spell to throw an ally’s weap-
Restriction: This Cant will not force someone to do some- on, returning it to their hand. But if you do so, they gain
thing that would cause them bodily harm or likely result in Recovery: 2.
their death. The Target’s survival instinct will break the Cant. Adaptation (Battle): Increase the Spell’s CTN by 3, Speed
This Cant will also not force someone to speak, only to act. by 1, and Strain by 1 to add an additional Target within
Additionally, this Cant cannot be used to make an offender range to a maximum of three Targets
confess to the offense, i.e. did you set the barn on fire, did Adaptation (Psionic): In response to a foe throwing a
you pay the assassin to kill the Duke, etc. weapon within range you may Push your clock 6 to redirect
Adaptation: Increase the Spell’s CTN by 5, Speed by 1 and that attack to any foe of your choosing within range. You
Strain by 4 to affect an additional Target within range. must be aware of the attack and have a clear line of sight
between the attacker and your chosen Target.
Whirling Blade
Tradition: Battle, Telekinesis [Tier I] Witchlight
Category: Advanced Tradition: Universal [Tier I]
CTN: 18 Category: Base
Speed: +2, see below (+1) CTN: 16
Range: 30’ (1 Target) Speed: 2 (+1)
Duration: Instant Range: Self
Defense: Avoidance Duration: 1 hour
Effect: You create a ball of Witchlight that
orbits you at head-level. This orb sheds
light equivalent to a lantern. This effect
lasts for 1 hour.
Adaptation: By increasing the CTN by 3
you may summon forth an additional ball of
light which may move at your command,
the ball of light as a pace of 60' and may
move no farther than 30’ from you.
Adaptation: By increasing the CTN
by 6 you may summon forth 2 addi-
tional balls of light which may move
as above.
191
Magic Items themselves of a magic item, they gift the item to a powerful
patron. However, if cold hard cash is what the hero wants, a
True magic items are a rarity in Onara; rune-engraved weap- permanent magical item may be sold for 2,000 Gc per tier of
ons and armor are more common, but they are still not so the item. A consumable item is sold for 100 Gc per item tier.
common that every soldier in an army would have one.. Runes can be sold for 750 Gc per rune tier.
There are no magical cabals churning out magical knick- Under most normal circumstances, it is virtually
knacks and there are no ‘ye old magic Shoppe’ in the streets impossible to purchase a magical item. Their value on the
of Coryan. The creation of a magic item is no simple thing, market is extremely inflated.
requiring complex and time consuming preparations which
lead into rituals which tax the creator’s body and soul or
complex religious ceremonies overseen by scores of clerics. Magic Items
Typically, a magic item is created for a specific purpose:
the Church of Cadic might create a pair of boots for a holy
and Auras
As implied above, the power of a magic item increases as the
champion’s special mission; the Sanctorum might have a spe- natural aura of its wielder increases. When a magical item
cial wand created to aid a decorated harvester hunter on a is exposed to a powerful aura, by being carried and wielded
deadly mission. However, there are magical items whose by the source of that aura, its latent powers may awaken,
creation is not so mundane; it is rare, but mysterious and causing the item’s powers to increase. This is true for most
powerful circumstances can result in the awakening of magic types of magical items, including runes. A hero may use any
within a suitable item. For example, the selfless sacrifice of weapon, armor, shield or miscellaneous item without any
a devout man might enchant his holy symbol, or the blood further restriction than exists on the use of their mundane
of an infernal might awaken the unlocked potential within counterpart. However, there is a limit to how many magical
a pair of gloves. Regardless of the method, the creation of items can be worn by a hero and remain active; a hero may
magical items is too involved or spontaneous, and too taxing not wear more magic items than his passive Charisma modi-
on the body and soul for most heroes to engage in the prac- fier +3; doing so causes all worn magical items to become
tice of creating such items. inert until that limit is not longer exceeded.
or if the item is a gift to the hero it should be a show of a speed is noted with a + that power may be performed as
honor and respect, typically representing a deep and strong part of any other action.
relationship.
During a typical adventure, the heroes should come
across two to three magic items each tier that they, or a party- Magic Item Bonuses
member could use. The quantity of runes that a hero has and Stacking
access to will be higher, by design, since they are shared be- Unless otherwise noted under the item’s description, static
tween multiple uses and some are more situational than a bonuses (+1 to a skill for example) granted by magic items
traditional magic item. do not stack with each other. Thus, for example, if your
tier 3.2 hero is wearing a Cloak of the Green Lurker (Which
Selling Magic Items grants bonus to Stealth (Quickness) action skill rolls in natu-
ral surroundings equal to 1+ half your tier) and are wearing
Magic items, rare and unusual, are easy to sell, but doing armor with a Lesser Shadow Rune (+1 to all Stealth (Quick-
so is unusual. In most cases, when someone desires to rid ness) action skill rolls) you would benefit from the cloak’s
192
greater bonus in natural surroundings (+2 bonus) and the nic magic is a complex merging of the devoted rituals with
Magic Items
Lesser Shadow Rune’s bonus in all other situations. complex numerology to produce magical “traps” which serve
Slot: Many items must be worn by the hero to take advan- to capture and direct magical energy into a particular pat-
tage of the items abilities; these items always take up a par- tern. The mastery of these techniques is long, difficult and
ticular place on the body, for example, the head. Each slot, sometimes deadly; few have the tenacity and devotion re-
except for rings, may only have a single item worn in that quired to become a runesmith. Due to its complexity and
slot. You may wear one ring per finger. However, you are still the strain this type of magic places on the item it imbues, it
limited to not wearing more magical items than your passive may only be applied to weapons, shields and armor.
Charisma +3. Each rune is visually distinct, and often further
Tier: Your hero must be of this tier or higher to access the made unique by the art of the runesmith who created the
item’s magical properties. Below that tier, you may wear the rune. As the magical trap settles onto the object it is applied
item, however, none of the benefits listed under effects are to, the rune’s design is burnt into the surface, producing
active. deep etchings that are filled with the magical power.
Weight (Enc): This is the overall weight of the item and its Number of Runes: It is possible to place a rune onto a weap-
encumbrance value. Magical clothing follows the same rules on, shield or suit of armor so long as it is of at least Good
for normal clothing (the encumbrance value increases to 1 quality. The total quantity of runes that may be held by a
when not being worn). specific item is based on the quality of the item. As more
runes are added to an item, the strain of their magic begins
Magic Item to degrade the item itself, making it more brittle. If too many
runes are placed onto an item, the strain causes it to shatter.
Categories As noted in the following table, different quality items have a
Armor & Shields: Armor and shields occupy their own different number of rune slots available; the different power
unique item slots; these do not count as worn magic items. levels of runes require a varying number of rune slots. Lesser
Weapons: All weapons, including wands and other held runes occupy one slot, standard runes occupy two and great-
objects, occupy the weapon slot. You may have up to two er runes occupy three slots.
weapons, assuming you have the hands to hold them. Mis-
cellaneous held objects cannot have runes applied to them. Table 4-1 Available Rune Slots
Enchanted Garb: This category includes all worn magic Item Quality Rune Slots
items, such as cloaks, rings, circlets and so on. These slots are
Good 1
all unique, except for rings, which may have one per finger.
Worn Item Slots Fine 2
Arms: bracelets and bracers. Exceptional 3
Feet: boots, shoes, and slippers. Legendary 4
Waist: belts and girdles.
Hands: gauntlets and gloves. Inscribing and Transcribing Runes: Creating a new rune
Head: circlets, crowns, hats, helms, masks, is time-consuming, expensive and requires the specialized
glasses, goggles, and headbands. training and experience of a runesmith. Runesmiths can spend
Neck: amulets, brooches, medallions, necklaces, pe- decades learning and perfecting their craft, and because of
riapts, and scarabs. the challenging nature of their studies, they often demand
Shoulders: capes, cloaks. rare materials, special favors or promises of future favors, in
Body: robes and vestments. addition to the materials costs for the rune itself. Inscribing
Chest: mantles, shirts, and vests. a new rune costs 1,500 Gc per rune tier and takes one week
Rings: Rings, Slave Bracelets. of time
Adornments: Earrings, Arm Bands, Anklets, Pins Not all runes are created new, as it is possible to
transfer runes between items. The process for doing so is
Enchanted Gear: This is a catch-all category for any magi- cheaper, faster and generally does not involve demands for
cal item that does not fall into the above category; such as rare goods or special services. Transcribing a rune between
enchanted statues or legion standards. two items costs 250 Gc per rune tier and requires one hour
of time. The task of transcribing runes between items is often
Weapons & Armor – delegated to a runesmith’s apprentices.
Runes & Effects: As noted above, Runes may be inscribed
Runic Items on items which occupy the weapon, armor or shield slot.
The techniques for engraving runes were first developed by There are other items which can benefit from runes; how-
the Elorii and later refined by the Dwarven runesmiths. Ru-
193
ever, these items are the exception not the rule. Such items Avalanche
are clearly noted; if an item that does not use the above slot Description: You may call upon this rune to gain the de-
gives no provision for being engraved with a rune, then it structive power of an avalanche.
cannot have a rune applied. Weapon: Once per scene (Sp: +3) you may call upon the
Runes have different effects depending on the type power of this rune to attack with unrelenting strength. Lesser:
of item on which it is placed. For example a Fire Rune upon +d4 damage, Standard: +d6 damage, Greater: +d8 damage.
a weapon allows the wielder to envelop the weapon in flame Armor: Once per scene (Sp: +2) when performing a charge
to cause extra damage, but if that same rune is placed on a you move slightly faster. Lesser: +5' pace, Standard: +10'
suit of armor, the wearer gains a small measure of protection pace, Greater: +15' pace.
against flame. Shield: Anytime you perform the Shield Slam weapon trick
A rune which is engraved on a weapon or shield you lower the trick’s recovery (to a minimum of 1) and may
cannot have its effect triggered if the weapon or shield is not gain a small bonus to hit. Lesser: -1 recovery, Standard: +1 to
being wielded. hit, and -1 recovery, Greater: +1 to hit, -2 recovery.
Rune Effects and Stacking: As with the bonuses that regular Slot: Rune Tier: L:1/S:3/G:5
magic items provide, the effects of runes do not stack. When Weight (Enc): - (-)
the same rune (ignoring its rank) is applied to an item mul-
tiple times, only the most powerful version of that rune, that Celerity
the wielder may use, is active. None of the others have any Description: This rune allows you to move or attack with
effect, although they continue to occupy rune slots. incredible speed.
Also, this limitation also applies to effects that have Weapon: When a weapon with this rune is used to perform
limited uses. Those limits are accessed per item, not per rune, a weapon trick or martial maneuver you reduce the recovery,
and thus engraving multiple copies of a rune onto an item speed penalty or both (to a minimum of 1). Lesser: -1 recov-
will not allow you to bypass that limitation. ery, Standard: -1 speed penalty, Greater: -1 speed penalty
and recovery.
Table 4-2 Runes Armor: You move faster and are less encumbered by your
Tier armor (minimum of 1). Lesser: +5' pace, -1 Encumbrance,
Rune Lesser Standard Greater Standard: +5' pace, -2 Encumbrance, Greater: -1 bulk, -2
Encumbrance.
Avalanche 1 2 3
Shield: Shields inscribed with these runes feel lighter and
Celerity 1 3 4 respond with greater speed, reducing the shield penalty and
Fire 1 2 3 maybe encumbrance (both to a minimum of 1). Lesser: -1
Frost 1 2 3 SP, Standard: -1 SP, -1 Encumbrance, Greater: -2 SP, -2 En-
Hatred 1 2 3 cumbrance.
Slot: Rune Tier: L: 1/S: 3/G: 4
Lighting 1 2 3
Weight (Enc): - (-)
Might - 2 -
Perseverance 2 3 4 Fire
Relentless - 2 - Description: Weapons with this Rune can ignite into
Sanctified 1 3 4 flame, while armor with this rune shields its wearer against
Codex of Magic
194
Frost Might
Magic Items
Description: Weapons with this Rune can become as cold Description: Items engraved with this rune allow their
as ice, while armor with this rune shields its wearer against wielder to summon terrible strength in heat of battle.
blizzards. Weapon & Armor: Once per scene, with a simple com-
Weapon: With a command (Sp: +1) this weapon becomes mand (Sp: +1) you may increase your Might die by one size
coated with rimefrost, which does not harm the wielder category, for example a d10 becomes a d12. If your hero’s
Lesser: +1 cold damage, Standard: +2 cold damage, Greater: might is already a d12 roll 2d6 instead. This effect lasts for
+3 cold damage. A weapon can only be sheathed by single the remainder of the scene. This rune does not have lesser or
energy type at a time. greater versions.
Armor/Shield: Anyone wearing armor or wielding a shield Slot: Rune Tier: S:2
with this rune is protected against cold. Lesser: +1 AR vs. Weight (Enc): - (-)
cold, Standard: +2 AR vs. cold, Greater: +3 AR vs. cold.
Slot: Rune Tier: L:1/S:2/G:3
Weight (Enc): - (-)
Perseverance
Description: Items engraved with this rune invigorate the
item’s wielder.
Hatred Weapon & Shield: Once per day (Sp: 2) you may activate
Description: Items engraved with this rune allow the this rune to recover some stamina. Lesser: d6, Standard:
wielder to kill or hunt down a chosen foe with greater ease. 2d6, Greater: 3d6.
Effect: Choose a Focused Enemy (see the Hunter talent Armor: While you wear this armor, you gain 10 points of
page 100); the selection of Focused Enemy is intrinsically stamina.
tied to the rune and cannot be changed after the first time Slot: Rune Tier: L:1/S:3/G:5
the rune is engraved. Weight (Enc): - (-)
Weapon: Any weapon has a better chance to strike its cho-
sen enemy. Lesser: N/A, Standard: +1 to hit, Greater: +2 to
hit. Relentless
Armor/Shield: Anyone wearing armor or wielding a shield Description: With this rune, you can shrug off wounds
with this rune finds it easier to track the chosen enemy. that would drop most men.
Lesser: +1 to tracking chosen foe, Standard: +2 to tracking Weapon & Armor: Once per day (Sp: 0) you may ignore 1
chosen foe, Greater: +3 to tracking chosen foe. point of wound damage. If you do so push your clock by 2.
Slot: Rune Tier: L: 1/S:2/G:3 Slot: Rune Tier: S:2
Weight (Enc): - (-) Weight (Enc): - (-)
Lightning Sanctified
Description: Weapons with this Rune cause it to crackle Description: Each rune of this type is aligned with a par-
with lightning, while armor with this rune protects its wear- ticular Deity, and only devoted worshippers of that Deity
er against electrical storms. can access its power.
Weapon: With a command (Sp: +1) this weapon begins to Weapon: Any weapon with this rune deals more damage
crackle with lightning; which does not harm the wielder and against those who worship other deities. Lesser: +1 damage,
provides light equal to a torch. Lesser: +1 electricity dam- Standard: +2 damage, Greater: +3 damage.
age, Standard: +2 electricity damage, Greater: +3 electricity Armor/Shield: Anyone wearing armor or wielding a shield
damage. A weapon can only be sheathed by single energy with this rune is shielded against Devout Arcanum of other
type at a time. religions, granting them a measure of AR against those Ar-
Armor/Shield: Anyone wearing armor or wielding a shield canum. Lesser: +1 AR, Standard: +2 AR, Greater: +3 AR.
with this rune is protected against electricity. Lesser: +1 AR Slot: Rune Tier: L:1/S:3/G:4
vs. electricity, Standard: +2 AR vs. electricity, Greater: +3 Weight (Enc): - (-)
AR vs. electricity.
Slot: Rune Tier: L:1/S:2/G:3
Weight (Enc): - (-)
195
Shadow Weapon & Armor: Once per scene, your hero’s max lift,
Description: Items with this rune appear diminished and push, and pull are increased by 200lbs. This rune has no
are more difficult to see. standard or greater versions.
Weapon: As long as a weapon inscribed with this rune Slot: Rune Tier: L:1
is not being wielded, it becomes easily overlooked. Unless Weight (Enc): - (-)
someone is specifically looking for weapons they will not
notice the presence of the weapon. If someone is actively Storms
searching you for weapons, you is may perform a Persua- Description: You may call upon this Rune to strike down
sion or Deceit (Charisma) action skill roll as a demanding your enemies with lightning!
skill action against the searcher’s Discipline, if successful the Weapon/Armor: Once per scene (Sp: 4, Dr: Instant, Ra:
searcher does not notice this weapon. You also gain a bonus 60’) you may call down a bolt of lightning to strike your
to this roll depending upon the power of the rune. Lesser: foes. Perform a Ranged (Marksmanship) attack roll against
N/A, Standard: +2, Greater: +3. your target’s Avoidance; if successful you deal the following
Armor/Shield: Anyone wearing armor or wielding a shield amount of electrical damage. Lesser: 2d6, Standard: 3d6,
with this rune will find it becomes considerably easier to Greater: 4d6
be stealthy. Lesser: +1 to Stealth action skill rolls, Standard: Slot: Rune Tier: L: 1/S:3/G:4
+2 to Stealth action skill rolls, Greater: +3 to Stealth action Weight (Enc): - (-)
skill rolls.
Slot: Rune Tier: L: 1/S:3/G:4
The titan
Weight (Enc): - (-)
Description: Items engraved with this rune contain a pal-
try mimicry of the Celestial Giant’s strength; but even such
Sorcery a paltry mimicry is sufficient to frighten most that come face
Description: This rune does not contain magic, so much to face with its power.
as serve as a conduit that makes other Arcanum easier to Weapon: With a simple command (Sp: +2, Dr: 24) you be-
invoke and control. come as large as a giant; increase your might die and weapon
Effect: Each rune of this type is attuned to one particular damage die by one size, for example a d10 becomes a d12 (if
type of Arcanum; this choice is made when then rune is first the die is already a d12 roll 2d6 instead). You also gain +10
engraved and cannot be changed after that point. The effects stamina, but suffer a -2 penalty to Avoidance.
of this rune only apply to Arcanum of the same type as the Armor: With a simple command (Sp: +1, Dr: 24) you be-
rune is attuned to. come an unstoppable force; increase your armor’s AR by 5.
Weapon: Weapons engraved with this rune make it easier Special: Unlike most runes you may activate this rune on
to target your Arcanum effects.. Lesser: Nil, Standard: +1 to both your armor and weapon as part of a single action
hit, Greater: +2 to hit. (Sp:+4). But once the duration of the effect is over, you be-
Armor/Shield: Anyone wearing armor or wielding a shield come exhausted for the remainder of the scene.
with this rune will find they can manipulate the Arcanum Slot: Rune Tier: G:4
with greater ease. Lesser: +1 to chosen Arcanum action skill Weight (Enc): - (-)
rolls, Standard: +2 to chosen Arcanum action skill rolls,
Greater: +3 to chosen Arcanum action skill rolls.
Thunder
Special: A weapon engraved with both this rune and an el-
Description: Items with this rune allow their wielder to
emental rune allows the weapon’s wielder to apply the effects
call upon the earth shattering sound of thunder.
Codex of Magic
196
Unassailable Wand of Fire
Magic Items
Description: Items engraved with this rune allow the Description: Commonly carved from a burnt tree branch
wielder to more effectively protect himself and others . these wands always seem warm to the touch
Weapon: When this weapon is used in defensive stance Effect: Once per Scene, (Sp: +2 Strain: +0) you may add d8
you gain a bonus to your Fortitude defense equal to the tal- fire damage to any single-target, direct damage spell.
ent’s Avoidance defense bonus; this bonus cannot exceed the Slot: Weapon Tier: 1
rune’s rank. Lesser: +1 max, Standard: +2 max, Greater: +3 Weight (Enc): 2lb (1)
max.
Armor: Anyone wearing armor with this rune engraved Enchanted Garb
will find it offers increased protection. Lesser: Nil, Standard: Enchanted garb consists of all worn items, enchanted cloaks,
+1 AR, Greater: +2 AR. boots, and jewelry all fall under this category. As mentioned
Slot: Rune Tier: L: 1/S:2/G:3 above you may only benefit from as many worn items as
Weight (Enc): - (-) your passive charisma modifier + 3.
197
Assassin’s Bracer Bracelet of Companionship
Description: Upon first glance this leather bracer look like Description: A simple charm bracelet, decorated with
any other, but what makes it so special lies just beneath is de- small crystals and common symbols of friendship such as
ceptively common exterior. Favored among the champions clasped hands, runes of friendship and even family symbols.
of Cadic, these bracers afford a holy assassin a much needed Effect: Once per day (Sp: 5, Dr: 24 hr) you may pull upon
element of surprise, and may even allow one to be armed in the bracelet producing an exact copy of it. You may com-
places weapons are not allowed. municate telepathically with anyone wearing the copy as
Effect: At any time (Sp: +1) you may pull upon a small long as both of you remain upon Onara. You are also aware
latch releasing a spring loaded blade (treat as a dagger which of each other’s physical condition (healthy, hurt, or dead).
cannot be thrown) the blade itself is non-magical but may Lastly you may “listen in” on the slave bracelet, allowing you
be fitted with runes as any other weapon (treat it as Good hear everything as if you were there. The bracelet produced
quality). The blade may be retracted with ease, requiring a by the master bracelet does not take up any of the wearer’s
simple twist of the wrist. The blade is very hard to detect, worn item slots. After the duration ends, the slave bracelet
giving you a +3 bonus to all Stealth action skill rolls to con- disappears.
ceal the blade. Slot: Adornment Tier: 1
Slot: Arm (one) Tier: 1 Weight (Enc): - (-)
Weight (Enc): 1lb (1)
Cape of Glory
Band of the Awakened: Resilience Description: These long red capes are lesser imitations of
Description: These rings are commonly carved out of a the cloak Glory once worn by General Menesis val’Tensen,
single shard of bloodstone and etched with twisted runes. Defender of the Empire. The cape is attached to an intri-
These rings seem to glow from the inside with an eerie radi- cately embroidered mantle with a golden rope and tassels.
ance. A single golden cloak pin, shaped as a holy symbol of Illiir,
Effect: Only the awakened can benefit from this ring, any- fixes the right side of the cloak.
one so blessed finds they gain an additional measure of con- Effect: Once per day, you may attempt to address a number
trol over their powers. Once per day (Sp: +3) you may ignore of people equal to 10 + your passive charisma modifier as a
the strain of any one Psionic spell. Also, the wearer of this demanding skill action. All allies you have addressed gain a
ring gains a bonus to all Arcanum: Meditation action skill +1 bonus to all action skill rolls for one hour, Unlike other
rolls equal to one half your character’s tier. magic items the bonus from this item stacks with those from
Slot: Ring Tier: 1 other magic items, but not with other capes of glory.
Weight (Enc): - (-) Finally, you enjoy a +1 bonus to your fortitude defense and
receive a bonus all on horror checks equal to one half your
Bone Ring of the Ghost character’s tier.
Description: This ring has been clearly carved from a single Slot: Back Tier: 1
piece of bone with benedictions to Beltine that bless the ring Weight (Enc): 1lb (1)
bearer with Beltine’s guidance. Cloak of the Green Lurker
Effect: The wearer of this ring may, once per scene, become Description: Hidden in the dark-glens and towering pines
slightly insubstantial allowing his weapon to bypass the ar- of the Pricklespur Forest are creatures, known to the Pengik
mor of his target. This power must be activated as part of a folk who live there, as Green Lurkers. These fitful creatures
melee attack (Sp: +1) if the attack is successful you ignore a are shy, and tend to stay away from people. However, a green
Codex of Magic
number of AR equal to 1+ half your character tier. lurker that is pressed into a corner will fight back with a
Slot: Ring Tier: 1 terrible vengeance, calling for its friends to assist it. One or
Weight (Enc): 1lb (1) more of these normally timid creatures will swarm onto a
foe, grappling it and pummeling it to death.
Boots of Rapidity Effect: The wearer of this green, shaggy cloak becomes par-
Description: These boots are always crafted from lizard skin ticularly adept at grappling. You gain a bonus to all Melee:
of some kind, ranging from giant snakes through Ss’ressen Unarmed action skill rolls when performing a grapple equal
skin. to one half your character’s tier. Also when you are involved
Effect: Your pace is increased by 5' per tier. Additionally, in a grapple, any foe being grappled is surrounded by the
once per scene (Sp:+1) you double your pace until after your cloak and muffled by it. Thus, anyone who may be within
next move action.. earshot of the grapple suffers a -3 penalty to any Perception
Slot: Feet Tier: 1 action skill rolls to hear the scuffle.
Weight (Enc): 1lb (2) Slot: Back Tier: 1
Weight (Enc): 2lb (1)
198
Demon-Hide Cloak also gain a bonus when attempting the Disarm martial ma-
Magic Items
Description: This crude cloak, repulsive to most people, is neuver and The Grasp the Blade weapon trick equal to 1+
created from the uncured hide of an infernal. These cloaks one half your character’s tier.
vary as much in appearance as the creatures they are craft- Slot: Hand, one. Tier: 1
ed from, but one thing remains constant, the general aura Weight (Enc): 1lb (1)
of malaise that surround them. While most destroy these
vile items on sight, the Seekers of the Hidden Master revere Gloves of Skillful Manipulation
them and seek them out. Not to destroy them like others, Description: A pair of black fingerless gloves with leather
but to claim them and use them. straps tightly securing them to the writs.
Effect: This cloak grants you a +1 bonus to your AR, this Effect: You gain a bonus to all Larceny action skill rolls and
bonus stacks with any bonuses granted though armor, but to all Quickness attribute action skill rolls equal to 1+ one
not with an unassailable rune. You also gain a +1 Bonus to half your character’s tier.
your Fortitude Defense. Slot: Hands Tier: 1
Slot: Shoulders Tier: 1 Weight (Enc): - (-)
Weight (Enc): 2lb (1)
Gloves of the Tiger
Forlorn Cloak Description: Made from the cured hide of a large cat, these
Description: The Forlorn Cloak is a full-length, hooded gloves feel soft to the touch. Usually, these gloves include the
cloak fashioned from supple tanned leather, clasped with a talons of the cat positioned on the end of the fingers.
dark onyx pendant. Effect: With a thought (Sp: +1) you can instruct these gloves
Effect: This cloak grants the wearer the ability to fill oth- to meld into your skin, extending your fingers into long
ers with overwhelming dread; once per day per character sharp claws. These claws may be used to attack (Sp: 3, D:
tier (Sp: 6, Dr: 24, Ra: 20’ Radius) you may attempt a Per- d4 (Might), and are treated as an unarmed attack but do not
suasion, Deceit, or Intimidate (Charisma) action skill roll provoke Free Attacks, These gloves may be enhanced with
against the discipline of all targets within 20’, if successful weapon runes as if they were items of good quality.
they become shaken for the remainder of the scene. You also Slot: Hands; Weapons as well when activated Tier: 1
gain a +1 bonus to your discipline defense. Weight (Enc): - (-)
Slot: Shoulders Tier: 1
Weight (Enc): 1lb (1) Greaves of the Scout
Description: These steel greaves are common along the elite
Gallant’s Ring scouts of the Coryani Legions and are highly sought after
Description: These golden signet rings have been in circula- by every military force upon Onara. The greaves depict the
tion for as long as anyone can remember. When worn by no- goddess Saluwé upon powerful steed, bow in hand, looking
bility these rings instantly change shape, taking on the crest out over an encampment.
of the bearer’s family, non-nobles that wear this ring find it Effect: These greaves grant you an additional point of AR
changes into ornate band etched with the wearer’s initials. when in light or medium armor. They also grant the abil-
Effect: The personal charms of the wearer of this ring are ity to Track and Read Tracks as simple skill actions, with a
subtly enhanced. This grants you a bonus to all Persuasion bonus to the action skill roll equal to 1+ one half your char-
(Charisma) and Deceit (Charisma) action skill rolls when acter’s tier. Lastly, you may alter your tracks to look like any
dealing with individuals with a Responsive or better disposi- common animal, granting you a +10 bonus to Hide Tracks
tion equal to 1+ to one half your character’s tier. which you perform as a trivial skill action.
Slot: Ring Tier: 1 Slot: Feet Tier: 1
Weight (Enc): 2lb (1) Weight (Enc): 1lb (1)
199
Might attribute action roll with a bonus equal to three times ticks thereafter the necklace performs a d8 action roll (with
your character’s tier against the Avoidance of all creatures a bonus equal to three times your character’s tier) against
within range. Targets you successfully affect fall prone and the target’s Fortitude dealing an additional d8 damage with
have their clocks pushed 3. a successful roll. This necklace attacks a number of times
Slot: Feet Tier: 1 equal to your character tier, after which it falls to the ground
Weight (Enc): 1lb (1) dissipating into mist, reappearing around your neck 12 ticks
later, regardless of range.
Hat of the Foolhardy Slot: Neck Tier: 1
Description: These hats come in a wide array of styles and Weight (Enc): - (-)
colors, ranging from the wide brimmed hat popular in the
League of Princes to a simple leather cap common to Canc- Necklace of Escape
eri. What these hats do share is an intricate symbol of Lar- Description: These seemingly simple necklaces commonly
issa or a complex rune of fate, somewhere the ornamentation consist of a thin gold chain suspending a single black stone
on the hat. pendent held in an iron cast clasp
Effect: While wearing this hat, there is a 25% chance that Effect: Once per scene, upon your command, this necklace
after you spend a Fate point, you gain a Fate point. This ef- transforms into a small shadowy snake which can move
fect may only occur once per scene. . along your body. It can release any binding that restrains
Slot: Head Tier: 1 you, unless the binding is magical and controlled by some-
Weight (Enc): 1lb (1) one of a higher character tier than you are.. You also gain a
bonus to any action skill roll required to escape confinement
Hawk’s Hood (including stealth, larceny, and even knowledge skill uses)
Description: Patterned after the hood once used by famed equal to your character’s tier.
Milandisian bounty hunter Charles Winterbourne, this Slot: Neck Tier: 1
white cloth hood always seems to stay clean, even under the Weight (Enc): - (-)
worst conditions.
Effect: Once per scene (Sp: 2) you gain the ability to see as Night Stalker’s Cloak
if he was using a spyglass (magnifying your vision by ten Description: With coloring ranging from dark reds to
times.) You also gain a bonus to all Perception (insight) ac- even deeper blues, this cloak seems indistinguishable from
tion skill to equal 1+ to one half your character tier, but only a normal cloak during the day. However, when bathed in
when you are able to see with your natural eyes. the cloak’s color shifts to a dark indigo. A favorite amongst
Slot: Head Tier: 1 assassins and holy champions of Cadic, this cloak not only
Weight (Enc): 1lb (1) helps hide the wearer but also comes with a few enchanted
compartments which hold the tools of trade required for
Necklace of the Depths subterfuge.
Description: These ornate necklaces consists of two strings Effect: You gain access to several small compartments, each
the shorter of the two containing several coral carvings de- producing a different piece of gear (all of Good quality).
picting shells sea life, the other a string of flawless Pearls. One conjures a grappling hook with 50’ of rope, another a
Effect: You gain the ability to breathe underwater through set of lock picks, and three others produce daggers. All of
a pair of gills that sprout from your neck whenever you are these items disappear 5 ticks after they are released or placed
immersed in water. This amulet also grants you a bonus to back into the folds of the cloak. Lastly, when in darkness
Codex of Magic
all Athletics: Swim skill action rolls equal to 1+ one half you gain a bonus to all Stealth (Quickness) action skill rolls
your character’s tier. equal to 1+ to one half your character’s tier.
Slot: Neck Tier: 1 Slot: Back Tier: 1
Weight (Enc): - (-) Weight (Enc): 2lb (1)
200
crement penalty. Also, once per scene (Sp: +2) you gain a Ring of Puissance at Arms
Magic Items
bonus to any one Ranged: Marksman attack roll equal to Description: This ring is the secret shame of some of the
your character tier. less scrupulous duelists of Savona. First made by Flavius the
Slot: Head Tier: 1 Quick, a duelist that secretly used magical talents to gain
Weight (Enc): 1lb (1) advantage in the streets of Savona; since that time, these
rings have been passed on to his students. It is considered
Puzzle Rings improper to use magic to gain advantage in what is supposed
Effect: Once per day, when a puzzle ring is removed and to be a contest of pure skill, but Flavius wanted the glory and
thrown to the floor (Sp: 4, Dr: 8hr) and the correct name is the adoration of women that victory in duels would often
spoken (which is known the first time the ring is worn), the provide. His students were cast from the same mold and use
ring begins to quickly unfold and expand until it becomes a these rings to gain an unfair advantage over their opponents.
living animal. The owner can communicate with his sum- Effect: These plain steel bands do not detect as magical,
moned animal telepathically (Ra: 100’), as it does its best once per scene (+1 sp) you gain a bonus to a single attack
to serve its owner. If the animal is slain, the duration ends, roll equal to 1+ one half the wearer’s tier. You also gain a +1
or ring’s wearer wills it, the animal returns to its ring form, bonus to resist being disarmed or tripped.
and the ring reforms on the wearer’s finger (regardless of the Slot: Ring Tier: 1
distance involved). Invoking a puzzle rings is considered a Weight (Enc): - (-)
Binding Arcanum and only one puzzle ring may be used by
any one individual at a time. A puzzle ring continues to oc-
cupy its worn item slot, even when active.
Enchanted Gear
These items range from enchanted ropes to cards of won-
Use the animal’s stats (See Codex of Conflict, page drous power.
146) which advance as if the owner had the Faithful Com-
panion talent equal to the owner’s tier.
Table 4-5 Enchanted Gear
Puzzle Ring of the Winter Wolf Item Tier
Description: These rings are always carved from a single Chime of Sanity 1
piece of ivory and etched with images of running wolves. Drums of War 1
Effect: This ring summons a large white Alpha Wolf with Flask of Verdant Glory 1
burning red eyes. Additionally, while the ring is worn you
may communicate verbally with normal wolves. Folding Boat 1
Slot: Finger Tier: 1 Inquisitor’s Rope 1
Weight (Enc): - (-) Libram of Vast Knowledge 1
Pipes of the Underworld 1
Puzzle Ring of the Hawk
Quiver of Saluwé 1
Description: These rings are commonly made of gold and
etched to resemble a ring of feathers. Scabbard of the Blessed 1
Effect: This ring summons a magnificent hawk. Also while Scoundrel’s Chalk 1
the ring is worn you may communicate verbally with nor- Skeleton Key 1
mal hawks. Spiderhook 1
Slot: Finger Tier: 1
Sunblessed Lantern 1
Weight (Enc): - (-)
Token of Wings 1
Puzzle Ring of the Black Stallion Token of the Pit 1
Description: These rings are always carved from a single Token of Unrelenting Hunt 1
piece of ebony, along its edge the words “and his gift to them Violin of Agony 1
was the rumble of thunder”
Wayfarer’s Rucksack 1
Effect: This ring summons a black heavy warhorse with eyes
the color of the deepest storm; the warhorse always comes Ward Stone 1
wearing a set of grey heavy barding, a saddle, and a bit and
bridle; these items dissipate and reform on the warhorse if
removed. While the ring is worn you may communicate ver-
bally with normal horses.
Slot: Finger Tier: 1
Weight (Enc): - (-)
201
Chime of Sanity Effect: At will the owner of this box may command it to
Description: This small bell is etched with prayers of peace unfold into a small row boat; unfolding requires 2 minutes
and serenity. These bells are a common sight in most major of time The boat is outfitted with 30’ of rope, a small anchor,
churches. and two oars. Any equipment removed from the boat for
Effect: Once per day (Sp: 3, Dr: Instant, Ra: 20’) you may more than 5 minutes dissipates into smoke and is restored
use ring this chime allowing all allies within range to reroll within the boat 30 seconds later. Unlike unfolding, the boat
a failed horror check. This chime must be used within 12 disappears in a cloud of mist when commanded to, reform-
ticks of the failed horror check for the bell to have any effect. ing as a box in its owner’s hands 6 ticks later.
Tier: 1 Tier: 1
Weight (Enc): - Weight (Enc): - (-)
Drums of War Inquisitor’s Rope
Description: This pair of large drums is crafted from brass Description: This spider-silk and silver rope is a favorite
with heavy boiled leather rapped and tied around the cyl- tool for Inquisitors, and is usually crafted by the Inquisition
inders. Two wide leather-straps bind both drums together. of the Mother Church.
Commonly decorated with military symbolism these drums Effect: Once per scene, the owner of this rope may toss this
are a common sight within most military orders. rope at single target with a Ranged: Thrown attack roll (Sp:
Effect: Once per day (Sp 5, Dr: Scene, Ra: 100’ radius) these 6, Dr: 12 Ticks, Ra: 10’) against the target’s Avoidance. If
drums may be played, which requires two hands, to inspire successful the rope then attempts a Melee: Unarmed attack
your allies and hinder your foes. All allies within range gain to grapple the target with a bonus to the attack equal to
a +1 bonus to all attack rolls. Also with a successful Perfor- double the owner’s tier. This rope continues to attack until
mance: Drums (Charisma) action skill roll (TN: 20) all en- the duration has elapsed or the target is pinned. This rope
emies in range suffer a -1 penalty to all attack rolls. Unlike cannot grapple creatures larger than 10’ tall.
other magic items the bonus and penalties from this item Tier: 1
stack with those from other magic items, but not with other Weight (Enc): 1lb (1)
drums. Also, once per week, if used to keep time during a
forced march, all allies within range may move double their Libram of Vast Knowledge
daily distance. Description: Iron-bound, covered with thick, boiled leath-
Tier: 1 er and secured by silver and gold clasps along its bindings,
Weight (Enc): 3lb (6) these books are quite rare and highly sought-after by sages.
Effect: Each of these tomes is dedicated to one particular
Flask of verdant Glory knowledge specialization. Anytime the owner of this tomb
Description: This simple stone flask, engraved on the side is required to perform Knowledge action skill roll in the
with the holy symbol of Saluwé, is carried by most members same field of specialization as the tome he may take 3 de-
of the clergy of Saluwé. The clergy have never revealed who manding skill actions to consult the tome, gaining a bonus
crafted the first of these items, or where, but the first report to the action skill roll equal to 1+ one half the owner’s tier.
of the item appears in a journal of the Emerald Society from Tier: 1
the fourth century. Weight (Enc): 1lb (1)
Effect: Once per day (Sp: 6) when the common benediction
to Saluwé is spoken the flask quickly fills with clean, fresh Pipes of the Underworld
water. When consumed within 12 ticks, the drinker of the Description: These dusty pipes appear to be simple ivory
water is instantly healed 2d6 Stamina. pipes, capped at the ends with grimy bronze fittings. How-
ever, a closer inspection reveals them to be fashioned from
Codex of Magic
202
Some intelligent undead seek out owners of these Effect: The true power of the Skeleton Key becomes appar-
Magic Items
pipes, and pay good coin for a talent owner to play them; the ent when it is inserted in a lock. This key may unlock or
opportunity for the Chosen of Neroth to experience these lock any non-magical lock. If used to attempt to bypass an
emotions are few and far between. enchanted lock this key gives the user a bonus to Larceny
Tier: 1 action skill rolls equal to the user’s tier.
Weight (Enc): 1lb (0) Tier: 1
Weight (Enc): - (-)
Quiver of Saluwé
Description: These leather quivers are etched with the holy Spiderhook
symbols and benedictions to the goddess of the blessed Description: A Spiderhook looks like a normal iron grapnel
hunt Saluwé. Although commonly referred to as “Quivers with four tines. The four tines meet and form a single shaft
of Saluwé”, versions of this quiver blessed by the temples of topped with a ring for rope attachment. The ring itself is
Belisarda are known to exist. the only adornment on the entire hook; crafted to resemble
Effect: This quiver blesses its owner with a never ending sup- a large spider perched on the very apex of the shaft with its
ply of arrows. Some, exceedingly rare versions of this quiver legs forming the ring.
also have a weapon rune etched upon its interior, imbuing Effect: With a single command (Sp: 3), the Spiderhook
all created arrows with the rune’s weapon power. animates and climbs up any natural surface, trailing a rope
Tier: 1 (Rune Quiver of Saluwé 4) behind it. When the Spiderhook reaches the top of a wall,
Weight (Enc): 1lb (0) or when a second command is given the hook wedges itself
in place and provides a secure anchor for the rope. The hook
Scabbard of the Blessed will remain anchored in place until a release command is
Description: This plain scabbard bears the holy symbol of given, at which point it will obediently crawl back to the
the god to which it is attuned, embossed into its side. owner.
Effect: The power of this scabbard may only be used by a A Spiderhook can support up to 120 ft. of rope, It moves at
devout worshiper of the same god as the scabbard is attuned pace of 30' when ascending or descending.
to. Once per day with a prayer to their deity for guidance the Tier: 1
scabbard blesses the blade contained within (Sp: 3), granting Weight (Enc): 3lb (2)
that weapon the Lesser Sanctified weapon rune for the next
8 hours. This rune occupies a normal slot, but may tempo- Sunblessed Lantern
rarily override an existing rune (which is restored when the Description: This exquisitely decorated lantern is fitted
effect of the scabbard ends). with fine crystals, each etched with a holy symbol of Illiir.
Tier: 1 Effect: This simple lantern requires no oil; the light may be
Weight (Enc): - (-) ignited or extinguished at will with a simple prayer to Illiir
(Sp: 1); the text of the prayer is etched along the bottom of
Scoundrel’s Chalk the lantern.
Description: Made from supple leather, these small leather Tier: 1
bags don’t stay in one place for long. The origins of this curi- Weight (Enc): 3lb (2)
ous item are shrouded in mystery. Criminals and investiga-
tors alike seek them out. Tokens
Effect: Once per day, the owner may empty the bag’s con- All tokens appear as wooden coins with a small hole though
tents into the air as a demanding skill action. After 12 ticks its center. Activating a token (Sp: 2) requires it to be snapped
all the dust settles onto everything in a 20’ radius, clearly in two, destroying the token.
outlining any secret doors, invisible objects, or hidden por-
tals. After another 12 ticks the chalk vanishes into thin air, Token of Wings
only reappearing in the bag the next day. Description: This small wood coin has been carved to de-
Tier: 1 pict birds in flight
Weight (Enc): - (-) Effect: When this token is broken, two feathery wings sprout
from the back of the character that activated it. These wings
Skeleton Key grant the ability to fly at the character’s full pace for 12 ticks
Description: A Skeleton Key appears to be a sturdy, steel per character tier. Once the duration ends the wings disap-
key three inches in length. It has many strange and twisted pear leaving only feathers behind (and causing the character
prongs jutting from the shaft at weird angles and the head of to fall if they are not on the ground or otherwise supported)
the key is carved to look like a grinning human skull. Tier: 1
Weight (Enc): -(-)
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Token of the Pit touch any ally he would allow into the warded area to acti-
Description: This token seems to be blank on one side with vate the ward. For the next 4 hours anyone who enters the
a depiction of a pit on the other. warded area who is not allowed to bypass its protections sets
Effect: Breaking this token and throwing it to the ground off an audible alarm which can be heard up to a quarter-mile
produces a 5’ x 5’ x 5’ pit. This token only works when away.
thrown onto solid ground, including worked stone floors. Tier: 1
Tier: 1 Weight (Enc): - (-)
Weight (Enc): -
204
Potion of Mist Tier: Varies
Magic Items
Description: No one is certain of its origination, this Weight (Enc): - (-)
draught is now made by many alchemists.
Effect: The drinker of this potion changes into a column of
mist and steaks across the field of battle reforming 3 ticks
Alchemical Items
The most common of items, these items are not necessarily
later up to 60’ away.
products of magic, but of science! All these items have one
Tier: 1
thing in common; they may only be used once. Of all magi-
Weight (Enc): - (-)
cal items, Alchemical items are the only items which can be
Potion of Rejuvenation commonly purchased.
Description: A common potion created by almost every
major church and military organization; these potions have Table 4-7 Alchemical Items
saved of many. Item Tier Cost
Effect: The drinker of this potion instantly heals 3d6 Stam-
Acid Sphere 1 20 gs
ina.
Tier: 1 Altherian Oil 1 20 gs
Weight (Enc): - (-) Antitoxin 1 5 gs
Combustible Sphere 1 25 gs
Potion of Dragon Breath
Description: This potion, commonly brewed by the follows Flash Sphere 1 20 gs
of the fire dragon or Nier, has been found in the hands of Refreshing brew 1 10 gs
more than one harvester. Smelling Salts 1 4 gs
Effect: The drinker of this potion finds he may breathe fire
upon his foes (Sp: 4, Dr: Instant, Ra: 20’). Upon a successful Acid Sphere
Range: Thrown action skill roll against the targets Avoid- Description: This concentrated and very powerful form of
ance he deals d8 (Vigor) fire damage. The drinker retains the acid can only be safely carried in glass containers.
ability to breathe fire for 12 ticks. Effect: This sphere may be thrown at an enemy as a com-
Tier: 1 mon thrown weapon. (Sp: 4, DR: Instant, Ra: 20’, Dam:
Weight (Enc): - (-) d10 (Quickness) acid damage.)
Alternately this acid can be used to eat through a lock or
Sanctified Oil: Weapon other items; in which case the acid deals 1d10 cumulative
Description: These oils are commonly stored in hollowed damage every 2 ticks for 6 ticks.
out horns, upon which are carved several runes, benedic- Tier: 1
tions, and prayers for guidance. Weight (Enc): 0.5lb (0.5)
Effect: This oil has the ability to grant any weapon tempo-
rary rune enchantments, as if it had been carved with the Altherian Oil
oil’s weapon runes. If this oil is applied to a weapon which Description: First created by the Altherians, this oil is com-
already has runes, the oil’s enchantments override the exist- monly stored in glass or stone flasks and caped with cork
ing runes for the oil’s duration (1hr per tier). Sanctified Oil and melted wax. If the oil within is exposed to air it in-
has a number of rune slots equal to its tier, thus tier 4 Sancti- stantly ignites!
fied oil has 4 rune slots. Effect: This sphere may be thrown at an enemy as a com-
Tier: Varies mon thrown weapon. (Sp: 4, DR: Instant, Ra: 20’, Dam:
Weight (Enc): - (-) d8(Quickness) fire damage) if the attack also surpasses the
Sanctified Oil: Armor targets fortitude they suffer an additional 1d4 fire damage 3
Description: These oils are commonly stored in hollowed ticks later.
out horns, on which are carved several runes, benedictions, Alternately this oil can be thrown at an area; each flask can
and prayers for guidance. set a 5’ x 5’ area a flame for 12 ticks. Anyone walking into
Effect: This oil has the ability to grant any armor temporary the area suffers d6 fire damage.
rune enchantments, as if it had been carved with the oil’s Tier: 1
armor runes. If this oil is applied to an armor which already Weight (Enc): 0.5lb (0.5)
has runes, the oil’s enchantments override the existing runes
for the oil’s duration (1hr per tier). Sanctified Oil has a num-
ber of rune slots equal to its tier, thus tier 4 Sanctified oil has
4 rune slots.
205
Antitoxin
Description: This concoction may
taste horrible, but it might just
keep you alive.
Effect: anyone who drinks this
(Sp: 2, Dr: 1hr, Ra: Self) gains a
+2 to their fortitude against all poi-
sons.
Tier: 1
Weight (Enc): - (-)
Combustible Sphere
Description: These small spheres
are filled with a mixture of Althe-
rian Fire, flint chips and Altherian
Blastpowder.
Effect: This sphere may be thrown
at an enemy as a common thrown
weapon. (Sp: 4, DR: Instant, Ra:
20’, Dam: d10 (Quickness) dam-
age.)
Tier: 1
Weight (Enc): 0.5lb (0.5)
Flash Sphere
Description: This small sphere is
filled with a gray powder which
may be thrown as a splash attack,
causing it to burst in a flash of sear-
ing light.
Effect: This sphere may be thrown
at an enemy as a common thrown
weapon. (Sp: 4, DR: Instant, Ra:
20’, Dam: d4 (Quickness) dam-
age) If this attack also surpasses
the targets fortitude defense they
are blinded for 6 ticks.
Tier: 1 Smelling Salts
Weight (Enc): 0.5lb (0.5) Description: This strange and powerful concoction was first
created by the Ansharan church to help young neophytes re-
Codex of Magic
206