Professional Documents
Culture Documents
Companion
Tome
Written by the hand of
Ashton Greybury
Historian to the Helbrandt House
Grandmaster Cartographer
Master Historian
Master Enchanter
5th Wizard of the House of the Scroll
1
Table of Contents
2
Greetings my Seer!
I put ink to these papers with the sole
intention to hasten your understanding of my
world. I have spoken with the last Seer, Veria was
her name, and her story is in corroboration with
stories I have been told of Seers past… That is to
say, you Seers are not from my Realm at all!
You come from a different world. How can
this be, I know not but believe that the Principles
will it, and thus you are here. Not only that, I
believe you from another time entirely! The Lady
Seer Veria spoke to me at length of mechanical
contraptions not unlike the familiar golem in
which one willingly sits inside and commands it to
locations far and wide! She also mentioned that
weapons are far more advanced than what we
possess in this Realm. She believed that until she
learned of the Spell of Annihilation.
But you do not read this to learn what you
already know of your world. You are reading this
to know more of mine. So, please read on at your
leisure good Seer!
3
Chapter 1. The Principles
In the Realm in which you currently find
yourself in, the Principles are what guides good
men in their lives as they seek the betterment of
their fellow man.
For you, the Seer, as it has been with all other
Seers before you… your connection to these
Principles is much stronger and far more
important than most. Each Principle, detailed
further in the chapter, has an associated Aleph
somewhere in the Realm – a large stone of ancient
Haelgere design – which grants Seers a special
boon upon mastery of the associated Principle.
The Lady Seer Veria told me that such
Principles do not exist in your Realm – at least,
not in such a quantifiable and almost tangible
sense, as they exist here, so I understand if you are
somewhat confused. Just know this – your actions
and attitudes within this Realm are important
and reflect upon you and you may draw strength
and power from them.
4
The Principle of Empathy
5
The Principle of Bravery
6
The Principle of Temperance
7
The Principle of Piety
8
Chapter 2. Townships and the Kingdom
of Arma
Next I would like to begin with a broad
introduction to the locales of the Realm. In my
extended length of life, I have traveled to many
corners of this great Realm and have accrued
what I believe to be a sizeable vault of knowledge
on the geography of the lands. With this, I shall
begin.
9
World Map – Cartographer’s Reference
10
I have little doubt that you will find yourself
here as Seers of the past have. This is
traditionally the House of the Seer, or House of
the Aleph, kept by the Seers since, well, there were
Seers to keep it. A Steward who serves the line of
the Seers tends to most matters of the House, and
the surrounding area is fertile for g rowing crops
and raising livestock. Its location on the water
provides fishing opportunities as well as a dock,
should you acquire a dockmaster to tend it. This is
a safe place to rest and contemplate the
Principles, as well as your ongoing journey.
Traditionally, the Retinue of the Seer live
amongst the Seer’s Household here.
11
Perhaps the closest civilized locale to
Freehold, Aermun is under the rule of the House
of the Gauntlet, long-time friends of the Seers.
Although militarily declining, the Township of
Aermun is still capable of fielding enough
guardsmen to protect the town quite effectively,
and ensuring the rule of law and order. A further
curtain of defense surrounds the town in the form
of natural rock as well as fortified walls. Many
shops and provisions can be found here, and it is
located only a short ways North by North-East
from Freehold.
Aermun’s proximity to the Dungeon
Lethargus (a dreadful place) oft make it a
suitable location for adventurers and treasure-
seekers to hang their hats.
12
Located a short distance to the North-East
of Aermun, across the KingsPeak Mountain
range, is the bustling city of Arma, home of King
Richard and the House of the Fallen Knight. Kings
of times past oft called upon the Seers, and it
would behoove you to pay a visit to the King in due
course.
Arma is home of the second largest library in
the world (second to only the Great Library of
Gleanessa), and a wealth of knowledge awaits any
who takes the time to peruse the walls of tomes.
If there are any provisions far and wide in the
world that you are in need of, rest assured you
can find them in Arma, amongst the many
craftsmen and provisioners that inhabit the city.
13
Located on the Eastern coast of the Southern
continent, Bridelas is the home of the House of
Calor and the House of the Chalice, with the
former being in decline as of this writing.
What makes Bridelas unique is its wealth of
ore deposits in the surrounding mountains and
caves, which drew a great many craftsmen from
around the world. Most arms and armours of the
Realm are crafted here, and if you are in need of
weapons or armour, it would be wise to seek out
the craftsmen of Bridelas.
This is also the home of the legendary
Tatiana Alexi, Grandmaster blacksmith and
prodigious author of tomes detailing the
intricacies of the profession as well as things more
occult in nature as it relates to blacksmithy.
14
The small island Township of Gleanessa and
the ancient and learned House of the Scroll are
perhaps the oldest and most historical of
Townships in the Realm.
In ages past, this was the home of the
Haelgere, the true masters of Magic-craft; but
now it is but a shadow of its historical accounts.
With that being said, Gleanessa remains the
center of Knowledge and Magics. The Great
Library of Gleanessa is the largest library known
to all mankind – a great pity that in recent times
it has fallen to the hands of daemonic forces
(more on that later!)
The wise and learned Wizards of the Scroll
reside on the South-Western tip of the isle.
15
It is of further note that the
isle of Gleanessa also holds the
Ancient Aleph of Gleanessa – an
object of supposed great power and
dread. I have lain my own eyes upon
it, but have noticed nothing but a large circular
rock; certainly nothing overtly fiendish was
observed. But, the tales and legends are great and
many, detailing that this Aleph is the prison of the
dread Anathema! If there is truth to this, I know
not, I leave such matters in the hands of more
learned and wise men.
To find your way to Gleanessa, you have only
two options. The first is the use of a Shimmering
Mirror – ancient relics scattered throughout the
land which upon touching will transport you to
the location of another such mirror – which
mirror depends entirely on the time of day! The
second option is to sail. If you acquire a ship of
your own, you should have little trouble finding
the isle if you sail due South by South-West of
Nyssa. You can also charter a ship from Knights
Landing, West of Freehold.
16
On the far Western coast of the Southern
continent lies the former city of Ellen. I state
that it is former as it has been razed to the
ground… by whom, I know not, it has been some time
since I have last set foot in this once greatly pious
city!
Rumors abound that a madness had taken the
citizens of Ellen (what with being in the proximity
of the Dungeon Ignavus…) and the locale has thus
been shunned. Nobody travels there any longer,
much is the pity. The city has ties to historical
events dating back to the dawn of mankind, and for
a great deal of time it was the center of all study
and enlightenment as it concerned the Principles.
It was renowned for its order of Clerics and
Priests, once upon a time, now few in number.
17
The isle Township of Incunessa is an idyllic
place, with soft sand coasts and a perpetual calm,
warm breeze. There is not much for me to tell of
this tropical isle other than it is perhaps one of
the few places in recent generations untouched by
the hands of evil influences. It remains today as it
has for centuries – peaceful. A good friend of mine,
a monk from the House of the Iron Fist by the
name of Tai, resides here. I write this to you
because I have given him a map to care for, a map
that will be of great interest and use to you. I feel
that it would behoove you to seek it out at your
earliest convenience! Incunessa can only be reached
by ship – either your own, sailing South from the
South-Eastern tip of the Northern continent, or
charter from Mercenary Landing.
18
Home of the Helbrandt family’s Manse,
Eastmark is a rather unique Township, located on
the far-East coast of the Northern continent.
Built upon a small chain of isles, bridges connect
the town together, each isle housing few buildings
individually. Some farm land exists in the
northern part of the town upon the main land,
while the House of Eastmark has set up a guard-
station a short distance to the south.
If you are in search of purchasing a vessel of
your own, a man by the name of Piten Greywater
at the Tinker’s shop can surely assist you, as he is
a man I spoke to on many occasions in regards to
nautical endeavors and travel.
The sister-Township of Westmark no longer
exists.
19
The small Township of Faire can be found by
traveling North along the coast from Eastmark -
just follow the road! It is situated on the North-
East coast of the Northern continent.
The town of Faire is quite old, and if legends
and tales are to be believed, once was occupied by a
race of Elephant-people. No recordings of such
people exist today, so it very well might an old-
wives’ tale.
Located dangerously close to the Dungeon
Ferocia and the great Korkak Desert, Faire is not
a large or bustling place for most people (those
with sense anyway) do not travel here. The few
occupants of the Township seem content to service
the needs of the occasionally rare treasure-
hunter or soldier-on-errand.
20
Once known as the Township of Vallen, Resch
is the home of Ortog and his followers. I have met
this Ortog in my travels – a peculiar man with
even more peculiar companions! However, he does
seem to me a mostly benevolent man, though he
does not necessarily follow the guidance of the
Principles. It might be of benefit to you to seek out
his assistance, should you find yourself in need of
it for he and his companions are formidable
mercenaries!
The area the town lays in is fairly peaceful,
the tormenting creatures kept at bay by Ortog
and his group. Not far to the East lies a
Shimmering Mirror, making the trip to Resch, on
the Southern side of the Southern continent,
relatively simple.
21
The Township of Brookhaven is neither
conveniently located nor particularly important
in my estimation. It lies a fair bit to the North of
anything that could be considered relevant, though
it is perhaps the only place to rest your wary
bones if you are traveling to the frozen reaches of
the North, or if exploring the outer-mountainous
regions of the North-East of the Northern
continent.
A very small contingent of guardsmen keep the
small region safe from the beasts and evils that
reside in the nearby forests, and it is only by their
efforts that the townfolk of Brookhaven can sleep
peacefully.
22
Located North-East of the city of Arma, I am
reluctant to ever have called Frontier a
Township. Upon being first settled, Frontier was
a small mining community consisting of primarily
of those folk who were unable to make a life for
themselves in Bridelas.
However, something very peculiar happened to
the town of Frontier. Of all the folk I have spoken
with on the subject, both learned and unlearned
alike, none have offered an explanation as to why
Frontier is now abandoned and ruined. A small
handful of folk mentioned that when they
traveled near the area, they felt a great evil
presence watching them. Upon my own inspection, I
cannot claim to have felt such a presence; but
that is not to say that the place did not give me
23
gooseflesh! Perhaps it is the abandoned nature of
the town or some daemonic force at work, but
something upon the air chilled me. I spent an
afternoon looking through the few buildings left
standing and the ruins left behind (it appears that
the people left in a hurry, equipment and ore was
left behind!), I did not find any indication of an
attack of any sort. It is as if the people just
vanished and the Township fell into disrepair.
In any case of the matter, it is not some place
you would want to go to in the hopes of finding
food and shelter on a cold night.
24
The Township of Nyssa is perhaps the most
tragic. Once a bustling venue for education (it once
held a great school of magic, and it was a center
point for inventors to congregate), a terrible and
vast Blight has overtaken much of the land
surrounding the Township. Where fertile ground
once was, now only marsh and swamp as far as the
eye can see. Indeed, this great Blight consumes a
large portion of the North-Western section of
the Northern continent!
Nyssa itself, as it stands today, is a sad
shadow. Ruined and desolate walls keep the
interior of what’s left of the town relatively safe
from the numerous predators that lurk in the
mire beyond. It is difficult to travel to the
25
Township, but a Shimmering Mirror does exist
not far to the East of the town.
If there is one redeeming quality of the Blight,
is that the area surrounding Nyssa is ripe for
finding numerous reagents and herbs, essential in
the creation of many potices and tonics.
The old and great school of magic has all but
sunk into the bog, but you can still visit its ruins to
the East of the Township, a short walk South of
the Shimmering Mirror. But do be very wary,
Seer! This is a dangerous place, full of poisonous
and noxious creatures who are hostile towards
all.
I mentioned that upon visiting Faire I felt a
queer chill work its way through my skin – and
indeed I got the same feeling when traveling
further East in the Great Blight! I know not what
caused such a dread sensation, but I did not fully
explore the entirety of the swamp for the dangers
were too great.
26
Other Locations:
Knights Landing – Located due West if you follow
the coast from Freehold, this small encampment
exists for the sole purpose of chartering ships to
Gleanessa, Nyssa, or Ellen.
28
Lethargus, the Dungeon of Apathy, is located
in the Dead Wood due East along the coast from
Freehold, and as such it is the closest and easiest
to investigate. Luckily, it is also perhaps the
least-dangerous of the Dungeons, if such a thing
can be said!
You must know Seer that the Dead Wood and
Lethargus itself were once mass gravesites from a
time long ago, and fel magics have given life back to
the dead. What you will encounter in the Dead
Wood as well as the upper floors of Lethargus
are primarily the lesser-undead. Skeletons,
headlesses, witches… Do not be surprised to find
vermin and bats as well, for those indulgers of
carrion have had much to gorge on over the
centuries!
29
As you delve deeper into the recesses of this
tomb you will encounter stronger forms of undead
including Liches and Death Knights!
There are rumors of an ancient evil presence
somewhere among the lower floors… Some say it is
a great Warlord who perished eons ago, others
say it is something more terrible… The truth is, I
know not. I never ventured into the lower depths
personally.
30
Insciens, the Dungeon of Ignorance, was once
better known as the Great Library of Gleanessa.
It contains numerous books if wisdom and tomes of
magic within its great halls and subterranean
basements. However, tragedy struck in the not-
too-distant past. Practitioners of magic
summoned forth a gate to a material plan not of
this Realm, and diabolical fiends have taken the
Great Library for themselves. Quick work by the
Wizards of the Scroll warded the entrance to
prevent such evil forces from overtaking
Gleanessa itself.
I was allowed entry during my investigations
of the dungeons and I can tell you that the upper
floors are overly dangerous… mostly rodents of
unusual sizes. Most of the books remained in
31
place, but the Library felt cold without the
presence of scholars or students. I did not make it
too far for I encountered Daemons and their foul
ilk, creatures I would not be able to contend in
strength with. Tis a pity, for I was so looking
forward to glimpsing the ancient grimoire of Echoe
d’Dragonne, locked within. In spite of such
encounters, this is perhaps the second-least
dangerous Dungeon in the lands next in line to
Lethargus.
32
Ignavus is the Dungeon of Cowardice, located
North of Ellen. This area was once a House for
the Mentally Infirm, those whose sickness of the
mind was so great that they could no longer live
as part of a Township within the Realm.
Nobody knows what happened, though. One day
the town of Ellen, the caretakers of the facility,
stopped receiving word. They sent Clerics to
investigate, but they did not return. It was not
long after that a great mind-sickness swept Ellen
and it soon fell into the state in which it
currently finds itself.
Due to these facts, I did not enter Ignavus, for
I did not wish to suffer the same fate!
33
Located in the Korkak desert, West of the
Township of Faire, Ferocia is the Dungeon of
Arrogance. Interestingly enough, it earned that
title as it once was the site of a great and
wondrous city which sunk into the ground and was
swallowed by the desert and mountains. Some say
the fate that befell the city was because it
aspired to be too beautiful and awe-inspiring.
I was unable to bypass the upper levels for it
became quite clear that I would need to do a
tremendous amount of digging and rope climbing to
fully spelunk the depths of this Dungeon, and I
fear I am too old for such endeavors. The upper
level though was occupied primarily by lesser-
humanoids seeking refuge from the desert, as well
as vermin and scorpions.
34
Venia, the Dungeon of Indulgence, is perhaps
one of the most sought-after for gold-seekers
with a wish for death. Stories abound about the
wealth of gold stored within Venia, which was once
a prosperous gold mine many ages past. It is said
that Dragons and other incredibly dangerous
creatures infested the lower mines, and from my
visit I assure you that there could very well be
truth to these rumors! I saw on more than one
occasion large reptilian footprints within the
mines… I dared not go further lest such ferocious
beasts prevent me from getting this Tome to you!
I’ve heard whispered rumors that something
even far worse than dreaded Black Dragons lurk
at the bottom of the mine. How anyone would find
out and live to tell is beyond my understanding.
35
Perhaps the most devious of the Dungeons is
Simultas, the Dungeon of Artifice – Located due
South-East of the isle of Gleanessa. This was
once a Haelgere abbey of magic and study in
bygone eons. It was one of the last refuges during
the great scourge that Anathema was believed to
have unleashed in the distant past.
Today though, it is anything but a refuge.
Illusions and traps are piled atop each other here
in these halls, and nothing is truly as it seems. I
ventured into the first level of this space and
became utterly lost, unable to find my way down
for a very long while until I accidently stumbled
and fell through a wall that apparently did not
exist at all! The denizens of this place are mostly
machinations left over from the age of the
36
Haelgere – Golems! My otherwise capable magic
was not potent enough to overcome these mindless
servants, so I avoided them the best that I could.
The further down I went, the more advanced
Golems and machinations I witnessed… the lowly
mud and stone variety near the top and the
metal…even Adamantine - near the bottom!
After a period of time trying to find my way
through such a dastardly clever place, I simply
could not take any more of the deceptions within
deceptions and ended my investigation of this
serpentine labyrinth.
37
Blasphemus, the Dungeon of Blasphemy can be
found in the icey Frozen Tundra, only reachable
by ship (and good luck finding anyone willing to
charter a voyage here! You are best to acquire
your own ship.) The Aleph of Piety is located but
a short distance East of the Dungeon proper.
I must admit to you, good Seer, it took me a
number of years to work up not only the resources
and logistics but courage as well to visit this most
unsacred and doomed place. But where there is
great danger here, there is great history and
perhaps so much more…
The denizens of the Frozen North are unlike
any you will encounter anywhere else in the
Realm. Dragons and Daemons are among the
most dangerous and vile creatures anywhere, but
38
some of the things that haunt this place... I would
beg for the mercy of a mere Daemon any day!
There are very powerful spirits here, souls of
ancient Haelgere consumed by Anathema during
ancient eons. I was able to commune with one such,
a Wes Talbot, who seems to be in multiple places
all at once… This spirit did not appear
malevolent like most of the others, and it is this
spirit alone that holds the knowledge to the great
Spell of Annihilation! It was this very spirit that
guided my hand in making the map which I left with
Tai on Incunessa.
Oh Seer, I wholly wish that I could articulate
the presences (for there are multiple) which I felt
in this holy damned place. One spirit I felt was
nigh on omnipotent and good, and another equally
powerful and horrendous – not to speak of the
multitude of other spirits intermixed between
them. It is here where I felt both the closest and
furthest from the Principles in all my life…
To say that this place touched my spirit
deeply would be perhaps the greatest
understatement I would ever utter. But alas, I
39
could not stay for the magics which protected me
from the malevolent foes aligned with Anathema
was only so powerful and lasted so long. To
travel about this place, to access the lower
depths, you must leap into the ancient wells
within – I wish this was a mere jest, for I have never
tested my Piety and Bravery so fully before!
I regret that I could not spend more time
investigating the lower depths, for I sense that
there is an incredibly great secret locked within.
40
Perhaps the single most hated place in the
Realm is the Dungeon Bedlam. Located East of
the Badlands (South-East of Bridelas), it is the
most feared hole in all the lands. I can’t help but
guffaw at the irony that this also happens to be
one of the easier Dungeons to travel to! A very
short trip by boat will get you there from
Bridelas… or if you have the courage to do so,
touch a Shimmering Mirror when the moon is
highest in the sky…
This most wretched place exists for but one
purpose alone – to hold prisoner the Ebon Bones of
the Dark Father. These ancient relic bones are
said to be the key to drawing Anathema into this
world, for their destruction is impossible. The
bones are locked behind Seven doors, each key to
41
each door scattered through the Dungeons of
Principle mentioned prior, making unlocking the
Ebon Bones a nigh on impossible task for almost
anyone. But if that were not enough, Bedlam is
home to the most horrendous nightmares
imaginable – and from my experience in life, I have
seen some truly terrible things – the beasts of
Bedlam are by far the worst!
Upon taking your first steps upon the volcanic
and ashy surface you will encounter beings of
intense heat and fire. Once inside you will soon find
yourself facing all manner of high-Daemons and
worse. I shudder at the thought! It is said that
should one spend too long here they will develop a
terrible mind-sickness from all of the horrific
deviancies!
It is a common children’s game to dare one
another into looking into a Shimmering Mirror at
mid-night to glimpse the halls of Bedlam… this
game is forbidden by parents and outlawed by his
good Majesty King Richard, and for good reason…
Gazing into the realm of Bedlam is to have the
very antithesis of every Principle creep into your
42
essence and corrupt your spirit and mind. Oh,
Seer, I do hope that you do not venture into this
place unprepared (if at all!) Only the strongest
and most resilient of Seers would be able to
withstand the horrors within. Even my good Lady
Seer Veria never ventured here.
43
Chapter 4. Arms, Armour and Other
Necessities
In your Realm it may not be necessary to
travel about whilst armed and primed in the
finest of armour – but in this Realm it would
most certainly be your undoing! Aside arms and
armour, it is always prudent to carry a quantity
of food with you, lest your main foe be starvation.
I will not go into great detail about all the items
of the Realm, but will touch upon their categories
here so that you may familiarize yourself.
44
preferable against foes that are heavily
armoured. The key to success in battle and
mastering the Principle of Bravery is knowing
your weapons. A sword might make short work of
a Liche, but a spear is better for hunting Dragons.
I will discuss specific weaknesses of the beasts of
the Realm as I know them in a later chapter.
46
Herbs and Reagents – In your
travels throughout the Realm you
will no doubt find many peculiar
plants and fungi growing all-over.
Many of these hold potent
medicinal and intrinsically
magical properties, making them highly desirable
for the creation of potions and tonics, as well as
many other items.
48
Potions, Poultices, and Tonics –
Crafted primarily from the
reagents and herbs found throughout
the Realm, potions, poultices, and
tonics can have a huge range of
effects on those who consume them. Some may bind
your wounds, some might rejuvenate your spirit,
yet others will increase your prowess or mental
fortitude. A potion can often mean the difference
between life and death, thus making the profession
of Alchemist a revered one.
49
Books – What better way could
there be to learn of the Realm and
walk the path of the Principle of
Wisdom than to gather knowledge
from books? There are a great
many books in the Realm, many of them possessing
useful information and others stories and
histories of the bygone times.
50
Items of Importance
51
The Cross of Devotion – From the
same time in history as the Bowl of
Benevolence, the Cross of Devotion
holds immense power. Scholars
believe that this relic is the physical
embodiment of the Principles, and can bring great
harm to the likes of Anathema.
53
Chapter 5. Spells and Magic
Being the 5th Wizard of the House of the
Scroll, this subject is nearest and dearest to my
heart and interests. I will endeavor to list the
common spells of each circle of magic that can be
obtained throughout the Realm… as well as one
which is not common at all.
To note, each circle of magic is in proportion
to the power of the spells contained within – and
the amount of strain they put upon the caster to
wield. A circle one spell will have a low impact on
the constitution of the caster, whereas a circle
eight spell will be very taxing indeed!
54
1st Circle
56
3rd Circle
4th Circle
59
5th Circle
6th Circle
62
Blizzard- Summons forth a stupendously frigid
blast of cold which not only rends the flesh of all
of your foes, but is sure to chill and slow them
where they stand.
63
7th Circle
64
Arch-Heal II- Akin to its predecessor, this spell
will mend moderate wounds upon anyone in the
entire Retinue.
65
8th Circle
66
Abyss- The caster of this spell rips the very
fabric of reality itself and the oozing pustule of
darkness envelopes all enemies, causing
cataclysmic damage, blindness, and a slow and
gradual rot of the flesh.
67
Wall of Iron- Akin to the spell Wall of Stone,
this summons another barrier, but made of Iron
instead! It greatly reduces all forms of incoming
damage.
9th Circle
Life II- The mastery over life and death, this will
bring one ally back from the dead whilst enjoying
great health.
68
Death- The final spell of the 9th Circle, this
completes the circle that begins with the spell of
Life. The unfortunate target of this spell will
crumple and their life force is immediately
extinguished.
70
Chapter 6. The Beasts of the Realm
71
Perhaps one of the biggest differences between
your world and mine is that your world is not full
of wandering beasts and creatures that will
happily devour your flesh. Sure, there are some,
but not compared to here, and not in such
quantity!
It must be told that many enemies are the
direct result of the Dark Father and Anathema…
in their corruption and darkness, they gave birth
to a great many monstrosities! But not all of the
beasts of the Realm that seek to do you harm are
from them, some come from nature, which makes
me shudder all the more! The following pages
contain what I know of many of the beasts of the
Realm, categorized for your convenience.
72
Humanoids
Goblins – These
diminutive bipeds are
a crude and vulgar
group of enemies,
though they tend to
not be too dangerous
in their own right. In
larger groups they may pose a challenge. Goblins
are one of the older races created in the time of
Anathema. They possess a hierarchy where a
chieftain is in command, seconded by a warrior
caste, followed by a shaman caste, with a grunt
caste at the bottom.
Gruud- An
ancient and
malevolent race
if there ever
was one. There
are some
scholars who
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believe the Gruud to be distant cousins of Man,
but I can merely guffaw at the notion of that.
These villains tend to roam in bands, though never
too far from a central fortification. These
denizens of Anathema are numerous. You will
encounter a wide variety in your travel, from
lowly grunts and scouts to assassins, mages, and if
you are unfortunate even chieftains. There are
peculiar sects of Gruud that inhabit the northern
ices, as well as some that inhabit Bedlam.
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Kobolds- Small in physical stature,
these rapscallions are more of a
nuisance than a genuine threat. Even
in relatively large numbers, they do
not pose a formidable threat to an
experienced adventurer. They have a love of gold
and it is that desire that oft brings them to
populated areas.
Ratmen- As if giant
rodentia were not terrible
a threat enough, man-
rats certainly pose a risk
to the unwary. They are
mischievous and capable of
wielding weapons and armour in their favor.
Beware their bite, Seer, for they can impose an
infectious disease! The common rat man is not too
difficult of a foe to overcome, though certainly
tougher than the average Goblin or Kobold. Do
keep a keen eye out for the Greater man rats, for
they are much stronger and more dangerous!
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Frogkin- These man
frogs are not
particularly intelligent,
but are capable of
wielding crude weapons.
Certain sub-specimens of the Frogkin can elicit
poisonous toxins through simple contact, so do be
wary. They can be primarily found in the great
Blight surrounding Nyssa, as well as any other
swampland, where the boggy marsh is their home.
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Dryads- These beautiful but
dangerous women of the wilds are
long thought to be distant relatives
of the ancient Haelgere… I know not
if this is true, but I do know that
they can be quite dangerous! They possess certain
latent abilities to charm men, and for those that
resist their charms they can bring to bear a
variety of Magic. They do not often travel alone,
and can often be found in the company of various
living vegetation such as Deathcaps, Treants, and
their ilk.
Wendigos- Thought to be
smaller, more-hairy Trolls,
these cumbersome creatures live
in the colder regions of the
Realm. Although not as
physically potent as a Troll, a
Wendigo can still be quite
dangerous with its greater-than-human strength
and its affinity for the ice and cold.
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Minotaurs- These man
bulls are believed to have
been wandering the Realm
since before the time of
Man itself. They are
notoriously strong, but
what makes them perhaps
even more dangerous is
their ability to negate Magic and magic effects. I
must admit though, encountering a Minotaur is
fairly rare.
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Trolls- Possessing great strength, vitality, and
resilience as well as an irrational hatred of
Mankind, Trolls are perhaps one of the greatest
threats you will encounter.
There are numerous types of Trolls, ranging
from the Lava Trolls of Bedlam to the Rock and
Wood Trolls that wander the Realm, but the
most dangerous of all are the Troll Warlords
and Troll Chiefs!
Trolls possess an extremely accelerated
healing rate which makes damaging them a
difficult mission to accomplish, for they will
gradually regenerate even from the most grave of
wounds (but are vulnerable to fire and flames!)
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Flayers- These most unholy
creatures tend to wander the
depths of Ignavus and other such
dreaded locations. They are quite
dangerous due to their potent
understanding of Magic and
spells, as well as their latent
ability to turn allies against one another! Their
attacks on the mind are what makes a Flayer
truly dangerous and hated.
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Vermin
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Harpies- These winged-
menaces are an angry lot.
Their temperament is as
fierce as their talons are
sharp. They can most
commonly be found in the
mountain pass East of the
Township of Ellen, though they may take up
residence in certain Dungeons. The multi-colored
Exotic Harpy is a rarer find, but far more deadly.
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Giant Spiders- Lady
Seer Veria spoke at
length to me regarding
the spiders in your
world, how most are
the size of a mere coin, while the largest being the
size of a bowl. She was unprepared for the spiders
in this Realm! There are several varieties, the
smallest having the equivalent size and weight of a
man. Unlike in your world, these spiders are never
venomous. However, they have a great hunger for
meat and are keen to wrap their prey in a sticky
webbing before sucking the bloody pulp from them.
The more dangerous of the Giant Spiders is the
Widow Spider. Their bite at times can be so severe
that it can cause instant death.
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denizens of the Korkak Desert are their stingers,
for they carry a potent and viscous venom which
renders their prey unable to move. The Giant
Scorpion has a much, much tougher older brother
though, the King Scorpion. These Kings of the
Desert are extremely strong and their carapace
is among the toughest of all known creatures,
which makes them a prized possession for
extremely skilled and gifted hunters.
Wyverns- Compared to
their brethren, the Wyrms,
Wyverns are small in
comparison, being no larger
than a man. Their talons,
teeth, and even the barbs on their tails contain a
substance which is proven poisonous to Man.
Wyverns, either brown or green, or not commonly
encountered, but if you do come across them, be
mindful of them! They wield low-level Magic in
addition to their deadly appendages.
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Wyrms- Among
the top tier of
most dangerous
entities you might
encounter, Wyrms
are never to be
trifled with! These
ancient beasts are
as cunning as they
are strong. Their thick scaly hide protects them
well from most weapons, and they have a natural
ability to dampen magical attacks.
Their scales and teeth make for excellent
armour and weapons, but they are naturally
extremely rare to come by because nobody dares
hunt such a creature. Wyrms are known to wield
among the most powerful of Magic (even 8th
Circle spells!) in addition to their iron-melting fire
breath.
Thank the Light that Wyrms, whether black,
red, or uncolored, do not travel in the wilds, and
can only be found in the deepest of the most
dangerous Dungeons!
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Ancient Wyrm-
I have never met
one, nor do I ever
wish to. Of all
acquaintances in
my knowing, only
one has ever set
their eyes upon
such a rare and
fearsome beast – the 1st Wizard of the House of
the Scroll before his disappearance. Little is
known about these most elder of creatures aside
from their love of extremely rare Adamantine
ore, and their possession of great Magic, traits
shared by all Wyrms it would seem.
I know not where you might encounter this
formidable entity, so it would be best to keep your
wits about you when traveling into the lowest
depths of Dungeons… And if you do encounter one,
it is my sincerest and most advantageous advice
that you run.
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Beasts
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Aurochs- Whilst the
typical Aurochs can be
found mainly on the
Southern Continent, the
Swamp Aurochs has
become a staple of the
great Blight surrounding
Nyssa. These creatures,
at some point in the distant past, were
domesticated animals that farmers used to plow
their fields and haul lumber from the forests.
Now, they are more feral and far less helpful. If
you encounter an enraged Aurochs, be mindful of
their hooves, for they tend to kick with tremendous
force!
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Township! These beasts are vile and ill-tempered
with a great thirst for bloody meat. There are a
variety of different breeds, from the typical kind
you might wander into throughout the Realm to
the Mountain Hounds found in the passes between
Ellen and the Dead Wood. An even larger, and
far more dangerous breed can be found within
certain Dungeons, referred to simply as Hell
Beasts for their daemonic nature and inclination.
They are agile and their jaws can crush a man’s
skull, so do not trifle with them lightly.
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evil and most vile spell gone awry cast by a
forgotten sect of Haelgere wizards), but make no
mistake, they are seeded with great evil intent.
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Manticores- I have
rarely gazed upon
a creature that
appeared more
malicious than a
Manticore. With
the body of a beast
and head of a man, these reprobates are surely
the very spawn of Anathema itself. Their warped
image is that of the cruelty of Man, and their
threat to Man is incredible. The Greater
Manticore wield powerful Magic, and the spiked
tail, as well as claws and teeth, ooze a paralyzing
venom which incapacitates their unfortunate
victims.
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generation did these beasts become ornery and ill-
tempered, and it is unclear exactly as to why.
Some believe it has to do with the Ancient Aleph
of Gleanessa, but to me the mystery remains
unsolved. Not many of these creatures roam the
Realm, and you are more likely to find one
wandering in a more remote region than anywhere
near the well-traveled roads.
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Little else can be said about them, for I have never
encountered one before.
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Behemoths- It is said
their origins come
from the sea, hence
their somewhat
aquatic visage. These
creatures are
relatively new to the
Realm, having
spawned from some
sort of corruption of the water somewhere West
of the Township of Resch. These monstrous beasts
at once terrorized the poor town until Ortog and
his followers drove them away. Now, they can be
found scouring the Badlands, East of Resch.
Perhaps among the most physically resilient
and strong of the beasts in the Realm, it is best to
avoid them if possible – though their hide, unlike
the Catoblepas, makes for excellent armour when
cured and treated properly. However, it is quite
rare for hunters to go after such game due to the
extreme danger involved, which makes Behemoth
hide a very rare commodity.
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Daemons
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they wield solely rests upon which subset of Imp is
being encountered, for the name Imp is more of a
classification of these small Daemons, which
includes Gargoyles and their ilk as well. Most
Imps have mastery over the lower-circle spells,
and even the more powerful Imp variants rarely
master circles above the 6th. You may encounter
these in within the halls of the Dungeon Insciens,
as well as other such Dungeons.
Fiends- This
sub-division of
the Daemonic
family are a
brutish lot with
little cleverness
and no
understanding of how to use Magic. Instead, they
rely on unholy strength and a deep-rooted hatred
and hunger for Man flesh. Even the weakest of
Fiends is not to be underestimated, while the more
powerful of the lot, the Eviscerators, should be
avoided at all costs… Though I think they only
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scour the forsaken halls of the Dungeon Bedlam
itself. I have had occasion once to meet a Fiend
that was more clever than most, and indeed he
was not a wholly malevolent being. I trust you will
meet him should you plunge into the depths of the
Dungeon Insciens.
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Gazers- These
Daemons defy the very
laws which bind us to
the ground, for they
hover above it without
wings! Their many eyes
make it nearly
impossible to catch a Gazer unawares. Lesser
Gazers can be found in the deeper wilds of the
Realm whilst the much more powerful and
dangerous Scolders lurk in the Frozen North
surrounding the Dungeon Blasphemus. Gazers do
not possess much in the way of physical strength
(though they do possess a certain Daemonic
influence to it), but they do have very keen and
sinister minds full of knowledge of Magic. The
Scolders are capable of casting all spells up to
the 8th Circle! Gazers are typically avoided, but
some might hunt them for their eyes hold magical
properties which can be utilized in the creation of
certain trinkets with abilities.
It is said that the Gazers are the eyes of
Anathema, and all that they behold, he does as
well.
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Daemons-
Strong of both
mind and body,
Daemons are the
most malevolent
and keenly
villainous of foes
in the Realm. A
Daemon, and to a
much greater extent Arch-Daemons, towers over
a Man and wields an incredible array of
devastating spells… even the weakest of Daemons
is master of 8th Circle Magic! The insufferable
Daemon ilk can be found in the Dungeon Insciens,
whilst the most powerful Arch-Daemons and
Flame Daemons reside in and around the Dungeon
Bedlam. Flame Daemons have a strong affinity
to fire as their namesake suggests, and hold a
weakness against ice and water. Arch-Daemons do
not possess such weakness. Most Daemons are
resilient against the use of most Magic in general,
though not impervious to it. Daemon horns and,
more macabre, Daemon skin are both sought after
for their potent magical properties.
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Pit-Fiend- A no
greater evil is known
in the Realm other
than Anathema.
The Pit Fiend
wields tremendous
power, and it is the
Pit Fiend alone in
the whole Realm of
creatures that can rival the raw power of an
Ancient Wyrm! There is very little information
regarding them for certainly nobody has ever lived
to tell the tale of an encounter with such a
powerful entity. All that is known is that these
monsters are at the top of the Daemonic
hierarchy, answering to no one. There are no tales
or stories that state any weakness or
vulnerabilities that a Pit Fiend might possess…
the only tales come from legends that existed for
hundreds of years, that a single Pit Fiend can
destroy an entire army of Men with but the wave
of a hand. They are said to exist deep within the
hellish Dungeon of Bedlam, but one traveler told
me there might be one elsewhere as well…
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Ethereal
105
dangerous spirits! Indeed, they possess superhuman
strength and vitality, which is made even more
impressive by the fact that physical weapons are
extremely limited in use against them. They are
known to have the abilities to dampen Magical
attacks wielded against them as well (and indeed,
the use of any poison is pointless), making them
entities which are best left to their eternal
torments.
Ethereal Daemons-
Although they are
Daemonic in form, these
spirits are not beholden
to the domain of the
other Daemons, and
indeed share far more
similarities with the likes
of Ghosts and Revenants. Their incorporeal
bodies, like Ghosts and Revenants, make them
immune to bleeding and poison attacks, as well as
making physical weapons less than ideal compared
to Magic. Ethereal Daemons are indeed quite
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sinister foes, Seer… They wield the highest Circles
of Magic and are stubbornly difficult to kill as
far as I know, since I know of nobody who has ever
done so. These creatures may be found in the
depths of the Dungeon Bedlam.
Constructs
Plants
Mandragoras- Diminutive in
nature, the common Mandragora
is of little threat to travelers.
The Mandragora can release a
pollen which is known to cause
sleepiness in those who breathe it in. There are
more dangerous variants in the Realm, such as the
Junglegora which inhabits certain Isles. Although
they resemble the form of Man, these creatures
are purely plant, and regenerate from minor
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damage fairly readily. All forms of Mandragora
are very susceptible to Fire as well as bladed
weapons such as axes and swords.
Barrow Dwellers-
Shambling piles of mold,
fungus, and rotting debris,
these towering, lumbering
creatures are an
intimidating sight! They
tend to roam the Dark
Wood near the House of
the Oak – they are said to have grown from the
dragon and daemonic blood that seeped deep into
the roots of the forest countless generations past.
Fire and axe are the best weapons against these
earthly abominations, though they are capable of
recovering from significant damage quite rapidly
and wield terrible strength, so perhaps it is best to
not tangle with one altogether. If you do
encounter a Barrow Dweller, certainly do not use
Water or Earth spells!
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Forest Walkers- Occupying the
same forest as the Barrow
Dwellers, the Forest Walkers are
a far more clever and intelligent
foe. Risen from the same seeped
blood as the Barrow Dweller, the
Forest Walker is both formidable
and exceptionally threatening.
Capable of minor Magic including healing spells,
the Forest Walker is capable of shunning any
Magic-wielder faced against it. Fortunately, like
Mandragoras, Barrow Dwellers, and other plant
creatures, the Forest Walker is highly
susceptible to Fire and blades.
Undead
Vampires- A member of
the ‘Greater’ Undead,
which is to say the Undead
that can’t be Turned by
the likes of the Clerics, the
Vampire is a rare but
impressively dangerous
enemy. The Vampire thrives on the blood of its
victims, restoring any injury or hurt it had itself
sustained at the expense of its victims. It is
rumored that a Vampire was a great Haelgere
wizard in life, twisted by dark rituals and the call
of Anathema, and thus holds great knowledge of
even the highest circle Magic.
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Liches- The last of the
‘Greater’ Undead, Liches are
found on occasion within the
confines of a graveyard or in
the deeper regions of the
Dungeon Lethargus. Liches are
said to be the cursed and
damned heretics of the Principles – people of ages
past who have forsaken the guiding Principles and
are now in the grips of Blasphemy. They possess
both great physical attributes as well as a
cleverness that surpasses most mere mortals and
have a command of 9th Circle spells. Like most
Undead, Fire is the best weapon to wield against
them.
Unique
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Should you travel the Frozen Tundra, do be keen
and avoid this giant should you happen upon it.
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Terrasque- The
only creature that
may be older than
Anathema, and
indeed might date
back to the beginning
of time itself in the
Realm, is the
Terrasque. Any and
all attempts at
harnessing the incredible power of the Terrasque
both by the Haelgere and even Anathema itself
have failed. The Terrasque is a force of nature
that can’t and won’t be controlled by any outside
influence.
The Terrasque is, without question, the
supreme destroyer, the apex predator that might
surpass (or at least rival) Anathema. With an
incredible vitality and strength, not even Pit
Fiends and Ancient Wyrms could hope to
compare. The Terrasque is fast and attacks with
devastating fury, but wields no Magic, for it has
existed since before Magic came to the Realm. It
has no truly known weaknesses and is capable of
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regenerating any damage done to it quite rapidly.
The Terrasque is known to have destroyed entire
armies in ages past.
It is most unfortunate but the Terrasque is
not terrible difficult to find… for the Badlands
south of Bridelas are its doings! The ruins of the
land there are due to the ministrations of the
beast, with only the House of the Iron Fist on the
coast remaining due to sheer luck or secrets that I
can not yet divine. In the known generations the
Terrasque has remained in this area, feeding its
great appetite on Behemoth meat. When that
food source is depleted, or even whenever the
notion strikes it, the Terrasque may well move
elsewhere, which puts Bridelas in great danger
indeed!
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Chapter 7. Final Notes
I did my best in compiling the information in
this tome for you, Seer. I know not how useful it
may be, but I do hope that it orients you well to
the Realm.
As a Seer, your path is much different than
mine or anyone else’s. You will face hardships
most only hear stories of. You will encounter
enemies that will leave nightmares in lesser folk.
There will exist dangers beyond comparison and
you will oft find your journey a difficult one… but
do not give up! Do not lose hope! The weight of
your actions will resonate throughout the Realm!
Be not afraid of stepping off the beaten path,
for that is where one is most oft like to find what
is most important… And above all, keep the
Principles in your heart and mind.
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