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Contents
Introduction ..................................................................... 4
Part 1 Characters.............................................................. 8
Additional Data for PC Creation ......................... 21
Part 2 Game Rules ......................................................... 33
Supplementary Rules ........................................... 34
Sword Shards and Reputation ............................. 46
Part 3 Data ..................................................................... 83
Classes ................................................................... 84
Magic ................................................................... 114
Combat Feats ...................................................... 155
Items ................................................................... 162
Part 4 World ................................................................ 197
Gods, Races and Geography .............................. 198
Adventures in Raxia ........................................... 233
Part 5 Game Mastery ................................................... 254
Mastering Supplement ....................................... 255
Scenario .............................................................. 257
Faith of the Barbarous........................................ 280
Bestiary ............................................................... 290
Monster Variants ................................................ 410

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Introduction

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Expanding World of Sword World 2.0

Do you like adventure?


This book is a collection of additional rules following "Sword
World 2.0 Core Rulebook I Revised Edition". In "Core
Rulebook I" you can find 7 races and 6 levels of progressions
for classes, skills, spells, and monsters. But eager adventurers
might reach the upper limit of 6 levels in no time.
That's where the "Core Rulebook II Revised Edition " comes
into play.
You can find a new magic list with spells up to the 10th level.
In addition, in this book you can find new classes "Enhancer"
and "Bard", making it possible to further strengthen typical
characters and expand what is possible.
The techniques used by Enhancers are perfect for
strengthening warrior characters. In addition, there are many
unique spellsongs played by Bard. Also, small pets such as
small birds are attracted to Bard and can travel with them.
In addition, new races are presented in this book - the dragon-
man Lildraken, the cheerful wanderers Glassrunners, and the
enhanced human race Newman. With a strong physique,
Lildraken is suitable for a great warrior. Grassrunner is a
trickster that is incredibly quick and dexterous and is not easily
affected by magic. Newman has high magical power and are
suitable to be good wizards.
Naturally, combat feats for characters over the 6th level have
also been added, and the game has become more intense and
thoughtful. New combat feats should make characters more
special and unique.

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In addition, "Core Rulebook II" describes how to use
reputation as flavor for roleplay. With this book you can
personalize your PC in many ways, such as getting special
weapons and valuable items, and having a house or title.
In order to counteract PC enhancements, more than 100
unique and powerful monsters have been added. GM can use
those monsters to their fullest to entertain or scare players as
they see fit.
This book also contains description of northern Razeldawn
continent as a stage for new adventures. In addition, you can
find information about many well-known NPCs mainly from
Zalts region. GM can use this information as seeds for future
scenarios/campaigns or as a reference for making own NPCs
or worlds.
Are you ready to embark on a new adventure?
You have more mysteries and threats, greater powers and
classes and means to use them in front of you. All you have to
do is read this book carefully and use it on your path to
adventure. Is treasure waiting for you? Is it fame? Or is it a
tragic defeat and death?
Enjoy "Sword World 2.0" even more by utilizing this book with
more rules and data.
May you all have the blessing of the dice god.

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Precautions When Using This Book

References to Core Rulebook I


When it is necessary to refer to "Core Rulebook I" in this book
it will be done in brackets “(see CR I p. X-Y)”.
Alterations of PC Data
After seeing the new classes and combat feats added in this
book, some players may want to "reselect their classes and
combat feats" for their character which they already played a
few sessions with. In that case, you can ask your GM if he
allows this. However, you cannot eliminate classes that were
acquired through race backgrounds.
For example, suppose a character with 5th level fighter class
and 4th level sorcerer class has acquired the combat feat MP
Save/Sorcerer.
If a player wants to learn the Multi-Action combat feat added
in this book, he may change MP Save/Sorcerer to Multi-
Action if the GM approves.
Players may also drop the sorcerer class to 3rd level and with
1,500 experience points that are were gained by doing so, the
player may acquire enhancer class at 2nd level.
These alterations should not drastically change the character
you have played so far. In the previous example, it is not
advised that the player can forget that he had sorcerer class
and put all experience into the enhancer class.

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Part 1 Characters

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Lildraken Bodybuilder

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Character Commentary
He is a Lildraken heavy warrior, armed with powerful
weapons and metal armor.
Lildraken is a race that is also known as the "dragon man," and
very different in appearance from other humanoid races. Its
whole body is covered with hard scales like a reptile, with large
wings on the back and a thick and long tail.
This character has the technique [Bear Muscle] and with it can
temporarily gain a bear-like strength. Techniques can enhance
one’s body and give different effects. It's different from magic
but similar in consuming and using MP.
You can fly in the sky for a brief time by using the racial ability
of [Sword Blessing/Wings of the Wind]. In addition, [Scaly
Hide] racial ability makes the character less susceptible to
injuries, and the [Tail Whip] racial ability allows the character
to attack with its tail. It is a character who can use a variety of
racial characteristics and fight in a way that is different from
everyone else.
Fly in the sky and defeat your
enemies as a true warrior!

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Grassrunner Minstrel

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Character Commentary
This character is a grassrunner bard with a little harp.
Although the grassrunners are human-like, it is a race whose
origin is shrouded in mystery. Quick and curious, they are
extremely interested in everything.
Using bard class this character can affect itself and its friends
and its enemies by singing a special song, the spellsong. This
character can sing [Morale] to increase accuracy and
[Resistance] to increase Fortitude and Willpower checks. It
also can use its crossbow and abilities of scout and ranger to
track, follow and use medicine to help its friends.
The racial abilities of the grassrunner are [Mana Interference]
and [Natural Communication]. Mana Interference is a racial
ability that prohibits grassrunners to have MP, but instead
increases resistance to any magics. [Natural Communication]
gives the ability to sense approaching danger from the rustling
of insects and growing grass around the grassrunner.
Play your instrument, sing a song, and let everyone listen to it!

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Newman Conjurer

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Character Commentary
It’s a race called Newman. It was researched and created
during the Magic Civilization era. It was artificially created by
humans to be more suitable to use magic.
Newman looks like humans, but there are some differences.
They have a thin bodies, and they have magical sigil marked
somewhere on their body. When Newman uses magic, the
magic sigil appears on its body and increases its magical power.
This character uses 2nd level spiritualism magic. Due to the
racial ability [Child of Magic], it can support allies and attack
enemies with its higher magical power than usual. This ability
will only grow as Newman learns more magical classes.
Another racial ability [Déjà Vu] can allow them to get a +2
bonus to an Intelligence-based skill check once a day. Use it
here and there.
Master magic and be the wisest of your fellow adventurers!

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Additional Data for PC Creation

Sample Characters

Three types of sample characters introduced on the previous


pages can be selected and used for Easy Creation (see CR I:
p. 28-66).
Those sample characters are each of new races/classes also
presented in this book. Choose these characters if you are
intrigued by new races and classes.

New Races and Backgrounds

Next you can find descriptions of new races Lildraken,


Grassrunner, and Newman and their background tables used
for Normal Creation (see CR I: p. 66-102).

Lildraken
Uplifted onto two feet, the smaller Lildrakens take their place
beside the rest of Raxia. They may look barbaric, but they have
been blessed by Lumiere, the Sword of Harmony, and live
peacefully among the other races. In fact, despite their brutish
appearances, many tend to be shrewd merchants and
appreciate the contact they have with the rest of Raxia.
Starting Languages: Can read and write Draconic (see CR I: p.
87-93) and Trade Common (see CR I: p. 87-93).
Restricted Classes: None

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Racial Abilities
[Scaly Hide]: Lildraken receive +1 Defense.
[Tail Whip]: Lildraken may use their Tail (see p. 170) as a
weapon, regardless of class.
[Sword's Salvation/Wings of the Wind]: A Lildraken may
spread their wings and take flight, flying for a total of 6 rounds
each day. These rounds do not have to be consecutive.
Movement speed remains the same whether moving forward
or ascending, but doubles when descending.
While flying, a Lildraken receives a +1 bonus to both Accuracy
and Evasion. In addition, they may carry additional weight, up
to a maximum of 200 kg. This may be equipment, supplies,
or another PC.
Lildraken Background
Background Starting Starting Experience
2d
Classes Abilities
2-3 Hunter Ranger 6/11/8 2500
4-5 Brawler Grappler 6/13/6 2000
6-8 Warrior Fighter 5/14/6 2000
9- Merchant Sage 5/11/9 2500
10
11- Archer Marksman 7/11/7 2500
12

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Grassrunner
Curious and full of wanderlust, the short Grassrunners are
often seen wandering through various areas all throughout
Raxia, making them almost ideal adventurers. However, this
wandering makes it fairly difficult to keep track of the history
of the race, and there is truly little written about Grassrunners
as a whole. Combined with their innate resistance to magic, a
common rumor is that Grassrunners came from a different
planet long ago (though this is rarely mentioned directly to a
Grassrunner).
Grassrunners reach maturity around 15 years old and can
theoretically live to around 200 or so. Their natural curiosity
often leads to shorter life spans, though.
Starting Languages: Can read and write Grassrunner and
Trade Common (see CR I: p. 87-93).
Restricted Classes: none
Racial Abilities
[Mana Interference]: Grassrunners do not have and cannot
gain MP, even if a class or ability would otherwise do so. Mako
Stones may still be used.
If a Grassrunner succeeds on a Willpower check against a
spell, they will be completely unaffected (even if the spell says
otherwise).
[Natural Communication]: Grassrunners are able to
understand plants and animals to a small degree. While this
does not mean a full conversation can be held, the
Grassrunner can pick up on subtle expressions, such as if there
is danger ahead, or if there's something wrong in the
environment.
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Grassrunner Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Thief Scout 13/0/12 2500
5-6 Light Fencer 13/1/11 2500
Warrior
7 Wanderer Scout & 14/1/10 2000
Ranger
8-9 Apothecary Ranger 12/1/12 2500
10- Hobbyist Sage or 12/0/13 2500
12 Bard

Newman
Possessing beautiful white skin and hair, Newmans are a vain
race. Marked with a magical sigil, they are an experiment by
the long-forgotten Durandal Empire to create the perfect
person. While Newmans have greatly increased intelligence
and magic usage, they are physically frail, and have shortened
lifespans.
A Newman comes into maturity around 15 years, but the
average lifespan is only around 30 years or so. While they may
pass away before truly aging like a human would, they can
occasionally call on memories of previous lives.
Starting Languages: Can read and write Arcana (see CR I: p.
87-93) and Trade Common (see CR I: p. 87-93).
Restricted Classes: none
Racial Abilities
[Déjà Vu]: Once per day, a Newman can call upon memories
of previous lives, and receive a +2 bonus to an Intelligence-
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based skill check before roll occurs. This bonus cannot be
applied to a Spellcasting check.
[Child of Magic]: Increase all Magic Power by +1.
Additionally, if a Spellcasting check is automatically successful
(i.e., the roll is double 6's), no MP is spent. This applies even
if the MP would come from a Mako Stone or Familiar.
Multiple simultaneous MP expenditures, such as through the
Combat Feat [Metamagic/Targets], can only have one of the
MP expenditures become 0.
Newman Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Feytouched Fairy 7/6/14 2000
Tamer
5-6 Scholar Sage 7/5/15 2500
7 Wizard Sorcerer 6/7/14 2000
8-9 Manipulator Conjurer 7/7/13 2000
10- Cleric Priest 6/8/13 2000
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Determining Ability Scores

Lildraken, Grassrunner, and Newman roll the dice according


to the table below, and determine their stats in addition to their
Skill, Body and Mind scores.
Rolling Ability Scores
Lildraken Grassrunner Newman
A 1d 2d 2d
B 2d 2d 1d
C 2d 1d 2d
D 2d+6 2d+6 1d
E 1d 1d 1d
F 2d 2d+6 1d

Advancing to 10th Level

With this book, you can grow your character to the 10th level.
Below is a chart to advance classes to 10th level. More
information can be found under each class's descriptions.
Level Major Class Minor Class
1 1000 500
2 1000 1000
3 1500 1000
4 1500 1500
5 2000 1500
6 2500 2000
7 3000 2500
8 4000 3000
9 5000 4000
10 6000 5000

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Updated Starting Backgrounds

From this point on, the following starting tables may be used
when creating characters with Normal Creation (see CR I: p.
66-102).
Human Background
Background Starting Starting Experience
2d
Classes Abilities
2 Spy Scout 10/6/5 2500
3 Archer Marksman 9/7/5 2500
4 Bodybuilder Enhancer 8/8/5 2500
5 Magician Sorcerer 6/5/10 2000
6 Brawler Grappler 8/9/4 2000
7 Mercenary Fighter 7/10/4 2000
8 Agile Fencer 9/8/4 2500
Warrior
9 Cleric Priest 5/6/10 2000
10 Scholar Sage 5/7/9 2500
11 Herbalist Ranger 9/4/8 2500
12 Minstrel Bard 7/5/9 2500
※ Adventurer none 2d/2d/2d 3000
※ This is used when choosing your background, instead of
determining it with a dice roll.
Elf Background
BackgroundStarting Starting Experience
2d
Classes Abilities
2-4 Bodybuilder Enhancer 11/5/10 2500
5-6 Hunter Marksman 12/3/11 2000
& Ranger
7 Magician Sorcerer 10/2/14 2000

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Background Starting Starting Experience
2d
Classes Abilities
8-9 Soldier Fighter or 12/6/8 2000
Grappler
10- Minstrel Ranger & 11/4/11 2000
12 Bard

Dwarf Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Bodybuilder Enhancer 5/9/6 2500
5-6 Minstrel Bard 4/8/8 2500
7 Brawler Fighter 3/12/5 2000
8-9 Cleric Priest 5/6/9 2000
10- Agile Fencer & 7/8/5 2000
12 Warrior Scout

Tabbit Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Minstrel Bard 7/7/8 2500
5-6 Herbalist Ranger 8/6/8 2500
7 Magician Sorcerer 6/5/11 2000
8-9 Feytouched Fairy 4/7/11 2500
Tamer
10- Archer Marksman 8/5/9 2500
12

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Runefolk Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Hobbyist Sage or 8/8/10 2500
Bard
5-6 Bodybuilder Enhancer 10/10/6 2500
7 Soldier Fighter or 7/11/8 2000
Grappler
8-9 Agile Fencer & 11/9/6 2000
Warrior Scout
10- Manipulator Conjurer 7/9/10 2000
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Nightmare Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Manipulator Conjurer 5/12/13 2000
5-6 Hobbyist Sage & 10/10/10 2000
Bard
7 Soldier Fighter or 8/13/9 2000
Grappler
8-9 Magician Sorcerer 7/10/13 2000
10- Agile Fencer & 12/12/6 2000
12 Warrior Enhancer
※ Although there are very few Nightmares born, they may
also come from the eggs of Lildraken parents as well. In such
cases, their [Weakness] is Wind.

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Shadow Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Magitech Artificer 17/5/5 2000
5-6 Archer Marksman 18/6/3 2500
7 Bodybuilder Enhancer 16/6/5 2500
8-9 Hobbyist Sage & 14/8/5 2000
Bard
10- Feytouched Fairy 13/7/7 2000
12 Tamer

Lildraken Background
Background Starting Starting Experience
2d
Classes Abilities
2-3 Hunter Ranger 6/11/8 2500
4-5 Brawler Grappler 6/13/6 2000
6-8 Warrior Fighter 5/14/6 2000
9- Merchant Sage 5/11/9 2500
10
11- Archer Marksman 7/11/7 2500
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Grassrunner Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Thief Scout 13/0/12 2500
5-6 Light Fencer 13/1/11 2500
Warrior
7 Wanderer Scout & 14/1/10 2000
Ranger
8-9 Apothecary Ranger 12/1/12 2500
10- Hobbyist Sage or 12/0/13 2500
12 Bard
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Newman Background
Background Starting Starting Experience
2d
Classes Abilities
2-4 Feytouched Fairy 7/6/14 2000
Tamer
5-6 Scholar Sage 7/5/15 2500
7 Magic User Sorcerer 6/7/14 2000
8-9 Manipulator Conjurer 7/7/13 2000
10- Cleric Priest 6/8/13 2000
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Additional Language

Grassrunner
The Grassrunner language seems easy to learn on the surface,
being packed with many fairly direct expressions and phrases.
However, Grassrunners themselves use a wide variety of
abbreviations and slang in their normal conversations, making
it incredibly cryptic for new learners of the language.

Additional Random History

This is a chart of additional history options for new characters,


able to be used in conjunction with the charts from the Core
Rulebook I (see CR I: p. 61-64). If you do so, the first die
result means you use Chart A for a roll of 1~2, Chart B for a
roll of 3~4, or the new Chart C for a result of 5~6.

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Chart C
2d Personal Experience 2d Personal Experience
1-1 You were (or are) married. 4-1 There was a wizard in the
family.
1-2 You were bullied growing 4-2 Was imprisoned.
up.
1-3 You had a rival for most of 4-3 Have been described as
your life. "Hating to lose".
1-4 You had a posse. 4-4 Invited to go adventuring by
others.
1-5 There is a dream you're still 4-5 Showed up to an important
trying to reach. event in soaking wet clothes.
1-6 You were innocent growing 4-6 You have an incredible
up. potential for magic.
2-1 Grew up in a strict 5-1 When alone, you are
environment. incredibly self-confident.
2-2 You are looking for your 5-2 Have 5 or more siblings.
family.
2-3 Never traveled outside of 5-3 There was an adventurer in
your hometown. the family.
2-4 Have a multitude of scars 5-4 Once got lost in a Sword
on your body. Labyrinth.
2-5 Born to a warm, loving 5-5 Only member of your
family. family of your gender.
2-6 Never gave up singing. 5-6 No members of your family
of the opposite gender.
3-1 You told a big lie about 6-1 Grew up training with a
something important. sword in hand.
3-2 You are looking for your 6-2 Never stayed in one place
favorite food. for more than a week.
3-3 Nursed an injured animal 6-3 Met the king once.
back to health.
3-4 Have a nickname to hide an 6-4 Have been so hungry you've
embarrassing real name. fainted.
3-5 Named after a popular 6-5 Flown on an airship at least
hero. once.
3-6 Made some vows to 6-6 Have attempted suicide at
yourself. least once.

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Part 2 Game Rules

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Supplementary Rules

This section introduces rules for battles in special situations,


as well as adding new rules for skirmishes.

Actions and Combat in Special Situations

This section covers the rules for combat in special situations,


such as underwater, in mid-air or any other time when combat
is not just a normal battle, as well as the actions a character can
take in such combat situations.

Underwater Behavior in Combat


Character movement is drastically reduced when underwater.
A Limited Move is only 1m, while both a Normal and Full
Move are reduced to 1/5 speed (rounded up).
When a skill check is required (except Fortitude and
Willpower), there is a -4 penalty to those skills. Characters in
full metal armor are unable to make any skill checks
underwater at all. Additionally, unless able to breathe
underwater characters cannot speak while underwater, making
communication and spellcasting impossible. Spells may be
used in water up to shoulder-height (though the -4 penalty for
being in water would apply); anything higher prevents
spellcasting.
If unable to breathe underwater, a character can stay under for
a number of rounds equal to their Vitality. Any longer, and the
character's HP drops to 0, and they become unconscious. If
underwater, or floating face down in water, and unconscious,
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a Death Check needs to be made every minute, with the
Target Number increasing by +1 every minute.
Attacking While Underwater
When making a melee attack while underwater, both the
attacker's Accuracy check and the defender's Evasion check
are penalized, reducing the results by -4. This is applied
regardless of the attacker's weapon, strength, etc.
Ranged attacks (including thrown attacks) cannot be made
underwater.
Casting Spells Underwater
Assuming the character is able to cast a spell underwater, the
spell works the exact same way as on land, no matter what the
effect would be. Yes, that means Fireball and other fire spells
would still work underwater.
Blocking Movement While Underwater
Underwater, a character can only block (see CR I: p. 191-200)
one opponent at a time, and only if that opponent doesn't have
more body sections than blocking characters. For example, a
single character cannot block a character or monster with two
or more body sections.
Special Underwater Abilities
Certain abilities allow for a character to function (or at least
use the ability) underwater. In particular, any ability that says
"Underwater" in the name, as well as the Elf Racial Ability
"Sword's Salvation/Gentle Water" (see CR I: p. 67-79), allows
for unfettered movement. These characters may move and
speak freely underwater (including casting spells), are not
limited in movement, and do not receive any penalties on skill

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checks. When blocking movement, count the character as per
normal rules, as well.

Actions and Combat in the Air


This section covers actions and combat for those characters
who can fly.
Movement in the Air
Characters with flight, as well as those with items that allow
flying, are able to move in the air. The distance traveled
depends upon the type of flight used, as well as the character's
Agility score. Movement is the same as it would be on the
ground for those characters.
Falling
Falling from the sky forces a character out of a skirmish,
regardless of all other conditions. When falling, the time from
the start of the fall to impact with the ground is instantaneous
and fall damage will be taken (see CR I: p. 207-213).
If a character that can fly ends up falling, reduce the height
fallen from by 10m. If this reduces the fall height to 0m or
lower, that character doesn't receive fall damage (see CR I: p.
117-137).
Below are a couple of common situations that would cause
falling damage.
Falling from a Height
If a character would be affected by something that would cause
them to fall (or be knocked prone) while in the air, they
immediately start falling. However, if the distance to the
ground is more than 10m, then the character can ready

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themselves and reestablish flight, albeit 10m lower than their
previous position.
Knocked Unconscious
If a character is knocked unconscious, they fall to the ground
immediately. In this situation, Tumble checks cannot be
attempted.
Loss of Flight
If a character loses the ability to fly, whether through the item
used failing, the magic effect used run out of its duration, or
whatever, they immediately fall. Tumble checks can be made
in order to minimize the damage dealt.
Characters with multiple sets of wings lose their flying ability
when half (rounded up) of their wings are rendered non-
functional. Characters with multiple flying abilities
simultaneously will fall if they lose all of them, not just one.

Notes on Fall Damage

This section has information on how to deal with fall damage


(see CR I: p. 207-213) in special situations.

Fall Damage Situational Modifiers


If falling into water or into trees, as opposed to directly to the
ground, there's a chance characters can use the different
terrain to cushion their fall somewhat. Below is a list of
modifiers that will either increase or decrease the fall distance
for the purposed of determining fall damage. If there are
thorns or traps, etc. at the fall location, that damage will be
dealt after determining fall damage.
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Falling Situations and increase/decrease in fall distance
Falling Situation Drop Distance (m)
Able to fly -10
Fall location is in the forest -10
Fall location is in water -5
Sliding down a cliff -10
Fall location is harder than dirt +5

Catching a Falling Character


When attempting to catch a falling character, both the falling
character and the one trying to catch them can make Tumble
check (see CR I: p. 117-137) in an attempt to reduce fall
damage. In doing so, the sum of both checks is subtracted
from the fall damage, but both characters will take the
remaining fall damage.
If the falling character is unable to make a Tumble check, the
character catching them can still attempt the Tumble, and
reduce damage accordingly.

Falling Monsters
If a monster is falling and attempts to make a Tumble check,
use their Evasion score when rolling.
Losing Flight
If a monster's Wings drop to 0 HP, they will be unable to fly,
and if in the air will fall immediately. Monsters with multiple
sets of wings will lose the ability to fly when half or more of
their sets of wings are at 0 HP.

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However, monster abilities like [Flight] only actually offer
bonuses in combat. If those abilities are lost, it doesn't actually
remove the ability to fly.
Fall Damage for Multi-Section Monsters
Monsters with multiple sections will receive fall damage on
each section.

Enhanced Racial Features

Once a PC's Adventurer Level is 6th or higher, their racial


features are enhanced. In most cases, there's a racial feature
for each race that's easier to use and is more relevant than the
other, so that one will receive the benefit.
Use This as Option Rule
Please use this rule as an optional rule. If using these rules,
refer to “Alchemist Works” for levels 11 and beyond.

Race Human Strengthened [Sword's


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

Race Elf Strengthened Racial [Sword's Salvation/Gentle


Feature Water]
Summary Each companion who grabs a hand can also breathe and
function underwater for up to 1 hour. If contact is lost
underwater, so is this benefit.

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Race Dwarf Strengthened Racial [Sword's Salvation/Body
Feature of Flame]
Summary Each companion who grabs a hand will no longer receive
any damage from fire, physical or magical, and their
equipment cannot burn or be damaged by fire.

Race Tabbit Strengthened Racial [Danger Sense]


Feature
Summary When making a Danger Sense check, add your Intelligence
Bonus to your Adventurer Level.

Race Runefolk Strengthened Racial [HP


Feature Conversion]
Summary [HP Conversion] now takes a Minor Action to activate.

Race Nightmare Strengthened Racial [Alternate


Feature Form]
Summary When in [Alternate Form], all melee attacks, ranged
attacks, and spells that deal damage directly to a target deal
an additional +1 damage.

Race Shadow Strengthened Racial [Moonlight's


Feature Protection]
Summary [Moonlight's Protection] also reduces Poison, Curse and
Disease damage by -3, whether physical or magical.

Race Lildraken Strengthened [Sword's


Racial Feature Salvation/Wings of the
Wind]
Summary When flying using [Sword's Salvation/Wings of the Wind],
maximum flight speed is equal to that of a Full Move (i.e.,
3x Agility).

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Race Grassrunner Strengthened [Mana
Racial Feature Interference]
Summary Once per day, as a Major Action, a Grassrunner can
attempt to dispel a magical effect with a duration. By
touching it, you can make a check using your Adventurer
Level + Spirit Bonus, and if it's higher than the caster's
standard value, then the effect is dispelled.

Race Newman Strengthened Racial [Child of


Feature Magic]
Summary If a Spellcasting check comes up as an automatic failure
(double 1's), then no MP is spent.

Special Rules for Weapons and Armor

Custom-Forged Weapons
When purchasing weapons, the option exists to have weapons
custom-forged for the wielder. These weapons have their
Minimum Strength requirement adjusted, making it easier to
wield a particular weapon. This custom forging can either be
assumed to have taken place before the weapon was
purchased or may be done at any time after purchase by a
qualified weaponsmith.
With these custom-forged weapons, the Minimum Strength
requirement can be either raised or lowered by up to 3 points
from the listed value, and the Power is adjusted accordingly
using Power Tables (see p. 417). For example, a weapon that
was custom forged to require an extra +3 Minimum Strength
also gets +3 Power. However, Guns cannot be custom-forged,
41
as that would disrupt their inner workings. Also, custom-
forged weapons cannot have either their Minimum Strength
or their Power reduced to 0 or lower.
The cost increase for a custom-forged weapon is based on its
rank, below:
B-Rank: +300 Gamels for each +1 or -1 modifier
A-Rank: +1,000 Gamels for each +1 or -1 modifier
S-Rank: +3,000 Gamels for each +1 or -1 modifier
This cost can be part of buying the weapon and paid upfront,
or it can be specifically paid out after the fact when custom-
forging an already purchased weapon. The same amount of
money will be charged whether there's an increase or a
decrease in Strength and Power.
Custom-forged weapons may have unique names, though this
should be discussed upon between the PC and the GM.
Silver Weapons
Purchased weapons can also be silver and are more expensive
as a result. When purchasing a silver version of a weapon, it is
+1,000G for B-Rank weapons, +2,000G for A-Rank, and
+4,000G for S-Rank weapons. An already existing weapon
cannot be made into a silver weapon. Also, weapons made of
mithril are already considered to be silver weapons.

Handling High STR Weapons and Armor


At the GM's discretion, a PC may attempt to wield a weapon
or wear armor with Minimum Strength requirements higher
than their Strength score. These are referred to as "oversized
weapons" and "too-heavy armor".
42
In situations like these, the character takes a penalty to their
Accuracy equal to the different between their Strength score
and the Required Strength of the weapon. For example, if a
character with 15 Strength tried to wield a Bastard Sword
requiring 17 Strength, the character would receive a -2
Accuracy penalty as long as they were wielding that sword.
Wearing heavier armor than capable limits characters just as
harshly. While in too-heavy armor, a character can only take
a Limited Move, and may not perform any Major Actions,
until the armor is taken off.

Handling Higher-Ranked Weapons and Armor


At the GM's discretion, a PC may attempt to use weapons and
armor of A-Rank or higher even without the appropriate
[Weapon Proficiency/**] or [Armor Proficiency/**] Combat
Feats.
When using one of these higher-rank items, the Minimum
Strength requirement is increased by +10, and any extra
annotated benefits the weapon may give are ignored. For
example, if a character were to try and wield a Defender sword
(Min STR 12) without having [Weapon Proficiency/Sword],
they would need a 22 Strength in order to even attempt to use
it, and even then, the character would not get the added
Defense the sword offers. Additionally, the wielder would
receive an Accuracy penalty depending upon the difference
between their Strength score and the Required Strength of the
weapon, as if they were using an oversized weapon.
Similarly for armor, the Minimum Strength increases by +10
when attempting to wear higher-rank armor. Even then, a
character can only take a Limited Move, and may not perform
any Major Actions, until the armor is taken off.
43
Characters may not attempt to wield weapons or wear armor
two ranks higher than what they are normally capable of.

Loss of Hearing Penalties

A PC may have issues with certain skills if they lose the ability
to hear, whether through going deaf or just an inability to
distinguish separate noises. Penalties can be applied to Hide,
Evasion, Follow, Listen, Danger Sense, Engineering, Search,
Meteorology, Find Trap skill (see CR I: p. 117-137) and any
other that GM deems appropriate.
Example of Penalties due to Hearing Difficulty
Situation Penalty
Deaf in one ear -1
Deaf in both ears -2
Strong wind blowing -1
Unable to distinguish due to noise -1

Staying Awake Longer Than 1 Day

If a character stays awake for more than 24 hours, they receive


a -1 penalty to all Actions taken and skill checks made, as well
as a maximum HP and MP reduction by -1 point. This effect
accumulates for each day spent awake and goes away when the
character can finally get at least 6 hours of continuous sleep.

Notes on Shielding

Objects, such as trees or skirmishes, that are easy to see but


difficult to see beyond, are considered to shield whatever is
behind them. Shielding only obstructs vision, not movement.
44
The other side of the shielding object cannot normally be
targeted by attacks or magic. However, Combat Feats, such as
[Hawk Eye] (see CR I: p. 280-286), allow targeting.
Examples of Shielding
Hostile Characters, Skirmishes, Heavy Forest, Heavy Rain,
Muddy Water (when underwater), Clouds (when in the air).

Torch and Lantern Light

By using a torch or lantern, a character is able to see in the


dark. Unless otherwise specified, the light from either a torch
or lantern illuminates a 10m area.
Viewing Bright Areas from Dark Places
Even if a character is in complete darkness, they can target
characters in illuminated areas without suffering penalties
from the darkness.

45
Sword Shards and Reputation

Over the course of an adventure, PCs may come across Sword


Shards. These powerful artifacts can be found as part of a
treasure trove, gifted by a grateful NPC, or wrested from the
control of a powerful monster. However, they're found, Sword
Shards provide a valuable service, so while possible to sell
them to the Adventurer's Guild for money and reputation, it's
also possible to offer them to the kingdom for protection.

Using Sword Shards

Sword Shards can be sold for an average of 200G each, but


there are many other uses for them. Some buyers may offer a
higher price, while others may offer other rewards. There's not
much point in selling them to other PCs, though.
However, the Adventurer's Guild offers a different use for
Sword Shards. By donating Sword Shards to the Guild, they
get passed on to the kingdom, and used for their Sword of
Protection. It's very easy to become famous by donating
multiple Sword Shards, so many adventurers go out in search
of them.
If PCs choose to donate Sword Shards, they earn Reputation
for being able-bodied adventurers. For each Shard donated,
one of the PCs may roll a die, and each PC involved in that
adventure receives that much reputation.
Donating Sword Shards is done at the end of a session, after
deciding whether or not to sell any Sword Shards. Once Sword
Shards are donated for reputation, the PCs cannot decide to
46
get money instead if the reputation rolls come up poorly. Also,
while it is recommended that Sword Shards be donated or sold
during the same session they're found, real life matters may
make that difficult, so it may be possible to hold on to Sword
Shards over a lengthy period of time.

Reputation

Those who return bearing Sword Shards are seen as brave.


This is only somewhat accurate, as this comes from the actual
donating of Sword Shards, though it is commonly thought that
Sword Shards are only found in the hands of the dangerous
and powerful. This doesn't consider any other heroic deeds or
other circumstances that might give an adventurer a title.
While the titles and renowned items below are meant as
rewards for achieving higher and higher reputation, it might
also seem stifling to keep with this exact setup in home
campaigns. If the GM wishes to have extra titles, or rewards
from other titles that don't include anything from below, they
should feel free to include it in their own campaigns.
Theoretically, reputation is independent of any other fame
and fortune that may befall the PCs. However, that can still be
useful, as higher reputation means that more people would
pay attention to the characters and can also give the GM a
rough idea as to how NPCs would react to someone with
varying levels of reputation.
Given that the whole concept of reputation comes from
defeating powerful monsters and taking their Sword Shards, it
comes as little surprise that the various races of the Barbarous
would look down on characters with a lot of reputation.

47
Increasing one's reputation among the various player races
also brings dishonor to one's self in the eyes of the Barbarous,
and highly regarded heroes are at the same time despised
villains, depending upon who's asked.
GM's Guide to Sword Shards
While enemies fall all over themselves to grab and gain power
from Sword Shards, it is a good idea to recommend that
players who defeat said bosses receive Sword Shards. This is
the most basic way to get a Sword Shard.
However, the GM may hand them out as a reward, or just
allocate them behind later rewards (such as treasure troves) in
order to put more Sword Shards into the player's hands.
The total number of Sword Shards that should be handed out
per session should be about 1x~2x the average Adventurer
Level. Below that, there's not as many boss monsters, and the
resulting combats will end up feeling weak and underpowered.
Go high enough over, though, and every enemy turns into a
full boss fight, and it becomes significantly more likely that the
PCs will end up getting beaten down over and over again.
If the players are looking to have a more epic game, something
a little more fitting for the scenario might be needed. While it
may seem like a good idea to just add in more Sword Shards,
it's much better to offer different ways to increase honor and
reputation than just overloading the PCs with Sword Shards.

48
Reputation and Rewards

Reputation earned by collecting Sword Shards doesn't only


represent the popularity and notoriety of the PCs, but it can
also be used to allow the purchase of unique items. Upgraded
tools, titles, even a house are available to characters with
enough reputation.

Keeping Track of Reputation


Players who've earned reputation need to keep track of that
for their individual characters, there is no "party reputation".
Additionally, it's important to distinguish between "Current
Reputation" and "Total Reputation".
Total Reputation
Total Reputation is the sum total of all reputation earned over
the character's career by collecting and donating Sword
Shards. With a few exceptions (see p. 81), a character's Total
Reputation will only rise over the course of a campaign. Refer
to the "Reputation and Fame" table (see p. 50) to see how well-
known a character is.
Current Reputation
Current Reputation is a measure of how much reputation the
character currently has and can be spent to allow the purchase
of Renowned Items, special equipment, titles, social status, etc.
(see p. 51). Narratively, this is rewards given by various kings,
citizen representatives and merchants. Mechanically, this is
dealt with by using reputation as a sort of currency, allowing
characters to buy these Renowned Items. If it is important to
know specifically who the items came from, that is something
to work out with the GM.

49
While a character can reduce their Current Reputation to 0, it
cannot go lower. Also, most items have a monetary cost in
Gamels as well as the cost in reputation, which also needs to
be paid for at the time of purchase.
If any of these Renowned Items are lost or broken, characters
may suffer an additional loss of reputation (see p. 81).

Reputation and Fame Table


A character's Total Reputation score represents how well
known that character is throughout the world of Raxia.
Reputation and Fame
Reputation Degree of Fame
1 - 20 Unknown. Little is known, outside of direct
acquaintances.
21 - 50 Recognized. Name is known by a small community, such
as a local Adventurer's Guild.
51 - 100 Familiar. Small communities can match the name and
face to certain deeds, but still relatively unknown outside
of the area.
101 - 200 Popular. Opponents will begin to know the character,
and requests from other communities will ask for the
character by name.
201 - 500 Renowned. Rumors of deeds have hit the major cities,
and the character is a minor celebrity. However, there are
some who don't recognize them.
501 - 1,000 Celebrated. The character is a major celebrity in cities
and local communities. Their reputation precedes their
presence, for good or ill.
1,001 - Famous. Recognized on the national level, the character
2,000 will receive preferential treatment at shops and will often
receive complimentary goods and services. However,
there are those who will look to forge the character's
name.
2,001 - Illustrious. The character is a national celebrity, and will
5,000 continue to be given preferential treatment, even if
unwanted. Aspiring writers may also ask to write the

50
Reputation Degree of Fame
character's biography, as well as poetry and words of
wisdom.
5,000+ Legendary. A worldwide phenomenon, the character is a
living legend. Their exploits are the source of many books
and poems, and they are thought of as an icon of courage
and heroism.

Renowned Item List

This section introduces lists of items that can be purchased


with a character's Current Reputation.

Personalized Equipment
Equipment specially made for a particular PC, these weapons
and armor can come from a variety of places. A friendly
blacksmith, looking to repay a favor; a merchant, looking for
fame by sponsoring a popular adventurer; an old master, trying
to take advantage of a generous offer; all of these and more
can give a player access to this personalized equipment.
Often covered with emblems and decorations that are
meaningful to the PC, this equipment is also designed to work
with the PC and that character alone. As such, the character
receives a +2 bonus to a particular ability (listed below), so long
as they are using that particular piece of equipment. Letting
another character use a piece of personalized equipment will
not give them the same benefit.
Personalized equipment is available for 50 Reputation, though
the Gamel value is the same as the market value for the item
in question. New equipment can be purchased as such,
spending both the Reputation and the Gamels, or existing

51
equipment can be upgraded by spending only the Reputation.
Even magical items can be upgraded in such a way.
Losing personalized equipment will cause a loss of Total
Reputation but storing it away and not using it will not. Selling
personalized equipment will also cause a loss of Total
Reputation, but the buyback price will be twice normal, or
equivalent to the market value of the item (see p. 81).
Personalized Reputation Price Effect
Equipment (G)
Favored Weapon 50 Varies Dexterity +2
Favored Shield 50 Varies Agility +2
Favored Armor 50 Varies Speed +2
Favored Scout's Tools 50 Varies Dexterity +2
Favored Instrument 50 Varies Spirit +2
Favored Accessories ※ 50 Varies Maximum HP or
1, ※2 MP +2
※1: Any Accessory may be chosen.

※2: The same effect does not stack (i.e., no equipping two Maximum HP
+2 Accessories to get +4 Maximum HP; +2 HP and +2 MP will work,
though).

Specialty Items
Specialty Items are items that are rare and difficult to find,
often unable to be mass-produced. Things like rare materials
used in their creation, requiring skilled craftsmen with waiting
lists years long, or a special horse being born. Often, one
requires connections and favors in order to find such items,
and there are many looking for the same goods, so
competition is fierce whenever something comes to market.
These specialty items are typically superior to those found
readily at most markets and can be shared among characters
without any loss of functionality. However, there are a few

52
items that require certain levels in specific classes and will not
function otherwise.
Specialty Items can be sold back for the same amount of
money paid but will cause a loss of Total Reputation (see p.
81). Storing the item and not using it, however, will not cause
the reputation loss.
Specialty Items Reputation Price Effect
(G)
Easy-to-use 5 50 Cooking checks +1
Cooking Set
Flammable 5 20 Ignites in 5 minutes
Tinderbox
Quick-Light Hu 20 100 Starts in 30 seconds
Lamp
Sturdy Lantern 10 40 Can withstand falls of 3m
onto cobblestones
Razor-Sharp 5 20 Can be used as a weapon:
Knife B-Rank Sword, Req'd STR
1, Impact 1
Flat Hand 20 50+ The penalty for fighting
Mirror while looking in a mirror is
reduced to -1
Swimsuit 10 20+ Swimming checks +1
Fluffy Snowsuit 15 80+ Water and Ice damage -1,
Agility -6
Stylish Riding 10 100+ Riding checks +1
Clothes
Light Quill pen 10 50 Writing speed +10%
Fast Horse 30 5,000 Move at Horse's Speed
+5m
War Horse 60 10,000 Move at Horse's Speed
+5m
Manabike G 60 10,000 Move at Manabike's Speed
+5m
Rangers' Cloak 20 1,000 + Requires Level 3 Ranger.
※1 α Allows one Accessory to
be equipped in the "Back"
slot.

53
Specialty Items Reputation Price Effect
(G)
Utility Belt ※1 20 1,000 + Requires Level 3 Scout.
α Allows one Accessory to
be equipped in the "Waist"
slot.
Headband of 10 200 Requires Level 3 Sage.
Concentration Allows a reroll of a Sage
※2 class action, taking half the
time to do so.
Ornate Jewelry 20 500 Requires Level 3 Fairy
Tamer. Jewelry made with
6 Fairy Gems. Can be
equipped in any slot.
True Black Belt 80 20,000 Black Belt (see CR I: p.
※3 325-334). Requires Level 3
Grappler. Defense +2.
※1: A special cloak/belt. In addition to the normal reputation cost, these
items require an extra 1,000G on top of the normal market price. Other
cloaks/belts cannot be worn at the same time.

※2: Half-time checks, only apply to the second roll and any subsequent
rerolls; the first check is as normal. Equip Slot: Head

※3: Can be combined with Utility Belt, in which case the Reputation and
Gamel cost is combined as well.

Reputation and Real Estate

With enough of a reputation, players can find themselves as


owners of their own home.

Housing
PC with a residence is able to defray the various costs of living
traveling adventurers may incur, such as lodging, food, and
other expenses. On the other hand, regular repairs and
upkeep are necessary and, depending upon the size of the
54
house, can be costly. Additionally, for larger houses, servants
will be needed to keep everything in top shape, and the cost
of not only their service, but their own food and expenses will
need to be covered as well.
For housing up to the size of a Mansion, PCs only need
enough reputation to purchase the house (see p. 78).
However, if the character wants a Castle, they also need to be
given Knighthood from the local kingdom and must serve as a
bannerman for their liege.
House can be sold at a specified price if character is willing to
accept a reduction in reputation (see p. 81).
Upgrading Houses
Houses can be upgraded in stages and need not drive the
owner bankrupt. When upgrading housing, only the
difference in cost between the player's current housing and
their desired building needs to be paid. The location of the
actual building itself can change as well, and even move across
borders (though this requires an actual upgrade, not a "side-
grade").
If upgrading their home, the character cannot use their
previous home until the upgrade is finished. If moving to a
new house, cash from the sale of the old house will be received
after moving.
Multiple homes may be purchased, and the exact grade of
each house is up to the PC buying it. However, the purchase
price and maintenance costs for each house must be paid.
Joint Ownership
A house, or larger building, may be shared by multiple PCs,
with each receiving their own room to live in. In situations like
55
this, the residence is owned by a common name, and each
resident can pay bills, though the exact split of both reputation
and Gamels doesn't have to be exactly even. Castles may be
shared, so long as at least one of the PCs sharing it have been
granted Knighthood.
Upgrading a jointly owned home is possible, so long as each
resident can agree on how the payment of reputation and
Gamels should go. It's also possible to turn a single-owner
building into a jointly owned building, allowing multiple
people to share the cost of upgrading instead of just one.
Leaving Joint Ownership and Compensation
PCs who leave joint ownership will suffer a loss of Total
Reputation equal to the reputation of the house they lost. The
remaining owners will have to cover the deficit or will lose the
residence. If this happens, each former owner will lose Total
Reputation equal to the combined reputation of all former
owners (see p. 81).
A Knighted owner of a Castle cannot willingly leave the
residence. However, the castle will be sold if the Knighted
owner is permanently removed from joint ownership (i.e., if
they die and aren't resurrected), and the money from the sale
thereof will be distributed equally among all other joint
owners.
If a PC is temporarily indisposed, such as if they leave the party
temporarily or are dead and waiting to be resurrected, then the
reputation deficit need not be covered. However, if the PC is
dead and unable to be resurrected or becomes an NPC
Revenant due to soulscar accumulation (see CR I: p. 213-218),
then they will be removed from joint ownership, and the
missing reputation needs to be accounted for.

56
Special Housing Installations
The following are special installations that can be placed in a
house. If jointly owned, the cost of such installations can be
shared among all owners.
Competent Treasurers
Treasurers are NPCs that can be hired by PCs with residences
the size of a Small Home or larger. Usually unrelated to the
PCs, this can be a family friend, relative, or old flame at the
GM's discretion.
In addition to keeping track of the books and costs of running
a house, treasurers work to manage assets and keep up on
repairs. In doing so, the Maintenance Cost of the residence is
reduced to 0.
The reputation required to hire a treasurer is equal to half that
required for the residence in question, no money required.
However, if the player wishes to upgrade their residence, they
must also pay reputation to upgrade their treasurer as well
fairly soon afterwards or lose the benefit of them. Consult with
the GM to determine what this might consist of (whether
improvement in skills, hiring an assistant, etc.).
If the residence is sold, the treasurer will leave as well, causing
a loss of Total Reputation equal to the value of the treasurer
at the time (see p. 81).
Personal Theatre Troupe
PCs and parties who own Mansions (or larger residences) can
have their own theatre company. This company is usually
assumed to be a cadre of masked performers, but can also be
an orchestra, a circus, or any other such large production.

57
The size of the troupe depends upon the amount of reputation
and money paid. For example, if the minimum amount is put
forward (50 reputation and 5,000G), then the troupe is a small
group, averaging about 5 regulars. However, if the purchaser
goes all out and goes for the maximum (1,000 reputation and
100,000G), then they'll have a massive troupe, around 100
performers. At any time, the PCs can add to the size of the
troupe, paying the appropriate reputation and money costs. It's
also possible to scale back the troupe, but this comes at a loss
to the Total Reputation of the PCs (see p. 81).
While some have a troupe for personal enjoyment, most
owners will have the troupe perform in order to defray the
maintenance and upkeep costs of running a theatre troupe. If
there's no performances, then it's likely that the troupe's
exposure to the general public will decrease, meaning that
when they do perform there won't be as many coming to see
them, leading to a loss in revenue, performers leaving due to
lack of payment, and so on.
Theatre Troupe Maintenance
1 Month's Upkeep = (2d-7) x (Reputation x 10) Gamels
For this check, Humans cannot use their racial feature
[Sword's Salvation/Change Fate].
If the result of this check is positive, then it is considered to be
profit; if negative, then there's a deficit that needs to be
covered. The PC can bypass this check (which assumes the
troupe didn't perform), in which case the dice result would be
0. If the owner has the troupe solely as a personal expense
(and not a theatre open to the public), then treat the dice result

58
as a 2. In other words, the PC needs to pay 50G times the
reputation score of the troupe every month.
If there's a deficit incurred by poor income and increasing
maintenance costs, the PC owner must cover that deficit. If
they cannot, the troupe is sold off, with an appropriate loss in
Total Reputation (see p. 81).
Exhibition Hall
PCs and parties who own Mansions (or larger residences) can
have their own exhibition hall, allowing them to display various
items and trophies they've collected over their adventuring
career. Exhibits can include the various Personal Equipment
and Specialty Items the character has found and purchased, as
well as various body parts of larger enemies they may have
slain.
Exhibition halls often have entry fees for the public, which
helps to offset the costs of maintenance and security.
Displaying various items in a hall allows a monthly income
check, similar to that of the theatre troupe.
Exhibition Hall Maintenance
1 Month's Income = (2d-6) x (Reputation x 5) Gamels
For this check, Humans cannot use their racial feature
[Sword's Salvation/Change Fate].
If the result of this check is positive, then it is considered to be
profit; if negative, then there's a deficit that needs to be
covered. The PC can bypass this check (which assumes the
hall wasn't open to the public), in which case the dice result
would be 0.

59
If there's a deficit incurred by poor income and increasing
maintenance costs, the PC owner must cover that deficit, often
by selling exhibits until they can cover the costs. If they cannot,
the hall itself is sold off, with an appropriate loss in Total
Reputation (see p. 81).
Personal Goods
Works of art, created to honor the character or group. These
works can include paintings, sculptures, biographies, songs,
plays, etc. While they tend to have no mechanical benefit to
gameplay, these works of art are very often exhibits in halls and
are a sign of a character or group's popularity and reputation.
These works have a number of factors that will cause prices to
vary wildly. Materials, size of the works, genre, etc. will all play
a part in setting the price. Additionally, the creators of said
works will also play a part in the pricing, as below:
Obscure Creator: ×½
Average Creator: ×1
First-Class Creator: ×5
Works creates by Obscure Creators are those of up-and-
comers, or those who are skilled, but in remote areas. The
actual quality of the work isn't bad, but the general public will
have a hard time believing that due to not knowing who
created it.
Some works created will only require reputation, while others
will differ wildly between reputation and gamel prices. For
those works paid for solely by reputation, they cannot be sold
for money.

60
Average Creators tend to have a good track record with their
works, and those familiar with the genre can tell their work
from others. They'll produce works of art of standard quality.
First-Class Creators are those who've become famous, even
outside of the genre they work in. These creators can have
their work recognized by most people on the street.
Over the course of a campaign, it's possible for an Obscure
Creator to get recognition and become Average, or even First-
Class. If this happens, for each of their work the PC owns,
there are two possibilities.
First, the PC could pay the difference in reputation (and
gamels, if necessary), and the work will still be seen as
something of that's creator's signature handiwork.
Otherwise, while the item will still have value, it won't be seen
as on the same level of that creator's current works. Usually, it
will be written off as "part of the learning experience", or "rough
work from a rough era of the creator".
In either case, the actual value of the work (for determining
sale price and value as an exhibit) will be determined by the
reputation paid for it.
Maintenance Price Notes
Housing Reputation
Cost (G) (G)
Private
15 500 / month 2,000
Apartment
Small 1,200 / Treasurer
50 5,000
Home month allowed
Treasurer
Average 5,000 /
150 20,000 allowed; co-
House month
signers allowed
Treasurer
20,000 /
Mansion 400 100,000 allowed; co-
month
signers allowed

61
Maintenance Price Notes
Housing Reputation
Cost (G) (G)
Knighthood
Required.
100,000 /
Castle 1200 500,000 Treasurer
month
allowed; co-
signers allowed

Maintenance Notes
Household Reputation Price (G)
Cost (G)
Small Home
or larger
Housing
Competent Housing × Required.
- -
Treasurer ½ Maintenance
Cost of
Housing
reduced to 0.
Mansion or
Personal (2d-7) ×
Reputation larger
Theatre 50~1,000 (Reputation
× 100 Housing
Troupe × 10)
Required.
(2d-6) × Mansion or
Displayed larger
Exhibition
50 Items' 5,000 Housing
Hall
Reputation × Required.
5
Maintenance Notes
Household Reputation Price (G)
Cost (G)
Small Home
or larger
Housing
Competent Housing × Required.
- -
Treasurer ½ Maintenance
Cost of
Housing
reduced to 0.

62
Portraits of the Character (And His Adventuring Group)
Price Notes
Artwork Reputation
(G)
About 30cm × 30cm; often a face
Small 20 500
shot or bust
About 60cm × 60cm; from bust to
Medium 40 1,000
full-length portrait
About 1m × 1m; typically, a full-
Large 80 2,000 body portrait, can include
adventuring group as well
Extra About 2m × 3m; almost exclusively
200 5,000
Large adventuring groups
A textile reproduction of an
Tapestry ×1 ×1 existing picture (purchased
separately)
Painted directly on the wall, it lasts
Mural ×2 ×2
as long as the wall does

Statues and Sculptures of the Character


Sculptures Price Notes
Reputation
(G)
Miniscule About 20cm high, it's fairly
1 200 cheap (unless made with
precious metals)
Small About 60cm high, typically
40 1,000
sculptured busts
Medium 120 3,000 Life-size full-body sculpture
Large 400 10,000 An immense sculpture
Sterling Made with sterling silver, could
×5 ×5
Silver be considered jewelry
Solid Gold Crafted using jewelry-grade
× 250 × 250
solid gold

63
Biographies and Stories of the Character's Life
Personalized Reputation Price Notes
Goods (G)
Short Story / 50 - Similar to a paperback or
Abridged children's picture book
Novel 100 - Hardcover volume, usually
from a single author
Collaboration 200 - Ten or more epic volumes,
often by multiple authors

Poems Sung in Memory of the Character


Poetry Price Notes
Reputation
(G)
Short - Only a few lines long
10
Poem
Ballad - Several dozen lines, lasts a couple
40
minutes
Epic - Long enough to last from ten
200
minutes to a couple of hours

Music Played to Honor the Character


Musical Price Notes
Reputation
Pieces (G)
Concerto - One melody, lasting a few
20
minutes
Symphony - A longer piece, played by a
80
small orchestra
Symphonic - Many songs, performed by a
400
Suite large orchestra

64
Theater Performances Re-enacting Famous Achievements
of the Character
Price Notes
Performances Reputation
(G)
- A one-act performance, lasting
Skit 30
about ten minutes
- Consists of multiple acts, often
Play 100
running several hours
- A collection of episodic plays,
unlikely to be shown
Series 500
consecutively due to the
combined length

Personalized Goods Reputation Price (G)


Obscure ×½ ×½
Average ×1 ×1
First-Class ×5 ×5

Personal Titles and Nicknames

Titles honoring an individual are listed below. While anyone


can come up with a nickname for themselves, it won't really
spread until the character earns some reputation to go along
with that nickname. These titles, earned through reputation,
ensure that a nickname will be as valid as a real name.
Titles are often created by combining multiple words, and the
exact combination is left up to the players. They can also
change a few things around, add particles, change cases, etc. in
order to make sure the title is grammatically correct. For
example, by choosing "Red" and "Warrior", the character could
use "Red Warrior", "Warrior of Red", "Crimson Warrior", and
so on. However, once decided, this title cannot change.

65
Each title has a certain reputation required in order to use it.
Words that leave stronger impressions will cost more, and
monster names in particular will cost as much as the monster's
level. If a player asks for a word not on any of the tables below,
it's up to the GM to determine the reputation cost.
Word Combinations
Generally, a title is composed of two words, but some can be
three or more words.
Characters can extend their current titles in a few different
ways. The easiest is to just add words onto the title, such as
adding "Furious" to "Red Warrior", giving the character the title
of "Furious Red Warrior". Another would be to create another
title as an alias. However, words combined previously cannot
be changed. For example, if "Brave" and "Soldier" were
combined for "Brave Soldier", then if "War" was chosen after
that the character couldn't re-title themselves "Brave War
Soldier", as "Brave Soldier" was already combined previously.
If a character wants a new title but doesn't want to tie it to their
currently existing title, they can start going by the new title, with
the old title being a "formerly" or "previously known as". It's
also possible to have a title be region-specific, so the same
character can have multiple titles depending upon where in the
world they are.
Removing a Title
If a PC claims a title, they should try to act in ways that uphold
that title. If the character's behavior strays too far, the GM
should warn the player about their actions. If these warnings
are often ignored, the GM should offer a final warning, then
strip the character of their title (and the appropriate Total

66
Reputation that comes with it) if they keep ignoring their poor
behavior (see p. 81).
For example, a title like "Boggart Killer" assumes the character
will kill Boggarts if they show up. However, if the character
leaves NPCs they were escorting to the Boggarts and flees, it
would be grounds to strip that title from the character. It is OK
to not have run into the particular situation that your title
aspires to, but once that situation presents itself it's important
to at least attempt to keep in line with the title.
Impersonating characters with famous titles, or claiming titles
the character never intends on achieving, can be done.
However, if this impersonation or false title is discovered, the
character will immediately lose the impersonated title's
reputation from their Total Reputation (see p. 81).
Joking Titles
There are some titles that are very obviously joking titles and
are not meant to be taken seriously. Words like "Phony" or
"Self-Proclaimed" should make it clear that the title is
something the character doesn't take seriously. If these are
added, there is no obligation to take the title seriously (as
people will only see "Phony" or "Fake").
The required reputation for these titles is -5; that is, the entire
reputation cost of the title will be reduced by -5 points for each
of these epithets in it.
In the future, it is possible to remove such words from a title
by paying 5 reputation. However, in doing so the character will
need to begin abiding by the title.

67
Same Title
A PC can't choose a title that's obviously the same as someone
else's. However, if a character shows up at a later point and
coincidentally has the same title, both characters may continue
to use it.
Party Titles
Much like PCs, a party can earn a title for the entire group.
Each party member must pay the reputation for the title, and
leaving the party also removes the party title causing a loss of
Total Reputation (see p. 81). Outside of those rules, choosing
a party title is the same as choosing a title for an individual PC.
Topographical Features
Re
- 1 2 3 4 5 6
p
1 5 Sky River Hills Field Cave Shore
2 5 Earth Sea Valley Forest Peak Island
Mountain
3 10 Heaven Canal Plains Cliff Edge
s
Mountai Archipelag
4 10 Ground Ocean Canyon Jungle
n Range o
Waterfal Distant Wastelan Overhan
5 15 Ether Coast
l Mountain d g
Continen Primeval
6 15 Abyss Ravine Snowcap Reef
t Forest

68
Locations and Facilities
- Re 1 2 3 4 5 6
p
1 5 Place Castle Road Crossroad Market Mansion
s
2 10 Battlefield Distric Highway Port Guild School
t
3 10 Cemetery Citadel Town City
Downtow Temple
n
4 10 Savage Castle Countrysid Capital Red-Light Palace
Land Ruins e District
5 15 Death Ruins Nature Labyrinth Thieves' Holy
Valley Den Ground
6 15 Emptines Center Horizon Summit World Dimensio
s of n
Gravit
y

Astronomy and Weather


- Rep 1 2 3 4 5 6
1 5 Day Month Clear Cloud Wind Fog
Skies
2 5 Sunny Star Rain Dew Calm Haze
3 10 Sun Planet Shower Frost Gale Lightning
4 10 Moon Meteor Drizzle Snow Whirlwind Tornado
5 15 Eclipse Nova Rainbow Flurries Windstorm Hurricane
6 15 Heat Comet Overcast Hail Mountain Storm
Wave Wind

69
Seasons and Time
- Re 1 2 3 4 5 6
p
1 5 Spring Autumn Morning Noon Eternity Transient※
2 5 Summer Winter Evening Night Forever Instant※

3 10 Sprout Ripe Dawn Daylight Perpetuity
Swiftness
4 10 Overgrown Wither Dusk Evening Immortal
Thundercla
p
5 15 Immortality Ephemer Daybrea Midnigh Infinite Moment
al k t
6 15 Incandesce Frigid Twilight Aurora Permane Fleeting
nt nt
※:Requires 10 Reputation instead.

Ranks and Positions


- Rep 1 2 3 4 5 6
1 5 One Two Three Four Five Six
2 5 Seven Eight Nine Zero/Ten Hundred Thousand
3 5 Ten Thousand Billion Trillion Former First Next
4 5 Elder Younger Previous Later Left Right
5 5 Inside Outside Under Among Surface Rear
6 5 East West North South Close Step

Epithets (1)
- Re 1 2 3 4 5 6
p
1 5 Large/Sm High/L Deep/Shall Far/Near Light/He Fast/Slo
all ow ow avy w
2 5 White/Bl New/Ol Object/Per Existence/Not Sharp/D Light/D
ack d son hing ull ark
3 5 Joy Fury Sorrow Comfort Value Strange
4 5 Warm Heat Cool Fair Round Broad
5 5 Gentle Brave Firm Soft Harsh Unclean
6 10 Pure Good Evil Strong Saint Elegant

70
Epithets (2)
- Re 1 2 3 4 5 6
p
1 10 Delicat Iron Gallant Peerless Last Ultimate
e Wall
2 10 Novel 11th Radiant Favorable Perfect Inevitable
Hour Winds
3 10 Reliable High- Dangerou Extraordinar Skilled Toxic
Grade s y
4 10 Mild Impulsiv Bizarre Extreme Genuine Poor
e
5 10 Superio Ideal All- Useful Rational Free
r Purpose
6 10 Brilliant Graceful Attractive Willowy Unparallele Meticulou
d s

Metallic Colors
- Rep 1 2 3 4 5 6
1 5 Red Blue Yellow Green Brown Beige
2 10 White Black Grey Scarlet Vermilion Golden
Yellow
3 10 Indigo Purple Milky Aqua Yellow Amber
White Green
4 15 Red Jet Rouge Crimson Azure Blue Light
Ochre Indigo
5 5 Lead Tin Mercury Zinc Brass Steel
6 10 Gold Platinum Silver Iron Copper Mithril

71
Actions (1)
- Re 1 2 3 4 5 6
p
1 5 Slaughter Defeat Sever Slash Pierc Bludgeo
e n
2 5 War Trample Throwing Shooting Burn Bite
3 5 Walk Run Turn Fly Swim Rest
4 5 Enter/Exi Push/Pul Hold Shine Orde Heal
t l r
5 5 Eat/Drin Madness Increase/Decreas Fall Rise Guard
k e
6 5 Quiet Dance Sing Laugh/Cr Judge Gather
y

Actions (2)
- Re 1 2 3 4 5 6
p
1 10 Rebirth Adventure Pride Breathe Use Drift
2 10 Disassembl Accept Apprais Trainin Fight Seek
e e g
3 10 Sublimatio Reassembl Imitate Overtur Exterminate Inherit
n e n
4 10 Maintain Pioneer Confro Observe Subjugate Negotiat
nt e
5 10 Mount Reversal Collect Awaken Unconvention Discove
al r
6 15 Patrol Wander Roam Busy Hide Pedantr
y

72
Occupations
- Re 1 2 3 4 5 6
p
1 5 Boy/Girl Young Prince/s Elder Concubin Man/Woma
Man/Woma s e n
n
2 5 Fighter Grappler Fencer Marksma Sorcerer Conjurer
n
3 5 Priest Fairy Tamer Artifice Scout Sage Ranger
r
4 5 Enhancer Bard Rider General Paragon Mentor
5 5 Messeng Orator Actor Scholar Craftsma Merchant
er n
6 5 Farmer Fisherman Hunter Artist Steward Chef

Social Status and Prestige


- Re 1 2 3 4 5 6
p
1 5 Apprenti Ronin Unremarka Alcohol Thug Up-and-
ce ble ic Comer
2 10 Hermit Philosoph Doctor Landlor Celebrit Gentleman/L
er d y ady
3 10 Talented Champio Virtuoso Darling Star Exemplar
n Perform
er
4 10 Hero Brave Warrior Giant Superm Marvel
an
5 15 Supersta Titlehold Authority Adult Expert Saint
r er
6 15 Prodigy Legend Master Daemo Deity Emperor
n

73
Body Parts
- Rep 1 2 3 4 5 6
1 5 Head Forehead Face Cheek Jaw Neck
2 5 Torso Chest Abdomen Back Waist Buttocks
3 5 Hand Arm Foot Leg Finger/Toe Limb
4 5 Eye Pupil Eyelid Eyebrow Eyelash Nose
5 5 Mouth Lips Tongue Tooth Ear Earlobe
6 5 Hair Beard Horns Fangs Wings Tail

Monsters
- Re 1 2 3 4 5 6
p
1 5 Kobold Gremlin Goblin Ghast Skeleton Zombie
2 10 Boggart Grey Centaur Ghoul Gargoyle Deela
Lynx Harpy
3 10 Daemo Barbarou Mythica Undead Construc Daemon
n s l Beast t
4 15 Medusa Kyplox Gar-UI Hellhound Harpy Hippogryp
h
5 20 Gilman Troll DOOM Thunderbir Dusky Mandrake
d Grace
6 25 Drake Gryphon Pegasus Unicorn Dullahan Zalbad

74
Animals
- Rep 1 2 3 4 5 6
1 5 Insect Fish Lizard Beast Egg Chick
2 5 Dog Cat Ape Horse Fox Sheep
3 5 Sparrow Swallow Chicken Dove Duck Bat
4 5 Frog Snake Turtle Cow Bee Spider
5 10 Tiger Wolf Lion Elephant Bear Eagle
6 10 Swan Kingfisher Whale Butterfly Coral Beetle

Plants
- Re 1 2 3 4 5 6
p
1 5 Grass Roots Stem/Bran Seeds/Frui Greens Seedlin
ch ts gs
2 5 Mornin Sunflow Primrose Iris Chrysanthemu Orchid
g Glory er m
3 5 Pampa Rose Lily Houttuyni Wheat Straw
s Grass a
4 5 Plum Cherry Bellflower Dianthus Clover Thorns
Blossom
5 5 Wisteri Horse Chestnut Peach Persimmon Sakaki
a Chestnut
6 10 Flower New Sprout New Grass Full Bloom Sterile
Leaves Flower

75
Attitudes
- Re 1 2 3 4 5 6
p
1 5 Unreasona Absurd Reckless Slacking Fortuito Hasty
ble us
2 5 Apathetic Careless Shrewd Happy- Forgivin Happy
Go- g
Lucky
3 5 Nonchalant Negligent Loafer Strenuo Rough Unkempt
us
4 10 Earnest Singlemind Passiona Despera Thorou Uninhibited
ed te te gh
5 10 Untiring Efficient Cheerful Gusto Plain Straightforw
ard
6 10 Pleasant Lazy Easygoin Unsuite Bushy Fluent
g d
Other
- Re 1 2 3 4 5 6
p
1 5 Sword Axe
Spear Hammer Club Staff
2 5 Gun Bow
Crossbo Armor Shield Magitech
w
3 5 Fist Blade Fire Water Rock Boat
4 10 Medicin Art Will-o- Trap Blood Crystal
e wisp
5 10 Dream Treasur Ball Light/Shado Love Words
e w
6 15 Chaos Order Reality Darkness Nothingnes Revolutio
s n

76
Special
- Rep 1 2 3 4 5 6
1 5 Warrior Person House Hands Childlike Married
2 5 Squad Army Party Team Company Mansion
3 5 Super- Special Truth Repetition Not- Nothing
4 5※ Color Shape Strength Target Gender Mind
5 -5 Phony -ish Fake -Plated Tentatively Self-
(x) Proclaimed
6 -5 Perhaps Immature Asunaro Provisional Substitute LOL
Tree
※: 0 When used with other specific words

77
Social Positioning

Knighthood, Courts, and the Crown


With enough of a reputation, PCs can end up being knighted,
given rank in the noble courts, or even given a small kingdom
to rule over. While each country has their own ranks to work
through, the table below is just an example, and can be
modified by the GM as they see fit.
As a general rule, knighthood is just for that character, and is
not a hereditary title passed down among generations.
Regardless of gender, knights are typically addressed with the
moniker "Sir".
The title of Baron is the lowest noble rank, able to pass down
both the title and territory they rule to their descendants. Earls
are the next step up, allowing more freedom and controlling
more territory, and the title of Marquis is the highest noble
rank. A Duke is still technically a noble but is on the level of
actually being a possible successor to the throne. However, just
having the possibility isn't enough; the Duke must be able to
pay the appropriate amounts of reputation and money in
order to actually ascend to the throne.
Noble ranks are gifted with territories to rule over, and through
those PCs are able to make money. However, there is also the
cost of domestic affairs, troubles, and general day-to-day
expenses. Much like owning a troupe, there is a check to see
how much the monthly income is from these territories.
Territory Maintenance

(2d - 7) × (Noble Rank Expenditure)= 1 month's income (G)

78
For this check, Humans cannot use their racial feature
[Sword's Salvation/Change Fate].
If the result of this check is positive, then it is considered to be
profit; if negative, then there's a deficit that needs to be
covered. The PC can bypass this check, in which case the dice
result would be 0. If there's a deficit incurred by poor income
and increasing maintenance costs, the PC owner must cover
that deficit. If they cannot, their title and land are sold off, with
an appropriate loss in Total Reputation (see p. 81).
Characters can have multiple ranks; in which case each rank
needs to be paid for and maintained individually.

Heirs and Regents


Listed below on the table, an heir is someone of noble rank
who has succession rights to the throne. These tend to be
princes or princesses, or children of local Dukes, but are
considered to be of the opposite gender of the PC. This is not
a rank one can attain, but more of an arranged marriage into
nobility, often with the hopes of gaining control of the local
crown. However, in order to arrange such a marriage, the PC
does need to pay half of the reputation and money needed to
take the throne to the noble parents.
In the meantime, these heirs tend to be fairly generous with
their spending and require a lot of money each month. When
performing a monthly Maintenance check (for a troupe,
exhibition hall, etc.), if the PC is engaged to an heir any income
will not change, but any deficits will be increased fivefold.
A PC cannot be engaged to more than one heir apparent at
the same time. Additionally, same-gender relationships, while

79
not disallowed, do not allow the PC to inherit any sort of land
or title.
These NPCs can be given the title "heir apparent", in which
case they are guaranteed to be the next in line to succeed the
crown. In doing so, the PC must pay an additional ¼ of the
required reputation (albeit no money is required), and the
additional 5x expenditure disappears.
While is it in poor taste to break off such an arranged
marriage, characters may do so, but lose Total Reputation
equivalent to the reputation paid to court the heir (see p. 81).

Succession of Heirs
When an heir succeeds to the throne, a new territory will be
created. If a PC is engaged or married to said heir, then they
too will be in control of the new territory.
In the meantime, when showing interest in an heir, the GM
should determine the heir's place in the lines of succession.
The easiest, and recommended, method is to use 1d, but the
player and GM may collaborate and make the final decision.
At the end of each session, as long as the heir is still alive and
active in the campaign, the PC should roll 1d to check the
status of the heir's succession.
a) The result is [1], and the heir's position is [1] → The
heir succeeds to the crown.
b) The result is [2~6], and the heir's position is less than
the roll → The heir moves up a position in line.
c) The result was higher than the heir's position →
Nothing happens.

80
Expenditure
Position Reputation Price Notes
(G)
Lasts for
Knight 150 - 50,000 lifetime, no
land offered
(2d-7) ×
Lowest rank
Baron 750 10,000 / 500,000
of the court
month
(2d-7) ×
Mid-level
Earl 2,000 20,000 / 1,500,000
nobility
month
(2d-7) ×
Highest rank
Marquis 4,000 30,000 / 3,000,000
of nobility
month
Heir
(2d-7) ×
Presumptive
Duke 5,000 30,000 / 4,000,000
to the
month
Throne
(2d-7) ×
Sovereign 10,000 50,000 / 6,000,000
month
(Expenditure)
Heir ×½ ×½
×5
Additional
Heir Title
- - cost added to
Apparent Rep.×¼
Heir
Debt
100 - 10,000
Collector

Renowned Item Loss and Reputation Loss

On occasion, a PC may end up losing Renowned Items.


Sometimes, these items may be voluntarily given away, via sale
or trade. Sold Renowned Items will return the same amount
of money paid, at least for those Renowned Items that can be
sold (so things such as Titles, Poems, etc. cannot be sold).
Other times, there may be an involuntary loss, such as through
theft of items, or failure to uphold a title.

81
Regardless of how the PC loses these honors, they not only
remove the item from their character sheet, but also deduct
the cost of these items from their Total Reputation score. This
represents the loss of famous items or titles, and the
appropriate loss of recognition that comes with it. For
example, someone with the title "The Black Knight" won't be
taken seriously without an appropriate black suit of armor.
Regaining these items will restore the lost reputation.
Courtly Debts
Knights, Nobles, and heirs can take on debt against their
position in order to make money quickly. By reducing both
Current and Total Reputation by multiples of 100, a character
can come up with 10,000G per 100 reputation in order to
cover any other debts they may have incurred.
Of course, it is still possible to sell of their social rank in order
to pay back debts, but this will incur a loss of Total Reputation
as well.
GM Notes: Stealing Renowned Items
It is always an option to have the goal of any given session be
"Reclaim the stolen Renowned Items", however, do give the
PC a chance to prevent the theft. Also, don't use this particular
plot hook too often, as then the PCs will feel that they are being
unfairly targeted, as well as having it seem that the GM wants
to take these items away permanently, instead of just as a
temporary plot device.

82
Part 3 Data

83
Classes

This section describes the new Other-Type Classes (see CR I:


p. 219-227) Enhancer and Bard, as well as their various
skillsets.

Enhancer Class

Enhancer Minor Class


Infusing their own body with mana to create advantages in
battle, Enhancers are a very physical class. While Enhancers
don't allow for the use of any sort of weapons, armor or magic,
they instead use various Techniques in combat, making them
very dangerous even when completely unequipped. While
Techniques do cost MP to activate and use, the Enhancer class
does not add to the character's MP pool.
Enhancers are not proficient with any checks.

Learning Techniques

Each time a character takes a level in Enhancer, they may


choose one Technique from the following list, and learn that
Technique. Some Techniques require a minimum Enhancer
level in order to learn and cannot be learned by those
Enhancers of lower level. For example, a 5th Level Enhancer
would know five different Techniques, and would be able to
learn any Technique that requires a 5th level or lower
Enhancer.

84
Targets of Techniques

Techniques are trained skills that strengthen and change the


body. However, one's body requires vigorous training in order
to activate a Technique and not seriously injure themselves, so
Techniques are only able to affect the character performing
them. Even if a character has multiple sections, only the
section performing the Technique will be able to see any
benefit. Each section can use their own Technique
simultaneously though, if applicable.

Movement Restrictions
In order to use a Technique in combat, characters are limited
to taking either a Normal Move or a Limited Move. Running
all out via a Full Move prevents a Technique from being used
that same round.

Using a Technique

Activating a Technique is a Minor Action, and does not


require any checks to be made, nor do any vocalizations or
gestures need to be made. In general, Techniques can be used
as many times in a round as wanted, though the actual effect
of any given Technique cannot be duplicated or stacked. Of
course, there are always exceptions, such as Techniques that
can only be used once per round, or Techniques that explicitly
have cumulative effects.

85
MP Consumption
Unless stated otherwise, a Technique costs 3 MP to activate.
This may change due to Combat Feats or may be paid with
from a Mako Stone.

Ending a Technique
Techniques with a duration may be ended at the discretion of
the user, as a Minor Action.
Techniques aren’t Magical
Since Techniques are explicitly not magical, spells like "Dispel
Magic" or Combat Feats like [Wordbreak] will not work. Only
effects explicitly called out as being able to end a Technique,
such as "Perfect Cancellation", will work. Additionally, spells
like "Sense Magic" or "Mana Search" will not detect active
Techniques.
At the same time, Combat Feats like [Metamagic/**] will not
work to alter the characteristics of any Technique. On the
other hand, there is a Combat Feat introduced later, called
[Muscle Mystery], that will only affect Techniques.

How to Read Techniques

Required Level
At the top of each list of Techniques, there is a header, "○
Level Enhancer Required". The ○ will show how many levels
of Enhancer a character needs in order to learn any of the
Techniques under that header.

86
① Name
The name of the Technique. Since Techniques can be used
as a Minor Action, there will always be a ☆ after the name, the
same as with spells.

② Duration
The time the Technique lasts, in rounds. Specifically, when
counting in rounds, the duration counts down at the beginning
of each of the Enhancer's turn.

③ Summary
A quick explanation of the Technique.

④ Effect
An in-depth look at the specifics of the Technique. The word
"user" is used for the character who uses the technique.

87
List of Techniques

1st Level Enhancer Required

Antibody ☆ Duration 30 seconds (3 r)

Sum. Poison, Disease Resistance +4


The user of this Technique strengthens their immune system,
driving off poisons and diseases. When rolling a Fortitude or
Eff.
Willpower check for a Poison-attribute or Disease-attribute
effect, the user gets a +4 bonus to that check.

Owl Sight ☆ Duration 3 minutes (18 r)

Sum. Gain Night Vision


The user's eyes radiate gold, like that of an owl's. This allows
Eff.
the user to see through darkness as though it were daylight.

Gazelle Feet ☆ Duration 30 seconds (3 r)

Sum. Evasion +1
The user's leg muscles become much more active, like that of
Eff. a gazelle bouncing away from a predator. This increased
reaction time gives the user a +1 bonus to Evasion checks.

Cat's Eyes ☆ Duration 30 seconds (3 r)

Sum. Accuracy +1
The user's pupils stretch vertically, allowing them to watch an
Eff. opponent more carefully. This increased observation gives the
user a +1 bonus to Accuracy checks.

88
Scale Leggings ☆ Duration 1 hour

Sum. Free Movement Underwater


Pale scales sprout from the user's body, allowing for free
movement underwater. The user does not incur any penalties
Eff. for moving underwater either.
However, this Technique does not allow for breathing while
underwater.

Strong Blood ☆ Duration 30 seconds (3 r)

Sum. Fire, Water/Ice Damage -5


By keeping a consistent body temperature, the user can keep
cool in hot environments, and vice versa. When taking any
Eff.
Fire-attribute or Water/Ice-attribute damage, reduce the total
damage taken by -5.

Chic Chick ☆ Duration 1 hour

Sum. Jump Better, Glide from Heights


A small bird's wings sprout from the user's back, aiding them
in any aerial movement. When making any jump checks, the
Eff. user receives a +5 bonus to those checks. Additionally, reduce
any fall damage the user takes by -20.
This Technique does not allow the user to fly.

Dragon Tail ☆ Duration 3 minutes (18 r)

Sum. Grow a Tail


The user grows a long, thick tail form their hindquarters. This
Tail can be used as a Wrestling weapon (see p. 170).
If the user already has a tail, then they can use this Technique
Eff. to increase either their Accuracy by +1 or damage with the tail
by +2. This Technique's effects are cumulative, to a total of +2
Accuracy and +4 bonus damage.
This Technique can be used once per round.

89
Beetleskin ☆ Duration 30 seconds (3 r)

Sum. Defense +2
The user's skin becomes hard and chitinous, granting a +2
Eff.
bonus to Defense.

Bear Muscle ☆ Duration 30 seconds (3 r)

Sum. Strength Bonus +2


Revitalizes the user's muscles and reinforces them, giving the
Eff. user the strength of a bear. This increases the user's Strength
Bonus by +2 but does not affect the user's Strength score.

Meditation ☆ Duration 30 seconds (3 r)

Sum. Willpower-Based Psychic Resistance +4


The user stabilizes their thoughts and strengthens their ego,
making their mind less susceptible to ill effects. If the user
Eff.
makes a Willpower check against a Psychic-attribute effect,
they receive a +4 bonus to that check.

Rabbit Ears ☆ Duration 3 minutes (18 r)

Sum. Listen, Danger Sense +2


By making their ears bigger and more flexible, the user can
Eff. more accurately detect incoming danger.
User gains +2 bonus to Listen and Danger Sense checks.

90
5th Level Enhancer Required
10 seconds (1
Centaur Legs ☆ Duration
round)
Sum. Agility +12
The muscles in the user's lower body stiffen and thicken,
becoming incredibly powerful. The user increases their Agility
Eff.
score by +12. If the user has a fixed Agility score, instead they
gain +2 to Initiative and Evasion.

Animal Shape ☆ Duration 1 hour

Sum. Transform into Common Animals


The user transforms into an animal that is common in society,
such as a horse, pig, cat, or dog. The user can still speak and
use skills, but cannot hold items or weapons, nor wear armor
Eff.
or clothing.
This Technique does not allow the user to communicate with
animals.

Giant Arms ☆ Duration 10 seconds (1 round)

Sum. Strength +12


The user's arms swell immensely, barely able to contain the
newfound power inside. The user increases their Strength
Eff.
score by +12. If the user has a fixed Strength score, instead
they gain +2 bonus damage.

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10 seconds (1
Sphinx Knowledge ☆ Duration
round)
Sum. Intelligence +12
The user becomes as intelligent as a sphinx. The user
increases their Intelligence score by +12. If the user has fixed
Eff. scores (and thus no Intelligence score), then the GM applies a
+2 bonus to those abilities that would be affected by
Intelligence, such as Magic Power.

10 seconds (1
Daemonfinger ☆ Duration
round)
Sum. Dexterity +12
The user's hands become incredibly flexible and supple, able
to bend and flex much farther than normal. The user
Eff.
increases their Dexterity score by +12. If the user has a fixed
Dexterity score, instead their Accuracy increases by +2.

Fire Breath ☆ Duration 30 seconds (3 r)

Sum. Breathe Fire


The user can, as a Major Action, breathe fire in front of them.
Attack Roll: Enhancer Level + Intelligence Bonus; Target: 3m
radius/5; Range/Area: 10m/Shot; Resist: Half; Type: Fire;
Effect: Deals Power 10 + Enhancer Level + Intelligence Bonus
Eff.
damage.
If the user has the Combat Feats [Magic Convergence] or
[Magic Control], they can apply it to this Technique.
However, the Combat Feat [Metamagic/Area] has no effect.

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Recovery ☆ Duration Instant

Sum. Restore HP
The user is able to refresh themselves and recovers an amount
Eff. of HP equal to their Enhancer Level.
This Technique can be used once per round.

Wide Wings ☆ Duration 3 minutes (18 r)

Sum. Gain the Ability to Fly


A large set of eagle-like wings sprouts from the user's back,
allowing the user to fly. When flying, the user's movement
speed is 10 meters per round (so a Full Move would cover 30
meters).
Eff.
If the user already has the ability to fly, this Technique
increases the user's movement speed by 20m. This extra
movement speed is not cumulative.
This Technique can be used once per round.

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Bard Class

Bard Minor Class


Masters of music, Bards are capable of performing such
intoxicating songs that leave one unsure if the performance
itself was magic. Able to support a large number of allies,
Bards are unique battlefield assistants and incredible force
multipliers. While many of their Spellsongs have similar
effects to many spells, they do not require MP to use.
Bards are also well-traveled, learning the local languages on
their way from one area to another. For each level of Bard a
character takes, they can learn the verbal aspect of any
language of their choice (including Grassrunner). However,
Bards do not automatically learn the written forms of any
languages they can speak.
Bards are proficient in Insight skill (see CR I: p. 117-137).

Learning Spellsongs

Each time a character takes a level in Bard, they may choose


one Spellsong from the following list, and learn that Spellsong.
Some Spellsongs require a minimum Bard level in order to
learn and cannot be learned by those Bards of lower level. For
example, a 5th Level Bard would know five different
Spellsongs, and would be able to learn any Spellsong that
requires a 5th level or lower Bard.

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Spellsong Requirements
Movement Restrictions
When using a Spellsong in combat (whether activating one for
the first time, or continuing to play an already ongoing
Spellsong), the performing Bard may only take a Limited
Move. Any faster movement would disrupt the Bard from
being able to continue playing.
Instrument
In order to use a Spellsong, a musical instrument is required.
Averaging about 100G, the instrument must be capable of
performing melodies in order to be used in this fashion. Both
hands would be required to play Spellsongs, which naturally
precludes the use of any sort of weapon or shield.
Depending upon the specific Spellsong, singing might be
required as well. If unable to speak, Spellsongs that require
singing are unable to be used, and those that have optional
singing effects will be unable to activate those extra effects.

Spellsongs aren’t Magical


Despite the name, Spellsongs are not actually magical effects,
so spells like "Sense Magic" and "Mana Search" will not detect
any active effects of a Spellsong.

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Using Spellsongs

Using a Spellsong is a Major Action and takes up the bulk of


a Bard's turn. If a Spellsong requires a Magic Power check,
that check will usually be "Bard Level + Spirit Bonus". If the
Spellsong persists over a number of rounds (see p. 98), the
same check result is used, without rolling each round.
Some Spellsongs have a prelude (see p. 99), which will delay
the effect of that Spellsong, but for the most part Spellsongs
will take effect immediately.
Combat Feats such as [Magic Control] and [Metamagic/Area]
have no effect on Spellsongs, though there are Combat Feats
that do affect Spellsongs.

Targets of Spellsongs (Range of Effect)


Due to their loud nature, Spellsongs will indiscriminately affect
all those who hear them. The area of effect is centered on the
Bard and affects a range equal to the character's Bard Level x
10m radius. If the Bard happens to move while playing (see p.
98), the affected area will move with them.
Bards have the option to exclude themselves from their
effects. If a Bard has multiple body sections, this exclusion
does not discriminate; if the Bard chooses to exclude
themselves from the effects of a Spellsong, all sections will be
excluded. If the Bard wished to include themselves in their
Spellsong's effects, then all sections are included. There is no
in-between.
Overlapping Effect Areas
When it comes to multiple Bards playing different Spellsongs,
only the Bard with the highest Magic Power check result (as

96
noted above) will have their Spellsong's effects active. In case
of a tie, the Bard who has been playing for longer will have
their effects take precedence.

Spellsong Resistance

Some Spellsongs can have their effects be resisted with a


Willpower check, effectively negating the Spellsong for that
character, and this will be noted in their description. If a
Spellsong does not have this notation, then it is assumed that
the Spellsong will always affect those who can hear it.

Bardic Advantage
If a Bard hears a Spellsong being performed, even if they
cannot see the performer, they immediately know the name
and effect of the Spellsong.
On the other hand, non-Bards may be able to understand that
a Spellsong is being played if they've been exposed to
Spellsongs in the past but will be unable to determine the exact
name and effect of a particular Spellsong. Monsters in
particular will need to make a Willpower check for each
Spellsong that allows resistance.

Spellsongs and Hearing


In order for a character to be affected by a Spellsong, they
must be able to hear the music being performed. Even if the
Spellsong doesn't allow for resistance, if a character cannot
hear a Spellsong being performed, they will be unaffected by
it.
Characters who can hear may plug their ears, granting them a
+2 bonus to resist the effects of the Spellsong. However, in
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doing so, they also receive a -2 penalty for being hard of
hearing for those checks that would be affected (see p. 44).

Entering and Exiting the Area of Effect


As long as the Bard continues to play their Spellsong, it will
affect all those within the area of effect. However, if a character
moves out of that area and stays out at the end of their
movement, the effect of the Spellsong immediately ends for
that character.
If, however, a character moves into the area of effect from
outside of it, they will be affected by the Spellsong at the end
of the next character's turn. If the Spellsong requires a
Willpower check, it will be made at that point.
If a character decides to move such that they are in the
Spellsong's area of effect at the beginning and end of the move,
even if they moved outside of the area of effect during their
movement, then they do not lose the benefit of the Spellsong.

Continuing Spellsongs

Some Spellsongs can have their effects extend over several


turns, so long as the Bard performing them chooses to
continue performing. If they do choose to continue playing,
Major Actions cannot be taken, only Minor Actions, and even
then, Minor Actions that do not involve gestures or
vocalization cannot be performed.
If a character fails their check to resist the Spellsong, they
remain under the effect for as long as the Spellsong continues.
However, if they pass the check to resist Spellsong's effects,
they do not need to continue to make additional saves. If a
character who has previously resisted Spellsong leaves the area
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of effect, then later re-enters the area of effect in a different
round, they will still remain immune to the effects of the
Spellsong (so long as it is still the same Spellsong being
performed).
The Bard performing the Spellsong may, at the beginning of
their turn, choose to end the Spellsong they are performing. If
they do so, then as their Major Action that same turn, they may
choose to begin playing another Spellsong. Even if this new
Spellsong is the same one the Bard was playing prior, it is still
treated as a new Spellsong for the purposes of any checks and
resistances that need to be made.

Preludes

Some Spellsongs require a small amount of time to pass before


they begin to have an effect. If a Spellsong requires a prelude
like this, it will be noted in the Spellsong description.
Once a Spellsong that require a prelude begin to be played,
each time the player's turn begins, time is counted as if 10
seconds (one round) had elapsed. At the end of the turn, when
the time required for the prelude has elapsed, the Spellsong
will take effect.
If the Spellsong requires any checks to be made (for example
to determine the Magic Power of the Spellsong, or to resist the
effects of it), they are made when the Spellsong goes into
effect, not when the Spellsong is first played. However, if it's
necessary to determine the Magic Power of a Spellsong before
that point (for example, if two Bards begin playing and their
areas of effect overlap), then the check is made at that point,
and carries forward.

99
Characters entering the area of effect after the Spellsong has
begun will be affected by the Spellsong once the required
prelude time has elapsed. The time calculation isn't so strict as
to determine exactly when the character enters the area of
effect but simplifies it down to "one round has passed when
the player's turn starts.
If a character leaves the area of effect before the prelude time
has elapsed, they receive no effect from the Spellsong. If they
leave and re-enter the area of effect, then the prelude time is
reset to 0, and the requisite time must pass again.

Ending Spellsongs

A Spellsong's effects end once the performing Bard ceases


playing. They can also be ended through some spells, as well
as some special abilities. Unless otherwise noted, a Spellsong
is treated as a Psychic-attribute effect and can be removed via
applicable effects.
If the Spellsong itself is stopped, any lingering effect is
immediately lost. However, the player may choose to start
playing again on their next turn and may even choose to
perform the same Spellsong.
If a specific character resists the Spellsong's effects, the
Spellsong can continue to be played, but that character will be
able to ignore any effects that come from that Spellsong.

100
Singing

Some Spellsongs require singing lyrics along with playing an


instrument in order to get the full effect of the Spellsong. If the
Bard is using any sort of wind instrument, such as a flute or
other instrument that requires the character's breath to
function, then they cannot perform any of these Spellsongs.
Lyrics sung by the Bard in these Spellsongs are special words
from ancient times, passed down across the generations. At
this point, even the singers don't understand the words and
their meanings, though there are often attempts to decipher
these old songs. Even though the exact translation of these
lyrics have been lost to time, Bards know well enough that they
still have power within them, released through the Spellsongs.
One theory is that these songs date back to the old Schnell
period, when the gods themselves walked Raxia. However,
even though the "Tongues" spell these lyrics cannot be
deciphered.

Requests/Guiding Lyrics
Some Spellsongs can ask or order the target to do a task.
When using such Spellsongs, the Bard weaves the request into
the lyrics of the Spellsong, using a language that they can speak.
Only those who understand the request (i.e., those who can
understand the same language the Bard is speaking) will be
compelled to act accordingly.

101
Pets

Some Bards are skilled enough to charm various pets to follow


them, playing their own Spellsongs as well. Rules for these pets
are detailed below.

Buying Pets
When a character takes their 3rd level in Bard, they may
choose to have a pet aid them in playing Spellsongs. These
pets are chosen from among birds, frogs, and insects. Each
category of pet allows a different set of Spellsongs to be
performed.
While specific species and individual characteristics should be
hashed out between the player and GM, these pets do not have
any HP or MP, nor do they have any in-game characteristics
outside of these Spellsong-related abilities.
At 5th level and 7th level, the Bard may take an additional pet,
to a maximum of 3 pets at any given time.
Pets are priced at a minimum of 100G. While the Bard is free
to acquire more expensive pets, this does not change the
game's numbers.

Assisted Performances
When the Bard begins performing a Spellsong, unless
specifically ordered not to, the Bard's pets will begin to
perform along with them. However, if there are any lyrics that
need to be recited, the pet will not be able to recite them.
At the end of the Bard's next round, they can have their pet
take over performing. This is treated the same as if the Bard
themselves were performing the Spellsong, down to keeping

102
the result of any checks made, and can continue as long as the
Bard chooses to have the Spellsong continue to play.
A Bard can use a Minor Action to signal a pet to stop
performing. This signal can be completely nonverbal, can only
be a simple gesture or words, and does not need to be unique
for each pet. If a Bard has multiple pets, they may stop each
pet's performance individually.
Even if they watch and learn the gestures and words to do so,
a Bard cannot signal another Bard's pets to stop singing.
Once a pet stops performing a particular Spellsong, it will not
resume performing that particular Spellsong again. However,
if the Bard stops playing, then begins a new Spellsong (even if
they're just replaying the original Spellsong), then any pets will
begin to accompany the Bard during that new Spellsong.

Pet's Area of Effect


Regardless of the Bard class level, a pet's area of effect will
always be a 10m radius. Basically, the pet will sit on the
shoulders of the Bard, or in their pockets, or some other out
of the way spot, keeping their position with the player. Much
like with the Bard normally, if the pet moves, the area of effect
moves with them.
Pets can continue to perform even if the Bard takes a Normal
Move or a Full Move. However, if the pet leaves the owner,
the Spellsong will end immediately.

Pet Limitations
Pets can only sing up to 3 Spellsongs a day, and even then, the
maximum a pet can perform a specific Spellsong is 1 hour. If
the Bard chooses to tell the pet not to accompany them when
103
beginning to play a Spellsong, then that Spellsong will not
count against the pet's limitations.

Attacking Pets
Typically, any pets accompanying the Bard are immune to
being attacked and can avoid being affected by any wide-area
effects. However, if the Bard uses the pet for something other
than performing a Spellsong (for example the Bard wants to
use a bird with them as a carrier pigeon), then the attack and
wide-area effect immunity goes away. When exposed to the
dangers of dungeons and combat, it is almost impossible for
the pet to survive in such situations.
Ultimately, though, the survival of the pet rests with the GM.

How to Read Spellsongs

Required Level
At the top of each list of Spellsongs, there is a header, "○ Level
Bard Required". The ○ will show how many levels of Bard a
character needs in order to learn any of the Spellsongs under
that header.

① Name
The name of the Spellsong.

② Prelude
If the Spellsong has a prelude needed before it takes effect,
the time needed will be listed here.

104
③ Singing
Indicates if the Spellsong has an effect that requires singing.
“-”: No singing required.
"Required": The Spellsong requires singing in order to
function.
"Control": The Spellsong requires singing, and the Bard may
also control the listeners in some way, so long as they can
understand the Bard.

④ Summary
A quick explanation of the Spellsong.

⑤ Resistance
If the Spellsong allows the listener to resist the effects, it will
be noted here.
⑥ Pet
Shows which pets may accompany the Bard. If there is a -,
then the Spellsong doesn't allow any pet accompaniment. In
105
general, if singing is "Required" or allows "Control" of another
character(s), then pets cannot accompany the Bard.

⑦ Effect
A detailed description of the Spellsong.

List of Spellsongs

1st Level Bard Required

Early Bird Prelude - Singing -

Awakens Bird,
Sum. Res. Yes Pet
subjects Frog
This jaunty melody awakens any sleeping characters. Those
asleep naturally wake up without issue, but if a character was
put to sleep magically, the Bard needs to make a Magic Power
check against the magical effect. If the Bard's result is higher
Eff. than the magical sleep's caster, the character will wake up.
While the Bard is playing this Spellsong, characters cannot
naturally fall asleep. Spells and magical effects that try to put
characters to sleep must pass an opposed check against the
Bard's Magic Power.

Ambience Prelude - Singing -

Frog,
Sum. Accuracy -1 Res. Yes Pet
Insect
This slow, droning melody calms the nerves and makes one
Eff. unwilling to fight. Characters who fail to resist this Spellsong
receive a -1 penalty to their Accuracy.

106
Summon Small
Prelude - Singing -
Animals
Attracts small Bird,
Sum. Res. - Pet
animals Insect
This odd melody arouses the interest of nearby small animals
and calls them to the Bard. You can only call on mammals and
birds up to the size of both hands. The song begins to take
effect immediately, but the small animals gradually come
Eff.
together, and the assembly is complete after 3 minutes (18
rounds).
If any of these small animals are harmed, the effect ends
immediately, and all of the gathered animals flee.

Summon Fish Prelude - Singing -

Bird,
Sum. Attracts fish Res. - Pet
Insect
This lilting song must be used on the water, making the water
flow, and attracting the interest of nearby fish. You can only call
on non-ferocious fish (that is, you cannot call sharks). The song
begins to take effect immediately, but the fish gradually come
Eff.
together, and the assembly is complete after 3 minutes (18
rounds).
If any of these fish are harmed, the effect ends immediately,
and all of the gathered fish flee.

Cacophony Prelude - Singing -

Bird,
Sum. Spellcasting -1 Res. Yes Pet Frog,
Insect
This horrible racket disrupts the concentration of all within it,
making it very difficult to cast any sort of magic. Characters who
Eff.
fail to resist this Spellsong receive a -1 penalty to all Spellcasting
checks.

107
Ballad Prelude - Singing -

Frog,
Sum. Evasion -1 Res. Yes Pet
Insect
This sad, somber song brings the mood down of all those who
Eff. hear it. Characters who fail to resist this Spellsong receive a -1
penalty to their Evasion.

3 minutes
Healing Prelude
(18 r)
Singing Required

Heals 1
Sum. Res. - Pet -
HP
This vibrant song increases the natural recovery of all those who
hear it, and allows those who listen to the full melody to recover
Eff.
1 HP. However, characters can only benefit from this Spellsong
once every 10 minutes.

3 minutes
Vivid Prelude
(18 r)
Singing Required

Recovers 1
Sum. Res. - Pet -
MP
This uplifting song refreshes the mind of all those who hear it
and allows all those who listen to the full melody to recover 1
Eff.
MP. However, characters can only benefit from this Spellsong
once every 20 minutes.

Morale Prelude - Singing -

Bird, Frog,
Sum. Accuracy +1 Res. - Pet
Insect
A hard-hitting beat, this Spellsong helps listeners to focus.
Eff. Characters affected by the Spellsong receive a +1 bonus to their
Accuracy.

108
20
Lullaby Prelude seconds (2 Singing -
r)
Puts the
Frog,
Sum. subjects to Res. Yes Pet
Insect
sleep
A gentle melody invites listeners to fall asleep. Characters will
remain asleep unless another character takes a Major Action to
Eff.
wake them, or any HP or MP is lost (even if it's as little as 1
point).

20
Requiem Prelude seconds Singing -
(2 r)
Bird,
Undead's
Sum. Res. Yes Pet Frog,
actions -2
Insect
A mournful melody to remember the dead, this Spellsong only
works on Undead monsters. Affected Undead receive a -2
Eff. penalty to all actions and checks, including Fortitude and
Willpower checks. This is not treated as a Psychic-attribute
effect.

Resistance Prelude - Singing -

Bird,
Sum. Resistances +1 Res. - Pet
Frog
This repetitive sonata toughens the listener's body and mind,
allowing them to shrug off ill effects. Characters affected by this
Eff.
Spellsong receive a +1 bonus to both their Fortitude and
Willpower checks.

109
5th Level Bard Required

Elements Prelude - Singing -

Elemental Bird,
Sum. Res. - Pet
Damage +2 Insect
This variable rhythm calls on elemental faeries for aid. When
playing this Spellsong, the Bard specifies one of the following
attributes: Fire, Water/Ice, Earth, or Wind.
Eff.
All physical and magical damage of the chosen attribute to both
characters and structures is increased by +2. This is not treated
as a Psychic-attribute effect.

Curiosity Prelude - Singing Required

Guides listeners
Sum. Res. Yes Pet -
to the Bard
A mysterious melody, this Spellsong drives those who hear it to
find the source. Characters who fail to resist this Spellsong are
compelled to move towards the Bard, taking Normal Moves to
Eff.
do so. If the character can move within sight of the Bard with a
Limited Move, though, the character will do so. Characters
already able to see the Bard are unaffected by this Spellsong.

Charming Prelude - Singing Control

Coerce listeners
Sum. Res. Yes Pet -
to perform a task
This lilting refrain fascinates the listeners, making them more
susceptible to suggestions. If a listener fails to resist this
Spellsong, the Bard can weave a task to be done into the lyrics,
such as "run-away" or "stop fighting". This task cannot be one
Eff. that would bring harm to the listener. If the listener fails another
Willpower check, they then attempt to perform the given task
to the best of their ability. This effect ends if the listener loses
HP or MP (even if it's as little as 1 point), or if another character
spends a Major Action to return them to sanity.

110
1 minute
Choke Prelude
(6 r)
Singing -

Bird,
Inhibits
Sum. Res. Yes Pet Frog,
breathing
Insect
A startling melody that awakens a primal dread within the
listeners. For those who fail to resist this Spellsong, after the
Eff. prelude they will be choking for (Fortitude x10) seconds (or
(Fortitude) rounds), then will fall unconscious. This Spellsong
has no effect on behavior or speech.

1
Nostalgia Prelude minute Singing Required
(6 r)
Causes
listeners to
Sum. Res. Yes Pet -
wish to return
home
A wistful tune, this Spellsong invokes feelings of days long past
in the hearts of its listeners, causing them to wish to go back
home. If in combat, those affected by the Spellsong attempt to
retreat from the battlefield and escape. This Spellsong also has
no effect if the listener is already at home.
Eff.
Once affected, listeners will be under the effects of this
Spellsong for 1 hour, even if they move out of the Bard's area
of effect or the Bard stops performing the Spellsong. After 1
hour, or if the listener manages to return home, the Spellsong's
effect ends.

Bitterness Prelude - Singing -

Bird,
Sum. MP -2 Res. Yes Pet
Insect
This agonizing melody literally drains the mana from listeners.
Eff. At the end of each of their turns, affected listeners lose 2 MP.
This is not a Psychic-attribute effect.

111
Love 3 minutes
Prelude Singing Required
Song (18 r)
Creates
strong
Sum. Res. Yes Pet -
romantic
feelings
This buoyant ballad stimulates romance, literally causing "love
to be in the air". Affected listeners will look to be with the closest
partner of their choice, with current lovers/spouses taking
precedence over random people. If current partners are not
nearby, the closest available partner for the listener's orientation
will be subject to these magically enhanced feelings, regardless
Eff.
of race. If no applicable partners are within the area of effect,
the Spellsong has no effect.
Those with budding romantic feelings will attempt to see if the
partner reciprocates these feelings, while current partners will
attempt to retire to act on these feelings. The effects of this
Spellsong lasts for 1 hour, even if the Bard stops performing.

1
Threadbare Prelude minute Singing Control
(6 r)
Remove target
Sum. Res. Yes Pet -
equipment
This delightfully whimsical and breezy melody has listeners feel
free and unhindered. As part of the lyrics, the Bard can choose
one of the following: Weapon, Shield, Armor, (Decoration
Slot), or Clothing. Affected listeners must do their best to
remove the named item.
Weapons, Shields, and Decorations are removed as a Minor
Action, taking 10 seconds (1 round) to do so, and are either
dropped or sheathed/holstered.
Eff.
Armor requires Major Actions to remove and takes 10 seconds
(1 round) per point of Defense to remove.

Clothing requires 30 seconds (3 rounds) to disrobe and does


include underwear. If a character is asked to remove Clothing
while wearing Armor, they must remove the Armor first.

112
Once the chosen item is removed, characters can act freely, but
cannot re-equip the removed items, nor any substitutes.

The Bard may decide to change their lyrics mid-song, in an


attempt to remove another article. This does force another
Willpower check to resist the effects. Additionally, if the first
article has not been completely removed when the lyrics are
changed, the affected listeners can choose to either re-equip the
removed items (taking the same amount of time they spent
removing it), or finish removing the first article before moving
to the next. As above, once removed, the item cannot be re-
equipped, even if the lyrics are changed.

This Spellsong is only effective within line of sight of the Bard


performing it. If a listener can escape the gaze of the Bard at
least once, the effect of the Spellsong immediately ends.

113
Magic

Additions and Changes

The following are new aspects added in "Core Rulebook II".


Same Names
Spells with numbered names, such as "Protection" and
"Protection II" are considered to be the same spell, and thus
their effects will not overlap.
Multiple Attributes
When bestowing attributes on melee or ranged attacks, such
as with "Fire Weapon" (see CR I: p. 240-248) or "Icicle
Weapon" (see p. 121), multiple attributes cannot be applied to
the same weapon. For example, if "Icicle Weapon" is cast on a
weapon that is already being affected by "Fire Weapon", the
target must choose which effect they wish to retain.
If a spell increases damage without applying an attribute, it will
overlap with spells that apply attributes. However, even with
"Fairy Weapons" (see p. 183), a single weapon cannot have
multiple attributes.
Range: Infinite
This new range increment allows the caster to affect the target
no matter where they are, regardless of line of sight.

114
Resistance: Temporary
A spell may have Temporary resistance. Even with a successful
save, the spell will still have an effect for 10 seconds (1 round).

Truespeech Spell List (7-10 Levels)

Cost
Analyze Enhancement 4MP
Target Range/Area Duration Resistance
1 Object 10m/Target Instant N/A
Summary
See details of magic on target
Effect
This allows the caster to see the name, duration, and Magic Power of
any spells affecting the target. If used on a magic item, reveals the
magic of the item and how to use it.

Cost
Apport 5MP
Target Range/Area Duration Resistance
1 Item Infinite/- Instant N/A
Summary
Teleports marked item to caster
Effect
The caster may specially mark a number of items, up to their Sorcerer
Level, which takes one hour per item to draw, and one week to cure.
Once marked, the caster may call any of these items to hand.
Items to be marked cannot be more than 3m in any dimension and
can include items magically created by the caster (including golems).
Each object may only have one mark. This mark is permanent, though
if erased or another mark is attempted to be drawn on the item, the
first mark is disabled.
This spell can be used without the caster having a Magical Implement
(see CR I: p. 149-157) on hand.

115
Cost
Steal Mind 2MP
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Neg
Summary Type
Steals MP from target Curse
Effect
Deals Power 0 + Magic Power damage to the target's MP and restores
the caster's MP equal to the damage dealt, up to a maximum of 1/10th
the target's total MP.

Cost
Tongues 5MP
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Speak and understand any language.
Effect
For the duration of the spell, the caster can speak and understand
conversations in any language as though they were fluent.

Cost
Energy Javelin 9MP
Target Range/Area Duration Resistance
1 Character 30m/Shot Instant Half
Summary Type
Compresses mana into a spear, hurled at a target Energy
Effect
Deals Power 40 + Magic Power damage.

116
Cost
Create Device 4MP
Target Range/Area Duration Resistance
Caster Self/- Permanent N/A
Summary
Crystallizes mana into a Magical Implement.
Effect
Creates a Magical Implement in the hand of the caster. It can take any
shape, so long as it's smaller than a two-handed weapon, but it is not
able to be used in combat as a melee weapon.
This spell can be used without the caster having a Magical Implement
on hand.

Cost
Blink ☆ 10MP
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Creates an afterimage to take an attack instead.
Effect
The caster automatically succeeds on their next Evasion check,
whether for a melee attack or a ranged attack.
Casting this spell is a Minor Action.

Cost
Magician 6MP
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Temporarily learn advanced magical feats.
Effect
You gain the use of one of the following Combat Feats: [Guided
Magic], [Hawk Eye], [Magic Convergence], [Magic Control], or [MP
Save/**]. You must meet the prerequisites for that Feat. With multiple
castings, you can emulate multiple feats.

117
Cost
Erase Magic 6MP
Target Range/Area Duration Resistance
1 Character 10m/Target 30 seconds (3 r) Neg
Summary
Prevents weak magic use
Effect
Choose a Wizard-type class. The target cannot use spells 6th level and
lower from that class.

Cost
Telekinesis 6MP
Target Range/Area Duration Resistance
1 Item 30m/Target 3 minutes (18 r) N/A
Summary
Lift and move objects with the power of mana.
Effect
As a Major Action, one object can be moved up to 3m per round.
This object can be moved regardless of weight, but must not be taller
than 2m, nor larger around than 1m radius. Items worn by anyone,
including the caster, are unaffected.

Cost
Blade Barrier 10MP
Target Range/Area Duration Resistance
1 Character 10m/Target 30 seconds (3 r) Temporary
Summary Type
Creates magic blades around the target. Slashing
Effect
At the end of the target's turn, deals Power 0 + Magic Power damage.
If this spell isn't Temporary (as in, the target fails their Willpower
check), the target automatically fails any Willpower checks from
damaging spells with "Resist: Half" or "Resist: Neg".
If the target does not move or act on their turn at all, they do not take
damage from the blades.

118
Cost
Absorb Magic 5MP
Target Range/Area Duration Resistance
Caster Self/- 1 Day N/A
Summary
Turns magical damage into MP.
Effect
After taking magical damage, recover MP equal to the damage
received. This effect disappears once activated.
This spell can only be cast once per day.

Cost
See-Through 6MP
Target Range/Area Duration Resistance
2m Radius 10m/Shot 10 seconds (1 r) N/A
Summary
Allows caster to see through solid objects.
Effect
The target area is made transparent, allowing the caster to see through
to the other side. Objects viewed through this area can be targeted by
magic, though magic with "Area: Shot" will be blocked due to
obstruction. Creatures cannot be seen through in this way.

Cost
Seal Enchantment 7MP
Target Range/Area Duration Resistance
1 Object Touch/- Permanent N/A
Summary
Hides the magic of an object.
Effect
The target object has any magic effects sealed, appearing for all intents
and purposes a mundane item. This spell cannot be used on living
things.

119
Cost
Flight 8MP
Target Range/Area Duration Resistance
1 Character Touch/- 1 Hour N/A
Summary
Fly at will without wings.
Effect
The character touched will be able to fly. Movement Speed is 150m
per round (10 seconds), or around 50 km/h. This movement doesn't
allow for complicated maneuvers and is treated as the flier taking a
Full Move.

Cost
Blizzard 10MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target Instant Half
Summary Type
Creates a localized snowstorm to attack. Water/Ice
Effect
Deals Power 30 + Magic Power damage.

120
Spiritualism Spell List (7-10 Levels)

Cost
Create Golem II 10/12MP
Target Range/Area Duration Resistance
1 Object Touch/- 1 Day N/A
Summary
Create golems out of stronger materials.
Effect
Same as “Create Golem” (see Core Rulebook I) but can create
stronger golems under the Conjurer's control.
Create Golem Mana Costs
MP
Golem Type Ingredient
Cost
Flabby Golem (see p. Enchanted Flesh (see p.
10
359) 179)
Stone Servant (see p. Enchanted Stone (see p.
8
359) 179)

Cost
Drain Touch 7MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant Half
Summary Type
Drains vitality from the target. Curse
Effect
Deals Power 10 + Magic Power damage, and the caster heals HP equal
to the damage dealt.

121
Cost
Resurrection 20MP
Target Range/Area Duration Resistance
1 Corpse Touch/- Instant N/A
Summary
Recalls the soul of the dead.
Effect
This can only be cast on a corpse, which will return to life if successful.
The Target Number for this spell is equal to the days elapsed since
death. This spell takes an hour to cast.

Cost
Icicle Weapon 5MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Freezes water onto a weapon.
Effect
The target's melee and ranged weapon attacks deal damage as if they
were Water/Ice-type magic and deal +3 extra points of physical
damage.

Cost
Acid Cloud 10MP
Target Range/Area Duration Resistance
5m Radius/15 30m/Target Instant Half
Summary Type
Turns air into acid. Poison
Effect
Deals Power 20 + Magic Power damage.

122
Cost
Illusion 4MP
Target Range/Area Duration Resistance
3m Radius 30m/Target 1 Day N/A
Summary
Create hallucinations.
Effect
The caster creates hallucinations indistinguishable from real objects.
The only limitation on these hallucinations is size, in that they must fit
within a 3m radius area. Hallucinations have no smell, do not make
noise, and are intangible. The caster must concentrate if they wish to
have the hallucinations move freely, otherwise they repeat simple
movements up to about a minute long. It is possible to change the
appearance of a character or object, in which case the hallucinations
would move with the character or object.

Cost
Cremation 8MP
Target Range/Area Duration Resistance
1 Character 10m/Shot Instant Half
Summary Type
Immolates the target in hellish flames. Fire
Effect
Deals Power 20 + Magic Power damage. If the target is Undead or a
Construct, increase the damage by +5 points.

Cost
Cursed Doll 6MP
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Half
Summary Type
Curses a doll to harm its owner. Curse
Effect
Deals Power 30 + Magic Power damage. The caster must attack in the
general direction of the doll in order to deal damage. Dolls and
puppets used with this spell will break and become useless. Can be
cast on the same doll as "Doll Sight" spell (see CR I: p. 240-248).

123
Cost
Bind Operation 8MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Temporary
Summary
Stagnates mana inside the target, limiting movement.
Effect
An affected target will only be able to take Limited Moves and receives
a -2 penalty to all actions taken. Runefolk characters and Construct
monsters have a -2 penalty to Willpower to resist this spell.

Cost
Protection II 3MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Creates a stronger barrier out of mana.
Effect
The target takes -3 damage from all physical and magical sources.
Protection II has no effect on Poison-, Disease-, or Curse-type
damage.

Cost
Possession 7MP
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Bring dead souls into caster's body and make it talk.
Effect
This spell pulls the soul of someone dead into the caster's body,
allowing them to speak and interact with the living world. The caster
can only call someone of the same race.
If looking to call on a particular person, belongings of that person must
be available to be touched in the process of casting this spell. If
belongings are not available, then the closest soul in 100m will be
drawn to the caster. If the character wishing to be called has not died
(for example, if they have been resurrected), or if the location doesn't
have any restless souls nearby, then this spell has no effect.

124
Cost
Command 10MP
Target Range/Area Duration Resistance
1 Character 30m/Target Permanent Neg
Summary
Gives new orders to magically created creatures.
Effect
Allows the caster to command Undead or Constructs with Servant-
level Intelligence. The target attempts to perform the commanded task
to the best of their abilities. If they cannot, they will stop in place,
entirely immobile, until the order can be carried out. If the caster is
the creator of the targeted creature, then the order will be carried out
immediately. However, if the caster is attempting to Command
another's creations, they must succeed on a Spellcasting check against
the target's Willpower.

Cost
Scape Doll 8MP
Target Range/Area Duration Resistance
1 Object Touch/- 1 Day N/A
Summary
Transfers damage to specially marked dolls.
Effect
The caster can mark one doll at a time with a special brand. If the
caster then receives any physical or magical damage to their HP at any
time while this spell is active, they may instead transfer that damage to
the branded doll, regardless of the distance between the caster and the
doll. Once activated, the brand disappears, the effect of the spell ends,
and the doll is broken and unusable. Can be cast on the same doll as
"Doll Sight" spell (see CR I: p. 240-248).

125
Cost
Physical Gimmick 12MP
Target Range/Area Duration Resistance
1 Character Touch/- Permanent N/A
Summary
Magically repair missing body parts.
Effect
Creates a replacement organ (eye, ear, etc.) to replace
damaged/missing ones. This replacement will work exactly the same as
the original, but the body needs 1 week to adjust. A -2 penalty applies
to all checks and actions that use the replacement during that time.
This replacement organ will detect as magical with "Sense Magic" (see
CR I: p. 232-240), can be dispelled with "Dispel Magic" (see CR I: p.
232-240), etc. Additionally, only one organ can be magically replaced
with this spell, as the body will reject any others.

Cost
Petri-Cloud 9MP
Target Range/Area Duration Resistance
5m Radius/15 30m/Target Instant Neg
Summary Type
A cursed cloud that turns victims to stone. Curse
Effect
Those who fail to resist this spell will permanently turn to stone after 1
minute (6 rounds). If the caster is reduced to 0 HP or lower before
this happens, the spell ends without effect.
In order to restore petrified characters, a spell such as "Remove Curse"
(see CR I: p. 248-255) needs to be successful when compared to the
caster's Spellcasting check for this spell.

126
Basic Divine Spell List (7-10 Levels)

Cost
Cure Stone 4MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Restores target from stone.
Effect
Returns a petrified character to life, regardless of how they were
petrified. No effect on natural stones and fossils.

Cost
Quest 6MP
Target Range/Area Duration Resistance
1 Character Touch/- Special N/A
Summary Type
Hand down a divine quest. Curse
Effect
Assigns a mission to the target. The exact details of the mission to be
done are left up to the caster, but the parameters (success, failure, any
restrictions, etc.) must be clearly defined.
If the target consciously delays going on the quest, or actively tries to
fail, they will receive 1 point of Curse-type damage per round. Once
the quest has been fulfilled, this effect ends.

Cost
Battle Hymn 6MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- Special N/A
Summary
Sing battle songs to boost fighting spirit.
Effect
The caster chooses any number of targets within range, up to the
maximum. As a main action, the caster can sing battle hymns, giving
the chosen targets a +2 bonus to both Accuracy and damage. This
bonus persists so long as the caster keeps singing.

127
Cost
Exorcism 10MP
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Neg
Summary
Smites the undead with holy light.
Effect
Only effective on Undead monsters Level 8 or lower. Sets the target's
HP and MP to 0.

Cost
God Hand 8-12MP
Target Range/Area Duration Resistance
1 Character 10m/Shot Instant Half
Summary Type
Attacks with the power of a deity. Bludgeoning
Effect
Deals damage based upon the rank of the Priest's deity.
Deity Rank MP Cost Power C Value
Ancient Deity 12 Power 40 + Magic Power 11
Major Deity 10 Power 30 + Magic Power 10
Minor Deity 8 Power 20 + Magic Power 9

Cost
Field Protection II 7MP
Target Range/Area Duration Resistance
3m Radius/5 30m/Target Instant N/A
Summary
A bright, shimmering light surrounds the targets and protects them
from harm.
Effect
The targets take -2 damage from all physical and magical sources. This
effect lasts for 3 minutes (18 rounds). Field Protection II has no effect
on Poison-Type, Disease-Type, or Curse-Type damage.

128
Cost
Force Explosion 12MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- Instant Half
Summary Type
Creates intense shockwaves around the caster. Bludgeoning
Effect
Deals Power 30 + Magic Power damage.

Cost
Preservation 6MP
Target Range/Area Duration Resistance
1 Object Touch/- Permanent N/A
Summary
Protects objects from decomposition.
Effect
The affected item will not rot or decay in any manner. If used on a
corpse, treat the time elapsed since death as 0 when checking for
Soulscars.

Cost
Holy Blessing 8MP
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) Neg
Summary
Temporarily grants the target divine vitality.
Effect
The target receives 30 temporary HP. This extra HP is reduced
instead of the target's own and cannot be recovered. When dealing
damage to this extra HP, Defense is treated as 0, and damage cannot
be reduced.
If the target receives more damage than they have remaining extra HP,
the extra damage will be dealt to the target's actual HP. Defense and
other damage reductions will apply to the remaining damage.
A target can only be affected by this spell once per day.

129
Cost
Cure Injury 8MP
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Neg
Summary
Divine light heals the living and burns the undead.
Effect
Heals the target for Power 50 + Magic Power HP. No effect on
Constructs.
If the target is Undead, deals Power 50 + Magic Power damage. This
damage cannot critical.

Cost
Refresh 6MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Calls upon the divine to heal the target of all ailments.
Effect
Removes all poisons, illnesses, and psychic effects from the target.

Cost
Revelation 10MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Performs a holy ceremony, marking followers.
Effect
Brands willing targets with the same holy symbol of the deity the caster
follows. The target can also gain their first level as a Priest by paying
1,000 Experience at this time. The deity they follow will be the same as
the caster.
This spell takes one hour to perform. This spell cannot allow a Priest
to advance beyond first level and has no effect on Tabbit or Runefolk
characters.

130
Specialized Divine Spell List

Specialized Divine Spells of Lyphos, God of Creation


Cost
Peace 8MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target 1 Hour Neg
Summary Type
Calms emotions and suppresses instincts. Psychic
Effect
Subjects who fail to resist become non-hostile, and do not actively
participate in combat. If possible, attempts to stop others from
engaging in combat will be made, and new hostilities will be avoided.
This effect ends if another character is overly hostile or is attacked.

Cost
Grace of Lumiere 10MP
Target Range/Area Duration Resistance
1 Character 30m/Target 1 Hour Neg
Summary
Grants the target a fraction of Lumiere's grace.
Effect
Choose one of the following: [Sword's Salvation/Change Fate],
[Sword's Salvation/Gentle Water], [Sword's Salvation/Body of Flame],
or [Sword's Salvation/Wings of the Wind]. The caster cannot choose
an ability the target already has. The target receives the benefit of that
racial ability for the duration of the spell.

131
Specialized Divine Spells of Tidan, God of the Sun
Cost
Fine Weather 8MP
Target Range/Area Duration Resistance
1km Radius Self/- 3 Hours N/A
Summary
Clears the weather in the area.
Effect
Instantly clears away any bad weather, resulting in a clear sky.

Cost
Daybreak 10MP
Target Range/Area Duration Resistance
Any Point 1m/Target 3 Hours Half
Summary Type
Creates a small sun and illuminates surroundings. Energy
Effect
Creates a fist-sized shining ball. The ball, as well as a 30m radius
around the ball, are considered to be in direct sunlight.
As a Major Action, this ball can be thrown as an attack. In this case,
treat it as a spell as follows: Target: 5m radius/15; Range/Area:
10m/Shot; Duration: Instant; Resist: Half; Effect: Deals Power 20 +
Magic Power damage. Deals Power 40 + Magic Power instead to
Undead creatures.

Specialized Divine Spells of Sien, God of the Moon


Cost
Shatter Symbol 1MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- Instant Neg
Summary
Destroy holy symbol to recover HP.
Effect
Destroys the caster's holy symbol in order to recover 30 HP. The
caster will be unable to use Divine Magic for 1d days afterward, even if
a new holy symbol is acquired.
This spell has no effect on Undead or Constructs.

132
Cost
Crescent Shine 12MP
Target Range/Area Duration Resistance
100m Radius Self/- 10 seconds (1 r) Can't
Summary
Soft moonlight envelops the area, reducing damage.
Effect
When a character would roll Power for dealing damage, the result of
the 2d roll is instead treated as a 3. [Sword's Salvation/Change Fate]
cannot affect this result.

Specialized Divine Spells of Lu Lode, God of Wanderers


Cost
Past Hearing 5MP
Target Range/Area Duration Resistance
3m Radius Self/- 1 Hour N/A
Summary
Borrow divine hearing to understand the environment.
Effect
You can hear sounds that have occurred in the area within the past
day. Specific times may be freely chosen to listen to, so long as it was
within the past 24 hours.

Cost
Empathy 3MP
Target Range/Area Duration Resistance
1 Character Touch/- 1 Hour N/A
Summary
Understand the target's thoughts and emotions.
Effect
The target's thoughts and emotions will be able to be read and
understood by the caster, regardless of the distance between the two,
for the duration of the spell. However, this does not allow the caster to
project their own thoughts or emotions.

133
Specialized Divine Spells of Zaiya, God of Knights
Cost
Force Field 12MP
Target Range/Area Duration Resistance
1 Character Touch/- 10 seconds (1 r) N/A
Summary
Creates a field to protect the target.
Effect
Prevents all physical damage to both HP and MP for the duration.
Cannot be used on other Priests of Zaiya.

Cost
Rune Shield 12MP
Target Range/Area Duration Resistance
1 Character Touch/- 10 seconds (1 r) N/A
Summary
Creates a field to protect the target.
Effect
Prevents all magical damage to both HP and MP for the duration.
Cannot be used on other Priests of Zaiya.

Specialized Divine Spells of Kilhia, God of Wisdom


Cost
Inspiration 4MP
Target Range/Area Duration Resistance
Caster Self/- 1 Day N/A
Summary
Receive a bolt of divine inspiration.
Effect
When performing an Intelligence-based skill check (see CR I: p. 117-
137) other than Spellcasting, the caster can change a failing result into
an Automatic Success. Once used, this spell ends.
This spell can only be used once per day.

134
Cost
Precognition ☆ 6MP
Target Range/Area Duration Resistance
Caster Self/- 10 seconds (1 r) N/A
Summary
Predict the near future.
Effect
When rolling 2d for any action or skill (but not any Power Table
rolls), set the result of one of the dice to 5 (roll the other die as
necessary).
Casting this spell is a Minor Action.

Specialized Divine Spells of Luferia, God of Water


Cost
Water Shell 8MP
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Engulfs the target in a protective shell of water.
Effect
The target takes -5 damage from all magical attacks for the duration of
the spell. Water Shell has no effect on Curse-Type damage.

Cost
Fountain 10MP
Target Range/Area Duration Resistance
Any Point 30m/Target 1 Hour N/A
Summary
Water gushes forth from the ground.
Effect
Creates a spring of natural water, 3m radius and 1m deep. The
temperature of the water can be chosen, so long as it doesn't adversely
affect a normal person. Even after the spell's duration, water drawn
from this spring will not disappear.

135
Specialized Divine Spells of Asteria, God of Elves
Cost
Confusion 4MP
Target Range/Area Duration Resistance
1 Character 30m/Target 10 seconds (1 r) Neg
Summary Type
Distorts the target's eyesight, making accuracy
Psychic
impossible.
Effect
If the target is attempting an action that would take 1 minute (6
rounds) or more to perform, that action automatically fails.
Additionally, the caster may choose to have the target temporarily lose
access to either [Precise Shot] or [Guided Magic], as well as all
Combat Feats derived from the chosen Combat Feat, for the duration
of the spell.

Cost
Charm 4MP
Target Range/Area Duration Resistance
1 Character 30m/Target 6 Hours Neg
Summary Type
Entices the target, causing them to be less vigilant. Psychic
Effect
The target will be less wary of the caster, even if originally hostile. The
target will treat the caster as a close friend, trying not to hinder them as
much as possible, and trusting what the caster says. However, the target
will not trust any actions or behaviors that are actively detrimental to
their health.
This effect immediately ends if the caster is actively hostile towards the
target.

136
Cost
Savage Discord 7MP
Target Range/Area Duration Resistance
1 Character Touch/- 10 seconds (1 r) Neg
Summary Type
Confuses the target into attacking allies. Psychic
Effect
The target assumes that a character specified by the caster is an enemy,
and viciously attacks them. Only one character can be specified. The
target will use its own turn to attack the specified character with the
weapon (e.g., claws or fangs for a monster) equipped at that time. This
spell has no effect if the target is a monster with multiple segments, or
if the specified character cannot attack.

Cost
Jealousy 10MP
Target Range/Area Duration Resistance
1 Character Touch/- 1 minute (6 r) Neg
Summary Type
Makes the target jealous of all those around them. Curse
Effect
The target becomes jealous of every character around them, especially
family, partners, and close friends, and will explicitly express this
newfound feeling. The target will also become willing to take any
action that would support or aid anyone nearby.

Specialized Divine Spells of Grendal, God of Dwarves


Cost
Signature Torch 2MP
Target Range/Area Duration Resistance
1 Character 10m/Target 1 minute (6 r) Neg
Summary
Marks the target with a flame.
Effect
A bright flame emerges near the target, illuminating them as well as a
5m radius around them. This bright light eliminates the penalty for
poor visibility and gives the target a -2 penalty to their Evasion.

137
Cost
Heat Weapon ☆ 4MP
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Heats the caster's weapon to incredible temperatures.
Effect
If the caster performs a melee attack, their weapon deals an extra +2
damage, and is treated as a magical Fire-Type weapon.
Casting this spell is a Minor Action.

Cost
Burning Soul 5MP
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
Covers the caster in a fiery shield.
Effect
Each time the caster is struck with a melee attack, the attacker
immediately takes 5 damage. This damage is magical Fire-Type
damage and cannot be resisted.

Cost
Flame Burst 10MP
Target Range/Area Duration Resistance
5m Radius/15 10m/Target Instant Half
Summary Type
Creates a large conflagration. Fire
Effect
Deals Power 30 + Magic Power damage.

138
Specialized Divine Spells of Sacaros, God of Drinking
Cost
Gather ☆ 4MP
Target Range/Area Duration Resistance
Caster Self/- Instant N/A
Summary
Adds a little luck to find good loot.
Effect
When rolling for Loot Recovery during Post-Combat Cleanup, gain a
+1 bonus to that roll.
Casting this spell is a Minor Action.

Cost
Drunk 4MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 Hours Neg
Summary Type
Sprinkles mana-spiked liquor on the subject, causing
Poison
drowsiness.
Effect
The target becomes so intoxicated they fall asleep, waking up after
either a decrease in HP or after 3 hours passes. If awoken during the
duration of the spell, the target still receives a -1 penalty to all actions
and checks due to drunkenness.
This spell has no effect on non-sleeping or inanimate objects.

Cost
Stamina 6MP
Target Range/Area Duration Resistance
Caster Self/- 3 Hours N/A
Summary
Increases resistances and drinking capabilities.
Effect
The caster receives a +3 bonus to both Fortitude and Willpower.
Additionally, they are able to drink any kind or quantity of alcohol and
not get drunk.

139
Cost
Great Distortion 8MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Neg
Summary
Makes the target spontaneously gain weight.
Effect
The target gains an immense amount of weight, halving their Dexterity
and Agility, as well as lowering their Defense by -4. If the target has
fixed values instead, Accuracy and Evasion are reduced by -2, and
Defense is reduced by -4. This spell cannot lower Defense to lower
than 0.

Specialized Divine Spells of Lills, God of Love


Cost
Little Words 3MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Recite the name of a loved one and receive a blessing.
Effect
The target needs to say the name of a person close to them, whether a
close family member, a partner, etc., that they wish to protect. After
confessing, the target will receive a +2 bonus to Fortitude and
Willpower checks when resisting any Psychic-Type, Poison-Type,
Disease-Type or Curse-Type spells and effects.

Cost
Life Fusion 4MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant N/A
Summary
Share your life with another.
Effect
The current HP of both the caster and the target is added together,
then divided evenly between the two. This spell cannot increase HP
beyond the maximum of either character. Any extra HP that would
exceed the maximum HP of one character is given to the other
character instead.
140
Cost
Conversion 5MP
Target Range/Area Duration Resistance
1 Character Touch/- 1 Day N/A
Summary
Change gender for a day.
Effect
The target becomes the opposite gender for one day. This does not
change race, ability scores, classes, etc.

Cost
Engagement 7MP
Target Range/Area Duration Resistance
2 Characters Touch/- 3 minutes (18 r) N/A
Summary
Bless two partners.
Effect
This spell connects two characters together.
While in the same skirmish, both targets are humanoid or Barbarous
of opposite genders, and both characters have a romantic interest in
the other, they each gain a +1 bonus to Accuracy and Evasion.
If, however, both characters join hands, that bonus increases to +2.
The characters will not be penalized for not being able to use that
hand (see CR I: p. 141-144) (as though it were disabled), but they
cannot also use weapons or shields in that hand either.

Specialized Divine Spells of Nilda, God of Clothing


Cost
Camouflage 3MP
Target Range/Area Duration Resistance
1 Character or
Touch/- 3 minutes (18 r) N/A
Object
Summary
Enhances clothes with mana, blending into scenery
Effect
The target's clothes are temporarily enchanted to allow them to blend
into the background, giving them a +4 bonus to Stealth checks.
However, this spell ends if the target moves from their original
position.
141
Cost
Mist Veil 4MP
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
Creates a shimmering field around the target.
Effect
Increases the target's Evasion by +1.

Cost
Perfume 6MP
Target Range/Area Duration Resistance
5m Radius/15 30m/Target 1 minute (6 r) Neg
Summary Type
Creates an intoxicating scent. Psychic
Effect
A pungent smell, chosen by the caster, fills the target area and
decreases one's willingness to fight. Those to fail to resist this spell deal
-4 points of damage, both physical and magical.

Cost
Patchwork 8MP
Target Range/Area Duration Resistance
1 Object Touch/- Instant N/A
Summary
Restore broken or damaged items to their original forms.
Effect
This spell takes 10 minutes to cast. In that time, a broken or damaged
item no larger than 1m radius or 2m tall will be repaired to full
functionality. If any parts are missing, they will be magically replaced.
Magic items and equipment cannot be affected by this spell.

142
Fairy Spell List (7-10 Levels)

Cost
Chaos Blast 7MP
Target Range/Area Duration Resistance
5m Radius/15 30m/Shot Instant Half
Summary Type
An attack powered by the efforts of multiple fairies. Energy
Effect
Deals Power 20 + Magic Power damage.

Cost
Heat Metal 5MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant Neg
Summary Type
Turns metal cherry red with heat. Fire
Effect
A metallic item or armor worn by the subject glows red hot for a
moment, dealing Power 30 + Magic Power damage. If the targeted
item is a weapon or tool held in the hand, a Willpower check can be
made to drop the item, resulting in no damage.

Cost
Fairy Wish II 2MP
Target Range/Area Duration Resistance
Caster Self/- 6 Hours N/A
Summary
You make a request of the fairies, and they guide your decisions.
Effect
Same as "Fairy Wish" (see CR I: p. 261-269), except the bonus granted
is increased to +2, and the duration is greatly extended (as noted
above).

143
Cost
Seabed Walk 4MP
Target Range/Area Duration Resistance
1 Character 30m/Target 1 Hour N/A
Summary
Allows the target to walk under water.
Effect
The target will be able to breathe and function underwater without
restriction. Movement penalties while underwater do not apply to the
character for the duration of the spell.

Cost
Windstorm 9MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target Instant Half
Summary Type
Creates a windstorm. Wind
Effect
Deals Power 20 + Magic Power damage. All creatures that fail to resist
this spell are knocked prone, regardless of the number of segments
they have.

Cost
Extended Healing 9MP
Target Range/Area Duration Resistance
1 Character 10m/Target Instant N/A
Summary
Heals from a distance with a light fairy's aid.
Effect
Heals 12 + Magic Power HP.
Has no effect on Undead or Construct monsters.

144
Cost
Fairy Step 4MP
Target Range/Area Duration Resistance
Any Point 30m/Target 3 minutes (18 r) N/A
Summary
Calls earth fairies to create a bridge or stairs.
Effect
Creates a bridge, staircase, ladder, etc. reaching from the caster's side
to the chosen point. This creation is incredibly sturdy and will not
crumble unless willed by the caster or the duration ends.
These structures cannot penetrate walls or other objects, however.

Cost
Missile Protection 5MP
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) N/A
Summary
A wall of wind deflects some projectiles.
Effect
When being attacked by ranged weapons, before Evasion is rolled, roll
1d. On a 1~3, the target needs to make an Evasion check as normal.
On a 4~6, however, the projectile is deflected, and the attack misses
automatically (no Evasion roll required).

Cost
Sink 6MP
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) Neg
Summary
Summon vengeful water fairies to drown a person.
Effect
The target's natural buoyancy is lost, causing them to sink into the
water. The target descends with a Movement Speed of 20m per round,
sinking until they reach the seabed. No damage is dealt directly by this
spell, but this spell does not protect against drowning or water
pressure.

145
This spell has no effect on characters with the racial trait [Sword's
Salvation/Gentle Water].

Cost
Stone Blast 7MP
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Half
Summary Type
The earth itself attacks the chosen target. Earth
Effect
Deals Power 30 + Magic Power damage. If the target fails to resist this
spell, they will receive a -2 penalty to all physical damage dealt for the
next 30 seconds (3 rounds).

Cost
Fairy Master 10MP & 5pt.
Mako Stone
Target Range/Area Duration Resistance
Any Point 10m/Target 1 Hour N/A
Summary
Calls upon a powerful fairy.
Effect
Summons a Fairy (see p. 391) Level 7 or less to serve the caster. The
summoned fairy will carry out any orders to the best of its ability,
including those commands that may end up being harmful to the fairy.
Commanding the summoned fairy is a Minor Action.
This spell requires 10 MP as well as a Mako Stone with at least 5 MP
to cast. Larger Mako Stones can be used and will reduce the MP
required of the caster.

Cost
Mist Hide 4MP
Target Range/Area Duration Resistance
1 Character 10m/Target 10 seconds (1 r) N/A
Summary
Covers the target in a haze, making it difficult to see them.
Effect

146
The target gets a +2 bonus to all Evasion checks against melee attacks.

Cost
Ice Coffin 8MP
Target Range/Area Duration Resistance
1 Character Touch/- Permanent Neg
Summary Type
Locks the target in a coffin made of ice. Water/Ice
Effect
Has no effect unless the target has 20 HP or less, if the target is larger
than the Ice Coffin, or has multiple body segments.
If the target fails to resist this spell, they are encased in ice 1m radius,
2m tall. Entrapped characters are unconscious, but do not age.
The Ice Coffin itself does not melt at room temperature and will
remain indefinitely. If attempting to attack the Ice Coffin, it has 0
Defense and 100 HP, but all damage dealt is applied to the character
inside as well. If the entrapped character is brought to 0 HP or lower,
they are immediately killed with no Death Check.
If attempting to melt the Ice Coffin, it takes 24 hours via torch, or half
that (12 hours) via bonfire. If attempting to use magic on the Ice
Coffin, the spell needs to beat the Magic Power of the Ice Coffin's
caster to affect it.
Regardless of how they're released, the character trapped by the Ice
Coffin will remain unconscious for 1 hour.

Cost
Evil Dream 10MP
Target Range/Area Duration Resistance
1 Character Infinite/- Permanent Neg
Summary Type
Haunts the target with horrific nightmares. Curse
Effect
This spell can be cast without line of sight to the target, so long as the
caster possesses a part of the intended target's body (i.e., a lock of hair
will work).
If the target fails to resist this spell, they will be haunted every night by
terrible nightmares, disrupting their sleep and preventing any natural
HP recovery. The specific content of the nightmares is up to the
caster.

147
This spell takes 1 hour to cast and requires a 1-hour ritual every 24
hours in order to maintain effectiveness. This ritual can be performed
anywhere but requires the part of the body of the target originally used
when casting the spell. If this ritual cannot be performed, the spell
ends. Additionally, the caster cannot perform any Actions while casting
the spell or performing the ritual.

Cost
Crack 9MP
Target Range/Area Duration Resistance
6m Radius/20 10m/Target Instant Half
Summary Type
Breaks the earth, causing quakes and massive
Earth
damage.
Effect
Deals Power 40 + Magic Power damage. Any characters dealt damage
by this spell fall prone.
The caster cannot use the Combat Feat [Magic Control] with this spell.
This spell has no effect if the target is in the sky, or if the caster is not
standing on the ground or underwater.

148
Magitech Spell List (7-10 Levels)

Cost
Stun Bullet ☆ 3MP
Item Range/Area Duration Resistance
Small, 1 Shot Touch/- 10 seconds (1 r) N/A
Summary
Creates a low power bullet to stun opponents.
Effect
This spell creates a bullet that deals Power 10 + Magic Power damage.
If this bullet hits a character, that character makes a Willpower save
against the caster's Spellcasting check. If this save fails, the character
cannot use any Minor Actions for an additional 10 seconds (1 round).
This spell can be cast as a Minor Action.

Cost
Timer Clock ☆ 1MP
Item Range/Area Duration Resistance
Small Touch/- 1 Hour N/A
Summary
Changes "Bomb" spell duration.
Effect
If used before casting a "Bomb" spell, this spell adds a timer device to
the bomb to allow it to be used up to 1 hour later. An alert can also be
programmed to sound 1 minute (6 rounds) before exploding.
This spell can be cast as a Minor Action.

Cost
Telescope 1MP
Item Range/Area Duration Resistance
Small/Medium
Self/- 3 minutes (18 r) N/A
/Large
Summary
Creates a telescope to see far distances.
Effect
Allows the caster to see up to 100m (with a small magisphere)/300m
(medium)/1km (large) away.

149
Cost
Life Sensor 3MP
Item Range/Area Duration Resistance
Small/Medium
Self/- 3 minutes (18 r) Can't
/Large
Summary
Magisphere detects living creatures.
Effect
Detects living creatures within range. Size, as well as number of body
segments, is known as well.
Range of detection is 30m (small)/50m (medium)/100m (large).

Cost
Airtight Armor 8MP
Item Range/Area Duration Resistance
Large Touch/- 1 Hour N/A
Summary
Converts the Magisphere into a protective covering.
Effect
Deforms the magisphere into a full-body covering, shutting out outside
air, and protecting the caster from harsh environments. The caster is
unaffected by Poison-type damage from any source and can function
freely underwater.
The large magisphere used for this spell cannot be used for any other
spell for the duration.

Cost
Glider Cloak ☆ 6MP
Item Range/Area Duration Resistance
Medium Self/- 3 minutes (18 r) N/A
Summary
Fly in the sky with a magical cloak.
Effect
A magical framework unfolds from a back-mounted magisphere,
allowing those already in the sky to be able to fly. By paying an
additional 3MP, this spell can be used while on the ground as well.
Movement Speed in the air is 20m per round.
This spell can be cast as a Minor Action.

150
Cost
Flash Bomb 5MP
Item Range/Area Duration Resistance
Medium 30m/Shot Instant Neg
Summary
Creates a non-lethal bomb that emits an intense flash.
Effect
An area of 6m radius/20 is covered in a blinding light. All those with 5
Senses or Mechanical Perception must make a Willpower save or
become blinded for 10 seconds (1 round).

Cost
Mana Camera 1MP
Item Range/Area Duration Resistance
Small/Medium
Self/- Instant N/A
/Large
Summary
Creates a machine to record video.
Effect
Everything within the caster's sight is recorded as a video. The video
recording capability depends upon the size of the magisphere used;
small magispheres can hold up to 50 minutes of videos, medium
magispheres 200 minutes, and large magispheres 1,000 minutes.
In order to show any recorded videos, this spell must be cast again on
the same magisphere, which takes 3 minutes (18 rounds) to set up.
When displaying video in this way, it can be projected onto just about
any surface without issue.

Cost
Telegraph 3MP
Item Range/Area Duration Resistance
Small/Medium
Touch/- 6 Hours N/A
/Large
Summary
Creates a handset to transfer messages across distances.
Effect
Allows characters to hear the caster's voice through a handset created
from a magisphere. Only the caster's voice can be transmitted, and the
range is limited to 1km (small)/10km (medium)/50km (large),
depending upon the size of the magisphere used.
151
Cost
Manadictionary 3MP
Item Range/Area Duration Resistance
Medium Self/- 10 minutes (60 r) N/A
Summary
A magical dictionary aids in translation.
Effect
Unknown languages and characters are deciphered and displayed in a
way that's easy for the caster to read. If the language being translated
has a spoken element, the manadictionary can instead output the
translation through spoken words instead.

Cost
Medical Kit 3MP
Item Range/Area Duration Resistance
Medium Touch/- Instant N/A
Summary
Creates equipment from the Magisphere to cure injuries and illnesses.
Effect
Heals the target for Power 50 + Magic Power HP. This healing can
affect Constructs. If the target is a Runefolk, increase the healing by +5
points. Additionally, any poisons, diseases, and petrification can be
removed.
This spell takes 10 minutes to cast.

Cost
Laser Bullet ☆ 3MP
Item Range/Area Duration Resistance
Small, 1 Shot Touch/- 10 seconds (1 r) N/A
Summary Type
Creates a deadly laser bullet. Energy
Effect
This spell creates a bullet of light that deals Power 30 + Magic Power
damage. In addition, the bullet's critical threshold is reduced by -1
(criticals become more likely).
This spell can be cast as a Minor Action.

152
Cost
Homing Laser ☆ 4MP
Item Range/Area Duration Resistance
Medium Touch/- 10 seconds (1 r) N/A
Summary
Condenses mana to allow light bullets to be bent.
Effect
Gives a +2 bonus to Accuracy when shooting a "Laser Bullet".
This spell can be cast as a Minor Action.

Cost
Holography 5MP
Item Range/Area Duration Resistance
Large Touch/- 3 minutes (18 r) N/A
Summary
Captures motion video and plays back 3d holograms.
Effect
Everything in the caster's line of sight is recorded as a video, and the
caster can record up to 1 hour total.
In order to show any recorded videos, this spell must be cast again on
the same magisphere. When displaying video in this way, the caster
can freely change the size and content of the video (so long as it was
captured in the field of vision).

Cost
Mind Bomb 8MP
Item Range/Area Duration Resistance
Small 10m/Shot Instant Neg
Summary Type
Creates a bomb that emits a harsh noise, disrupting
Psychic
concentration.
Effect
An area of 5m radius/15 is hit with an awful noise, like that of metal
rending. Failure to resist this spell results in any spells requiring
concentration to fail for 30 seconds (3 rounds), as well as any
Spellcasting checks receiving a -4 penalty. A Bard playing a Spellsong
will also cease playing if they fail to resist this spell.

153
Cost
Repeat Action ☆ 10MP
Item Range/Area Duration Resistance
Large Self/- 10 seconds (1 r) N/A
Summary
Clones the caster temporarily.
Effect
Creates a copy of the caster from the targeted magisphere, who then
repeats a single action the caster made. If this action spends any MP, it
comes from the caster's MP pool.
This spell can only be used once per round. Additionally, if the copy
performs an attack or any other Major Action, the chosen magisphere
will break and become useless afterwards.
This spell can be cast as a Minor Action.

154
Combat Feats

Automatically Acquired Combat Feats

The following is a list of Combat Feats that are automatically


acquired when each class reaches a certain level. These
Combat Feats are all Passive Feats (see CR I: p. 280-286).
Class Level Combat Feat
Fighter 7 Toughness
Grappler 7 Counter
5 Treasure Hunt
Scout 7 Fast Action
9 Shadow Sneak
5 Healing Aptitude
Ranger 7 Indomitable
9 Potion Master
5 Keen Eyes
Sage 7 Weakness Exploit
9 Mana Save

155
Passive Combat Feats List

Footwork
Req. Adventurer Level 9 Class -
Sum. Move farther with Limited Movement.
Move up to 10m when taking a Limited Move. If Dexterity
Effect
is less than 10, move up to "Dexterity" meters instead.

Counter
Req. Grappler Level 7 Class Grappler
Sum. Strike back at an attacking opponent.
Once per round, after an opponent rolls Accuracy to hit,
instead of rolling Evasion you can declare a Counter.
Make an attack with a Wrestling weapon and compare the
Accuracy rolls. If the Counter-Accuracy roll is greater, the
original attack is evaded and the Counter-Attack is
Effect
performed. If the enemy's Accuracy is greater, the attack
hits, and the Power Table result is treated as a roll of 12
(resolve any criticals as normal).
You automatically learn this feat when your Grappler level
is increased to 7. You may not learn it any other way.

Shadow Sneak
Req. Scout Level 9 Class -
Sum. Quickly move though blind spots.
When moving, you are not stopped by any sort of
obstructions or blocked movement (see CR I: p. 191-200).
Effect You do not need to declare intent to leave the skirmish.
You automatically learn this feat when your Scout level is
increased to 9. You may not learn it any other way.

156
Tenacity II
Req. Tenacity (see CR I: p. 280-286) Class -
Sum. Train your body to withstand further damage.
Your maximum HP increases again by +15 points (for a total
Effect
of +30 maximum HP).

Weakness Exploit
Req. Sage Level 7 Class -
Sum. Doubles the effectiveness of hitting weak points.
On a successful Monster Knowledge check, you double
any benefits from hitting that monster's Weak Point. For
example, "Physical Damage +1" becomes "Physical Damage
+2", or "Fire Damage +3" becomes "Fire Damage +6". Allies
Effect
will hit Weak Points normally (i.e., their bonuses aren't
doubled).
You automatically learn this feat when your Sage level is
increased to 7. You may not learn it any other way.

Archer's Grace
Req. Marksman Level 7 Class Marksman
Sum. Dodge attacks like a professional dancer.
You may calculate Evasion using your Marksman Class
Effect
Level + Agility Bonus.

Keen Eyes
Req. Sage Level 5 Class -
Sum. Notice more and better treasure when defeating enemies.
When rolling for Loot Recovery (see CR I: p. 431-439)
during Post-Combat Cleanup, add +1 to the roll.
Effect
You automatically learn this feat when your Sage level is
increased to 5. You may not learn it any other way.

157
Toughness
Req. Fighter Level 7 Class -
Sum. Train your body to withstand powerful attacks.
Your maximum HP increases by +15 points.
Effect You automatically learn this feat when your Fighter level is
increased to 7. You may not learn it any other way.

Healing Aptitude
Req. Ranger Level 5 Class -
Sum. Enhances recovery effects.
Whenever you recover your own HP (regardless of
method), increase the healing done by +1 point.
Effect
You automatically learn this feat when your Ranger level is
increased to 5. You may not learn it any other way.

Treasure Hunt
Req. Scout Level 5 Class -
Sum. Notice more and better treasure when defeating enemies.
When rolling for Loot Recovery (see CR I: p. 431-439)
during Post-Combat Cleanup, add +1 to the roll.
Effect
You automatically learn this feat when your Scout level is
increased to 5. You may not learn it any other way.

Harmony
Req. Bard Level 5 Class Bard
Sum. Sing multiple songs and stack the effects.
Choose two Spellsongs to be harmonized. These
Spellsongs cannot have conflicting effects (GM's
discretion).
The Bard and a chosen pet begin to play both Spellsongs
(note who is playing which Spellsong). The area of effect
Effect
for both Spellsongs is limited to 10m but count as one
Spellsong for determining Magic Power as well as resisting
the effects.
If the Spellsongs have different durations, time elapsed will
count from the Spellsong with the longer prelude.

158
Fast Action
Req. Scout Level 7 Class -
Sum. Get the jump on enemies in the first round of combat.
If your party wins initiative, you may take two Major
Actions the first round of combat. However, you may only
Effect move once.
You automatically learn this feat when your Scout level is
increased to 7. You may not learn it any other way.

Indomitable
Req. Ranger Level 7 Class -
Sum. Continue past limitations with sheer will.
If your HP drops to 0 or less, you may make a Death
Check in order to stay standing, taking actions as normal.
Effect However, if you fail a Death Check, you die.
You automatically learn this feat when your Ranger level is
increased to 7. You may not learn it any other way.

Potion Master
Req. Ranger Level 9 Class -
Sum. Drink potions without a second thought.
It is now a Minor Action for you to drink a potion during
combat. Only one potion may be drunk per round.
Effect
You automatically learn this feat when your Ranger level is
increased to 9. You may not learn it any other way.

Mana Save
Req. Sage Level 9 Class -
Sum. Use mana more efficiently.
When using MP for any reason, reduce the MP spent by -
1. This cannot reduce an MP cost lower than 0 (i.e., you
Effect cannot spend negative MP).
You automatically learn this feat when your Sage level is
increased to 9. You may not learn it any other way.

159
Powerful Magic
2 Wizard-type Classes
Req. Class -
Level 8
Sum. Increase the strength of spells.
Effect Your Magic Power increases by +1 for all Classes.

Pinpoint Attack
Req. Adventurer Level 7 Class -
Sum. Improve the Accuracy of physical attacks
Increase your Accuracy with melee and ranged attacks by
Effect
+1.

Muscle Mystery
Req. Enhancer Level 5 Class -
Sum. Push your body to its limits, extending your techniques.
Double the duration of all Techniques. This does not
Effect
work on Techniques whose duration is "Instant".

Wordbreak
Req. None Class -
Sum. Push your body to its limits, extending your techniques.
As a Major Action, attempt to negate a magical effect.
Treat this as a spell with "Target: One Magical Effect" and
"Range/Area: Touch/-". The name of the magical effect
Effect doesn't need to be known.
Compare your Magic Power against the Magic Power of
the magical effect. If yours is greater, the magical effect is
negated.

160
Active Combat Feats List

Aimed Attack III


Aimed Attack II, Fencer
Req. Class Fencer
Level 9
Sum. Strike with blinding speed.
Each of your Accuracy checks is made with a +3 bonus,
but your critical threshold increases by +3 (criticals become
Effect
less likely). If your critical threshold is already 11 or more,
you cannot use [Aimed Attack III].

Power Strike II
Power Strike, Fighter
Req. Class Fighter
Level 9
Sum. Strike with immense power, at great risk to yourself.
Your melee attacks do +12 damage. Can only be used with
two-handed melee weapons.
Effect
When you use [Power Strike II], you suffer a -2 penalty to
Evasion until your next turn.

Tail Swing
Req. Adventurer Level 3 Class Tail
Sum. Use your tail to attack.
You may attack up to 5 characters in the same skirmish
Effect with your tail. Details are on the Wrestling Weapon List,
under <Tail>.

Multi-Action
Req. Adventurer Level 5 Class -
Sum. Cast spells and attack in the same round.
As a Major Action, you may both cast a spell and make a
melee attack on a character in range. There is no limit to
the spell that may be cast, so long as the conditions to cast
it are met. However, as with casting a spell normally,
Effect
movement is restricted to a Limited Move. Additionally,
while a spell may be cast and a melee attack made in the
same round, casting two spells, or making two melee
attacks is not allowed.

161
Items

Melee Weapons

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

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ 820

Defender※ 1H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ 1,770

Steel Blade 1H 19 - 24 2 3 4 5 6 7 7 8 9 10 ⑩ 1,450


※: +1 Defense

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

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ 2,150

Mithril Sword 1H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ 7,500

Slasher 1H 21 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ 5,750

162
Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

1H† 26 - 36 3 5 5 7 8 9 10 11 11 12 ⑩
Claymore 8,000
2H 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩

Sentinel 2H 35 - 55 5 7 10 10 11 12 13 14 16 16 ⑩ 14,000

A-Rank Axes
Only those with [Weapon Proficiency/Axe] may equip the
following weapon.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Tabardin 1H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ 840

2Hᵴ 16 - 36 3 5 5 7 8 9 10 11 11 12 ⑪
Long Axe 990
2Hᵱ 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑩

163
S-Rank Axes
Only those with [Weapon Proficiency II/Axe] may equip the
following weapons.

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ 2,300

Mithril Axe 1H† 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ 8,000


2H 18 - 43 4 6 7 8 9 10 11 12 13 14 ⑪

Vosges 2H 34 - 59 5 9 10 11 12 12 14 15 16 17 ⑪ 13,400

164
A-Rank Spears
Only those with [Weapon Proficiency/Spear] may equip the
following weapons.
Min STR
Accuracy

Crit Rate
Stance

Name Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Pilum 1H 8 -1 13 1 2 3 3 4 4 5 6 7 7 ⑨ 880

Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ 460

1H† 25 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩
Pike 1,750
2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩

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

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Partisan 1H 7 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ 1,990

1H† 18 -1 33 3 4 5 6 8 8 10 10 10 11 ⑩
Mithril Spear 7,930
2H 18 -1 43 4 6 7 8 9 10 11 12 13 14 ⑩

1H† 30 -1 45 4 6 7 8 9 10 11 12 13 14 ⑩
Corsesca 12,800
2H 30 -1 55 5 7 10 10 11 12 13 14 16 16 ⑩

165
A-Rank Maces
Only those with [Weapon Proficiency/Mace] may equip the
following weapon.

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Steel
1H 13 +1 23 2 2 3 5 6 7 7 8 9 10 ⑫ 710
Blow
Ball
2H 23 +1 43 4 6 7 8 9 10 11 12 13 14 ⑫ 1,220
Mace

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

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Bludgeo 1
5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑫ 1,360
n H
Mithril 1
15 +2 25 2 3 4 5 6 7 8 8 9 10 ⑫ 7,200
Mace H
Troll 2 10,80
30 +2 50 4 6 8 10 10 12 12 13 15 15 ⑫
Buster H 0

166
A-Rank Staves
Only those with [Weapon Proficiency/Staff] may equip the
following weapon.

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Leech Staff※ 2H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ 7,000


※: Magic Damage +2.

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

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Black Rod※1 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ 22,500


Sorcerer's Staff※
2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ 22,500
2
※1: Reduces MP use by -1 (to a minimum of 0).

※2: +2 bonus to Spellcasting checks.

167
A-Rank Flails
Only those with [Weapon Proficiency/Flail] may equip the
following weapon.

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

1H† 14 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩
Rising Sun 1,200
2H 14 -1 34 3 4 5 6 8 9 10 10 11 11 ⑩

Scorpion Tail 2H 27 -1 47 4 6 7 9 10 11 12 13 13 15 ⑩ 2,600

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

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Jail Impact 1H 19 -1 29 2 3 4 6 6 7 8 9 9 10 ⑨ 5,100

Titan Flail 2H 32 -1 52 5 7 8 10 11 12 12 13 15 15 ⑨ 12,500

168
A-Rank Warhammers
Only those with [Weapon Proficiency/Warhammer] may
equip the following weapon.
Min STR
Accuracy

Crit Rate
Stance

Name Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

War Pick 1H 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ 600

Guisarme 2H 25 -2 50 4 6 8 10 10 12 12 13 15 15 ⑩ 1,680

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

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Chekan 1H 9 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ 2,600

1H† 22 -1 37 3 5 6 7 8 9 10 11 12 12 ⑩
Bec-de-Faucon 10,300
2H 22 -2 52 5 7 8 10 11 12 12 13 15 15 ⑩

Heavy Anchor 2H 31 -2 61 5 9 10 11 12 13 14 16 17 18 ⑩ 12,000

169
B-Rank Wrestling
Encompasses punching, kicking, Grappler techniques, and
weapons that can be used with punches or kicks. It is
important to know that the weapons listed here do not inhibit
any sort of movement of the arms or legs.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Tail ※ 1H# 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ -
※: Requires a tail to use

A-Rank Wrestling
Only those with [Weapon Proficiency/Wrestling] may equip
these weapons.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Power Wrist ※ 1H 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑨ 600

Power Anklet ※ 1H 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑨ 900


※: Grappler only. A Power Wrist increases punch damage, while the
Power Anklet increases kick damage. A character can equip two of each,
one in each hand/on each foot.

170
S-Rank Wrestling
Only those with [Weapon Proficiency II/Wrestling] may
equip the following weapons.

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Tonfa 1H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ 2,600

Accel Brogue 1H# 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ 3,980


※: Grappler only. Tonfas increases punch damage, while Accel Brogues
increases kick damage. A character can equip two of each, one in each
hand/on each foot.

171
Ranged Weapons

A-Rank Thrown Weapons


Only those with [Weapon Proficiency/Thrown Weapons]
may equip the following weapons. The range for these
weapons is 20m, except for the Trident, which only has a range
of 10m.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ 820

Dirk 1H* 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ 100

Boomerang ※ 1H* 8 +1 18 1 2 3 4 5 6 6 7 7 8 ⑫ 500


Trident 1H* 12 +1 22 1 2 3 5 6 6 7 8 9 10 ⑩ 460

Soliferrum 1H* 17 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ 1,070


※: Returns to owner if attack misses.

S-Rank Thrown Weapons


Only those with [Weapon Proficiency II/Thrown Weapons]
may equip the following weapons. The range for these
weapons is 20m, except for the Piercer, which only has a range
of 10m.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ 2,150

172
Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Mithril Dirk 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑩ 5,000

Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ 2,300

Assegai 1H* 13 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ 3,800

Francisca 1H* 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ 5,500

A-Rank Bows
Only those with [Weapon Proficiency/Bows] may equip these
weapons.
Min STR
Accuracy

Crit Rate
Stance

Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Light Bow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ 610

Fast Bow 2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ 1,200

173
S-Rank Bows
Only those with [Weapon Proficiency II/Bow] may equip the
following weapons.

Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price

Sniper 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑨ 5,100

Composite Bow 2H 23 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ 9,800

A-Rank Crossbows
Only those with [Weapon Proficiency/Crossbows] may equip
these weapons.

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

Bowgun 1
5 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ 6 800
※1 H
Arbalest 2 1,00
10 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ 7
※2 H 0
Cranequi 2 1,50
20 -1 50 4 6 8 10 10 12 12 13 15 15 ⑪ 8
n ※2 H 0
※1: Range 20m.

※2: Range 40m.

174
S-Rank Crossbows
Only those with [Weapon Proficiency II/Crossbow] may
equip the following weapons.

Add'l Dmg
Min STR
Accuracy

Crit Rate
Stance

Power

Price
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫

String
Bow 2 5,64
13 +1 38 3 5 6 7 8 10 10 11 12 13 11 ⑩
※1, ※ H 0
2
Despai 2 6,26
19 - 44 4 6 7 8 10 10 11 12 13 14 10 ⑩
r ※3 H 0
Ballista 2 9,20
25 -1 50 4 6 8 10 10 12 12 13 15 15 10 ⑬
※3 H 0
※1: Range 30m.

※2: Can be used as a Musical Instrument.

※3: Range 50m.

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

Max Min Magic Crit


Name Stance Accuracy Range Price
Magazine STR Power Rate

Bullet
4 1H 5 - - 10 10m 8,000
Shower
Lancaster 1 2H 10 +1 +2 10 60m 14,500
Carnage 3 2H 15 -1 +4 11 40m 17,000

175
Armor

A-Rank Nonmetallic Armor


Only those with [Armor Proficiency/ Nonmetallic Armor]
may wear the following armor.
Name Min STR Evasion Defense Price
Bone Vest 16 - 6 2,100

S-Rank Nonmetallic Armor


Only those with [Armor Proficiency II/Nonmetallic Armor]
may wear the following armor.
Name Min STR Evasion Defense Price
Lynx Vest ※ 8 +2 3 2,750
Dragon Scale 14 +1 6 4,500
※: Grappler only.

A-Rank Metal Armor


Only those with [Armor Proficiency/Metal Armor] may wear
the following armor.
Name Min STR Evasion Defense Price
Steel Guard 12 - 5 1,600

176
S-Rank Metal Armor
Only those with [Armor Proficiency II/Metal Armor] may
wear the following armor.
Name Min
Evasion Defense Price
STR
Mithril Chain 10 - 7 6,000
Full-Metal
17 -1 9 11,000
Armor
Mithril Plate 24 -2 11 23,000

A-Rank Shields
Only those with [Armor Proficiency/Shield] may wear the
following armor.
Name Min STR Evasion Defense Price
Mirror Shield ※ 5 +1 - 870
Heater Shield 10 - +2 1,000
Great Wall 20 -1 +3 1,800
※: Can be used as a Mirror.

S-Rank Shields
Only those with [Armor Proficiency II/Shield] may wear the
following armor.
Name Min STR Evasion Defense Price
Mithril Shield 8 +1 +2 4,700
Blade Killer ※ 22 - +3 7,300
※: Can be used as a weapon (see below), but do not gain
benefit of Defense that turn.

177
Min STR
Accuracy

Crit Rate
Stance

Power
Name ③④⑤⑥⑦⑧⑨⑩ ⑪⑫ Price

Blade Killer 2H 22 +1 42 4 6 7 7 9 10 11 12 13 13 ⑫ 7,300

General Equipment

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


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

Items/Gadgets
Luxury Goods
Name Price Notes
Tobacco 24 Average quality, 12 leaves
Smoking Pipe 75
Shredded 10 Pre-packaged cigarettes for pipe use;
Tobacco Contains 10.

Other Goods
Name Price Notes
Broom 30
Cosmetics Set 100
Tea Set 60 Pot, tea strainer, and 4 cups.
Hourglass 120 3-minute measuring time.
Oil Paint 10 7-color set.
Paint 20 1-liter can.
Paintbrush 5
Brush 5 General purpose brush.
Sketchbook 50 10 pages.
Magnifying Glass 100
178
Chemicals/Herbs
Potions

Name Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price

Treat Potion※
30 2 4 4 6 7 8 9 10 10 10 500
1
Antidote Potion
500
※2
Cure Stone
500
Potion※3
※1: Instantly restores HP, can be used during combat. Custom
designed for user only, cannot be used by others.

※2: Removes all effects of poisons with power 15 or less.

※3: Sprinkling on a petrified character will remove any petrification


effects power 15 or less. Can only be used within touch range.

Wizards' Items
Name Price
Enchanted Flesh 500
Enchanted Stone 1,000

Pets
Name Price
Bird 100
Frog 100
Insect 100

179
Accessories

Head Accessories
Name Price Notes
A belt-like cloth hat, used in hot
Turban 10
regions
Helmet 20
Snowflake [Magic] When thrown, deals Power
1,500
Hairpin 20 + 5 pts. Water/Ice damage
Lightning-Bolt [Magic] When thrown, deals Power
1,500
Hairpin 20 + 5 pts. Lightning damage
Illusory Wig 3,000 [Magic] Changes hair color
Cattleya [Magic] Increases Fairy Magic
20,000
Garland Range by 10m.

Face Accessories
Name Price Notes
[Magic] Never need to sleep while
Ruby Glasses 2,000
wearing
Keen-Flash [Magic] Insight, Search checks +1
4,000
Glasses
Hound's Nose 4,000 [Magic] Track checks +2
Swirl Piercing 10,000 [Magic] Change voice pitch at will
[Magic] See in darkness as though it
Night Goggles 20,000
was daytime
Gentleman's [Magic] Translate politely spoken
20,000
Beard words into Arcana Language
Scale Mask 40,000 [Magic] Breathe underwater

Ear Accessories
Name Price Notes
Earplugs 20 Block out sounds
Golden [Magic] Willpower +2 vs. spells
2,000
Earplugs
[Magic] Talk to another even over long
Calling Studs 20,000
distances
180
Interpreter [Magic] Understand a specific spoken
50,000
Earrings language, even if not fluent

Neck Accessories
Name Price Notes
Necktie 10+ Popular in the late Al Menas period
Lariat Long, necklace without clasps; has
10+
Necklace negative connotations in some regions
Crystal [Magic] Poison, Disease Resistance +1
3,000
Necklace
Lamia [Magic] Change into a specific woman
5,000
Necklace
Flapper's [Magic] Increase the area of effect of
5,000
Song Spellsongs.
Talisman of [Magic] Break to heal 20 HP to all in
10,000
Life 10m
Miracle [Magic] Reroll a Death Check.
10,000
Necklace
[Magic] Increase effect of "Bear
Bear Claws 30,000
Muscle" by +1

Back Accessories
Name Price Notes
Thermal Mantle 3,500 [Magic] Fire, Water/Ice damage -1
Hero's Mantle 10,000 [Magic] Breath Weapon damage -2
Breeze Cloak 30,000 [Magic] Evasion +1 vs. projectiles

Hand Accessories
Name Price Notes
Armlet 20+ Bracelet attached to upper arm
Bandit King's
3,000 [Magic] Open Lock checks +1
Ring
Shining Ring 10,000 [Magic] Can cast "Light" on demand
181
Name Price Notes
[Magic] Magic damage +1; counts as
Mana Ring 10,000
"Magical Implement"
Storage [Magic] Stores a non-living object
30,000
Bracelet inside

Waist Accessories
Name Price Notes
Queen's Corset 10,000 [Magic] A painless corset

Foot Accessories
Name Price Notes
Oath [Magic] Wearer's liege knows location of
3,000
Anklet anklet
Frog Feet 4,000 [Magic] Swimming checks +2
Jump
5,000 [Magic] Jump higher than usual
Boots
Silent
5,000 [Magic] Hide checks +2
Shoes

182
Magic Items

Ruby Glasses Base Price: 2,000

Glasses with ruby


Popularity 12 App. Equip Face
lenses
Summary Ignore the need to sleep Era Al Menas
Wearing these glasses will keep the wearer wide awake,
unable to sleep or be put to sleep.
However, these glasses do not actually remove the need
Effect
for sleep, so continuing to wear these glasses for more
than a day will still incur the penalties for staying awake
longer than a day (see p. 44).

Unicorn Horn Base Price: Remaining Uses x 6,000

Cone about
Popularity 12 App. Equip -
50cm long
Treats any illness or injury,
Summary Era Unknown
destroys Undead
A horn poached from a unicorn (see p. 376), it acts as a
panacea for illnesses and injuries. It fully heals a
character's HP when touched, and completely cures any
poisons, diseases, curses, and petrification power 17 or
less. However, this will not work on Undead or
Constructs.
Effect
Undead touched by the horn must make a Fortitude
check against a value of 17; if it fails it is immediately
destroyed.
If sold on the open market, anywhere from 1-8 uses may
remain, with no way to restore uses. Once these uses are
expended, the horn crumbles to dust.

183
Talisman of Life Base Price: 10,000

A talisman made
Popularity 10 App. Equip Neck
of white stone
Break to heal 20 HP for all
Summary Era Al Menas
characters in 10m
As a Major Action, when the wearer speaks a command
word, this talisman shatters into a 10m radius of light
Effect
healing 20 HP to all those within. This healing does not
work on Undead or Constructs.

Swirl Piercing Base Price: 10,000

Spiral piercing,
Popularity 12 App. engraved with Equip Face
Arcana language
Summary Change voice pitch Era Durandal
The wearer of this piercing can change the pitch of their
voice at will. The pitch can be freely set to anything
within the range of normal human voices. However, this
Effect
cannot be used to mimic the tone of voice of any specific
person or animal.
This piercing is meant for one's tongue.

Scale Mask Base Price: 40,000

Jade mask,
Popularity 14 App. imitating a Equip Face
human face
Summary Able to breathe underwater Era Durandal
The wearer of this mask will be able to breathe as
Effect normal underwater. However, anything requiring
vocalization (including magic) will not be able to be used.

184
Hero's Mantle Base Price: 10,000

Popularity 12 App. Long cape Equip Back


Reduces Breath Weapon
Summary Era Al Menas
damage by -2 points
A replica of a cloak used by famous dragonslayers, it
comes in a wide variety of colors and styles.
Effect
If the wearer is hit by a damaging Breath Weapon attack,
reduce the calculated damage of that attack by -2 points.

Frog Feet Base Price: 4,000

Popularity 14 App. Green fins Equip Foot


Summary Aids in swimming Era Al Menas
The person wearing these fins receives a +2 bonus to
Effect
checks made for the Swimming Adventuring Skill.

Cattleya Garland Base Price: 20,000

Circlet with
Popularity 16 App. engraved cattleya Equip Head
flowers
Increases range of Fairy
Summary Era Durandal
Magic
This circlet has tiny bells that, while inaudible to most
humanoids, is quite pleasing to fairies. The wearer of this
Effect circlet increases the range of any Fairy Magic spell with
"Range: 〇m" by +10m.

185
Miracle Necklace Base Price: 10,000

Necklace with
Popularity 12 App. magical stones Equip Neck
embedded
Summary Re-roll a failed Death Check Era Al Menas
If the wearer of this necklace is unconscious and fails a
Death Check, they can choose to have this item shatter.
Effect
If they do, they may re-roll that Death Check, but must
take the result of this second roll.

Bandit King's Ring Base Price: 3,000

A jet-black ring,
Popularity 14 App. Equip Hand
absorbing light
Summary Improve thief skills Era Al Menas
A replica of rings used by a band of famous thieves; this
Effect
ring gives the wearer a +1 bonus to Open Lock checks.

Bear Claws Base Price: 30,000

Bear-claw necklace
Popularity 10 App. decorated with Equip Neck
patterns
Enhancer Technique "Bear
Summary Muscle" (see p. 88) receives +1 Era Durandal
bonus
This rough necklace was said to be worn by a great
Enhancer during training. While worn, the effect of the
Effect Enhancer Technique "Bear Muscle" is increased by +1
(so the user's Strength Bonus is increased by +3 instead
of +2).

186
Golden Earplugs Base Price: 2,000

Popularity 12 App. Gold earplugs Equip Ear


Summary Increase resistance to spells Era Al Menas
When wearing both plugs, the wearer receives a +2
Effect bonus to Willpower checks against spells. The wearer
can still hear other sounds normally.

Thermal Mantle Base Price: 3,500

Cloak made of
Popularity 12 App. thick, magical Equip Back
cloth
Reduces Fire, Water/Ice
Summary Era Al Menas
damage
This cloak is designed to protect against extreme
temperatures. Whether heading to the desert or the
middle of the arctic, the wearer will always be
Effect
comfortable.
Additionally, the wearer will prevent -1 damage from all
Fire and Water/Ice sources.

Silent Shoes Base Price: 5,000

Shoes sewn from


Popularity 14 App. Equip Foot
magical cloth
Summary Allows for silent movement Era Al Menas
These shoes are constructed from a special material that
Effect creates no sound. Anyone wearing these shoes receives a
+2 bonus to Hide checks.

187
Shining Ring Base Price: 10,000

Popularity 10 App. White metal ring Equip Hand


Summary Emits light Era Al Menas
As a Minor Action, the wearer of this ring can recite an
activating word to have the ring begin to shed light as the
Effect "Light" spell (see CR I: p. 232-240). However, this effect
only works while the ring is worn; if removed the ring
stops shedding light.

Jack Beans Base Price: 100

Green beans the


Popularity 15 App. size of a Equip -
fingertip
Summary Can grow a sturdy vine Era Durandal
These magical beans, once planted and activated as a
Major Action by spending 1 MP, will grow into a long,
sturdy vine in any direction the user wishes.
It takes the vine one round to grow 1m, up to the
Effect
maximum of 20m long. This vine is 10cm thick and can
act as a replacement for rope, holding up to 300kg of
weight. However, this vine will wither and die after 24
hours, but may be used as a rope afterwards.

Jump Boots Base Price: 5,000

Leather boots with


Popularity 12 App. Equip Foot
engraved wings
Summary Leap higher than normal Era Al Menas
The wearer of these boots receives a +4 bonus to both
Effect Long Jump and High Jump checks (see CR I: p. 117-
137).

188
Storage Bracelet Base Price: 30,000

Bracelet with a
Popularity 12 App. large, black Equip Hand
stone
Summary Store one object inside Era Durandal
The bracelet can be used to hold one non-living object
inside. As a Major Action, the user can recite an
activating word and store one item touching the bracelet's
gem inside the bracelet. This item cannot be more than
1m diameter, nor more than 3m tall, though there is no
Effect limit on the weight of the object to be stored. Living
objects, such as humanoids, monsters or even plants,
cannot be stored in the bracelet.
To remove the object stored in the bracelet, the wearer
simply has to remove the bracelet to have the stored item
appear on the ground next to them.

Queen's Corset Base Price: 10,000

Corset fit for


Popularity 12 App. Equip Waist
royalty
Ignore entanglement and
Summary Era Al Menas
tightening penalties
This corset is said to have been worn by high-society
women. Its perfect fit allows the wearer to ignore any
Effect penalties applied by special abilities with "Tangle" or
"Tighten" in the name (see p.292) (including such abilities
like "Entangling Vines" from a Killer Creeper).

Gentleman's Beard Base Price: 20,000

A large, bushy
Popularity 14 App. Equip Face
black full beard
Speak politely in the Arcana
Summary Era Al Menas
language
An interesting item, this false beard allows the speaker to
sound like they're politely speaking in the Arcana
language, regardless of what language they're actually
Effect
speaking. If a listener wishes to resist this effect and hear
the actual voice of the speaker, they need to succeed on
a TN 15 Willpower check.
189
Lightning-Bolt Hairpin Base Price: 1,500

A hairpin in the
Popularity 7 App. shape of a Equip Head
lightning bolt
Thrown hairpin becomes bolt
Summary Era Al Menas
of lightning (Range 10m)
When thrown, this hairpin transforms into a bolt of
lightning, never missing the target it is thrown at.
The target struck with this hairpin will receive Power 20
+ 5 points of lightning damage, with the Power roll
Effect
treated as a 12. A successful Willpower check halves this
damage.
You cannot use this item and attack in the same round.
This item has one use and will break afterwards.

Crystal Necklace Base Price: 3,000

Necklace with
Popularity 12 App. Equip Neck
hanging crystals
Increases Poison, Disease
Summary Era Al Menas
resistance
The crystal used in this necklace is specially enchanted to
reflect in rainbow colors when held over light. The
Effect
wearer of this necklace gains a +1 bonus to Fortitude and
Willpower checks to resist any Poison or Disease effects.

Breeze Cloak Base Price: 30,000

Blue single-
Popularity 10 App. Equip Back
shoulder cape
Summary Easier to avoid ranged attacks Era Al Menas
This cloak, worn over one shoulder, is magically
enchanted to protect the wearer from incoming
Effect projectiles. Specifically, the wearer increases their
Evasion by +1 when attacked by a ranged attack (a
gunshot, javelin, thrown weapon, etc.).

190
Oath Anklet Base Price: 3,000

Anklet made of
Popularity 12 App. Equip Foot
magical metal
Liege knows location of
Summary Era Al Menas
wearer
Using a drop of blood and a command word, a person
can become the Liege of the Oath Anklet. When given
to another, the magic of the Anklet allows the Liege to
know where in the world the wearer is, regardless of
Effect distance or direction.
It is rumored that these anklets came into fashion in
order to keep track of and control Runefolk slaves
during the Al Menas period, though this has not been
proven.

Interpreter Earrings Base Price: 50,000

White ring-
Popularity 14 App. Equip Ear
shaped earrings
Able to understand a specific
Summary Era Durandal
language
The wearer of these earrings will be able to listen to and
understand up to five different spoken languages.
Depending upon the specific set of earrings, not all five
of the languages may have been chosen and can be set by
Effect the wearer. However, once a language is chosen, it
cannot be unchosen.
Additionally, the magic of these earrings does not allow
the wearer to be able to read or write in any of the
chosen languages.

191
Calling Studs Base Price: 20,000

Black drop
Popularity 14 App. Equip Ear
earrings (2 pairs)
Wearers can talk between
Summary Era Al Menas
each other
When each pair of earrings are worn, the wearer of one
can talk to the wearer of the other and speak freely, once
per day, up to a maximum of 10 minutes. This magic
functions regardless of the distance between the two
Effect
wearers.
However, a person cannot wear two complete sets using
another slot (thus having four earrings total) and talk
between both pairs.

Night Goggles Base Price: 20,000

Goggles with
Popularity 10 App. Equip Face
yellow lenses
See in darkness as though it
Summary Era Al Menas
were daytime
As a Minor Action, the wearer of these goggles can
Effect spend 1 MP and gain Darkvision (see CR I: p. 67-79) for
10 seconds (1 round).

Keen-Flash Glasses Base Price: 4,000

Gold-framed
Popularity 14 App. Equip Face
glasses
Summary Increases wearer's attention Era Al Menas
The wearer of these glasses receives a +1 bonus to both
Effect
their Insight and Search checks.

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Flapper's Song Base Price: 5,000

Choker woven
Popularity 12 App. Equip Neck
with magic beads
Summary Increases range of Spellsongs Era Al Menas
This choker, named after a famous singer, relaxes the
throat, and allows singing to carry farther than it normally
Effect
would. Any Spellsong the wearer sings has its range
increased by 10m. This has no effects on a pet's singing.

Magic Cosmetics Base Price: 4,000

A makeup set in a
Popularity 13 App. Equip -
cosmetic box
Summary Improves one's make-up Era Al Menas
Magic is infused into all the different cosmetics in this
kit, making everything more vivid and intense. When
Effect
using this cosmetic kit, the recipient of the make-up
receives a +2 bonus to their Disguise checks.

Mana Ring Base Price: 10,000

Silver bangle
Popularity 14 App. engraved with Equip Hand
Arcana words
Summary Improves magic use Era Durandal
A facsimile of bracelets worn by old court magicians; this
ring still holds significant magical power inside. The
wearer not only increases any magical damage they deal
Effect
by +1 point, but the ring can also be treated as a Magical
Implement for those classes that require one in order to
cast spells.

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S-Rank Magic Weapon +1 Base Price: Weapon price +20,000

Popularity 10 App. Varies Equip Weapon


S-Rank weapon enhanced
Summary Era Al Menas
by magic
This is an S-Rank weapon, enhanced by magic to gain an
additional +1 bonus to Accuracy and damage.
There are a variety of magical weapons already existing,
but a mundane weapon can be enchanted as well. This
Effect
requires the same cost as above and must be done by the
local Institute of Magitechnology (see CR I: p. 372-374).
As with lower-ranked weapons, the enchanting process
takes one month to perform.

Illusory Wig Base Price: 3,000

Wig made of
Popularity 10 App. Equip Head
white hair
Summary Change hair colors Era Al Menas
As a Minor Action, the wearer of this wig can recite a
command word and change the color of this wig.
The wig must be removed in order to return to the
Effect
wearer's natural hair color or to changing to another
color. It takes 1 minute (6 rounds) in order to attach the
wig.

Snowflake Hairpin Base Price: 1,500

A hairpin
Popularity 7 App. adorned with Equip Head
snowflakes
Thrown hairpin becomes icy
Summary Era Al Menas
arrow
When thrown, this hairpin transforms into an icy bolt,
never missing the target it is thrown at.
The target struck with this hairpin will receive Power 20
+ 5 points of Water/Ice damage, with the Power roll
Effect
treated as a 12. A successful Willpower check halves this
damage.
You cannot use this item and attack in the same round.
This item has one use and will break afterwards.
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Fairy Weapon Base Price: Weapon price +3,000/+6,000/+12,000

Popularity 10 App. Varies Equip -


Summary Weapon enhanced by fairies Era Al Menas
These magic weapons have been blessed by various
fairies, imbuing them with one of a variety of different
elemental attributes (like a Fire Claymore, or a Lightning
Dagger).
Effect There are a variety of magical weapons already existing,
but a mundane weapon can be enchanted as well. This
requires the same cost as above and must be done by the
local Institute of Magitechnology (see CR I: p. 372-374).
This enchantment requires one month to perform.

Fairy Lantern Base Price: 10,000

Popularity 18 App. Silver lantern Equip -


A fairy light invisible to those
Summary Era Al Menas
with soulscars
A magic lantern, this lantern requires no oil or tinderbox
to use. As a Major Action, the holder can spend 3 MP
and speak a command word to create a pale flame for 12
Effect
hours. This flame sheds bright light out to 10m.
However, anyone with any soulscarring (PC or
otherwise) cannot see this light.

Lamia Necklace Base Price: 5,000

Necklace with
Popularity 16 App. Equip Neck
hanging stones
Change form into a specific
Summary Era Durandal
woman
When the wearer of this necklace speaks a command
word, they can change shape into that of a particular
woman. The woman's figure chosen is set at the first
activation of this item, is different for each item, and
Effect cannot be changed.
This effect is merely an illusion and does not
permanently change one's gender or stats. The wearer
can change back to their original form either by reciting
the command word again, or by removing the necklace.

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Hound's Nose Base Price: 4,000

Black ornament
Popularity 16 App. Equip Face
covering one's nose
Summary Improves one's tracking abilities Era Al Menas
The wearer of this item gains a +2 bonus to Track
Effect
checks.

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Part 4 World

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Gods, Races and Geography

Gods of the Zalts Region

Ancient Gods
"God of Spirits", Asteria
An ancient goddess of nature, it is said that she gained her
divinity by touching the First Sword, Lumiere. She preaches
living in harmony with nature, and all that live within, rather
than using nature as yet another resource to be mindlessly
wasted.
Elves, too, hold Asteria in high reverence, as they believe she
was the one who created not only the Elves, but all the nature
faeries and spirits that inhabit Raxia. Some even believe that
Asteria herself is an elf, though there isn't much more than
word of mouth to confirm that.
Because of her carefree nature, Asteria has gotten a reputation
as being a bit of a bohemian, and thus some artists and creators
have put their faith in her as well. This has led to her becoming
known as a patron of the arts, and even some barbarous have
followed her teachings because of the freedom that she is said
to provide.
"Blazing Emperor", Grendal
The god of the cycle of destruction and rebirth, often
symbolized through the power of fire. This is Grendal's
domain, given to him directly from the First Sword, Lumiere.

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It is this cycle that has led many dwarves to his worship, and in
fact Grendal is often considered the patron creator of the
dwarves.
Grendal, much like the fire he represents, has a very aggressive
nature, and is also the god of war and warriors. Many in the
military at least pay mouth service to Grendal, if not devote
themselves to his service in the hopes of winning. He is also
paid tribute by those who work with fire on a regular basis,
such as blacksmiths, bakers, potters, and other craftsmen.
Despite his domain being that of both destruction and
recreation, there are barbarous followers of Grendal who
simply follow the destruction aspect, pushing all else aside.
Dwarves especially dislike these barbarous, and many dwarves
have set out to settle these clashes in ideology.

Major Gods
"God of Drinking", Sacaros
The god of alcohol and drinking, as well as brewing alcohol,
Sacaros is often depicted as a heavy-set, handsome man. He
teaches that drinking, and drinking happily, makes friends
rather than enemies, and that it is better to drink than to fight.
In a roundabout manner, merchants have used this idea to
promote communication and trade, and Sacaros has also
gained followers as the god of business relationships and
prosperity.
Of course, being the god of drinking and interaction, Sacaros
also promotes relationships between men and women.
However, he also has the reputation of being a god of
confusion and corruption due to his drinking in excess, so
there are those who don't wish to have any followers of his
nearby. Even in adventuring camps, there are often many
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different followers of his, between merchants, prostitutes, and
brewers.

Minor Gods
"Fusion God", Lills
A young god who controls love, and all that it entails. They are
worshiped in the western part of Zalts, mainly in the Kingdom
of Fendil.
Originally a pair of lovers, Lilku and Rilni, who were left
behind in a collapsed building during the Great Catastrophe.
It is said that they gained their divinity by guidance from the
Moon Goddess Sien, who was impressed by the two figures
who did not give up and survived for 10 days under the fallen
pillar.
Both of them were injured over a large part of their bodies, so
they were fused to make up for each other and became gods.
Therefore, they are a god that is often expressed as a figure
with two heads, a man and a woman, or an androgynous figure.
They have many young followers, and weddings in their
temple are becoming more and more common. However,
there are few devout priests, and temples with their remains
and relics are still more common as tourist sites than religious
centers.
"God of Clothing", Nilda
A goddess of cloth and clothing, Nilda became a goddess
during the period. However, she was never a major deity, only
really followed by weavers and spinners in the Zalts region.
During the Great Catastrophe, however, it was said an old
woman used various cloths and sewing techniques to create

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illusions to deceive and drive away many barbarous from the
battlefields. Rumor has it that this old woman was, in fact, the
goddess Nilda, though no one can confirm this.
In modern times, Nilda has found a small resurgence of
followers, mainly among those interested in beauty and
fashion. Many urban merchants give thanks to Nilda, and this
tradition has rubbed off on the many young women who
frequent these shops in hopes of getting the newest fashions.
These modern depictions show Nilda as a young woman,
wrapped head to toe in a wide variety of colorful silks, veils,
and other beautiful clothes.

Residents of Raxia

Carved into existence by swords, Raxia is home to many


different races. The following section goes into detail about the
sentient races, those who have intelligence, culture, and power.

Humans (Humanoids)
Said to be the first race of Raxia, humans are still one of the
most common races to be found.
Although their abilities are quite average, there are some
differences in human looks, depending upon where they hail
from. For example, those from the northern part of the
Terastieran continent are stocky and darker skinned, often
with hair to match. However, those from the southern end of
the continent are tall, thin, and pale. Blonde hair and blue or
green eyes are fairly common among these people.
Often, human settlements are large, walled settlements with
fortified walls. Many of these are recent constructions, having
rebuilt over the ruins of the Great Catastrophe. Commonly,
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while many follow the Gods of Light as a whole, there are quite
a few followers of the Creator Lyphos, Tidan the Sun God,
and The Knight God Zaiya.

Elves (Humanoids)
A race born in ancient times by the goddess Asteria, elves lack
the numbers of humans, but are still one of the more common
races in Raxia. While many still follow the teachings of Asteria,
there are also some who are followers of the Sun God, Tidan,
as well as the God of Wisdom, Kilhia.
Compared to humans, elves are tall and willowy, averaging
about 180 cm for males and 170 cm for females. Typical hair
colors range from blonde to silver to browns, while only those
elves who live near the seas really have any sort of color to
their normally pale skin.
While some elves will tolerate and live-in human settlements,
the majority of elves will build wooden houses along rivers and
on lakesides, preferring to live in harmony with nature. Some
even go so far as to blend in with the trees entirely, showing no
outward signs of an elven settlement. Occasionally, there are
sightings of villages set up on islets in the middle of lakes, and
often there will be sections of buildings that are entirely
underwater.
As mentioned, there are also some elves who prefer the salty
air of the seas and will build settlements near the open water.
These settlements are often attacked by Gilmen (see CR I: p.
439-452), leading to sour relationships between the two races.
Seafaring elves are typically known for their darker skin
(compared to a normal elf), as well as their penchant for
fighting and getting into combat.

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Elves also enjoy the benefit of a long life, topping out around
500 years or so, and this long life allows them to be rather
creative. Many great works of art and music have been elven
in origin, and while the stereotype of the aloof elven artist is a
popular one, it is also not too far off from the truth. Many elves
are able to spend a significant amount of time and effort
learning various skills, whether crafting and painting, or
swordplay and sorcery.

Dwarves (Humanoids)
A race born in ancient times, given protection by the Blazing
Emperor Grendal, Dwarves are stout, stocky humanoids built
for heavy-duty work. While the majority of dwarves follow
Grendel, there are some who are followers of the Knight God
Zaiya as well, with some even paying homage to both deities.
Compared to humans, dwarves are a bit shorter (around 150
cm for men, and 140 cm for women), but are much more
muscular for their frame, giving them incredible toughness.
Dwarves also have much darker skin, often ruddy shades of
reds and browns, though their hair color can be wild colors,
from red, to silver, and even greens and pinks are occasionally
seen.
A dour folk, dwarves find joy in training, whether it be crafting,
mining, or fighting. Dwarves also live rather frugally, preferring
a fairly minimalist lifestyle, and aren't afraid to move to new
locations if they feel they can train themselves better in the
newer place.
A typical dwarven settlement is often in a mountainous region,
with underground cities carved from previously abandoned
mines. However, these settlements are mostly craftsmen and
merchants, with the majority of dwarves becoming
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mercenaries or weapon merchants and traveling around the
countryside. Dwarven mercenaries are especially well known,
as they are reputed to keep their contract regardless of harsh
environments. Dwarves also have talent with magical abilities
as well, typically leaning towards artifice and divine magic
more than any of the others.
Because of this hard-traveling nature, it's common to see
dwarves in human settlements, often having their own
blacksmiths. Another popular occupation for dwarves,
surprisingly, if that of a chef, and many an exciting dwarven
dish has gotten the attention of the masses. In fact, these dishes
have gotten them a rivalry with the kobold chefs who've
adapted to human culture, as the kobolds (see CR I: p. 439-
452) use a variety of elaborate sauces in their cuisine.
Generally, dwarves are punctual to a fault, and often a touch
greedy as well. On the other hand, they are also seen as
stubborn and unshakable, to the point of being awkward. In
fact, given their penchant for timeliness, dwarves often run into
issues when dealing with the lackadaisical nature of elves.

Tabbits (Humanoids)
A race whose origins are unknown, tabbits claim to be "the
reincarnation of a cursed god who fell in battle during the War
of the Gods". Whether there is any truth to that claim remains
a mystery.
While the tabbit population isn't incredibly high, they are
nevertheless a common sight in human settlements, especially
if there is a library to be pored through. While an average
tabbit is around 1 m tall, their ears will typically add another
20 cm, and the rhythmic back-and-forth sway and odd gait is
what often catches people's attentions. A tabbit is covered head
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to toe in fur, ranging in color from white to brown to black.
While omnivorous, tabbits prefer vegetable-heavy dishes over
meat, and will often have a favorite spot to eat while engrossed
in research.
Tabbits do not tend to have their own settlements but will stay
in and around areas with universities and magical guilds for
quite some time. However, when they're done with their
research, a tabbit rarely hesitates to move on to the next
library.
Tabbit children are kept around until they're old enough to be
self-sufficient (usually until they're 5-6 years old), and will
either venture out on their own, or assist their parents with
their research. Even though tabbits tend to have a high
intelligence and a lot of book knowledge, they do still have
some selfish, childish tendencies that will stick with them
throughout their lives.
Despite their incredible aptitude for most magic, tabbits
cannot "hear the voices of the gods speaking to them", and thus
do not have access to divine magic at all. In fact, the few tabbits
who have looked to the divine see this as a punishment for
being "descendants of the cursed god". There are those, even
among the tabbits themselves, that will disagree with this line
of thought.
Well aware of their shortcomings, tabbits will often stick
around humans and dwarves for protection.

Runefolk (Humanoids)
Created during the Al Menas period, these androids were far
more prevalent in Raxia than they are now. Bearing the brunt

205
of combat against the barbarous during the Great Catastrophe,
runefolk numbers are but a fraction of what they once were.
As runefolk are born from generators, what few settlements
they do have of their own are always centered around one.
Very rarely, there may be a generator in a human settlement,
allowing humans to co-manage runefolk production. Once
"born", they will shortly set out from their hometown to find
someone to serve alongside. Once treated as being socially
below humans during the Al Menas, runefolk have risen and
are seen as equals who are willing to fight against the
barbarous.
Being a man-made race, runefolk are unable to hear the divine
or see any of the natural faeries. Because of this, it is often said
that runefolk do not have a soul. Most runefolk will not answer
either way, nor do many of them care, though there are a
couple who've taken up philosophy and are looking into the
phenomenon.
In the past, runefolk were wholly subservient to the humans
who created them and controlled the generators. However,
since the Great Catastrophe, many of them have begun to
develop independence and a sense of self-esteem and are
more willing to do their own thing. Whether this is due to the
generators slowly failing, a lack of coordination between
runefolk as a race, or some other reason is as yet unknown.
However, this need for independence does have downsides,
as some runefolk have been seen in the services of the
barbarous as of late.
Once a runefolk has decided someone is their master, they
will serve that person with unwavering loyalty. While many are
often quiet, or speak rarely to others, that is not always the

206
case, and there are many different types of runefolk out in the
world.

Nightmares (Humanoids)
Said to be born when a child receives a soul scarred and
impure, nightmares are often confused for barbarous, and are
often driven away by other races. Their numbers are extremely
small, and as a race they are rarely seen in Raxia. However, it
is believed that they are so rarely found because they are
abandoned shortly after birth. Also, because they can seriously
injure, if not kill, their mother in childbirth due to their horns,
rural communities with less access to healing treatments and
magics will be more likely to abandon nightmare children after
birth.
However, nightmares born from lildraken are more common
than any other, due to the fact that lildraken are born from
eggs, and not live birth. In this case, the nightmare horns work
exceedingly well to crack the egg from inside, and they are far
less likely to be abandoned as there is no chance to harm the
mother. Such lildraken nightmares are often seen as being a
little strange but are otherwise welcome in lildraken
communities.
Regardless of their parentage, nightmares will all look the
same. Slightly taller than a human, they stand about equal with
elves, though their skin, hair and eyes are all fairly pale and
will often lack pigment entirely. Despite this, they are still slim,
lithe humanoids ready to spring at a moment's notice.
Because of their small population, nightmares don't really
have settlements of their own, and are often on the outskirts
of any settlement that is willing to take them in in the first place.

207
As such, there isn’t really a "nightmare culture", as they will
pick up on the cultural norms and mores of their environment.
There are many nightmares who live up to the corrupted
nature of their birth, but there are just as many who seek faith,
and through that their own salvation. They also have
incredible magical aptitude, and because of their talents many
nightmares will find not only success, but wealth and fame (or
infamy) in the meritocracy that is the adventuring world.

Shadows (Humanoids)
Mainly seen on the continent of Razeldawn, shadows are easily
distinguished by their pale grey skin and three eyes. Lithe and
willowy, their slim frame belies an incredible physical prowess.
Standing slightly taller than humans, male shadows average
around 180 cm, while female shadows only 160 cm. Their
cheery disposition during peacetime hides the precision killing
machine that shows itself during times of war. Rarely seen for
much of Raxia's existence, shadows began to show up in
numbers to fight against the barbarous during the Great
Catastrophe.
A mercenary race, a shadow is well known and respected
amongst warriors due to their righteous fury, their
unwillingness to renege on a promise, and their pride in their
skills and abilities. They are also highly resistant to magic and
combined with their night vision many believe they have been
blessed by the Moon Goddess Sien. These abilities also give
them nearly unmatched potential as a spy, or even as an
assassin if necessary.
Because of their innate magic resistance, however, very few
shadows take the time to learn any sort of magic. The few that

208
do manage earn a significant amount of respect among their
peers, and are incredibly dangerous opponents, not to be
trifled with.

Lildraken (Humanoids)
Although dragons existed as forces of nature long before even
the human race, their arms were not designed to hold a sword,
and thus could not grab hold of any of the Swords of Creation.
However, as humans spread throughout Raxia, being a tool-
using race, they were able to wield the Swords of Creation, and
create different tools and cultures. Eventually, one of the
humans found the dragons, and uplifted them using the power
of Lumiere into the race they are now.
While small compared to dragons, lildraken will stand at least
2 m tall, if not taller due to their large tail and long wings.
There is little that is obviously different between the genders,
and other races will often confuse men for women and vice
versa. Their whole body is covered in fine scales, often cool
colors such as blues and greens with purples and reds being
much rarer. Some even have scales fine enough to look akin
to hair, or even a mane.
Lildraken have had their own nation since time immemorial
and have interacted and traded with many of the ancient
civilizations with records dating back to the Durandal period.
Led by their smartest and wisest kings, they travel around the
world, keeping trade as one of their highest priorities.
Contrary to their harsh exterior, lildraken are a happy,
cheerful folk, welcoming of most other races and cultures.
Many lildraken cities and towns have buildings developed and
constructed by humans and dwarves, decorated with textiles
from elves and others. Lildraken cuisine is entirely
209
carnivorous, with some dishes even serving raw meat, but they
can consume dishes from other cultures without issue.
Drinking is also enjoyed by many lildraken, though they will
become incredibly drowsy after only a few drinks.
Because of their physique, lildraken are often asked to
become enforcers and guards, and are quite often seen as
members of traveling caravans. Paying homage to the Creator
God, Lyphos, the God of Wanderers Lu Lode, and the God
of Drinking Sacaros, lildraken are quite religious, and will
often give thanks to those gods they see as major parts of their
culture.
Unlike most races, lildraken are born from eggs, not through
live birth. A lildraken typically lays one egg at a time and will
lay several over the course of their life. Specialized hatcheries
will keep these eggs warm, and while there is little emotion
shared from parent to child, those lildraken that are born
around the same time treat each other as close siblings
regardless of their actual relations to one another.

Grassrunners (Humanoids)
A race that has recently started to be seen around Raxia, the
origins of the grassrunners is incredibly mysterious, with no
records of any showing up throughout Raxia's history. Really,
they've only started to be noticed here and there due to their
natural wanderlust.
A short race, grassrunners only stand around 1 m tall, and are
very often confused for human children. However, the
pointed ears sticking out from underneath the usually dark
hair are a dead giveaway of a grassrunner. Grassrunners are
incredibly cheery and optimistic as well, even though they do

210
have a bad reputation for "accidentally" taking items without
permission.
Constantly wandering, grassrunners do not have any sort of
settlements of their own and will often wander due to strong
instincts to stay on the move, really only stopping for any
significant period of time to have and raise children. Any sort
of history of the race is lost to time, as grassrunners don't keep
any sort of memoir or journal. Despite this lack of past
experiences to draw from, grassrunners are almost completely
unfazed, and will live life to the fullest regardless of what
happened in the past.
A peculiar quirk of grassrunners is their difficulty in collecting
and using mana. There are very few spellcasters among the
grassrunners, though this quirk does allow them to have a
significant resilience against any sort of magical effects.
Grassrunners are also often seen around ancient ruins and
have been seen to talk to some monsters that live
underground. Some scholars are looking into these
coincidences, seeing if there is any sort of causal relationship
between the two, but nothing has been confirmed one way or
another.

Newman (Humanoids)
During the Durandal period, research was conducted in an
attempt to make a superior human, one that could evolve
beyond the limits of humanity. As a result, the Newman race
was created. Similar in height to a human, a newman has
massively increased intelligence, incredible magical aptitude,
and an almost flawless appearance.

211
However, the experiment was a failure. While newmans did
have increased intelligence and magical potential, this came at
the cost of poor health, and a horrifically shortened lifespan
when compared to a human.
At the same time, when the Durandal period came to an end,
the history of the newman experiment, as well as the newman
race, were thought lost forever. In fact, it was assumed that
newmans were extinct after the fall of the Durandal. Ironically,
though, it was the earth shifting due to the Great Catastrophe
that unearthed and awoke the few newmans that were laying
dormant underground. Originally believed to number less
than 1,000, newmans are still a rare sight in Raxia after 300
years.
Generally thin and delicate-looking, a newman has snow-white
hair and skin, while their eyes are either a pale blue or red.
There is also a magical crest somewhere on their body, often
on the forehead, chest, or back of a hand, and this crest
expands and glows when the newman is casting a spell of some
kind. Often seen as sullen and withdrawn into their research,
some newmans still follow the tough life of an adventurer.
While some do so in search of truth or wealth, others seem to
have a mission from a previous life they're trying to fulfill.
Often compared to runefolk due to their mutual man-made
nature, newmans are still humans at their core, even if they are
magically enhanced, and thus still have a soul. This realization
has led some newmans to follow the path of the divine, giving
service to the God of Wisdom, Kilhia, and the God of
Wanderers, Lu Lode.
A common trait among newmans is the ability to see into past
lives through flashbacks, invoking feelings of déjà vu. A
newman's soul will often hold on to memories and experiences
212
of past lives, and while the phenomenon is unreliable at best,
the experiences and sensations of these past lives can be
brought forth in unexpected flashes of insight.
There is also a rumor that a newman had left such a strong
memory of themselves that multiple newmans inherited their
soul, and a secret society was formed to bring this being back
as the perfect ruler of the world. Supposedly, they aim to
restore the magical might of the older civilizations and rule
over the vast kingdoms as one. However, there is no proof of
such rumors, and those who believe this rumor are seen as
foolish at best.

Youma (Barbarous)
Kobolds, goblins, and boggarts; these low-level barbarous are
collectively referred to as Youma, known for their constant
chattering in the Barbaric language. Though kobolds aren't of
the same family as the others, and in fact look quite like a
humanoid dog, they are still lumped together with the others
due to their similar lifestyles. Combined, their numbers are
impressively high, and they are rather militant and brutal, but
they are also lacking in intelligence, and will often flee when
outnumbered.
Left to their own devices, youma are often seen as unruly
mobs, unregulated and rowdy, but pose little threat to strong
adventurers. However, under the rule of a powerful leader,
these mobs become incredibly dangerous. Because they flock
to strong leaders, drakes and basilisks are often at the head of
a mob of youma.
While they are fairly low power, there are occasionally some
unique individuals that will rise to prominence as a dangerous
leader. Especially common among boggarts, these stronger
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individuals pose a threat even to seasoned adventurers on their
own, let alone with the mob that naturally gravitates towards
their power.
Many youma are short-lived, often treated as adults at the age
of 5 years and left to their own devices. Few will live longer
than 30 years, and many will die in combat during their youth.

Trolls (Barbarous)
One of the most physically striking races among the barbarous,
the trolls are incredibly powerful and skilled fighters, always
willing to get into a fight. However, even they are not cruel,
and dislike insane slaughter for the sake of it.
Trolls do abide by the basic social structures of the barbarous,
in that the strong rule over the weak. Because they are
incredibly strong, though, they don't often feel the desire to go
out and flaunt it among the weaker races. Rather, a troll is far
more likely to be active and engage in combat if they find an
opponent, they feel is strong enough to test their mettle. In
fact, a troll would rather die in combat against a powerful foe
than grow old while lording over weaker races.
Most trolls are enthusiastic followers of Dalkhrem and are
always looking for the next strongest opponent to test
themselves. There is also an ancient alliance with the various
drakes of the barbarous, and if asked a troll will go to their aid.
Unless cut down in combat before their prime, a troll will hit
their physical peak around 200 years old and have been
known to live for around 300 years.

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Drakes (Barbarous)
Among the barbarous, drakes are known to be particularly
powerful, cunning, and dangerous enemies. Their strong
charisma is matched by their sheer power, often with an army
to back them up regardless of their desires. Drakes have a
strong ambition to rule the world and are often conspiring
against the humanoid realms.
Astonishingly intelligent, drakes often exude a sense of calm
fury, as though they were a snake poised to strike at any
moment. Extremely long-lived, often 1,000 years or more, a
drake will only become stronger and wiser as they age. There
have been stories of young drakes collaborating with
adventurers for mutual benefit, often resulting in tales of
incredible wealth being heaped upon the adventuring party.
Many drakes were killed during the Great Catastrophe, as they
attempted to take over the world. Those that remain are
sharpening their fangs, patiently awaiting the next chance to
make their move. While drakes are proud and will not often
work with one another, rumors of a "king of drakes" that can
bring them all to heel persist even now, and the mere thought
of such a being is enough to worry about the future of Raxia.

Basilisks (Barbarous)
Another powerful barbarous, and the perfect companion to
the drakes, are the basilisks. Hidden in their eyes is the power
of petrification, while their blood is poisonous to most living
creatures, and their attitude is brutal, warlike, and cunning.
Long-lived, a basilisk can terrorize an area for 500 years and
more.

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Unlike drakes, basilisks have little ambition to rule, though
they do take particular delight in invasions, slaughters, and
looting. They rarely take part in such matters themselves,
though, often directing their underlings to do so in their name.
Seeing themselves as a sort of "aristocrat of the barbarous",
basilisks will collect treasure, often statues and other works of
art, and will often have other weaker barbarous to do their
bidding. They see those underneath them as not mattering and
will often underestimate adventurers seeking them out.
While nearly equal in power, basilisks and drakes often
disagree with each other. Basilisks see drakes as threats to their
seat of power and control of their armies, while drakes simply
see basilisks as foolish and sloppy, not willing to put in the
effort of ruling. These differences are enough to make a drake-
basilisk alliance incredibly rare, though if such an alliance
could form it would be one of the largest threats in recent
memory.
As with the drakes, basilisks have the ability to transform into
a more monstrous form. However, basilisks become less
intelligent and almost feral when transformed, unlike drakes
who retain their intelligence. This has led to a theory that
basilisks were, in fact, magical beasts that somehow gained the
ability to shapeshift into a form fit for the barbarous.

Nosferatu (Barbarous)
The most mysterious of the Barbarous, nosferatu are
immortal monsters with powerful regeneration and other
special abilities, making them enemies more dangerous than
even drakes or basilisks.

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However, these incredible powers come at a cost, and there
are a few fatal weaknesses of the nosferatu, the most well-
known of which is the constant need to drink the blood of
others. This has led to the nosferatu earning the moniker
"vampire". Other weaknesses include the sun's rays, which
limits a nosferatu's activity to the nighttime.
Slim to the point of being nearly paper-thin, a nosferatu is
often created when one's soul is scarred nearly to the limit,
leaving it as an Undead. Unable to have a child through
reproductive methods, nosferatu will create their own families
using what they call a "Blood Kiss".
Whole not actively involved with the other Barbarous, some
nosferatu did join in the carnage and revelry of the Great
Catastrophe. While many other Barbarous hate the undead,
nosferatu have no issue working alongside them, and may even
lead an army of the undead.
Believing that beautiful, heterosexual people are the best prey,
nosferatu will often hide in the shadows of abandoned
buildings, though their hubris may lead them to hiding in plain
sight in the middle of major cities. They also hate the various
Swords of Protection, due to their scarred souls, and will often
try and manipulate others to destroy them.

Half-breeds
Only humans are able to have children with different races
(most commonly, elves and dwarves). Some scholars consider
this to be evidence of the derivation of races such as elves and
dwarves from humans.
A newborn child will have the same appearance and abilities
as either of the parents (if a human and an elf have children,

217
they will be born human or elf). Nightmares can arise from
time to time as well, but will still follow the same rules (i.e., if
the elf in the previous example was an elf-born nightmare, the
children could still only be either human or elf, with normal
chances for nightmares). The only exception is lildraken-born
nightmares, as they cannot have children with other races.
Very rarely, two humans can give birth to an elf or dwarf,
though this can only happen if both parents have had mixed
blood sometime in the past. Again, nightmares can occur as
per the usual chances.
It should be noted that, though very rare, it is possible for
humans or nightmares to have children with barbarous.
Minotaurs, among others, are said to be the result of such
crossbreeding, though nothing has been confirmed.

The Continent of Terastier

The City-State of Zalts


The Zalts region, in the northern part of the Terastieran
continent, is home to five different countries, both large and
small. It is a relatively peaceful region, with few barbarous
sightings near the major cities. However, once outside of the
city's protection, danger awaits. The Great Catastrophe
changed the landscape only 300 years ago, and the effects of
that are still felt throughout the region. Additionally, there are
rumors of buried ruins, full of dangers and treasure waiting for
a lucky adventurer to find them.
Barless

218
219 A fortified city located two days' travel north of the capital of
Lukythra. The local population is around 5,000 inhabitants,
with many of them serving in the city's defense corps. Barless
is popular not only for its position as a border with Durlesburg,
but also as a starting point for adventurers heading north.
However, it's said that the barbarous in the area has been
increasing over the past few years, and tensions are running
high in the defense corps waiting for the inevitable attack.
Aldrea
Located a day and a half's walk west of the Imperial Capital,
this fortified city is the second largest in the region, holding
more than 8,000 inhabitants. Located between Rocyletta and
Fendil, Aldrea has a reputation of a bustling trade city. There
is also a harbor, as well as ferry services out to Rocyletta and
back.
Dyza
A fortified city located about one and a half days south of the
Imperial Capital, Dyza is the Lukythra Empire's Major food
source. With the Laura River flowing out of the Divine
Staircase joining with the Naura river from the Odd
Mountains, the land in and around Dyza is incredibly fertile,
making farming a major part of life in Dyza. The large
drawbridge over the Laura River is also an amazing landmark
in its own right, serving as the cornerstone for the Empire's
southern defenses.
The Marquis of Kudelia
The territory of the Marquis of Kudelia lies between the
Jagged Coast and the Caputi Mountains. The first Marquis was
an aristocrat among the Lukythra Empire and was given
autonomous control over his land by the Emperor. Currently,
there is around 6,000 or so inhabitants living under the

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Marquis' rule. However, it is said that the current Marquis,
Cader Kudelia (38 years old), rarely leaves the territory, and
has not been seen in public for quite some time.
Barbarous ships have been seen coming and going off of the
Jagged Coast, and rumors that the Marquis may be trading with
them have persisted despite attempts to quell them.
Additionally, many criminals flee to the Marquis' territory in
order to evade capture in the Empire. Because of these
security risks, there are an increasing number of the Emperor's
court that are looking to strip the Marquis of autonomy.
Allied Free Cities
A collection of free cities, south of the Lukythra Empire in the
Zalts region. Clockwise from the westmost city Eiras (about
3,000 people), Burlint (about 10,000 people), Sess (about
6,000 people), Drambal (about 7,000 people), Ilmar (about
5,000 people) and Footland (about 9,000 people). In recent
years, the common threat of the barbarous has diminished,
leading each city to have a bit of ego built up around them,
shaking the alliance. In particular, the concentration of wealth
in Burlint, as well as its prominent position on the trade routes,
is a hot point of contention.

Swords of Protection and Cities


Most major cities in the Zalts region are protected from both
the barbarous and the undead thanks to various Swords of
Protection. Naturally, most barbarous are looking to capture
and destroy these swords, so they are kept strictly under lock
and key.
While each particular Sword of Protection has its own power,
and it's not always possible to measure the strength by the
number of swords available, in general the more Swords of
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Protection are in any one location, the stronger the effects they
will have. Larger cities also benefit, as the large amount of
adventurers bringing in Sword Shards tend to increase both
the strength and the range of the swords' effects. However, if
the number of Swords of Protection is insufficient for the size
and population of a city, there exists the possibility of
barbarous attacks.
City Number of Swords
Lukythra 8
Barless 2
Aldrea 4
Dyza 3
Marquis of Kudelia 2
Durlesburg 6
Kashkarn 1
Dilcoeur 5
(capital of Fendil)
Rocyletta 3
Eiras 1
Burlint 2
Sess 1
Drambal 2
Ilmar 1
Footland 1

Unique Locations of the Zalts Region


Obsidian Desert
As the name implies, it is a desert made entirely of black sand.
There used to be a large city by the name of Pilks in the area,
but it was sacked and burned down to ashes by the barbarous
during the Great Catastrophe. These ashes mixed with the

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surrounding sand, and even centuries later the land is still
blackened and empty.
The black sand is actually poisonous, and it is ill-advised to
spend any significant period of time in the area. However, the
ruins of Pilks, as well as the underground evacuation shelters
and small cave-towns still remain, almost completely swept
away by the black sand, and so adventurers are often drawn to
the area to find and recover what they can before succumbing
to the effects of the black sand.
Caputi Mountains
A mountainous area in the north of the Zalts region, the steep
peaks of the Caputi Mountains are home to a variety of winged
creatures.
Jagged Coast
Eroded by the ocean's waves, the Jagged Coast is lined with a
number of steep cliffs and caves carved from the surrounding
stone. These caves are favorite hiding places for both pirates
as well as barbarous, and it's not uncommon to see these
groups working together to evade capture when it comes
looking. However, despite the direct order from the
Lukythraian Emperor to root out and clean up these outlaws,
the Marquis of Kudelia doesn't seem to be actively patrolling
these waters...
Luma Lakes
Five lakes, in the shape of a star, and in the center of these are
the ruins of an Elven kingdom destroyed during the Great
Catastrophe. Elf settlements are scattered around the lakes, as
explorations into the ruins continue. Despite being a heavily
Elven area, the Lukythra Empire considers it neutral territory,

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and outside adventurers are welcome to join in on the
expeditions.
Divine Staircase
Said to be the highest mountain in the Zalts region, this
mountain reaches up over 10,000 m tall, the peak often
obscured by the clouds. Rumors say that those who can get to
the highest peak will find themselves in the land of the Gods
themselves. Between the steep cliffs and high winds
surrounding the mountain, few winged creatures are able to
find a usable nesting area to live.
However, there is no shortage of explorers looking to venture
onto the mountain, as there have been many incredible
archaeological finds. Higher areas on the mountain have even
held relics from the Schnell period, so the allure of such finds
has driven some to make the perilous climb, despite the
dangers.
Roc's Gouge
Named as such because it seems as though a roc tore at the
ground itself, this canyon appeared during the Great
Catastrophe. Some say that it was powerful earth-type magic
that devastated the ground like this. The actual depth of the
Gouge is still unknown, though it seems that it was deep
enough to disturb the rest of some undead...
Mist Towers
A series of ruined high-rise buildings built before the Great
Catastrophe; the Mist Towers get their name from the ever-
present mist coming off the surface of the adjacent Neres
Lake. While the towers seem relatively untouched on the
outside, the mist obscures a lot of internal damage done by the

225
Great Catastrophe, and a building that seems stable can turn
into a crumbling deathtrap in a second.
Odd Mountains
A mountain range running north to south throughout most of
the Zalts region. Near the southern end is a collection of
caverns called the "Jaws of the Barbarous", named after the
innumerable barbarous that live in these never-ending winding
caves. Between the barbarous claiming this territory as theirs,
as well as the occasional sightings of dragons in the area, these
mountains are incredibly dangerous to approach without
taking precautionary measures.

The Continent of Razeldawn

Connected to the northern section of the Terastieran


continent, the continent of Razeldawn is still largely under the
control of the barbarous. However, in recent years,
expeditions from Terastier have proven fruitful in driving off
some of the barbarous, and so humanoids have finally been
able to create settlements on the so-called "Twilight
Continent", or "Continent of Mist".
The northernmost city of Terastier, Durlesburg, has reopened
the bridge across the two continents, and any adventurer in
Razeldawn had crossed over it at one point or another.
Currently, there is little movement from the native barbarous.
Some see this as a sign of relief that they were able to beat
them back, while others are uneasy, expecting some sort of
retaliation in the near future.

The Agia Region


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A small area in the southern section of Razeldawn, the Agia
region is the only known humanoid settlement on the
continent.
Kashkarn, "The Open Town"
Also known as the "Country of Bridges", Kashkarn was the first
pioneer village that was established after the Duke of
Durlesburg opened the bridge to the new continent.
Currently, it has grown to hold about 3,000 permanent
residents, enough to consider it a small town.
Many of these pioneer residents are farmers, merchants, and
others looking to spread out into new lands, see what they have
to offer, and eke out a quiet existence in a new area. Others
are adventurers, using the town as a starting point before
heading off into the wilderness on one expedition or another.
Others are entrepreneurs, taking advantage of the rush of new
people to establish their own wealth.
Many of the adventurers often have their own shops, selling
what they've found on their own expedition while helping
other adventurers with their own treks. Despite the relative
quiet from the barbarous, there are some who still try and
attack the town, so defense and extermination jobs are still
rather popular among the newer adventurers. However, there
are many powerful barbarous in the wilds, so what may start as
a routine extermination job can quickly go south if the
adventuring party is unprepared.
It is said that there is a "Sword of Protection" in the center of
town, ensuring that the barbarous can't invade. However, some
believe this sword is merely a fake, and only there to satisfy
some of the conservatives back in Durlesburg.

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Dark Forest
A vast forest, northeast of Kashkarn, the Dark Forest has a
reputation that immensely powerful barbarous and mythical
beasts hide deep within the woods, capturing or killing all who
enter. Despite the danger, the trees of the forest are incredibly
high-quality wood, and much of the timber used in Kashkarn
comes from the forest, making logging a very dangerous and
very lucrative job. Of course, the lumberjacks tend to stick to
the outer edges of the forest, never venturing inside.
Haaze, "The Decaying City"
What was once a grand city during the Al Menas period is now
little more than ruins, found to the northwest of Kashkarn.
There are still a number of ruined buildings and stone
infrastructure standing, as well as entrances to a vast
underground space. Ruins of the suburbs have been noticed
almost as far east as the Dark Forest, and even a couple of the
buildings in Kashkarn have been built from these ruins.
Nowadays, it is simply a nest of barbarous, and adventurers
are often seen in the area on various missions from the
Adventurer's Guild. Some see the city as infested with
barbarous to exterminate, while others are simply trying to
excavate the ruins and see what's been buried by time.
Town of Mist
This ruined city, north of Kashkarn, dates back to the Al
Menas period, but is now home to a large number of
barbarous. It gets its name from the combination of the fog in
the area blocking off easy travel to the town, as well as its hazy
appearance off in the distance.
It is said that there was a large number of people living here
before the barbarous, and that only a few descendants of the
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original inhabitants remain, used as slaves among the
barbarous. These slaves, estimated to be around 10,000
people, have been the target of a number of operations into
the city in attempts to free them and evacuate from the city.
Often, undercover adventurers offer their aid in attempts to
gather any sort of intel, but of the few who do end up returning,
oftentimes they have very little usable information. There is a
rumor that contact with an underground resistance movement
has been made, but this cannot be confirmed one way or
another, due to confidentiality.
Dragon Spear Mountains
A long mountain range, it is said to be the backbone of the
Razeldawn continent. Hidden in a corner of the mountain
range is said to be Val Clair Castle, seat of a barbarous
kingdom ruled over by a powerful drake.
Val Clair Castle
Located in the northwest region of the Dragon Spear
Mountains, Val Clair Castle was once a beautiful castle,
constructed using the best methods available during the Al
Menas period. After falling to the barbarous, however, it was
turned into a dreadful fortress, inspiring fear into all those who
would look upon it.
It is said that over 100,000 barbarous have gathered under the
drake ruling from Val Clair Castle, and it is quite possible that
this army has gathered to fight back against the humanoid
races. Even strong barbarous, like trolls and basilisks, have
been seen falling in like under the incredible charisma that the
ruling drake has. We know of this thanks to the great wizard
Rigon, who was sent by the Lukythra Empire to gather data.

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However, as of late Rigon has gone silent, and it is quite
possible he has been found and killed.
Scorching Desert
A vast desert, spreading across much of western Razeldawn,
this desolate waste is a harsh environment, with a few
humanoids scattered across the vastness. However, it is also a
prime area for both androscorpions and basilisks to inhabit,
making the desert a very dangerous place to live.
Bloody Mountains
This mountain range in the northeast of the Agia region gets
its name from the bare, red rocks that seem to weep a thick,
reddish liquid. Originally a flourishing dwarven mining
settlement, there were a number of human fortresses and
trading towns all along the range. Once the Great Catastrophe
hit, however, there has not been a friendly soul to be
seen.Some say the rocks were dyed red from the combined
bloodshed of both the dwarves and the barbarous, as neither
would back down from a fight. However, as the barbarous
eventually won out, they took over the caves and fortresses,
and have used the area to stave off a number of attempts to
take the region back.
Lake Chess
Four lakes surround the Town of Mist, and the largest, Lake
Chess, is the source of much of the mist and fog that protects
it from invaders. Additionally, the waters of the lake itself are
home to a multitude of aquatic Barbarous, such as the scyllas
and lizardmen. Between the fog and the Barbarous threat,
many adventurers who think themselves strong enough to take
on the Barbarous find themselves lost and dying.

231
Even General Otfield Yates, the hero of Durlesburg, was
hindered by the lakes and fog, losing a number of soldiers to
the dangerous waters. It is said that those who lost their lives
in the area have become restless ghosts, some looking to save
the living from sharing their fate, while others seek to draw
more adventurers into the water forever.

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Adventures in Raxia

Thieves' Guild

When in larger cities, there is often a seedy underbelly behind


the bright lights and packed markets. Many who lurk in the
shadows and engage in illegal activities often band together,
offering mutual aid in their illicit dealings. The Thieves' Guild
is the resulting organization of criminals, and especially large
cities may even have more than one Guild in operation.
The Guild offers jobs to those who would work outside the
law, including such types as bandits, drug, and human
traffickers, and even assassins. Information is readily
exchanged, as is offers of mutual aid in both performing jobs
and escaping the authorities. While such a gathering would
immediately be a valuable resource for the authorities,
occasionally a Thieves' Guild is allowed to function as an
unofficial state entity, as it's easier to track criminals through
the Guild than were they to work individually.

Locations of the Thieves' Guild


For obvious reasons, there's no sign above a door advertising
a location as a Thieves' Guild. The Guild is often hidden,
usually in a bar, in a small betting parlor, or other such
establishments. These guild facilities are often hidden in
basements or in storage locations nearby, with the doorkeeper
being tipped off by a particular pass word or phrase. Some
even have a whole small performance, for the benefit of
onlookers:

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Customer: "Give me a glass of fine wine." Barkeep: "Do you
want me to sell my home for some?" Customer: "A cold ale,
then."
The customer drinks a little, then turns back to the barkeep*
Customer: This tastes like horse piss, do you have anything
else?" Barkeep: "Yeah, let's go to the back."
With a certain degree of credibility, the Adventurer's Guild
can offer the locations of such Guild establishments, though
for a nominal (50~100G) fee.
Relationship between the Adventurer's Guild and Thieves' Guild
While most adventurers aren't members of both guilds, there
are some who are, and these people can offer valuable
information, for the right price. Some secret treasures and sites
can only be found with the help of the Thieves' Guild, so it's
wise not to cross anyone who's a known member. While the
Adventurer's Guild and Thieves' Guild will rarely cross paths
as organizations, there have been sometimes where one guild
has a particular relic or set of relics the other is looking for, so
there's no bad blood between the two.
If one is successful in contacting the Thieves' Guild, it is
possible to purchase information and join the ranks. Just
joining up with the Thieves' Guild, however, costs 1,000
Gamels, and individual information will cost more, sometimes
much more. The exact price depends upon how useful the
information is, how fresh it is, and how powerful the target of
said information gathering is. For example, digging up
information on a local thug will only cost around 100G or so,
while finding out who the lover of the local noble can run at
least 500G. Of course, there's the rare bit of information, juicy
info that can lead to something like state secrets or involves
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wealth to the tune of hundreds of thousands of Gamels. The
information alone for such top-end jobs will itself run 1,000G,
if not more, though such intel is incredibly rare to come across.
Whether an adventurer is a member of the Thieves' Guild or
not is up to the player (though they should also consult with
the GM beforehand).

Famous Thieves' Guilds


In Lukythra, the guild known as the Dark Night's Falcons
claims to be the largest Thieves' Guild in the Zalts region,
counting hundreds of members in its ranks. However, the
guild Deathcrimson, hailing from the Marquis of Corderia's
lands, has a reputation for the vilest murderers, drug traders,
and human traffickers in the region. There are some who
claim that Deathcrimson has barbarous in their numbers, but
for obvious reasons it is impossible to say whether these
rumors are true.

Airships

One of the most valuable, and rarest, magical items in the


entirety of Raxian history is the airship.
During the heyday of the Al Menas, airships swarmed the sky,
providing trade and passage across the world with ease. While
modern thought is that such airship rides were only for the rich
and wealthy, truth is the average person could afford to take
an airship ride to the next country over.
As it stands now, however, the means of making airships is
mostly lost to the ravages of time. The technology to create the
magicore needed to create flight has been lost, so most of the

235
airships that still exist have been cobbled together from
remnants of older airships, as well as relics and other articles
from excavated Al Menas ruins. Essentially, current airships
are made by taking an existing magicore and placing it into a
ship modified for such a purpose. Once attached correctly, the
new airship can take flight, though it does need a steady supply
of mako stones as fuel for propulsion.
There are a few different types of magicores, though they all
work in the same way, by turning the air that comes into
contact with the ship's hull into a more buoyant gas that lifts
the ship and propels it forward. Most modern airships use a
balloon-shape for their hull, which does allow for lower fuel
consumption, though it makes up for this by having a smaller
carrying capacity and slower speed than a more traditional
ship.
Medium-sized airships will tend to be the most common,
holding around 50 occupants (not including crew). Smaller
ships, with a capacity of 10 occupants, as well as larger ships
able to hold around 100 people have also been sighted over
recent years. Some nations do still travel and trade via airships,
though prices can get expensive even for small flights. Tickets
tend to start at 500 Gamels for short flights and can increase
to 5,000 Gamels or more depending upon the distance and
quality of the airship.
Another benefit of having a large fleet of airships is the threat
of aerial retaliation. Not only can countries with a number of
airships have thriving trade, but it becomes easy enough to
outfit an airship with weapons of war if necessary. As such,
there are few privately owned airships, and those tend to
belong to wealthy merchants. At the same time, adventurers
who find a magicore buried in an old ruin are able to ask for
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incredible amounts of money on the open market, and there
have been tales of a couple adventuring parties who have
become independently wealthy and retired just from finding
one.

Veteran Adventurers

Adventurers of 5th level or higher should have enough of a


reputation to be recognized in most major cities, while those
of 7th level or higher are referred to as "veterans". The
following is a quick description of the role of veteran
adventurers in Raxia.

More Difficult Adventures


Most of the work given to fledgling adventurers often involves
exploring urban ruins and exterminating low-level barbarous
who've moved in to abandoned places. However, veterans are
given more dangerous missions, often involving explorations
into uncharted areas, or assassinations of much more powerful
enemies. Even in the Terastieran continent the areas where
humanoids can safely live is limited, and so incursions into
barbarous lands and attacks on high-ranking leaders helps to
drive the barbarous back, opening up more land to settle on.
Sometimes, veteran adventurers will find unexplored ruins,
and will sell this information back to the Adventurer's Guild
and thus to lower-level adventurers, keeping the cycle going.
And as the new ranks of low-level adventurers explore these
newfound ruins and become veterans themselves, the current
group of veterans is advancing yet further into the unknown.

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Powerful Connections
Adventurers of the 7th level and higher may be sponsored by
powerful aristocrats, merchants, temples, or even the state
itself, in the hopes of preferential treatment when trying to
acquire relics from the past.
Depending upon the reputation of the adventurers, there is a
possibility to earn titles, power, and property. However, in
gaining these material benefits, the adventurers do give up a
bit of their freedom and their priority becomes that of their
sponsor. There are stories of adventurers whose sponsors
overestimated their abilities and led them into attempting
impossible tasks (such as attempting to slay a dragon or map
out the continent of Razeldawn) and were slain in the effort.
At the same time, though, there have also been adventurers
who knew their limits, and were able to successfully leverage
their reputation and power into taking over important
positions in their home country.

Found Your Own Country


Becoming an adventurer of 10th level, 15th level or even
higher is an amazing task, and at that level of power and
privilege it becomes possible to think about starting one's own
country in areas that the barbarous have been driven from.
Founding one's own country is no trivial task, but once it is
known that a high-level adventurer is seeking to do so, other
powerful adventurers and servitors will often follow them
looking to become subordinates and court members in their
new country. People will also flock to charismatic leaders,
those who can win over the hearts of the masses, and by
keeping the will of the people strong, their following will
continue to grow.
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Of course, such new countries are prime targets for barbarous
invasion, as the remaining barbarous seek to take back the
land they consider theirs. If there is a considerable threat of
barbarous in the area, the Adventurer's Guild will quite often
set up a location in the new kingdom, providing newer
adventurers with jobs to help out the new country.
Additionally, there may be a neighboring country or kingdom
that doesn't appreciate young blood coming in and setting up.
Such neighbors will keep the new country on their toes as
much as a barbarous incursion would, if not more so. Just
because one founds their own country doesn't mean they can
sit on their laurels and rest.

Celebrities of the Zalts Region

In this section are short descriptions of famous NPCs in the


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

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"The Ambitious Emperor" Julius Krause, Emperor Lukythra
(Human/Male/28 yrs.)
"Ambition? Hahaha. Big or small,
everyone has it, right?"
A young emperor who governs over
the Lukythra Empire. Polite and
gentle, Julius is very ambitious and
secretive. He is actively seeking out
relics from lost civilization in order to
increase his power base. Specifically,
he is constantly on the hunt for
magicores in order to build a fleet of
airships.
It is said that when his predecessor fell ill, his brother-in-law
who was set to take the throne next had a terrible accident and
perished. Officially, it is all just a coincidence, yet most people
believe otherwise. The truth remains a mystery, though.
"Former Swordsman" Luther Ellerden (Human/Male/50
yrs.)
"Oh, a newcomer! I've got the job for
you."
The owner of the adventurer's store,
"Blue Thunder Swords". Luther is an
ex-adventurer, and the tale of how he
beat a basilisk in sword combat is
legendary. Known to help
newcomers out, he takes time to
make sure new adventuring parties
are well equipped to take on the job
they've accepted.
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While his store is often full of veteran adventurers, each with
their own bit of advice, one particular elven ranger, "Mayael of
the Leaves" is a frequent visitor. She often has decent
information about the nearby ruins, even though some of her
stories might be exaggerated somewhat.
"The Great Artificer" Drucken Gardel (Dwarf/Male/52 yrs.)
"Understanding this device will
advance our recovery efforts by 30
years!"
Drucken Gardel, the head of the
Institute of Magitechnology in the
Imperial Capital, Lukythra.
Passionate about finding old relics
and technology from the Al Menas
period, it's said he gets a little crazy
when presented with new findings.
Over the years, Drucken has met
and worked with many different adventurers in the hopes of
finding new and exciting magitech. While somewhat quiet and
stoic, when excited he becomes almost childlike in his
outbursts. Basically, he's a good person, but he does tend to
get carried away and is almost mischievous when asking
adventurers to try out new technology...

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"Princess General" Magdalena Yates (Human/Female/19
yrs.)
"Even if you replace me, there will be
those who will take up my cause."
Daughter of the great Durlesburg
General, Otfried Yates. A proud
warrior known for standing with the
barbarous, she is a powerful knight-
priest of Zaiya as well. She is a bit of
an optimist, looking to see if there is
a way to live peacefully with the
barbarous.
Of course, there are those who are
looking to discredit the princess, as well as having to deal with
barbarous attacks. However, she feels as there's no turning
back at this point and is also smart enough to hire adventurers
to aid in her plans while actively conducting research herself.
As the daughter of General Yates, she does stand in line to
inherit some political power, so there have been mumblings
about an arranged marriage with Emperor Lukythra.

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"The Knight of Steel" Howl Barkman (Human/Male/25 yrs.)
"Another barbarous attack? Don't let
the princess know. I'll handle it."
Known as Magdalena's Right Arm,
Howl is the current general of the
Kashkarn garrison. Constantly at the
forefront of battle, wishing to help
Lady Magdalena, he is currently
helping to guard barbarous and
manage adventurers as head of the
garrison.
Often seen as stern, serious, and
inflexible, Howl is actually very enthusiastic about his job.
However, due to poor sleeping habits he always has a bit of a
scowl on his face, leading people to believe he's a lot harsher
than he really is.
"Twin Princesses" Kokul and Rafensa (Human/Female/14
yrs.)
"Will you ever become a queen?" "If
I must, but not now."
Twin princesses who effectively rule
the Fendil Kingdom, they took over
when their father, the last King of
Fendil, took ill and died over a year
ago. The eldest child was Kokul,
though she refused to take the
throne unless her twin sister Rafensa
could co-rule with her as well.
While very unusual, they have been
able to govern Fendil fairly effectively as a pair, and even those
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who were opposed to the idea have come around and
recognized the political ability the pair has. Their powerful
magical abilities and pretty appearance has also managed to
make them quite popular among their people.
"The Painted Merchant" Dan Shirow (Lildraken/Male/73
yrs.)
"The most important thing you can
have is trust. Not like you can buy
money anyway."
Based in the port of Rocyletta, Dan
has made a fortune off of trade with
various foreign countries, though
now he finds himself stuck in the
Zalts region without a ship. He has
made himself known through buying
various relics and antiques for high
prices, so there is a reputation that he
may pay out big money for something worth his while.
Some of his dealings have even attracted royal attention, and
some very powerful aristocrats have been seen doing business
with Dan. Just recently, he's acquired a medium-sized airship,
and is beginning to go flying around Raxia in search of the best
trades and deals. If he can get some passengers to pay up for
the privilege of tagging along, all the better.

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"The Demented Assassination Machine" Gertrude
(Runefolk/Female/Unknown)
"Steal this. Kill that. Do these, and
'that person' will be pleased."
Leader of Deathcrimson, the
Thieves' Guild from the Marquis of
Kudelia. Her red hair and eyes give
her a bit of cold beauty, but her
expression is unwavering, and her
personality is ruthless. If she has any
emotions, no one alive has seen her
express any.
Her references to "that person" are
vague at best, and while some think it refers to the Marquis of
Kudelia himself, some believe she is referring to the previous
guild owner who she'd murdered. Currently, though, it seems
that Deathcrimson is moving farther west, towards the
Imperial Capital. However, the Dark Night's Falcons operate
out of the capital, and word on the street is they're not happy
with newcomers in their turf.

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"The King of Wanderers" Albert Duraland (Human/Male/27
yrs.)
"Surely I can find a place of my
own... right?"
A well-known adventurer in the Zalts
region, his wanderlust is legendary. It
is said that Albert is on a quest, as
though he were obsessed with
something known only to him.
While he has achieved a significant
amount of fame over the years, there
is something that still haunts him,
something that he still searches for.
Because of this, he has started towards the continent of
Razeldawn, in search of the City of Mist.
Even though his adventures are legendary, the challenges he
faces are incredibly demanding and dangerous, and other
adventurers are more often put into peril just by being around
Albert. This propensity towards incredible danger and lack of
concern for his party has given him the nickname "The
Reaper", though this moniker has not slowed Albert one bit.

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"The Happy Blue Child" Blue Lip Revett
(Grassrunner/Male/Unknown)
"Since you met me, you can be
happy too!"
A famous bard, he travels around
the Zalts region seemingly without
rest. Rumor has it that if you listen to
his cheery, upbeat songs that you will
experience wonder and good luck,
and so adventurers will often flock to
hear him sing before going off on an
expedition.
It is said that he knows quite a bit
about the Zalts region, and he is quite skilled as both a Bard
and a Scout. Because of his knowledge, some scholars and
historians have been trying to track him down in order to
preserve some of the knowledge he claims to have.
"The God Chaser" Nono Vanillatte (Tabbit/Female/17 yrs.)
"Oh, you found a new god!? I must
go see it!"
Based out of Lukythra, Nono is a
Tabbit wizard of some renown in the
Zalts region. Contrary to her cute
appearance, she is familiar with most
kinds of magic, from Truespeech to
Magitech. However, her true calling
is to find the truth of the relationship
between Tabbits and the gods. In
doing her research, it is possible to

247
find Nono in any given temple, scribbling away in one of many
different journals.
Recently, due to the fact there has been a young god
discovered in the southern area of the continent, Nono has
been looking to head south to add to her research. However,
because of a fear of heights, she's not sure whether or not to
fly down in an airship.
"Captain of the Sky" Amelia Skyfish (Nightmare/Female/45
yrs.)
"Moutes? Ah, he was a good man.
No, really."
A merchant from Luferia, Amelia
has recent come across a magicore
and managed to build herself a small
airship. Although she hides her true
nature as a nightmare and tries to live
as a human, her confident aura and
good looks are rather eye-catching to
those around her.
Currently, she has a contract to work
under the merchant Dan Shirow and operates regular flights
out of Rocyletta. Her prices are fair, as well, only charging
1,000 Gamels for a one-way trip, up to 3 days out of Rocyletta.

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"Archbishop of the Lake" Batelden Erra (Elf/Male/321 yrs.)
"No way, 300 years? I never thought
I'd take care of my friend this long."
The archbishop of the temple of
Luferia, goddess of the Lake
Kingdom of Luferia. While virtuous
and strong in the ways of the church,
he tends to keep services and rituals
rather short, as his solemn, priestly
tone of voice doesn't last very long. A
survivor of the Great Catastrophe, it
is not uncommon to see Batelden
lead a group of paladins to the frontlines to fight against the
barbarous.
A childhood friend of Luferia when she was alive, he rose to
power in her church after her apotheosis, and it is said that the
two of them still have long talks with one another. However,
the recent influx of foreigners and merchants requires
diplomatic work as well as priestly duties, and it's obvious by
his appearance that the stress of dealing with it all is getting to
Batelden.
"One-Eyed Falcon" Shawn Graham (Nightmare/Male/45
yrs.)
Leader of the Dark Night's Falcons, based out of the Imperial
Capital Lukythra. With branches throughout the Empire, he
can gather information with astounding speed and accuracy.
While he's technically a criminal, he dislikes being a
conspicuous target and acts like everyone else.
However, adversaries and traitors receive absolutely no mercy
from Mr. Graham. He's a master of weapons and magic, and
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his power has led to the rumor that he's unable to be
assassinated.
"Swordsman with the Broken Sword" Alfred III
(Human/Male/66 yrs.)
The current Duke of Durlesburg, this thin, willowy old man is
surprisingly lethargic, even for one of his age. It's said that his
memories and thoughts are fading, and he has little interest in
politics. Rumor has it that he can't even raise a sword to honor
a new knight.
Because of his frailty and poor decision making, the aristocrats
in Durlesburg have split, some staying on the more
conservative side of things, while others are optimists and look
to find the good in every situation. These two groups are trying
to compete with one another in order to see who should rule
over Durlesburg, but both sides remain about equal in power
for the moment.
"The Cruel Sovereign" Cader Kudelia, Marquis
(Human/Male/38 yrs.)
The current Marquis of Kudelia, Cader has been seen quite
rarely outside of the castle in recent years. Those who claim to
have seen him remark that is unusually cruel and brutal as of
late. While he claims to be ill in order to avoid meeting with
Emperor Lukythra, some suspect he's planning to build an
army and fight for independence from the Empire.
Sightings of barbarous in and around the castle only help to
bolster these rumors, as well as tales of servants going missing
while working at the castle. There's also rumors of the Marquis
becoming enthralled with magical study, and possibly
attempting to raise an army of undead to do his bidding, but
no one has returned from any investigation into such a rumor.
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"Immortal Sequoia" Rasun El Charade (Human/Male/66
yrs.)
In Fendil, the Land of Flowers, the oldest noble family is the
El Charades, and Rasun El Charade is the first of that line. A
rare politician who excels not only in politics and diplomacy,
but strategy and war as well, Rasun is a diehard protector of
the kingdom of Fendil. While he's stepped aside to let others
take command in his place in recent years, his grand presence
and strong voice can often overwhelm his successors.
Loyal to the royal family, almost to a fault, Rasun is a valuable
member of the court of Fendil due to his accumulated
knowledge. Even if his opinion is one that differs from the
Twin Princesses, they will still listen to him speak his piece and
consider his words wisely.
"Charity" Shadornik Shuligan (Lildraken/Male/59 yrs.)
A former adventurer, this lildraken is the order of the store
"Lonely Dragon", a popular adventurer's shop in Durlesburg.
With his kobold manager Dolly, he takes care of everyone
who comes in, regardless of race. This openness is what has
caused him to earn the nickname, "Charity".
"Unreliable" James Kovar (Human/Male/44 yrs.)
One of the consuls appointed to rule over Kashkarn. Because
he was appointed as a consul instead of sitting back in
Durlesburg as an optimist, every day he complains about
wanting to head back to his more comfortable home in
Durlesburg. This complaining has worn on the people of
Kashkarn, and he is not very popular among the people
because of it.

251
"Moonlight Genius" Valentin Carnot (Human/Male/26 yrs.)
An artist living in Fendil, he is always on the lookout for avant-
garde pieces and motifs and has even hired adventurers on
multiple occasions to help him with one project or another.
Even something as simple as restocking his supply of paints
has been turned into a job for novice adventurers. However,
he does have a bad habit of trying to hit on any woman he sees,
hoping his good looks will win them over.
The Three Incompetents of Rocyletta
This disgraceful nickname was given to the unfortunate trio of
Adela Calvert (Human/Female/46 yrs.), Simon Bonnefois
(Elf/Male/122 yrs.), and Jorgen Reigliff (Dwarf/Male/71 yrs.)
by the people of Rocyletta.
The reason these three have earned this moniker in the eyes
of the people is due to their awful management of the port city.
As representatives of each of the major races in Rocyletta, the
theory was that two of the three would override the other's
dissenting opinion. However, as it turns out, Adela is
constantly pushing for aggressive action (even when
unnecessary), Jorgen stubbornly refuses to help with her in any
way, shape or form, and Simon procrastinates, often giving a
non-committal answer like, "I'll need more time to think."
Most of the time, then answer eventually ends up being "Let's
hire some adventurers to figure it out", so the actual function
of the Parliament remains shoddy at best. This is no secret to
the general public in Rocyletta, and residents' complaints
about the Parliament are increasing by the day.

252
"Alliance Chairman" Helmin Kartz (Human/Male/45 yrs.)
A native of Berlint, Helmin Kartz is the chairman of the Free
Cities Alliance. A man with a strong, stubborn personality, he
has been finding it harder and harder in recent years to
maintain some semblance of balance between the Free Cities,
and accusations that he's pro-Lukythraian diplomacy has not
helped his position.
"Living Saint" Ishmael Church (Human/Male/63 yrs.)
A gentle soul who leads the church of Lyphos in Lukythra. He
is called a "living saint" because of his quiet demeanor and
peaceful soul, and he is willing to walk throughout the Zalts
region in order to bring light and harmony to every devotee of
the gods.
"Desecrator" Seth Susaro (Human/Male/32 yrs.)
A very intelligent conjurer living in Kashkarn, he has earned
the despicable nickname "Desecrator" as he will attempt to
animate and revive anything that has left behind a corpse. It is
rumored he loves the undead and has a small army of
Revenants to do his vile bidding.

253
Part 5 Game Mastery

254
Mastering Supplement

General Guidelines for Money Rewards

Below is a guideline for the total monetary rewards each


character should be earning at the end of each session. This
includes such things as completing the mission successfully,
other loot (such as random treasures and scavenging from
monsters), as well as how many Sword Shards should be
given out per person.
Estimated Rewards Per Player
Adventurer Base Completed Other Sword
Level Reward the Mission Rewards Shards
First 500 400 100 3~5
Adventure
1~3 1,000 800 200 4~6
3~4 2,000 1,500 500 5~8
4~5 3,000 2,500 500 6~9
5~6 4,000 3,000 1,000 7~11
6~7 5,000 4,000 1,000 8~12
In the case of dungeon exploration missions, consider the
"Completed Mission" as the total treasure found.
Other Rewards
Other rewards that are possible for PCs to get would be
various monster parts, magical items, hidden treasures found
in dungeons, and even honors for accomplishing astonishing
feats. However, do keep the level of the PCs in mind when
handing out these rewards, so as to not give away the whole
kingdom. Also, when handing out magical items, do be aware
255
that not all magical items can be divided, and so offer
adequate measures to keep players relatively balanced with
each other. This helps to keep the party a cohesive whole
and prevents jealousy from forming.
If you want to give out a lot of offbeat rewards like this, it is
suggested that the Base Reward is decreased, in order to
make up for the other treasure being handed out. Again,
these are guidelines, and while they don't need to be strictly
followed, they should at least be kept in mind when creating
your adventures.

256
Scenario

Sample Scenario: "Brutal Assailant"

Scenario Overview
This scenario aims to discover and defeat a dangerous
Mythical Beast attacking a developing village. The party will be
asked by the survivors of one of the beast's attacks to head to
the village and track the beast back to its lair. Along the way,
the party will encounter a band of Barbarous who are also
heading to fight the Mythical Beast, and the path to the
creature will pass through a small set of ruins as well.
This scenario, unlike Bartou's Mansion, is mainly combat-
oriented, and is a rather tough scenario.

Scenario Preparation
This scenario is designed for a party of 4 adventurers whose
average Adventurer Level is 7. If the party has either 3 or 5
PCs, the number of the monsters should be adjusted
accordingly. A 2-player party will have difficulty taking this
adventure on, and so the average Adventurer Level should be
at least 9, if not higher, before taking on this scenario.
If players are running this scenario as a single game and not as
a part of a campaign, characters should be created under the
following circumstances.
Experience Points: Initial Character Creation + 17,000 pts.
Stat Growth: 15 times Money: 30,000G Total Reputation: 300

257
Example characters can include the following:
Character 1: Fighter Level 7, Artificer Level 5, Enhancer Level
1 (0 Experience remaining)
Character 2: Sorcerer Level 7, Sage Level 5 (2,000 Experience
remaining)
Character 3: Fencer Level 7, Scout Level 5, Bard Level 4 (500
Experience remaining)
Character 4: Priest Level 6, Conjurer Level 6 (1,000
Experience remaining)

Scenario Setting
The adventure begins in the city of Kashkarn, the
southernmost city on the continent of Razeldawn.
Razeldawn is still a very wild continent, with many of its lands
and resources under the control of the Barbarous. It is only
quite recently that there have been attempts to push north and
take control of the continent, and Kashkarn represents that
first step. However, many of the developing villages around
Kashkarn are subject to attacks from both Barbarous and the
native monsters, many of which are much stronger than can
be found on Terastier. On the other hand, many adventurers
have been flocking to Kashkarn in hopes of finding any ruins
from long lost civilizations, and it is quite possible for
adventuring parties to make their name in defense of the
northern continent.

Reading the Scenario


In the following text, some text will be in italics. These
sentences are meant to be read aloud by the GM, in order to
set the scene in each player's mind. Other, non-italicized text
258
is for the GM to know what is going on in the scene, as well as
any tricks, traps and treasure that may be found.

The Main Story


The Continent of Razeldawn. Also called the "Twilight
Continent", the lands of Razeldawn are still heavily dominated
by the Barbarous.
Twenty years have passed since humans have attempted to
push north from Terastier, and the city of Kashkarn is the seat
of that progress. One day, one of the outlying villages has been
attacked, and with the exception of a few survivors, completely
wiped out. The garrison at Kashkarn has sent out a number of
men to investigate the situation, but they, too, never returned.
The head of the garrison, Howl Barkman, is taking the loss of
his men very seriously, and is looking for skilled adventurers
to find out what is going on.
Introduction
Kashkarn is the busiest town on the continent of Razeldawn,
positioned almost like it were the entrance into the continent.
Despite the actual population numbering only around 3,000
or so, it is a very lively city.
The party has come north in search of more adventure, riches,
and fame. However, the local Adventurer's Guild, named
"The Bridge of Dreams", doesn't have any work available for
you at the time. As you relax in the hall, disappointment
written clearly on your faces, a small contingent of soldiers
comes up to the party.

259
Scenario Flowchart

The party has come to the city of Kashkarn in search of


adventure and treasure. As seasoned adventurers, they are
pointed to "The Bridge of Dreams" as a place to find rooms
and employment. The guild hall is quite popular with
adventurers passing through, and today is like any other day in
that respect. However, while they do find rooms available (for
a nominal fee), there aren't any jobs that match the party's
abilities.

260
While the party sits and kicks back a few drinks in order to
wash away the disappointment, a couple of soldiers approach
the party, an air of importance about them.
"We have been sent here on orders of the garrison captain
Howl Barkman to recruit capable adventurers for a mission of
importance. Considering the current state of things, we wish to
invite you to follow us back to the garrison and talk with
Captain Barkman."
With that said, the soldiers wait to see if the party will join
them. Being seasoned adventurers (around 7th level or so),
they have a bit of fame, and should be used to being
specifically asked for by name. As for Captain Barkman, it is
well known in Kashkarn that, despite his young age (25 years
old), he is incredibly talented and commands a significant
amount of respect. He is also quite serious when talking about
the safety of Kashkarn and would never lie to the PCs.
Barkman's Request
The garrison headquarters is located on the north side of
town. A stone wall stretches on either side of the building, a
visible sign of the borders of Kashkarn. However, the garrison
itself has two large wooden doors opening into a two-story
wooden building. There is a feeling of rushing around inside,
making it difficult to forget that Kashkarn is still a relatively
new city.
Once inside, the messenger soldiers will direct you to the
captain's office. Sitting behind a desk is a young man with a
stern expression on his face, and you have no doubt that this
is the young captain of the garrison, Howl Barkman.
Barkman dismisses the soldiers, greets the party, and invites
everyone to find seating around his office. Once everyone is
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seated and comfortable, he begins to go into detail regarding
the mission.
"There have been rumors of an attack on the village of Tyr,
north of here by the Dark Forest. I am here to say that those
rumors are true, and the village has been completely
annihilated by an attack by an unknown agent. We assume that
is was a pack of Barbarous, as they had been seen in the
vicinity, but we don't have any proof.
"Tyr was a small village, around 100 or so residents, but five of
my soldiers were also stationed there. If whatever wiped the
village out was able to withstand the attacks of five of my men,
then we have a serious problem. Specifically, the village of
Molsen, not too far from Tyr, is in great danger. With that in
mind, I'd hired a small adventuring party, not too dissimilar
from yours, to go north and report on what they found in Tyr.
It was only this morning that I received that report, confirming
the entire village of Tyr has been razed to the ground, with no
survivors.
"And so, I find myself here, asking for your assistance. I've
heard stories of your group, and I believe that you are well
suited to this particular mission. I can't let a threat like this be
ignored, and so I'm offering a 4,000 Gamel reward per person
to investigate the situation and take care of whatever had
attacked the village of Tyr. Additionally, our garrison will offer
what we can with regards to food and supplies, as well as the
option of two Treat Potions or five Mako Stones.
"As it stands right now, the assailant is currently unknown.
However, I've received word that one of the adventurers that
had gone north has made their way to Molsen, and so I ask
you to head there yourselves and see what information they
have. It is a two-day ride to Molsen by horseback, so the
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sooner you can get prepared, the sooner I can have you figure
out what's going on."
If the PCs accept Barkman's offer, whichever of the Treat
Potions or Mako Stones will be provided immediately, as
Barkman will pull them out of a drawer in his desk. If the PCs
don't have any horses to ride, they will also be provided by the
garrison as rentals. Even considering a quick trip to the
marketplace for some last-minute purchases, it is likely that the
PCs will reach Molsen by the next evening if they leave
immediately by horseback. However, if they choose to go on
foot, it will take an additional two days (for a total of 4 days
one way).
Molsen Village
At the end of the second day's ride, the players come across
the village of Molsen.
As the sun begins to drop behind the Dragon Spine
Mountains off to the west, the village of Molsen begins to come
into view. It is a small village, and as you approach you can see
a number of farmers bringing their livestock in from the fields,
keeping them behind a number of wooden fences. You notice
that they seem to be moving awfully quickly, more likely than
not frightened by the horrible attack on Tyr.
Molsen is a small farming village, with around 300 or so
permanent residents. There is a village square, where most of
the markets and such are, with around 50 other houses for the
residents surrounding it. A larger house also faces the square,
this home owned by the mayor Tonto Linde
(Human/Male/47 yrs.). An older man with tanned, leathery
skin from working out in the fields, Linde is willing to talk to
the party as they come into town but has become frightened

263
and overprotective of the Molsen villagers after the destruction
of Tyr. He invites them into his home, both to rest and to
discuss Tyr.
Information from the Survivor - Helena
Also inside the mayor's home is a young elf, Helena Raystein.
Resting in a bed in a spare bedroom, she is the sole survivor
of the previous adventuring party. It is obvious that she is
terribly saddened and depressed, but she is willing to talk, if it
helps to avenger her fallen friends.
The mayor's house is also where Helena Raystein, a priestess
of the Elven goddess Asteria, is resting. She is the sole survivor
of the previous adventuring party sent to scout Tyr by Captain
Barkman. While her physical wounds have been treated and
dressed, it is obvious she feels incredible survivor's guilt over
the loss of her friends. When the party asks, she is willing to
tell what she knows about the attacker, in the hope it will help
her deal with the guilt.
"We were a five-man group... At the request of the Captain, we
headed out in search of what had attacked Tyr. Be careful of
what you wish for, you know?
"...We did end up finding the monster's lair, though it
appeared empty. Not sure when it would return, our leader
planned out a surprise attack, in hopes that we could fight off
whatever it was. Only thing is, whatever the beast was, it was
lurking over our heads at the time, and kept to the air as it
attacked us, at first anyway. It knew before we did that we were
outclassed, and when it finally came down to the ground to
fight, it was all over. By the time we even thought to withdraw,
we were getting overrun. I was the only one... the only one
who..."

264
As Helena recalls the horror of the battle, she gets choked up
remembering the loss of her friends. After a few minutes,
though, she continues.
"The beast... It had the head of a lion, a goat, and a dragon.
Not only was it able to fly around like it was nothing, but it was
able to use magic as well."
A PC with the Sage class can make a Monster Knowledge
check (TN 13), and if successful, knows that the monster
Helena is describing is a Chimera.
"It lives over in some ruins in Bloodrain Mountain, past the
Dark Forest to the east. The ruins are fairly large, but when I
escaped, I found a much faster way out. I'm sure if you go
through that way, you'll come across the monster's lair much
faster than we did."
If the PCs ask for more information about Helena's party, she
will tell them the following information.
Dan (Human/Male/22 yrs.)
Fighter Level 5, Party Leader
Rex (Runefolk/Male/14 yrs.)
Fencer Level 5, Scout Level 5
Io (Human/Male/26 yrs.)
Sorcerer Level 4
Giglitte (Grassrunner/Male/33 yrs.)
Bard Level 4, Marksman Level 4
Helena can draw a map to the lair and is willing to accompany
the PCs if they would let her. As GM, if the party has 3 or
265
fewer PCs, it is recommended that Helena comes along.
While she may not be the most dangerous in melee, her
healing magic should be more than enough to help the PCs
when necessary.
Helena Raystein
(Elf/Female/26 yrs.)

Dexterity 17 (+2) Adventurer Level 5


Agility 21 (+3) Fortitude 7 HP 30
Strength 10 (+1) Willpower 9 MP 40
Vitality 15 (+2)
Intelligence 24 (+4)
Spirit 25 (+4)
Class Level Combat Feats,
Priest 5 (Magic Techniques/Spellsongs
(Asteria) Power 9) Metamagic/Targets
Fencer 2 Metamagic/Distance
Ranger 3 MP Save/Priest
Accuracy

Crit Rate
Power

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ Extra Damage

Short Sword 4 5 0 1 1 2 2 3 4 5 5 5 ⑨ 3
Equipment Evasion Defense Equipment, Items, etc.
Cloth Adventurer's Kit, Holy Symbol
Armor 6 2
Buckler
Trade Money Cash
Known
Common 2,000G
Languages
Elven

266
Before the party leaves, Helena speaks one last time.
"Oh, I just remembered something! As I was running, I saw a
group of trolls heading towards the beast's lair. It was quick,
and I didn't want to be killed by them after escaping the
monster, but I think there might have been four of them."
As the conversation with Helena winds down, there is a
sudden commotion and significant noise outside. Screams are
echoing through the town, and a fire can be seen reflecting in
the window.
Chimera Attack
The attack was quick and sudden. As the party looks outside,
fires have spread throughout the small village. A strange
creature is in the air, spewing flames as it hovers over the town.
Against the twilight sky, the red flames give this beast a hellish
appearance.
As Helena fled from the Chimera, it assumed that she was
fleeing towards another settlement. Taking its time to lull the
people into a false sense of security, the Chimera strikes at
dusk, in hopes of causing the most confusion and panic. Over
267
the screams of the townsfolk and the raging fires, it's possible
to hear the Chimera talking to itself.
"Gahahaha! Letting that woman run away was the right idea
after all! Now I have a whole town to feast on!"
The Chimera is deliberately speaking in Trade Common,
hoping to demoralize anyone that hears it. Currently, the
Chimera is hovering around 50m up from the village. If the
PCs attempt to attack it, it will fly another 10m high (to 60m),
attack the party with its magic (as it has the Combat Feat
[Metamagic/Distance]), then fly away.
Chimeras are typically very smart, very cunning creatures, and
will take any chance they get to be sneaky when approaching
what they would consider being prey. In this situation, the
Chimera is avoiding any provocation and only attacking in a
situation that is decidedly in its favor. Once attacked, the
Chimera will only stay in the area for two rounds at most. The
GM should make it obvious that the PCs are outmatched
when trying to fight the Chimera in this situation.
Should the PCs take cover, hide, or try to help out the villagers,
the Chimera will stick around for another round to see the
panic it has caused, then fly off. In the morning, it is apparent
that the Chimera had taken any unprotected livestock away as
food when leaving.
Into the Dark Forest
With Helena's map and knowledge, it is apparent that the
fastest way to the Chimera's lair is through the Dark Forest. If
the PCs know it is a Chimera (due to earlier Monster
Knowledge checks), they will know that the cows the Chimera
has taken will only feed it for a week. Helena will let the party

268
know if they are still unaware of what kind of creature it is
when discussing travel preparations.
It will take a minimum of three days to head to Bloodrain
Mountain, though the party will reach the outskirts of the Dark
Forest after a half-day's travel.
As the name suggests, the Dark Forest is a deep forest with a
thick canopy, letting very little light through even at midday.
Though you could see the peak of Bloodrain Mountain during
the travel here, nothing can be seen beyond the trees in your
way. (Map in hand/With Helena's guidance), you press
forward in search of the lair.
Inside the Dark Forest, the light is dim, but enough that
additional light from torches isn't required.
Each day the party is in the Dark Forest, a PC Scout or Ranger
can make a check, adding their Intelligence Bonus, in order
to determine if the party is lost or not. If the party is alone, the
TN for this check is 12; if Helena is accompanying them, her
advice reduces the TN to 10. Each failed check results in
another day lost in the Dark Forest.
After the second check is rolled (whether it is successful or
not), the party will come across a group of Barbarous.
Troll Encounter
As the party continues through the woods, the light of a bonfire
catches your attention. Carefully approaching it reveals a small
group of Barbarous sitting around the fire. Though few in
number, these Barbarous are quite large, and covered with
rocky skin.
These Barbarous, a group of Trolls, have been sent from the
Town of Mist in order to kill the Chimera. Typically
269
nocturnal, they camp during the day. There are five trolls
altogether, the leader a Dark Troll with 8 Sword Shards.
A successful Danger Sense check (TN 12) will notice the
Trolls at 20m away. Failure will mean the Trolls notice the
party approaching.
If the Danger Sense check is successful, a PC who speaks
Giantish can listen to the Barbarous openly discussing their
plans to attack the Chimera. Their plan, however, is to attack
the Chimera's lair head-on, and until they get there, they will
try to avoid any sort of combat in order to fight at their full
strength.
A failed Danger Sense check will have the Trolls on edge,
though they will not attack immediately. Due to the daylight,
the Trolls are at a disadvantage, and will try to leave if
approached aggressively. If approached with the intent to
negotiate, the Trolls will not respond.
The Trolls can be attacked, in which case they will attack back
in kind. However, if one of the Trolls falls in combat, or three
rounds have passed, they will attempt to retreat and use "Cure
Heart" in order to heal any wounds they may have. If retreat is
not possible, they will fight to the death.
If the PCs defeat all of the Trolls, they will find a missive in
addition to whatever loot the Trolls have. This missive is
written in both Barbaric as well as Giantish and has a small
map showing where the Chimera's lair is.
Barbaric: "Top Priority. Find the Beast. Defeat. Never
forgive."
Giantish: "Find and kill the monster that attacked our city. As
it is, the damage done has delayed our counteroffensive
270
operation significantly. Therefore, that beast cannot be
overlooked any longer. This mission takes top priority, even
over combat with humans. Do not return until this mission is
complete."
To the Ruins of Bloodrain Mountain
After the third successful check from a Scout or Ranger, the
PCs will find themselves at the foot of Bloodrain Mountain. It
is just after noon, and the sun is still quite high in the sky.
Upon seeing the mountain, you can see why it is called
Bloodrain Mountain. Streaks of red run down the sides of the
mountain, almost as if the earth itself is bleeding. The
mountain itself is quite steep, and there are few trees that will
grow in the shadow of the mountain. Looking at the peak of
the mountain, you can see the ruins of an ancient fortress built
into the rock. Perhaps this is the lair of the beast that you've
been looking for.
Attacking the Lair from the Front
If the party attempts to attack the ruins from the front, they
will have to climb a mountain slope that offers a good view,
but poor footing. When climbing the slope, every 10m
requires a Climb check, with a total of 5 successful Climb
checks to reach the peak. Additionally, the Chimera can see
the party approaching, and will fly out and attack from the sky.
Looking for Alternate Entrances
If the party decides to look around for alternate entrances or
exits to the ruins, a successful Search check (TN 12) will reveal
a forgotten entrance to the ruins behind some overgrown
shrubs, at the foot of the mountain. Looking inside, a long

271
staircase stretches up into the distance, and appears as though
it can reach the peak of the mountain.
a: Entrance
A sturdy entranceway, made entirely of smooth, carved stone.
It seems to be a typical ruin from the Al Menas period,
perhaps an old fortress or barracks. There are a couple of
heavy wooden doors, broken and fallen over, and there are
countless scars of battle carved into the smooth walls.
The width of the corridor is about 3m wide, large enough for
two average people to walk side by side. There is a short
corridor, about 5m long, then a long stairway reaches up into
darkness. In order to continue, a light needs to be used.
There is no special mechanism to open the doors, as they are
already on the ground outside. Looking around, it is obvious
this entranceway has seen no use in quite some time, due to
the thick dust and lack of footprints. In order to continue up
the staircase, a torch or other light needs to be used.
b: Crossroads
This small area used to be a crossroad within the ruins.
However, the left passageway continues for 5m, then ends
abruptly in a pile of collapsed dirt and stone. There is a door
10m down the right passageway, and the staircase in front
continues upward, disappearing into darkness.
The collapsed passage to the left is a dead end, with no
possible passage through to whatever may have been on the
other side. The door to the right is locked and requires a
Scout's Open Lock check (TN 14) to open successfully.

272
c: Armory Room Size: 15m x 20m
The door opens into a rectangular room, countless old
weapons lined up against the walls. It's possible there may be
some usable weapons, were you to spend some time looking
through the racks. There is also a large chest against the far
wall.
Weapons of all kinds line the walls. These weapons are fairly
old B-rank weapons, so even if the party were to take them
back and sell them, they would be worth half as much due to
age. A Scout can find a couple of special weapons with good
Search checks. A Search check (TN 14) finds a Magic
Flamberge +1, while a Search check (TN 18) finds a Magic
Tempest +1. These weapons can also be found using "Mana
Search".
The chest is locked and trapped. A Search check (TN 15) will
find there is a mechanism that triggers when the chest is
opened, and an Open Lock check (TN 15) will disable the
mechanism. A separate Open Lock check (TN 15) needs to
be made to actually open the chest.
The trap will trigger if the chest is opened without disabling
the trap, or if the Open Lock check to disable the mechanism
fails twice. The chest explodes, dealing 2d + 20 Fire-type
damage to everyone in the room, with a Fortitude check (TN
16) to take half damage.
The chest contains 3 Treat Potions, 2 10MP Mako Stones,
and 5,000G in silver. If the trap is triggered, only the coins
remain among the rubble, everything else is broken and
useless.

273
274
d: Guarded Room Room Size: 15m x 30m
This room originally was a much larger room. However, it
seems there was a great collapse on the left side of the room,
burying it in dirt and sand. There are a couple of crushed
sentry robots among the rubble, but the intact sentries along
the back of the room seem to be a more pressing issue.
The room was originally a storage area for Gar-UI robots,
though only two remain intact and functional. They will attack
any intruders who come into the room and will chase them
throughout the ruins. However, they will not follow any
intruders outside.
There is a hidden door behind where one of the Gar-UIs
stood. After defeating the robots, the closest PC will notice the
door, without any check required.
e: Spiral Staircase
Behind the secret door is a short passage, leading to a spiral
staircase heading up. A foul odor drifts from above, some vile
mix of rotten meat and monster musk.
This staircase leads to the room where the Chimera has its lair.
The Chimera is too large to fit into the staircase, and so uses
it like a trash chute, tossing old carcasses and such into the
staircase. As the party heads up the stairs, they will come across
a number of bodies. Most of these are skeletons, though there
are some bodies of animals and humanoids with some rotting
flesh still clinging to the bones.
Showdown with the Chimera
At the top of the staircase is a half-open door. Peeking through
the gap in the door, you see the source of your recent troubles.
Prepare yourselves - the Chimera is near!

275
At the top of the staircase is a door, behind which is the lair of
the Chimera. The room is about 15m x 30m, with one wall
completely collapsed, allowing the Chimera to see outside.
From here, the Chimera can come and go as it pleases, flying
out over the Dark Forest without hassle.
From here, the encounter will proceed differently, depending
upon how the party progressed throughout the adventure.

① The Party never got lost heading to the lair


If the party never lost its way during any sort of travel, the
Chimera is awake, though laying about around 15m away from
the door. Two Stone Servants created by the Chimera are each
standing about 20m from the door, facing out over the
mountain to keep lookout. If the party attacks now, they will
receive a +2 bonus to Initiative.

② The Party is a day late, or waits for a while


If the party is late to the top, whether due to getting lost for a
day or just waiting around, the Troll warriors from the Dark
Forest will make their way to the peak and begin fighting with
the Chimera.
If the party sits by, the Chimera will win the fight, completely
annihilating the Trolls. However, it will lose both Stone
Servants, as well as half its MP (though it will be at full HP due
to using Drain Touch on a Troll).
If the PCs choose to fight alongside the Trolls, they will work
together to fight the Chimera. However, a Troll will have fallen
for each round the PCs were on the sidelines. Of course, if the
PCs attacked and defeated the Trolls back in the Dark Forest,
this does not happen.

276
③ The Party is 2 or more days late
In this situation, the battle between the Chimera and the Trolls
will have already occurred, with the Trolls being wiped out. By
this point, the Chimera has repaired its Stone Servants, and is
in a perfect position to fight. Because of the Troll attack, the
Chimera is alert, and so the party does not receive any
bonuses.
Adjusting the Chimera's Strength
If there are 4 PCs in the party, the Chimera should be given 9
Sword Shards, in order to increase its HP and MP by a
considerable amount. For 3 or fewer PCs traveling without
Helena, reduce the Sword Shards to 5, and remove the Stone
Servants entirely. For 5 or more PCs, increase the Sword
Shards to 15, and double the number of Stone Servants (to
four).
Fighting the Chimera
The Chimera has high Intelligence, and should be played as a
smart, cunning monster. It will use magic and Flame Breath
against those enemies in heavy armor, while moving into
melee range against those with light armor. It will also send
Stone Servants to attack those in the Rearguard/hiding in the
back (depending upon the Combat rules used).
The Chimera has 5 sections, and so there needs to be three or
more opponents in order to block its movement. The PCs will
be overwhelmingly disadvantaged if they do not attack swiftly
and with their full power. However, due to its large size, the
Chimera cannot easily attack anything within the doorframe.

277
As long as the Goat Head is alive, it will try to cast "Spark" on
any party member hanging back, as well as using "Drain
Touch" on those in melee with it. It will also use "Forbid Magic"
in order to try and shut down any spellcasters and strengthens
the Stone Servants using "Intense Control".
Chimera's Treasures
In addition to the loot that drops upon the Chimera's defeat,
there is also 10,000G worth of silver coins scattered around
the monster's lair.
The Trolls
If the PCs get the jump on the Chimera and manage to defeat
it before the Trolls arrive, they will appear after the battle is
over. However, they will not attack the PCs unless attacked,
and will respect them for taking out the Chimera. Upon
leaving, the Dark Troll leader will speak to the party in Trade
Common.
"I didn't think there were strong enough heroes among the
humans that could take out the Chimera. I'm glad to be proven
wrong. However, next time we meet, we will be enemies. And
I'm looking forward to that day, so that way I can fight the great
heroes at their best."

End
Upon defeating the Chimera and returning to Kashkarn, the
scenario ends. On the way back, there are no special events,
and the PCs can stay in Molsen for a day to regain their
bearings.

278
In addition to the reward from Captain Barkman, the party
will receive 1,000 + (1d x 10) Experience Points, as well as the
Experience Points for all of the monsters defeated along the
way. If the party manages to avoid the fight with the Trolls in
the Dark Forest, they will receive Experience for that as well.

Subsequent Developments
By killing the Chimera, the PCs will have earned the trust and
respect of Captain Barkman, and further requests may come
directly from his master, the Princess General Magdalena
Yates. Also, if the party managed to talk to the Trolls at all,
they are aware that a Barbarous invasion on Kashkarn is
planned soon, and preparations need to be made for that.
In any case, the continent of Razeldawn is always full of threats
and danger, so the players have no end to the adventures to
choose from.

279
Faith of the Barbarous

Some Barbarous, like humans, do find solace in the gods, and


have taken to worshiping them and performing miracles in
their name. These Barbarous are followers of the Gods of the
Second Sword, Ignis, which are known among the civilized
races as the Malevolent Gods.
As with humans, there are Barbarous of the same type, the
same clan who have widely different beliefs. Much like
humanoid priests, they seek to go out and spread the word and
teachings of their gods to others.

Alternate Basic Divine Spells

While Barbarous can become priests, able to learn and cast


divine spells, some spells are unavailable to them due to their
very natures. At the same time, there are some spells that are
only available to Barbarous priests.
Specifically, Barbarous priests are unable to use the 1st level
spell "Banish", as well as the 4th level spells "Sacred Weapon"
and "Sacred Shield". However, they make up for it by being
able to cast the 1st level spell "Fear" and the 4th level spells
"Vice Weapon" and "Vice Shield".

280
Cost
Fear 3MP
Target Range/Area Duration Resistance
3m Radius/5 30m/Target Instant Neg
Summary
Strikes fear into the hearts of Humanoids.
Effect
For each Undead or Humanoid in the area that fails to resist, roll 2d6
and consult the table below to determine Fear's effect.
Fear Effects
Die Effect
2-4 The target panics and goes berserk. For 30 seconds (3
rounds), it receives a +2 bonus to Accuracy and a -2 penalty
to Evasion. If the target has an intelligence score, it cannot
use any actions that require reason or cast any spells.
5-9 The target is consumed by fear, slowing its movements. For
3 minutes (18 rounds), it receives a -1 penalty on all
Accuracy, Evasion, and other action checks.
10- The target flees. If it cannot flee, it cowers in fear and cannot
12 take any actions for ten seconds (1 round). After that round,
it can act normally again.

Cost
Vice Weapon 3MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) N/A
Summary
Imbues the target's weapon with divine power that harms Humanoids.
Effect
The target's melee and ranged weapon attacks receive a +1 bonus to
Accuracy and deal +2 physical damage when attacking an Undead or
Humanoid creature.

281
Cost
Vice Shield 4MP
Target Range/Area Duration Resistance
1 Character 10m/Target 3 minutes (18 r) Neg
Summary
Invokes a divine shield on the target that wards off Humanoid attacks.
Effect
The target takes -3 physical damage from attacks by Humanoid and
Undead creatures.

Gods of the Barbarous

Barbarous follow the gods of the Second Sword, Ignis. When


using a Barbarous character that is a Priest, choose which god
the Barbarous follows, and grant them the appropriate spells.
The gods introduced here are unavailable for PC Priests to
choose from.

Ancient Gods
"God of War", Dalkhrem
The oldest and most powerful of the gods given power by
Ignis. For more information, refer to the Core Rulebook I.

Major Gods
"Goddess of Decay" Bragzabas
A major god born during the War of the Gods, Bragzabas is
the master of poisons, illnesses, and rot. Often seen as a
beautiful woman with a mysterious smile, there are other
depictions showing fetid wings and rotten tails.
During the War of the Gods, she suffered greatly at the hands
of those enlightened by the First Sword, Lumiere. In
retaliation, she crafted a plague so vile that even the other gods

282
powered by Ignis could see the true evil inside Bragzabas'
heart.
Reveling in turmoil and despair, she delights in spreading
death and disease indiscriminately. Her followers see these
acts and follow in her footsteps, trying to kill as many as they
can and dedicating their own soul to the goddess. However,
despite appearing to be carefree and wild, Bragzabas is
incredibly crafty, and often has brutal plans being secretly
carried out by her followers.
"Immortal God" Metissier
The god of death and immortality, Metissier is a blasphemous
god, seeking to control over an army of immortals himself.
Often depicted as a thoughtful, handsome young man, there
are some who show Metissier as an older, muscular, and
robust man. Those who yearn for immortality no matter the
cost can find solace among his worshipers, and occasionally
even power-mad sorcerers, self-centered and corrupt, will take
up worship of Metissier.
Irredeemably scarring the souls of his followers to the point
where they become undead, he looks to see if the power
granted by such gifts can be collected into a single vessel for
his own use. By following Metissier, a Barbarous Priest is
taking steps to try and become immortal themselves. Perhaps
as a by-product of this path, or perhaps by failing their quest,
these priests are accompanied by a number of various undead.
Those that succeed in their quest for immortality become
Nosferatu, and even go so far as to consider themselves
"nobles" among the Barbarous. Such nosferatu tend to settle in
the castles and labyrinths they grew up in originally,
surrounding themselves with throngs of undead servants.

283
"Mad God" Laris
A mysterious god, his origins are shrouded in mystery.
As they have a far different, nearly alien, way of thinking and
set of morals, daemons are almost exclusively followers of
Laris. Their worship is exceedingly incomprehensible for
humanoids or Barbarous, and so the power of the Mad God
is extremely difficult to acquire. And powerful he is indeed,
allowing even the undead to return the dead to life, making
Laris one of the most powerful gods in Raxia.
Due to the various contracts and binding magics, daemons are
often unable to act on their own desires. However, when
unleashed upon Raxia and given Laris' protections, the actions
of these daemons is both incredibly cruel and amazingly
reckless. Despite the risks of following the Mad God, there are
those humanoids and Barbarous who have slipped into the
embrace of madness, and these few have been able to learn of
Laris and his power.

Specialized divine spells of Dalkhrem, God of War


Cost
War Cry 6MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- 10 seconds (1 r) Neg
Summary Type
Raise a savage cry, uplifting allies, and frightening
Psychic
foes.
Effect
All Barbarous within the area of effect deal an extra +2 physical
damage with melee and ranged attacks.

284
Cost
Frenzy 8MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- 3 minutes (18 r) Neg
Summary Type
Extinguishes fear and drives all affected into a blind
Curse
fury.
Effect
All those affected by this spell will fight to the death so long as they
detect any characters hostile to them. While affected by Frenzy, a
character cannot be affected by any Psychic-type effects, and they
increase all damage dealt (physical or magical) by +2 points.

Cost
Berserk☆ 8MP
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary Type
Fly into an anger-fueled rage. Psychic
Effect
While affected by this spell, the caster increases their Accuracy,
Fortitude and Willpower by +3 points, as well as dealing an extra +6
physical damage with all melee attacks. However, they also receive a -3
penalty to their Evasion, and cannot cast any other spells.
Casting this spell is a Minor Action.

Cost
Troops of Ignis 20MP
Target Range/Area Duration Resistance
6m Radius/20 30m/Target 3 minutes (18 r) N/A
Summary
Grants the target Dalkhrem's blessings.
Effect
If the target is a Barbarous, that character can use Dalkhrem's
Specialized Divine Spells up to 7th level for the duration of this spell.
If this spell's duration would expire while another spell is active, the
spell remains active for its total duration.

285
Specialized divine spells of Bragzabas, God of Decay
Cost
Wounding Word 2MP
Target Range/Area Duration Resistance
1 Character 30m/Target Instant Half
Summary Type
Speak a word so vile it hurts the target. Poison
Effect
Deals Power 0 + Magic Power damage.

Cost
Rot 5MP
Target Range/Area Duration Resistance
1 Character Touch/- Instant Neg
Summary Type
Rotting touch damages the body and ruins herbs. Poison
Effect
Deals 6 damage. Additionally, if the target fails to resist this spell, any
held medicinal herbs and potions decay and are rendered useless.

Cost
Disease 10MP
Target Range/Area Duration Resistance
6m Radius/20 10m/Target 3 Days Neg
Summary Type
Causes disease in those affected. Disease
Effect
A vile disease, those affected reduce their Dexterity, Agility and
Strength by -6 points (this cannot reduce an attribute to 0 or less), as
well as reducing their HP by -1. If the target has fixed values, instead
they take a +6 to their movement speed, and a -1 to their Accuracy and
Evasion.
This disease can only be cured by effects that remove Disease-
attributes, such as "Cure Disease" (see CR I: p. 248-255).

286
Cost
Poison Mist 15MP
Target Range/Area Duration Resistance
6m Radius/20 Self/- Instant Neg
Summary Type
Creates a deadly fog, hiding the caster. Poison
Effect
A poison mist fills the area, dealing Power 10 + Magic Power poison
damage to all in the area. Additionally, if a character fails to resist this
spell, they are blinded for 30 seconds (3 rounds), and if they are in a
skirmish, the next Major Action they take during their turn must be
"Retreat the skirmish". Characters with "Magic" or "Mechanical"
Perception are immune to being blinded and driven away but will still
receive damage.

Specialized Divine spells of Metissier, God of Immortality


Cost
Self Regeneration 3MP
Target Range/Area Duration Resistance
Caster Self/- 3 minutes (18 r) N/A
Summary
With divine blessings, regenerate your own HP.
Effect
Recover 3 HP at the end of your turn. This healing also affects
Undead and Constructs.

Cost
Steal Life 6MP
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Neg
Summary Type
Drains the target of vitality, restoring it to the caster. Curse
Effect
Deals Power 10 + Magic Power damage. The caster then recovers HP
equal to the total damage dealt. This healing also affects Undead and
Constructs.

287
Cost
Summon Undead 12MP
Target Range/Area Duration Resistance
Any Point 10m/Target 1 Hour N/A
Summary
Calls an Undead monster and gives it directions.
Effect
An Undead monster, whose level is equal to or lower than the Priest
level of the caster, is summoned to the area the caster desires. The
called undead will follow the caster's directions for the duration of this
spell, after which they will revert to their own instincts.

Cost
Raise Dead 20MP
Target Range/Area Duration Resistance
1 Corpse Touch/- Instant N/A
Summary
Resurrects the dead.
Effect
This can only be cast on a corpse, which will return to life if successful.
The Target Number for this spell is equal to the days elapsed since
death. This spell takes an hour to cast.

Specialized Divine spells of Laris, God of Madness


Cost
Mana Sink 5MP
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Half
Summary Type
A sudden mental attack, preventing the use of magic. Curse
Effect
Deals Power 0 + Magic Power damage to the target's MP.

288
Cost
Deafness 8MP
Target Range/Area Duration Resistance
1 Character 10m/Target Instant Neg
Summary Type
Seizes mana around the target's ears, preventing
Curse
them from hearing.
Effect
The target's hearing is lost for 3 minutes (18 rounds).

Cost
Summon Aetherbeast 6MP
Target Range/Area Duration Resistance
Any Point 10m/Target Permanent N/A
Summary
Summon and control an Aetherbeast.
Effect
Call an Aetherbeast to the spot directed by the caster. Directions are
given by the caster as a Minor Action but left undirected the
Aetherbeast will act on their own desires.

Cost
Summon Insects 10MP
Target Range/Area Duration Resistance
1 Character 30m/Target 3 minutes (18 r) Temporary
Summary Type
Conjures poisonous and stinging insects around the
Poison
target.
Effect
At the end of your turn, the target is dealt Power 10 + Magic Power
damage. This damage cannot critical. If this spell isn't Temporary, the
target automatically fails any Willpower checks from damaging spells
with "Resist: Half" or "Resist: Neg".
If the target is subject to a wide range of spells, such as Fire, Water/Ice,
Wind, Earth, Bludgeoning and Energy type spells, the insects will be
driven away, and this spell's effect will end.

289
Bestiary

Here are a number of new monsters for the GM to use in


creating their own threatening scenarios.

New Additions

This books has a few new additions to the bestiary.


New Monster Type: Fairy
These fairies are much, much larger, and more powerful than
those commonly seen around Fairy Tamers. Infused with a
significant amount of mana, they retain the child-like nature
and mischievous streak of their smaller brethren. However,
they are not actively malicious, but have a short attention span
and will create accidents due to their negligence.
Core Section: ** (##)
Some monsters may have multiple core sections. ** will be the
name of the core section, while ## is either (one) or (all).
Core Section: ** (one)
If a monster has even one of their core sections reduced to 0
HP, it will be unable to continue fighting.
Core Section: ** (all)
A monster with this designation requires all of their core
sections to be reduced to 0 HP in order for it to stop fighting.

290
Using Techniques with Multiple Sections
Some monsters may have multiple sections that can use
techniques similar to Enhancers. In such cases, the monster
subtracts the appropriate MP from each section to be affected.
For example, if a Manticore (with 2 sections, Front and Back)
were to use the technique "Beetleskin", both the Front and
Back sections would each have to spend 3 MP to be affected.
Experience for Monsters with Multiple Sections
When determining how many Experience Points to give to
players, a GM may consider a monster with multiple sections
as the equivalent number of monsters of that level. To use the
Manticore again, it is a level 6 monster with 2 sections, so the
GM can treat that as two level 6 monsters defeated.
Treasure and Looting Monsters with Multiple Sections
When searching a monster with multiple sections for loot after
combat, the GM may allow the players to roll a number of
times equal to the total sections of the monster defeated.
However, "Always" found loot can only be found once, no
matter the number of sections the monster may have had.

291
Barbarous

2 Sahagin
Int: Low Perc: 5 Senses Lang: Barbaric, Gilman
Hab: Coast, River Delta Disp: Hostile
Rep/Weak: 10 / 13 Init: 10 Move Spd: 12 / 16 (Swimming)
Fort: 4 (11) Will: 3 (10)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 3 (10) 2d+2 3 (10) 2 20 10
Unique Skills W. P.: Earth Damage +3 pts.
[Underwater Aptitude] Loot
A Sahagin is able to move in water 2-7 None
without penalty. 8 - 10 Sahagin Trident
(30G)
11+ Ornate Trident
(120G)

An aquatic barbarous, Sahagin are a slave tribe to Gilmen, often used as


labor and soldiers. Their appearance is little more than that of a fish with
limbs, so as a race Sahagin are very self-conscious and timid. However,
when ordered, they will move out of the deeper waters towards the shore
and attack, sometimes going after smaller boats, sometimes attacking
those who may be on the shore.

292
3 Centaur
Int: Average Perc: 5 Senses Lang: Barbaric, Centaur, Trade Common
Hab: Grasslands Disp: Neutral
Rep/Weak: 10 / 13 Init: 12 Move Spd: 22 Fort: 5 (12) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 5 (12) 2d+2 3 (10) 1 25 18
Unique Skills W. P.: Earth Damage +3 pts.
[Fairy Magic (Level 2) / Magic Power Loot
4 (11)] 2-7 None
A Centaur may cast Fairy Magic as a 8 - 10 Battle Gear (30G)
second-level Fairy Tamer. For 11+ Fine Outfit
individual spell effects, refer to that (120G)
spell's description.
[Charge / 5 (12) / Evasion / Negated]
This attack can only be used after moving, in which case it does 2d+7
physical damage.
A tribe of barbarous whose upper body is connected to the body of a
horse. While considered to be one of the many tribes of barbarous,
Centaurs are incredibly proud and independent, rarely interacting
willingly with other barbarous. Centaurs also tend to be excellent
soldiers, their pride leading them to be among the first to charge into
battle.

293
4 Deep Gremlin
Int: Average Perc: 5 Senses
Lang: Barbaric, Youma, Trade Common, Arcana
Hab: Mountains, Highlands Disp: Hostile
Rep/Weak: 8 / 13 Init: 11 Move Spd: 10 / 18 (Flying)
Fort: 4 (11) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 4 (11) 2d 5 (12) 0 21 27
Unique Skills W. P.: Wind Damage +3 pts.
[Truespeech Magic (Level 4) / Magic Loot
Power 7 (14)] 2-6 None
A Deep Gremlin may cast 7 - 10 Strange Necklace
Truespeech Magic as a fourth-level (160G)
Sorcerer. For individual spell effects, 11+ Beautiful
refer to that spell's description. Necklace (300G)
[Flight]
A Deep Gremlin receives a +1 bonus
to Accuracy (only for melee attacks) and Evasion while flying.
A variant of Gremlin (see CR I: p. 439-452), these barbarous have
strikingly purple skin. They are also a bit larger than their kin, ending up
roughly the size of a human child. Deep Gremlins are also much more
brutally cunning, going above and beyond what would normally be
considered harmless pranks. For example, a Deep Gremlin "prank" will
see them kill some livestock, disguise itself as one of the dying animals,
and call out to human children in order to scare and terrify them.

294
4 Boggart Swordsman
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma
Hab: Forest, Mountains Disp: Hostile
Rep/Weak: 9 / 14 Init: 11 Move Spd: 20 Fort: 4 (11) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 5 (12) 2d+3 6 (13) 2 21 14
Unique Skills W. P.: Physical Damage +2 pts
[Twin Strike & Double Attack] Loot
A Boggart Swordsman can make two 2-5 Weapon x2
Weapon attacks each round, though (60G)
each attack requires its own Accuracy 6+ Keen Weapon x2
check. They may choose to attack (200G)
different characters with each attack.
[Continuous Attack]
If a Boggart Swordsman successfully
hits a target in melee, they may make a second attack against the same
target.
[Techniques]
A Boggart Swordsman may use the "Cat's Eyes" Technique.
Much leaner than most Boggarts (see CR I: p. 439-452), these Boggart
Swordsmen more than make up for it in speed and agility. They leverage
this improved agility by dual-wielding weapons, turning them into very
dangerous opponents. Even among Boggarts, a Boggart Swordsman is
often involved in scouting and covert operations.

295
4 Lizardman
Int: Average Perc: 5 Senses Lang: Barbaric, Lizardman, Dragonic
Hab: Swamps, Wetlands Disp: Hostile
Rep/Weak: 11 / 14 Init: 10 Move Spd: 13 / 13 (Swimming)
Fort: 6 (13) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 6 (13) 2d+4 4 (11) 5 22 15
Unique Skills W. P.: Earth Damage +3 pts.
[Tail Swing] Loot
A Lizardman can use their tail to 2-9 None
attack up to 5 targets. Accuracy and 10+ Seven-color
Damage is the same as a normal Scales (220G)
attack, and this attack cannot be used
in consecutive rounds.
[Underwater Aptitude]
A Lizardman is able to move in water without penalty.
Lizardmen are one of the more aquatically inclined barbarous, preferring
to spend time in swamps and other wetlands worshiping their dragon
gods. Standing just shy of 2m, they look like upright lizards, though they
take offense if mistaken for lildraken.
While they are unable to breathe underwater, Lizardmen can hold their
breath for up to an hour, like elves, and similarly have houses with both
dry and wet sections.

296
5 Androscorpion
Int: Average Perc: 5 Senses (Darkvision)
Lang: Barbaric, Androscorpion, Magitech
Hab: Desert, Ruins Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 15 Fort: 7 (14) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon
(Upper 7 (14) 2d+5 7 (14) 6 24 26
Body)
Tail
(Lower 8 (15) 2d+4 6 (13) 5 28 12
Body)
Sections: 2 (Upper Body / Lower Weak Point: Physical Damage +2
Body) Main Section: Upper Body pts.
Unique Skills Loot
• Upper Body Always Scorpion Shell
[Magitech (Level 4) / Magic Power 6 (50G)
(13)] 2-6 None
An Androscorpion may cast Magitech 7 - 11 Poison Stinger
spells as a fourth-level Artificer. For (100G)
individual spell effects, refer to that 12+ Poison Stinger
spell's description. w/Intact Poison
[Ranged Attack (Precise Shot) / 6 (13) Sac (800G)
/ Evasion / Negated]
An Androscorpion is able to attack with a readied gun, whose Max.
Magazine is 4 and range is 20m.
• Lower Body
[Tail Poison / 5 (12) / Fort / Negated]
If the Androscorpion's Lower Body hits with their Tail attack, the target
must immediately make a Fortitude check. If they fail to resist, they
receive an extra 6 Poison-type damage.
[Weakening]
When the Lower Body section is reduced to 0 HP or fewer, the
Androscorpion receives a -2 penalty to Evasion.
These odd barbarous have a humanoid upper body growing out of the
lower body of a giant scorpion. Living in deserts and around ruins,
androscorpions are fairly capable Artificers in their own right, and they

297
will often be seen carrying and wearing the various spoils of their
expeditions, whether armor, weapons, or strong magical artifacts.

5 Boggart Trooper
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma
Hab: Forest, Mountains Disp: Hostile
Rep/Weak: 10 / 15 Init: 10 Move Spd: 12 Fort: 6 (13) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 7 (14) 2d+5 5 (12) 7 32 17
Unique Skills W. P.: Earth Damage +3 pts.
[Power Attack] Loot
A Boggart Trooper can deal an 2-7 Well-Balanced
additional 4 damage on their next Weapon (150G)
attack. However, any Evasion Check 8+ Extravagant
made by the Boggart Trooper this Weapon (500G)
turn receives a -2 penalty.
[Continuous Attack]
If a Boggart Trooper successfully hits
a target in melee, they may make a second attack against the same target.
[Techniques]
A Boggart Trooper may use the "Beetleskin" and "Bear Muscle"
Techniques.
This particular breed of Boggart (see CR I: p. 439-452) is twice as tall as
normal Boggarts and is just as muscular. Often seen at the head of
Boggart groups, Troopers are often in charge of defending their home
base, if not leading the attack. A favorite hobby is seeking out the largest
and most foolhardy braggarts and taking them down with little effort.

298
5 Merman
Int: Average Perc: 5 Senses (Darkvision) Lang: Merman, Elven
Hab: Ocean Disp: Neutral
Rep/Weak: 11 / 14 Init: 12 Move Spd: 5 / 20 (Swimming)
Fort: 6 (13) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 7 (14) 2d+6 7 (14) 4 30 19
Unique Skills W. P.: Fire Damage +3 pts.
[Underwater Specialization] Loot
A Merman can breathe and vocalize Always Rusted Spear
while underwater and does not suffer (50G)
any penalties for moving while 2-6 None
underwater. While outside of water, 7+ Beautiful Shell
all actions receive a -2 penalty. (180G)
[Water/Ice Immunity]
A Merman takes no damage from
Water/Ice-type effects.
[Cover]
A Merman can choose any number of allies in the same skirmish and
will automatically receive any damage dealt to those allies instead.
Also called mermaids, these barbarous have the lower half as that of a
fish. As they lived in the sea for most of their history, Mermen had little
contact with the land-bound races, and thus escaped a lot of persecution
as humanoid civilization grew and prospered. As a race, Mermen tend
to avoid fighting except in self-defense, and are often neutral towards
most other races. They do have a hostile relationship with Gilmen,
however, which could theoretically be leveraged into an alliance with
Elves against the other aquatic races.

299
6 Centaur Impaler
Int: Average Perc: 5 Senses Lang: Barbaric, Centaur, Youma
Hab: Grasslands Disp: Neutral
Rep/Weak: 11 / 17 Init: 15 Move Spd: 30 Fort: 8 (15) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 8 (15) 2d+8 7 (14) 6 43 28
Unique Skills W. P.: Earth Damage +3 pts.
[Fairy Magic (Level 4) / Magic Power Loot
6 (13)] 2-6 Spear (50G)
A Centaur Impaler may cast Fairy 7-9 Heraldic Spear
Magic as a fourth-level Fairy Tamer. (150G)
For individual spell effects, refer to 10+ Well-Balanced
that spell's description. Spear (600G)
[Charge / 7 (14) / Evasion / Negated]
This attack can only be used after
moving, in which case it does 2d+14 physical damage.
Spear cavalry of centaurs, Impalers are often young and anxious to show
off their military training. Despite their youth, Centaur Impalers are the
equivalent of knights in their hierarchy and will often have subordinates
following their commands. In combat, a Centaur Impaler will often seek
out and fight the strongest enemy on the battlefield, looking to prove
themselves on the field of battle.

300
6 Siren
Int: High Perc: 5 Senses Lang: Barbaric, Youma, Elven, Trade Common
Hab: Coast, Ocean Disp: Hostile
Rep/Weak: 11 / 15 Init: 12 Move Spd: 12 / 24 (Flying)
Fort: 7 (14) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 7 (14) 2d+4 8 (8) 3 26 26
Unique Skills W. P.: Wind Damage +3 pts.
[Spellsongs / 10 (17)] Loot
A Siren can use all of the Spellsongs 2-8 Siren's Feathered
listed in this book. For individual Kimono (100G)
Spellsong effects, refer to that 9 - 10 Beautiful
Spellsong's description. Spellsongs Feathered
have an effective range of 50m, Kimono (300G)
centered on the Siren. 11+ Shining
[Flight] Feathered
A Siren receives a +1 bonus to Kimono (1000G)
Accuracy (only for melee attacks) and
Evasion while flying.
These barbarous, resembling human women, live out on open water,
often on a reef, small island, or other isolated area. Sirens have an
entertaining personality and will often create mischief and have fun using
their Spellsongs with visitors, regardless of if they're humanoids or
barbarous.
Sirens are very dangerous to those at sea, however, as their beautiful,
nearly nude appearance and powerful Spellsongs can cause the entire
crew of a ship to jump overboard. It's also said that the feathered
kimonos of sirens are what gives them the ability to fly, and so people go
out to try and trade for these kimonos.

301
6 Merman Bishop
Int: Average Perc: 5 Senses (Darkvision) Lang: Merman, Elven
Hab: Ocean Disp: Neutral
Rep/Weak: 12 / 15 Init: 12 Move Spd: 5 / 20 (Swimming)
Fort: 7 (14) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 6 (13) 2d+4 7 (14) 4 28 38
Unique Skills W. P.: Fire Damage +3 pts.
[Divine Magic (Level 6) / Magic Loot
Power 8 (15)] Always Rusty Spear
A Merman Bishop may cast Divine (50G)
Magic as a sixth-level Priest. It is up to 2-6 None
the GM to determine any Special 7 - 12 Beautiful Shells
Divine Spells. For individual spell (180G)
effects, refer to that spell's description. 13+ Silver Pearl
[Underwater Specialization]
(3,000G)
A Merman Bishop can breathe and
vocalize while underwater and does not suffer any penalties for moving
while underwater. While outside of water, all actions receive a -2 penalty.
[Water/Ice Immunity]
A Merman Bishop takes no damage from Water/Ice-type effects.
Bishops among the Merman species are powerful, following the gods and
leading their tribes in the manner prescribed by their words. Bishops
even have the ear of Merman chiefs, giving them considerable political
power as well.
While Merman Bishops tend to follow the Ancient Gods, regardless of
whether they're gods of the First Sword, Lumiere, or the Second Sword,
Ignis, there are those who follow gods that have recently found
apotheosis and are thus unknown among the land-swelling races.

302
7 Ogre
Int: Average Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Ogrish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 12 / 15 Init: 14 Move Spd: 18 Fort: 10 (17) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 10 (17) 2d+11 10 (17) 7 48 30
Unique Skills W. P.: Accuracy +1
[Truespeech Magic (Level 5) / Magic Loot
Power 8 (15)] 2-8 Large Bag of
An Ogre may cast Truespeech Magic Silver (1d x
as a fifth-level Sorcerer. For individual 100G)
spell effects, refer to that spell's 9 - 12 Gemstones (1d x
description. 150G)
[Magic Aptitude] 13+ Sword Shard x3
An Ogre can use the Combat Feats (600G)
[Guided Magic] and [Wordbreak].
[Personification]
As a Minor Action, an Ogre may take on the appearance and
mannerisms of a character they have eaten. When transformed, the
Ogre's maximum HP and MP are decreased by 5. Accuracy, Evasion,
Fortitude and Willpower are also reduced by 1 point each. This form
can be held up to a total of 18 hours per day.
Much larger than the Lesser species, Ogres wield significantly more
power, both physically and magically. Standing close to 3m tall, they are
able to use larger equipment, to the point that an Ogre's sword seems to
be more a slab of metal with a handle than a forged sword.
Ogres want to act as though they are master tacticians, using Lesser Ogres
and other barbarous as fodder for their evil (and often cowardly)
operations to attack humanoid races. However, their success rate isn't the
greatest, and those who fail often tend to be sent on those same suicide
missions by other Ogres.

303
7 Caesarscorpion
Int: Average Perc: 5 Senses (Darkvision)
Lang: Barbaric, Androscorpion, Magitech
Hab: Desert, Ruins Disp: Hostile
Rep/Weak: 13 / 18 Init: 14 Move Spd: 17 Fort: 9 (16) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon
(Upper 9 (16) 2d+6 9 (16) 7 36 35
Body)
Pincers
9 (16) 2d+10 8 (15) 4 22 14
(Pincers)
Tail
(Lower 8 (15) 2d+7 8 (15) 8 42 16
Body)
Sections: 3 (Upper Body / Pincers / Weak Point: Physical Damage +2
Lower Body) Main Section: Upper pts.
Body
Unique Skills Loot
• Upper Body Always Scorpion Shell
[Magitech (Level 5) / Magic Power 7 (50G)
(14)] 2-6 None
A Caesarscorpion may cast Magitech 7 - 10 Poison Stinger
spells as a fifth-level Artificer. For w/Intact Poison
individual spell effects, refer to that Sac (800G)
spell's description. 11+ Poison Stinger
[Ranged Attack (Precise Shot) / 7 (14) w/Deadly Poison
/ Evasion / Negated] Sac (1,200G)
A Caesarscorpion is able to attack with
a readied gun, whose Max. Magazine is 4 and range is 30m.
• Lower Body
[Tail Poison / 8 (15) / Fort / Negated]
If the Caesarscorpion's Lower Body hits with their Tail attack, the target
must immediately make a Fortitude check. If they fail to resist, they
receive an extra 8 Poison-type damage.
[Weakening]
When the Lower Body section is reduced to 0 HP or fewer, the Upper
Body and Pincers sections of the Caesarscorpion receive a -2 penalty to
Evasion.
304
A warrior branch of the Androscorpions, Caesarscorpions are often seen
leading groups in sorties, or at the head of a squadron of Androscorpions
in emergencies. As the name says, Caesarscorpions have a pair of large
pincers that can cut through enemies like scissors through paper.

7 Minotaur
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Minotaur
Hab: Various Disp: Hostile
Rep/Weak: 10 / 17 Init: 12 Move Spd: 12 Fort: 9 (16) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 9 (16) 2d+12 7 (14) 8 82 18
Unique Skills W. P.: Magic Damage +2 pts.
[Techniques] Loot
A Minotaur may use the "Bear Always Minotaur Axe
Muscle", "Beetleskin", "Cat's Eyes", (475G)
"Gazelle Feet" and "Recovery (5 HP)" 2-6 None
Techniques. 7-9 Large Horn
[Simultaneous Attack] (150G)
A Minotaur's Weapon attacks up to 5 10+ Beautiful Horn
characters in the same skirmish, but a (600G)
separate Accuracy Check is needed
for each character. Each Accuracy Check is made with a -2 penalty.
[Power Attack]
A Minotaur can deal an additional 4 damage on their next attack.
However, any Evasion Check made by the Minotaur this turn receives a
-2 penalty.
A giant monster with a cow's head on a humanoid body, Minotaurs are
incredibly powerful and dangerous monsters. Their intelligence is fairly
low, but they are quick to anger, and when riled they are difficult to deal
with. Adept at finding sword labyrinths, they will often take up residence
inside and quite often become the warden of such labyrinths. A minotaur
will only really need to eat every few days but will often lure young women
to the labyrinth in order to be devoured.

305
8 Gory
Int: Low Perc: 5 Senses (Darkvision) Lang: Barbaric, Giantish
Hab: Forest, Mountains, Caves Disp: Hostile
Rep/Weak: 13 / 17 Init: 15 Move Spd: 26 Fort: 9 (16) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 10 (17) 2d+11 10 (17) 8 58 12
Unique Skills W. P.: Magic Damage +2 pts.
[Rage] Loot
When the Gory's HP is 35 or less, 2-6 None
their Fist damage increases to 2d+14. 7 - 10 Bag of Silver (1d
When the Gory's HP is 20 or less, x 100G)
their Fist damage increases to 2d+17. 11+ Gemstones (1d x
When the Gory's HP is 5 or less, their 300G)
Fist damage increases to 2d+20.
[Blow Away / 9 (16) / Evasion /
Negated]
The Gory unleashed a massive blast of air, attacking everyone in the
skirmish and dealing 2d+10 damage. Anyone hit by this attack is ejected
from the skirmish and blown 10m in the direction of the Gory's choice.
An incredibly strong monster, the Gory stands around 3m tall, with arms
dangling to the ground even when standing upright. It's hairless body is a
dark brown, and with hands larger than a man's head it can be very
dangerous in melee combat. While a Gory is usually seen with a smile
that's almost pasted on, when serious they will take on a ferocious
grimace.
Usually found alone, Gorys can also be found in the service of other
barbarous as a bouncer. However, due to their fierce love of fighting, it
is often hard to control a Gory when they get riled up.

306
8 Scylla
Int: High Perc: 5 Senses (Darkvision) Lang: Barbaric, Youma, Arcana
Hab: Swamp, Ruins Disp: Hostile
Rep/Weak: 13 / 16 Init: 13 Move Spd: 10 / 16 (Swimming)
Fort: 10 (17) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon
9 (16) 2d+6 10 (17) 8 40 52
(Body)
Tentacle
10 (17) 2d+9 8 (15) 3 22 10
(Tentacles)
Sections: 4 (Body / Tentacle x3) Weak Point: Magic Damage +2
Main Section: Body pts.
Unique Skills Loot
• All Sections Always Strange Cane
[Underwater Aptitude] (150G)
A Scylla is able to move in water 2 - 10 None
without penalty. 11+ Skull Necklace
• Body (2,000G)
[Truespeech Magic (Level 8) / Magic
Power 11 (18)]
A Scylla may cast Truespeech Magic as an eighth-level Sorcerer. For
individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Scylla can use the Combat Feats [Metamagic/Targets], [Magic
Convergence], [Magic Control], [Guided Magic] and [Wordbreak].
• Tentacles
[Entangling Tentacles]
A successful hit from a Tentacle entangles the target. Each round, the
entangled target is hit automatically by the Tentacle, and makes all
Accuracy and Evasion Checks with a -2 penalty. This penalty is not
cumulative.
Removing the entangling tentacles requires an (Adventurer Level +
Strength bonus) Check opposed by the Scylla Tentacle's Accuracy
check. This check may be made by another person as well. If successful,
the target is not entangled anymore.

[Soft Body]
Blunt weapons treat the Scylla's Tentacle Defense as 3 points higher.

307
The upper half of this particular barbarous is similar to that of a beautiful
human woman, while the lower body is a mass of a dozen octopus-like
tentacles. Living in swamps and rivers, Scyllas will have their upper
bodies above the water line in order to lure victims closer. Rather
intelligent, a Scylla will use the full extent of their Truespeech Magic in
order to raise an undead army to do their bidding as well. While
normally quite cunning and brutal, a Scylla will occasionally treat their
favorite people as pets and allow them a little more leniency than they
would victims they plan on eating right away.

8 Dark Troll
Int: Average Perc: 5 Senses (Darkvision)
Lang: Barbaric, Giantish, Trade Common
Hab: Ruins Disp: Hostile
Rep/Weak: 13 / 18 Init: 14 Move Spd: 17 Fort: 12 (19) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 11 (18) 2d+12 9 (16) 9 66 44
Unique Skills W. P.: Magic Damage +2 pts.
[Weakening] Loot
As long as a Dark Troll is under Always Troll Blood
sunlight, it receives a -2 penalty to all (100G)
Accuracy and Evasion Checks. 2 - 11 Gemstones (1d x
[Divine Magic (Level 7) / Magic 300G)
Power 10 (17)] 12+ Strange Holy
A Dark Troll may cast Divine Magic Symbol (3,300G)
as a seventh-level Priest. It is up to the
GM to determine any Special Divine
Spells. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
A Dark Troll can use the Combat Feats [Metamagic/Targets], [Multi-
Action] and [Wordbreak].
[Regeneration]
At the end of each round, a Dark Troll recovers 5 HP. This has no effect
if the Dark Troll is at 0 HP or lower or is under sunlight.

308
[Mana Strike]
A Dark Troll may deal an additional +10 damage to their next melee
attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and
Willpower checks until their next turn.
Much leaner than a typical Troll (see CR I: p. 439-452), a Dark Troll has
both an intense sense of faith as well as a powerful love for combat. A
high-ranking member of Troll society, they stand out with their jet-black
skin and dangerous aura. Dark Trolls violently hate cowardice, and will
respect those who show their strength, even if they're humanoids who'll
end up getting crushed under the Dark Troll's immense power.

8 Basilisk (Human Form)


Int: High Perc: 5 Senses
Lang: Barbaric, Youma, Trade Common, Basilisk, Drakish, Arcana
Hab: Desert, Ruins Disp: Various
Rep/Weak: 13 / 16 Init: 14 Move Spd: 18 Fort: 9 (16) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 10 (17) 2d+12 9 (16) 9 49 45
Unique Skills W. P.: Water/Ice Damage +3
pts.
[Truespeech Magic (Level 7) / Magic Loot
Power 10 (17)] Always Basilisk Blood
A Basilisk (Human Form) may cast (200G)
Truespeech Magic as a seventh-level 2 - 10 None
Sorcerer. For individual spell effects, 11+ Petrified Eyes
refer to that spell's description. (1,200G)
[Magic Aptitude]
A Basilisk (Human Form) can use the
Combat Feats [Metamagic/Distance], [Metamagic/Time], [Multi-Action]
and [Wordbreak].
[Petrifying Gaze / 9 (16) / Will / Negated]
As a Minor Action once per round, the Basilisk (Human Form) can
attempt to petrify a target within 50m with this Curse-type effect. The
target needs to pass a Willpower Check or receive a cumulative -6
penalty to either Dexterity or Agility (randomly determined).

309
If either ability score drops to 0, the character immediately turns to
stone. If the target uses fixed values, they instead receive a -1 penalty to
Accuracy or Evasion, turning to stone when either reaches -3.
The target can reflect the gaze with a mirror in hand and a Willpower
check or 20 or higher, with the Basilisk petrifying itself after the third
successful reflection.
[Poison Blood / 11 (18) / Fort / Negated]
At the end of a round where the Basilisk (Human Form) was damaged,
each character in the same skirmish must make a Fortitude check. Those
that fail receive 2d Poison-type damage.
[Monstrous Form]
As a Major Action, the Basilisk (Human Form) can change into a
monstrous form, restoring HP and MP to maximum and removing any
lingering magical effects. For more information, see the Basilisk
(Monstrous Form) data. Once transformed, the Basilisk cannot return
to human form for 1 hour.
Indistinguishable from humans at first glance, a Basilisk is a Barbarous
with the power of petrification. Basilisks are often seen wearing
blindfolds in order to suppress their petrifying gaze until they find the
right target. Even then, the petrifying gaze can be used through the
blindfold, and petrified animal remains can often be found around a
Basilisk den.
Often found in deserts, they collect various lesser Barbarous as followers
and slaves, though they have a rivalry with Drakes as to who is stronger.
Despite this, if the situation calls for it, a Basilisk and Drake may work
together for a greater goal, and woe come to those who stand in their
way.

310
9 Basilisk (Monstrous Form)
Int: Low Perc: 5 Senses
Lang: Barbaric, Youma, Trade Common, Basilisk, Drakish, Arcana
Hab: Desert, Ruins Disp: Hostile
Rep/Weak: 11 / 16 Init: 15 Move Spd: 12 Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None (Evil
- - 13 (20) 3 30 22
Eyes)
Bite
10 (17) 2d+10 11 (18) 8 48 45
(Head)
Talon
11 (18) 2d+14 10 (17) 10 57 33
(Body)
Sections: 3 (Evil Eyes / Head / Body) Weak Point: Water/Ice Damage
Main Section: Head +3 pts.
Unique Skills Loot
• All Sections Always Basilisk Blood
[Poison/Disease Immunity] (200G)
A Basilisk (Monstrous Form) is 2 - 10 None
immune to all Poison-type and 11 - 12 Petrified Eyes
Disease-type effects. (1,200G)
[Poison Blood / 12 (19) / Fort / 13+ Petrified Fangs
Negated] (3,200G)
At the end of a round where the
Basilisk (Monstrous Form) was damaged, each character in the same
skirmish must make a Fortitude check. Those that fail receive 2d Poison-
type damage.
• Evil Eyes
[Petrifying Gaze / 10 (17) / Will / Negated]
As a Minor Action once per round, the Basilisk (Monstrous Form) can
attempt to petrify a target within 50m with this Curse-type effect. The
target needs to pass a Willpower Check or receive a cumulative -6
penalty to either Dexterity or Agility (randomly determined). If either
ability score drops to 0, the character immediately turns to stone. If the
target uses fixed values, they instead receive a -1 penalty to Accuracy or
Evasion, turning to stone when either reaches -3.
The target can reflect the gaze with a mirror in hand and a Willpower
check or 20 or higher, with the Basilisk petrifying itself after the third
successful reflection.

311
• Head
[Truespeech Magic (Level 7) / Magic Power 8 (15)]
A Basilisk (Monstrous Form) may cast Truespeech Magic as a seventh-
level Sorcerer. For individual spell effects, refer to that spell's
description.
[Magic Aptitude]
A Basilisk (Monstrous Form) can use the Combat Feats
[Metamagic/Distance], [Metamagic/Time], [Multi-Action] and
[Wordbreak].
• Body
[Weakening]
When the Body section is reduced to 0 HP or fewer, the Evil Eyes and
Head sections of the Basilisk (Monstrous Form) receive a -2 penalty to
Evasion.
[Human Form]
As a Major Action, the Basilisk (Monstrous Form) can change into a
humanoid form. However, the Basilisk does not recover any lost HP or
MP, and any lingering magical effects remain affecting the Basilisk. This
can result in death if the Basilisk's HP is now 0 or lower. For more
information, see the Basilisk (Human Form) data.
The true identity of a Basilisk, this eight-legged beast looks like a lizard
5m long. While the Basilisk's intelligence and speed are a little lower, the
ability to petrify foes has increased, making the Basilisk even more
dangerous. However, most Basilisks feel that this form is quite ugly, and
hate being seen by others in this form. As such, they will almost certainly
try and either kill or petrify those who see this hideous form.

312
8 Faceless
Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Youma, Drakish, Arcana
Hab: Ruins, etc. Disp: Neutral
Rep/Weak: 15 / 20 Init: 14 Move Spd: 22 Fort: 9 (16) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 9 (16) 2d+4 9 (16) 7 43 72
Unique Skills W. P.: Accuracy +1
[Truespeech Magic, Spiritualism Loot
Magic (Level 6) / Magic Power 9 (16)] Always Mysterious Mask
A Faceless may cast both Truespeech (200G)
and Spiritualism Magic as a sixth-level 2-8 Tattered
Sorcerer and Conjurer. For individual Grimoire (300G)
spell effects, refer to that spell's 9 - 12 Ordinary
description. Grimoire (500G)
[Flash of Insight / Magic Power 11
13+ Rare Grimoire
(18)]
(3,000G)
Once per turn, as a Minor Action, the
Faceless can roll a single die.
On a result of 1~2, the Faceless can use 8th level Truespeech spells.
On a result of 3~4, the Faceless can use 8th level Spiritualism spells.
On a result of 5~6, the Faceless can use 8th level Basic Divine spells.
Once the Faceless has used this ability, they cannot use spells other than
those from the list they have rolled for the remainder of the round. At
the end of the round, the Faceless loses access to these extra spells.
[Magic Aptitude]
A Faceless can use the Combat Feats [Hawk Eye],[Metamagic/Targets],
[Metamagic/Distance], [Metamagic/Time], [Metamagic/Area], [Magic
Convergence], [Magic Control], [Guided Magic] and [Wordbreak].
Standing at nearly 2m, this slender creature has an unnerving face like
that of a blank white mask and strange, awkward movements. The
Faceless are incredibly powerful evil spellcasters, often seen with various
magical books in hand. They are constantly experimenting with
numerous dark magics, often without discriminating between friend and
foe. It is rumored that the Faceless were failed experiments from the
early magical civilizations, and they are always looking for more magic to
play with. Occasionally, they can be seen as officers of barbarous armies,
allowing them to experiment as much as they'd like.

313
8 Werewolf
Int: Average Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Lycan
Hab: Various Disp: Hostile
Rep/Weak: 11 / 16 Init: 16 Move Spd: 21 Fort: 11 (18) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 12 (19) 2d+10 11 (18) 9 62 15
Unique Skills W. P.: Silver Weapon
Damage +3 pts.
[Lycanthrope Body] Loot
A Werewolf is immune to damage 2-6 None
from normal weapons, though silver 7 - 10 Beastman Fur
and magical weapons deal damage (200G)
normally. 11+ Shining Fur
Additionally, a Werewolf receives a (1,200G)
+1 bonus to Accuracy and Evasion on
the night of a full moon. Conversely,
they receive a -1 penalty to Accuracy and Evasion while under sunlight.
[Twin Strike & Double Attack]
A Werewolf can make two Claw attacks each round with each hand,
though each attack requires its own Accuracy check. They may choose
to attack different characters with each attack.
[Techniques]
A Werewolf can use the "Strong Blood" and "Beetleskin" Techniques.
[Beast Shift]
As a Minor Action, the Werewolf can turn from humanoid to a bestial
form, and back again. The Werewolf can only make Claw attacks while
in beast form.
One of many different shapeshifters that falls under the classification
"lycanthrope", a Werewolf is the most common of the beastmen. Other
were-animals exist as well, such as Weretigers and Werebears, but their
numbers are nowhere near those of the Werewolf. When in their
humanoid form, they would very easily be able to pass among civilized
folk without issue. However, they can turn into a bestial form, growing
fur over their body, their face turning to that of a wolf, and sharp claws
growing from both hands. They form their own clans, with strict
hierarchies based on age, so that the young Werewolves help the elders
out when necessary.

314
While Werewolves cannot breed on their own, they create more by
kidnapping humans and forcing them to perform dark rituals. Some of
these newly created Werewolves are more than happy to accept their
new abilities and do their best to infiltrate human society to advance
whatever secret plans they have. For humanoid Werewolves, the "Bandit
Chief" (see p. 406) data will work in a pinch.

9 Drake Baron (Human Form)


Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 12 / 19 Init: 17 Move Spd: 20 / 40 (Flying)
Fort: 12 (19) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 12 (19) 2d+13 10 (17) 10 53 48
Unique Skills W. P.: Magic Damage +2 pts.
[Spiritualism Magic (Level 7) / Magic Loot
Power 10 (17)] Always Sword Shard x5
A Drake Baron (Human Form) may (1,000G)
cast Spiritualism spells as a seventh- 2-9 Draconian Horn
level Conjurer. For individual spell (500G)
effects, refer to that spell's description. 10+ Majestic
[Magic Aptitude] Draconian Horn
A Drake Baron (Human Form) can (4,200G)
use the Combat Feats [Guided
Magic], [Metamagic/Targets], [Magic
Convergence], [Multi-Action] and [Wordbreak].
[Techniques]
A Drake Baron (Human Form) can use the "Beetleskin", "Cat's Eyes",
and "Recovery (5 HP)" Techniques.
[Flight]
A Drake Baron (Human Form) receives a +1 bonus to Accuracy (only
for melee attacks) and Evasion while flying.

[Mana Strike]
A Drake Baron (Human Form) may deal an additional +10 damage to
their next melee attack. If they do, they receive a -1 penalty to Evasion,
Fortitude, and Willpower checks until their next turn.

315
[Dragonification]
As a Major Action, the Drake Baron transforms into a draconic form,
healing all HP and MP. Any lingering magical effects are removed as
well. For more information, see the Drake Baron (Dragon Form) data.
A Drake Baron cannot transform for an hour after using this ability.
Similar in appearance to the lesser Drakes (see CR I: p. 439-452), yet
with a much more regal presence, Drake Barons are imposing leaders of
the barbarous. While it's rumored there's little more than 100 of these
Drake Barons throughout the entirety of Raxia, even those few are
enough to bring much of humanity to its knees.

10 Drake Baron (Dragon Form)


Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Drakish, Arcana
Hab: Various Disp: Hostile
Rep/Weak: 13 / 20 Init: 19 Move Spd: 20 / 40 (Flying)
Fort: 13 (20) Will: 14 (21)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
12 (19) 2d+15 11 (18) 12 70 58
(Torso)
Wing
14 (21) 2d+12 9 (16) 9 39 26
(Wing) x2
Sections: 3 (Torso / 2 Wings) Main Weak Point: Magic Damage +2
Section: Torso pts.
Unique Skills Loot
• Torso Always Sword Shard x5
[Spiritualism Magic (Level 7) / Magic (1,000G)
Power 10 (17)] 2-9 Draconian Horn
A Drake Baron (Dragon Form) may (500G)
cast Spiritualism spells as a seventh- 10+ Majestic
level Conjurer. For individual spell Draconian Horn
effects, refer to that spell's description. (4,200G)
[Magic Aptitude]
A Drake Baron (Dragon Form) can
use the Combat Feats [Guided Magic], [Metamagic/Targets], [Magic
Convergence], [Multi-Action] and [Wordbreak].

316
[Techniques]
A Drake Baron (Dragon Form) can use the "Beetleskin", "Cat's Eyes",
and "Recovery (5 HP)" Techniques.
[Energy Breath / 11 (18) / Fort / Half]
The Drake Baron (Dragon Form) may vomit a mass of pure energy,
directed towards a single target. The energy travels to a range of 50m and
deals 2d + 16 Energy-type damage. This ability cannot be used in
consecutive turns.
[Humanification]
As a Minor Action, a Drake Baron (Dragon Form) can change from a
draconic form to a human. However, any HP lost as a dragon is carried
over as a human, which may cause death if enough HP is lost. For more
information, see the Drake Baron (Dragon Form) data.
• Wings
[Flight]
A Drake Baron (Dragon Form) receives a +1 bonus to Accuracy (only
for melee attacks) and Evasion while flying. If one of the wings falls to 0
HP or lower, this ability cannot be used.
A much larger form of the smaller Drakes, the draconic form of the
Drake Baron is as impressive and menacing as their human form. Their
scales deepen and take on a steelier shine from the original silver-white,
and the abilities of the Drake Baron are overall much more powerful
than lesser Drakes.

317
9 Minotaur Caster
Int: Average Perc: 5 Senses (Darkvision)
Lang: Barbaric, Minotaur, Varies based on learned Magic
Hab: Various Disp: Hostile
Rep/Weak: 11 / 18 Init: 12 Move Spd: 12 Fort: 11 (18) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 9 (16) 2d+12 7 (14) 8 77 60
Unique Skills W. P.: Magic Damage +2 pts.
[Magic (2 Skills) (Level 8) / Magic Loot
Power 11 (18)] Always Minotaur Axe
A Minotaur Caster can choose two of (475G)
the following and cast as an eighth- 2-6 Large Horn
level caster: Truespeech Magic, (150G)
Spiritualism Magic, Divine Magic, or 7-9 Beautiful Horn
Fairy Magic. For individual spell (600G)
effects, refer to that spell's description.
10+ Majestic Horn
[Magic Aptitude]
(3,500G)
A Minotaur Caster can use the
Combat Feats [Magic Convergence], [Magic Control] and [Guided
Magic].
[Simultaneous Attack]
A Minotaur Caster's Weapon attacks up to 5 characters in the same
skirmish, but a separate Accuracy Check is needed for each character.
Each Accuracy Check is made with a -2 penalty.
A much smarter variety of Minotaur, these masters of magic are
ferociously cunning. Willing to lie in wait in their labyrinth, a Minotaur
Caster will use a variety of traps, spells, and other monsters to wear down
any intruders before joining the fray themselves.

318
10 Hill Giant
Int: Low Perc: 5 Senses Lang: Giantish
Hab: Hills Disp: Hostile
Rep/Weak: 15 / 18 Init: 15 Move Spd: 18 Fort: 14 (21) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon
(Upper 12 (19) 2d+14 11 (18) 10 55 20
Body)
Kick
(Lower 13 (20) 2d+10 10 (17) 12 68 10
Body)
Sections: 2 (Upper Body / Lower Weak Point: Physical Damage +2
Body) Main Section: Upper Body pts.
Unique Skills Loot
• Upper Body 2-7 None
[War Cry / 12 (19) / Will / Negated] 8 - 12 Gold Bracelet
The Hill Giant unleashes a powerful (2,500G)
yell, causing fear in those who fail to 13+ Giant Helmet
resist. This fear, treated as a Psychic- (9,000G)
type effect, gives a -2 penalty to all
Action rolls for the next 30 seconds (3
rounds).
• Lower Body
[Large Body]
As long as the Hill Giant Lower Body's HP is 1 or more, any attack on
the Upper Body receives a -4 penalty to the Accuracy Check. When the
Lower Body falls to 0 HP or lower, this effect disappears.
Standing around 5m tall, the Hill Giant is actually the smallest of the
giants. Not too bright either, a Hill Giant will chase down prey and will
attempt to eat just about anything once. While other barbarous do use
the services of Hill Giants because of their immense power and strength,
it's also fairly easy to exploit the poor giants and more than a few end up
as butts of jokes.

319
11 Lesser Vampire
Int: High Perc: 5 Senses (Darkvision)
Lang: Barbaric, Trade Common, Nosferatu, Arcana, Local Dialect
Hab: Various Disp: Hostile
Rep/Weak: 12 / 20 Init: 18 Move Spd: 18 / 36 (Flying)
Fort: 14 (21) Will: 14 (21)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 14 (21) 2d+14 13 (20) 11 77 77
Unique Skills W. P.: Silver Weapon
Damage +3 pts.
[Truespeech Magic, Spiritualism Loot
Magic (Level 8) / Magic Power 12 Always Corrupted Ash
(19)] (300G)
A Lesser Vampire may cast both 2-8 None
Truespeech and Spiritualism Magic as 9 - 12 Vampire Cloak
an eighth-level Sorcerer and Conjurer. (1,000G)
For individual spell effects, refer to
13+ Jet-Black Cloak
that spell's description.
(3,000G)
[Divine Magic (Level 10) / Magic
Power 14 (21)]
A Lesser Vampire may cast Divine Magic as a tenth-level Priest. It is up
to the GM to determine any Special Divine Spells. For individual spell
effects, refer to that spell's description.
[Gaze / 13 (20) / Will / Negated]
Once per round as a Minor Action, a Lesser Vampire may attempt to
paralyze a single target. If the target fails to resist the Gaze, they are
paralyzed for 10 seconds (1 round) and cannot take any Minor Actions.
If the target's resistance roll is 16 or less, the target is instead fascinated
by the Lesser Vampire, and will move to aid and defend it for the next
minute (6 rounds).
[Vampire Fangs / 13 (20) / Evasion / Negated]
The Lesser Vampire attacks with draining fangs, dealing 2d+10 Physical
damage. The Lesser Vampire heals HP equal to the total damage dealt.
If the target is reduced to 0 HP or lower from this attack, they receive a
-10 penalty to their next Death Check. If the character fails this Death
Check, they receive an extra 5 soulscars, and rise as a Blood Sucker.
Lesser Vampires lose 6 HP and MP per day (cumulative) that they do
not drain blood via Vampire Fangs, and also cannot use their

320
"Regeneration" ability. These penalties immediately go away once the
Lesser Vampire successfully drains blood via Vampire Fangs.
[Flight]
A Lesser Vampire receives a +1 bonus to Accuracy (only for melee
attacks) and Evasion while flying.
[Normal Weapon Immunity]
A Lesser Vampire is immune to damage from normal weapons and can
only be harmed with silver or magical weapons.
[Regeneration]
At the end of each round, a Lesser Vampire recovers 7 HP.
[Vampire Body]
As long as a Lesser Vampire is under sunlight, it receives a -2 penalty to
all Accuracy and Evasion Checks. Additionally, the Lesser Vampire
cannot use their "Regeneration" or "Normal Weapon Immunity" abilities,
and at the end of each round, the Lesser Vampire is dealt 7 Magic
damage. This damage cannot be reduced by any means.
Immortalized by a Blood Kiss from an older Nosferatu, these Lesser
Vampires are incredibly powerful, even among the Barbarous. Often
followers of Metissier, these were once humans that have fallen into the
good graces of other vampires and have left their humanity behind.
Despite this, they are often very beautiful, and even their gaze can
paralyze and fascinate lesser creatures.
Lesser Vampires must still drink blood on a daily basis in order to keep
themselves at peak performance. The actual source of the blood can be
any living being, but oftentimes, they will prey upon beautiful members
of the opposite gender. Occasionally, they will even starve themselves in
order to fit in to society and get closer to their desired target, making the
drinking all the sweeter. Care has to be taken, however, as it is very easy
to drain a target entirely and raise them as a subordinate Blood Sucker,
and often a Lesser Vampire has a small retinue of followers.
Despite their powers, sunlight is the bane of the Lesser Vampire,
reducing them to ash in a very small amount of time. After only a few
minutes outside during the day, all that will be left of the Lesser Vampire
is a pile of ashes and possibly some clothing. Because of this, Lesser
Vampires will be loath to move out of their roost during daylight hours.

321
12 Garuda
Int: Average Perc: 5 Senses Lang: Barbaric, Lycan
Hab: Mountains Disp: Hostile
Rep/Weak: 14 / 19 Init: 20 Move Spd: 25 / 50 (Flying)
Fort: 15 (22) Will: 15 (22)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak
14 (21) 2d+13 14 (21) 7 61 19
(Head)
Weapon
18 (25) 2d+10 13 (20) 9 72 26
(Torso)
Sections: 2 (Head / Torso) Main Weak Point: Impact Damage +2
Section: Head pts.
Unique Skills Loot
• All Sections 2-5 None
[Flight II] 6 - 11 Large Feathers
A Garuda receives a +2 bonus to (200G)
Accuracy (only for melee attacks) and 12+ Wind-Edge
Evasion while flying. Feathers
• Head (3,500G)
[Continuous Attack II]
If a Garuda successfully hits a target in
melee, they may make a second attack. If a second attack hits they can
make a third attack against the same target.
[Techniques]
A Garuda can use the "Cat's Eyes", "Bear Muscle" and "Beetleskin"
Techniques.
• Torso
[Turbulent Winds / 15 (22) / Fort / Half]
At the end of the turn, the Garuda creates an area of turbulent winds
around itself, affecting up to 20 characters within a 6m radius. Any
character that fails to resist falls prone and receives 2d+12 Wind-type
damage. Those that successfully resist do not fall prone but do still
receive half damage.
[Wind-Edge Blade / 15 (22) / Fort / Half]
The Garuda uses a blade made of feathers to deal one target within 30m
2d+15 Slash-type damage.

322
A 3m tall barbarous with a bird-like head and large wings on their back,
Garudas are masters of the winds. In fact, they are known as "Sky Kings"
among lower ranks of the barbarous, and with good reason. They despise
any others flying in what they consider their airspace and will often go
out alone in order to drive out or kill the interlopers.

Animals

2 Killer Bee
Int: None Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 7 / 12 Init: 10 Move Spd: 18 (Flying) Fort: 2 (9) Will: 2 (9)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Stinger 4 (11) 2d-2 3 (10) 0 5 1
Unique Skills W. P.: Accuracy +1
[Poison / 4 (11) / Fort / Negated] Loot
If the Killer Bee hits with their Stinger Always Poison Stinger
attack, the target must immediately (15g)
make a Fortitude check. If they fail to 2-6 None
resist, they receive an extra 7 Poison- 7+ Thin Wings
type damage. (50G)
[Flight]
A Killer Bee receives a +1 bonus to
Accuracy (only for melee attacks) and Evasion while flying.
A poisonous bee that has grown much larger, averaging around 50cm.
Ecologically, they are similar to normal bees, except they instead look for
blood from living organisms rather than a flower's nectar. The home nest
is roughly 5m long and is usually located in the branches of larger trees.
When the nest is disturbed, a swarm of Killer Bees will come out and
protect it.

323
2 Sidewinder
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grassland, Desert, Ruins Disp: Hostile
Rep/Weak: 7 / 11 Init: 10 Move Spd: 14 Fort: 4 (11) Will: 3 (10)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 3 (10) 2d 2 (9) 1 14 8
Unique Skills W. P.: Physical Damage +2 pts
[Paralyzing Poison / 3 (10) / Fort / Loot
Negated] 2-5 None
If the Sidewinder hits with their Bite 6-9 Snake Skin (20G)
attack, the target must immediately 10 - 11 Fine Snake Skin
make a Fortitude check. If they fail to (120G)
resist, they receive a -2 penalty to 12+ Premium Snake
Evasion checks for 30 seconds (3 Skin (320G)
rounds).
Similar to a rattlesnake, a Sidewinder is a snake 1m long, and is often
found in deserts or other dry areas. As they are nocturnal, a Sidewinder
is rarely seen during the day, and only comes out at night to hunt. Rarely,
there is a snake skin of high quality, and these skins are used to make a
variety of Chandelle products, such as boots, bags, and wallets.

324
2 Poison Toad
Int: None Perc: 5 Senses Lang: None
Hab: Various Disp: Hungry
Rep/Weak: 9 / 12 Init: 8 Move Spd: 10 / 20 (Swimming)
Fort: 5 (12) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 3 (10) 2d-1 2 (9) 2 20 5
Unique Skills W. P.: Earth Damage +3 pts.
[Poison / 3 (10) / Fort / Negated] Loot
If the Poison Toad hits with their 2-6 None
Tackle attack, the target must 7 - 10 Toad Oil (20G)
immediately make a Fortitude check. 11+ Clarified Toad
If they fail to resist, they receive an Oil (100G)
extra 6 Poison-type damage.
A giant poisonous toad that has grown to around 1m long. These Poison
Toads inhabit a variety of areas, with those in the forests and grasslands
taking on an exceptionally green hue. The numerous warts that cover
their body constantly ooze toxins, which can be dangerous to those who
wish to prey on these toads. However, pharmacists will buy these toxins
and oils for a decent price.

325
3 Shark
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean Disp: Hungry
Rep/Weak: 9 / 12 Init: 10 Move Spd: 20 (Swimming)
Fort: 5 (12) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 4 (11) 2d+6 4 (11) 2 28 5
Unique Skills W. P.: Slash Damage +3 pts.
[Underwater] Loot
The Shark doesn't receive penalties Always Jagged Tooth
for moving or taking Actions in water. (30G)
However, it can't perform any Action 2 - 10 None
without water. 11+ Clean Gills
(200G)

Living in relatively clear water, a Shark is sensitive to the smell of blood


in the water and will unerringly hunt down the bleeding prey. Once they
have the scent of blood, they will move quite quickly, and the chances
for escaping a hungry shark are slim.

326
3 Giant Spider
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins, Forest Disp: Hungry
Rep/Weak: 8 / 12 Init: 10 Move Spd: 14 Fort: 4 (11) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 4 (11) 2d+4 4 (11) 1 22 10
Unique Skills W. P.: Fire Damage +3 pts.
[Sticky Silk / 4 (11) / Evasion / Loot
Negated] 2-5 None
The Giant Spider shoots a sticky silk 6-9 Sticky Silk Ball
web at a target, and if it hits the target (20G)
takes a -2 penalty to Evasion for 3 10+ Large Sticky Silk
minutes (18 rounds). If a target is Ball (150G)
already affected by Sticky Silk and
then hit again, they also become
unable to make any melee or ranged attacks and cannot cast spells.
If there is a nearby fire (such as a torch), the silk will burn away in 30
seconds (3 rounds). However, if the target is hit with any Fire-type
damage (i.e., from a "Firebolt" spell), the silk instantly burns away.
Sticky Silk cannot be used in consecutive rounds.
Giant Spiders can often be found in deep forests and labyrinths and will
move stealthily despite their 2m size. Nesting in passages and holes, they
will wait until prey walks into their territory, cover them with webs until
they stop moving, then move in to feed. While Giant Spiders will go after
prey larger than they are, any open flames (such as those from a torch)
will deter the spider from attacking.

327
3 Giant Slug
Int: None Perc: 5 Senses Lang: None
Hab: Wetlands Disp: Neutral
Rep/Weak: 8 / 12 Init: 3 Move Spd: 5 Fort: 4 (11) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 4 (11) 2d+6 1 (8) 2 45 4
Unique Skills W. P.: Magic Damage +2 pts.
None Loot
2-7 None
8+ Sticky Mucus

A huge slug exceeding 2m in length, the Giant Slug will crawl towards its
target without care for anything in the way. Even if there is an obstacle in
the way, it will change course just long enough to get around whatever is
in the way, then continue on its way. Often found in damp areas, such as
underground labyrinths, caves, and swamps, there is a very real risk of a
group of Giant Slugs destroying a village as they move towards whatever
unknowable goal they have.

328
3 Black Scorpion
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Desert, Ruins Disp: Hostile
Rep/Weak: 8 / 12 Init: 10 Move Spd: 16 Fort: 5 (12) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tail 4 (11) 2d+2 4 (11) 2 24 8
Unique Skills W. P.: Water/Ice Damage +3
pts.
[Poison / 4 (11) / Fort / Negated] Loot
If the Black Scorpion hits with their Always Poison Stinger
Tail attack, the target must (15G)
immediately make a Fortitude check. 2-8 None
If they fail to resist, they receive an 9+ Black Scorpion
extra 8 Poison-type damage. Liver (150G)

Just over 1m in length, a Black Scorpion is not much different from a


regular scorpion, barring the glowing black shell it carries. Pharmacists
are very interested in Black Scorpion livers, though, and will pay decently
for intact specimens brought back.

329
4 Gorgol
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest Disp: Hungry
Rep/Weak: 10 / 14 Init: 11 Move Spd: 14 Fort: 7 (14) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Arm
6 (13) 2d+5 4 (11) 4 38 10
Swing
Unique Skills W. P.: Physical Damage +2 pts
[Throw / 5 (12) / Evasion / Negated] Loot
The Gorgol attempts to grab a target. Always Broken Horn
If successful, the target is thrown out (30G)
of the skirmish 10m in a direction of 2-8 None
the Gorgol's choice. Upon landing, 9+ Glossy Fur
the target will receive 2d physical (150G)
damage and is knocked prone.

A ferocious animal, closely resembling a gorilla, the Gorgol is much


more dangerous. For the fun of it, a Gorgol may attack and kill larger
animals than them, break off any fangs and horns, and wear them as
decoration. If a couple of Gorgols come into conflict, a show of strength
from both is displayed, and the loser will give all of their fangs and horns
to the winner. Through this, a very strong Gorgol can be seen wearing a
layered collar of fangs and horns it has won from weaker rivals.

330
4 Giant Crab
Int: Animal Perc: 5 Senses Lang: None
Hab: Coast, Ocean Disp: Hungry
Rep/Weak: 11 / 14 Init: 10 Move Spd: 14 / 14 (Swimming)
Fort: 6 (13) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Pincer 6 (13) 2d+4 5 (12) 7 22 6
Unique Skills W. P.: Impact Damage +3 pts.
[Twin Strike & Double Attack] Loot
A Giant Crab can make two Pincer Always Sharp Pincers
attacks each round with each claw, (60G)
though each attack requires its own 2 - 10 None
Accuracy check. They may choose to 11+ Crab Innards
attack different characters with each (600G)
attack.
[Underwater Aptitude]
A Giant Crab is able to move in water without penalty.
Measuring on average 2m, a Giant Crab uses its size, bulk, and powerful
pincers to take down their prey. It's even said that some land-based
animals have been caught and eaten by some Giant Crabs.

331
4 Lizard Fly
Int: Animal Perc: 5 Senses Lang: None
Hab: Desert Disp: Hostile
Rep/Weak: 9 / 13 Init: 12 Move Spd: 10 / 17 (Flying)
Fort: 6 (13) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 6 (13) 2d+7 3 (10) 1 27 12
Unique Skills W. P.: Magic Damage +2 pts.
[Flight] Loot
A Lizard Fly receives a +1 bonus to Always Sand Lizard Skin
Accuracy (only for melee attacks) and (70G)
Evasion while flying. 2-7 None
8 - 11 Thin Wings
(120G)
12+ Shimmering
Thin Wings
(340G)
Lizard Flies appear to be larger than average lizards, ranging in size from
about 50cm to 1m, with two pairs of thin, translucent wings on their back.
Carnivorous, they will stay buried under sand until prey comes near, then
spring out and attack.

332
5 Crocodile
Int: Animal Perc: 5 Senses Lang: None
Hab: River, Swamp Disp: Hungry
Rep/Weak: 12 / 15 Init: 11 Move Spd: 12 / 20 (Swimming)
Fort: 8 (15) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Crushing
7 (14) 2d+8 6 (13) 6 44 11
Bite
Unique Skills W. P.: Magic Damage +2 pts.
[Underwater Aptitude] Loot
A Crocodile is able to move in water 2-8 None
without penalty. 9 - 11 Crocodile Skin
(200G)
12+ Superb Crocodile
Skin (600G)

A large beast, Crocodiles inhabit murky waters near rivers and swamps
where they can hide from prey. Their speed while in water is incredible,
and their jaws will crush any prey caught within. Once dragged
underwater, there is no escape. It is said that high-quality crocodile skins
can be used for a number of goods, such as weapon sheathes and wallets,
from the Chandelle area.

333
5 Keratos
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grassland Disp: Hungry
Rep/Weak: 12 / 15 Init: 14 Move Spd: 20 Fort: 6 (13) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Horn 8 (15) 2d+6 7 (14) 3 30 6
Unique Skills W. P.: Wind Damage +3 pts.
[Double Attack] Loot
A Keratos can attack the same target Always Sharp Horn
twice in one action with its Horn. Each (50G)
attack requires its own Accuracy 2-8 None
Check. 9+ False-Dragon
Scale (350G)

A slender, bipedal lizard, a Keratos is often confused for being a type of


dragon, where it is simply a lizard. Standing at an average height of 2m,
a Keratos will use its horns to pierce through the toughest hides of prey.
They are ferocious carnivores and will relentlessly chase down its prey if
it tries to escape. Typically seen either as solitary creatures or as a mated
pair, there are rare sightings of large groups of Keratos in the wild.

334
5 Huge Antlion
Int: None Perc: 5 Senses Lang: None
Hab: Desert, Grasslands Disp: Hostile
Rep/Weak: 10 / 15 Init: 9 Move Spd: 10 Fort: 7 (14) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 7 (14) 2d+7 4 (11) 5 42 18
Unique Skills W. P.: Water/Ice Damage +3
pts.
[Hidden Nest] Loot
The Huge Antlion can create a Always Large Fangs
hidden nest while in sandy terrain, (50G)
forming a bowl-shape divot with a 5m 2-9 None
radius. Loose sand flows towards the 10+ Sand Crystal
center, causing all who enter the area (500G)
to move at half speed, as well as
receive a -2 penalty to Evasion checks.
A character looking for the nest will notice it if their Dange Sense check
result is 11 or higher.
[Drain Life]
When the Huge Antlion successfully hits with a Bite attack, it
immediately heals 5 HP.
A massive insect, these Huge Antlions will dig themselves into a nest
beneath loose sand and ground, lurking in wait for prey to pass near.
Able to detect the vibrations of footfalls through the sand, it can detect
exactly where a creature is without having to see it. Once the potential
prey blunders too close to the nest, the Antlion will spring out and drain
the creature of its vital fluids.

335
6 Golden Gorgol
Int: Low Perc: 5 Senses Lang: None
Hab: Mountains, Forest Disp: Hungry
Rep/Weak: 10 / 15 Init: 13 Move Spd: 20 Fort: 9 (16) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Arm
7 (14) 2d+7 6 (13) 5 52 14
Swing
Unique Skills W. P.: Physical Damage +2 pts
[Throw / 6 (13) / Evasion / Negated] Loot
The Golden Gorgol attempts to grab Always Broken Horn
a target. If successful, the target is (30G)
thrown out of the skirmish 15m in a 2-8 Glossy Fur
direction of the Golden Gorgol's (150G)
choice. Upon landing, the target will 9+ Golden Fur
receive 2d+4 physical damage and is (800G)
knocked prone.
[Slam]
When the Golden Gorgol successfully hits with an Arm Swing attack,
the target is knocked prone in addition to receiving damage.
[Power Attack]
A Golden Gorgol can deal an additional 4 damage on their next attack.
However, any Evasion Check made by the Golden Gorgol this turn
receives a -2 penalty.
A much larger, much older Gorgol, its fur has turned a brilliant gold due
to repeated groomings. Its mere presence is something to be worried
about, due to their ferocity, not to mention the small group of other
Gorgols that follow it around.

336
Plants

1 Furu
Int: None Perc: Magic Lang: None
Hab: Forest, Grasslands Disp: Neutral
Rep/Weak: 5 / 10 Init: 8 Move Spd: 12 Fort: 1 (8) Will: 2 (9)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 1 (8) 2d-2 3 (10) 0 20 3
Unique Skills W. P.: Accuracy +1
None Loot
Always Beautiful Leaf
(10G)
2-6 None
7+ Leaf Blade (40G)

Appearing to be a spherical mass of leaves, a Furu collects mana in its


leaves, which can enhance their natural appearance. While not very
harmful on its own, they can appear in large enough groups to devastate
orchards and farms.

337
2 Needle Archer
Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 7 / 11 Init: 7 Move Spd: 0 Fort: 4 (11) Will: 3 (10)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Needle 4 (11) 2d 2 (9) 0 28 12
Unique Skills W. P.: Fire Damage +3 pts.
[Vine Network] Loot
A Needle Archer is found among a Always Thorn Arrow
network of thin vines, growing 10m (15G)
from the monster itself. In order to 2 - 10 None
detect the network of vines, the lead 11+ Strong Vine
character needs to make a Danger (300G)
Sense check against a value of 12. If
unsuccessful, the Needle Archer may
Ambush the party (when Ambushed, the party automatically loses
Initiative for that round, and all Actions are made at a -2 penalty for the
turn).
[Light Needles]
A Needle attack may be made within a range of 20m, though any attacks
made at targets outside the Vine Network receive a -1 penalty to
Accuracy.
[Million Needles]
A Needle Archer may attack all characters within range of the Vine
Network simultaneously during its turn.
This plant gets its name from the arrow-like needles it shoots at prey
entering the range of its network of vines. These vines are hidden on the
forest floor by dirt and dead leaves, and once unsuspecting prey walks
within the area they are violently attacked by needles being shot at their
feet and lower legs.

338
3 Giant Balloon Seed
Int: None Perc: Magic Lang: None
Hab: Forest, Swamp Disp: Neutral
Rep/Weak: 10 / 13 Init: 10 Move Spd: 8 Fort: 4 (11) Will: 3 (10)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Seed
4 (11) 2d+5 3 (10) 1 26 10
(Flower)
Vine
(Vine) 5 (12) 2d+2 2 (9) 2 20 10
x2
Sections: 3 (Flower, Vine x2) Main Weak Point: Fire Damage +3 pts.
Section: None
Unique Skills Loot
• Vine Always Mysterious Seeds
[Substitution] (30G)
When the Flower would take damage 2-9 None
from a melee or ranged attack, one of 10+ Beautiful Bulbs
the Vines can move in the way and (300G)
take the damage instead. This ability
can only be used once per round.

An ancient species of plant, Great Balloon Seeds date back before the
Great Catastrophe. The main body of the plant, typically growing to
around 3m, attacks prey by launching fist-sized seeds out of the flower.
It can also move by using its roots, as well as attack with extended vines.
There's also rumors of variants with multiple flowers and extra vines.

339
4 Overeater
Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 10 / 14 Init: 7 Move Spd: 0 Fort: 7 (14) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Vine 6 (13) 2d+5 3 (10) 1 45 12
Unique Skills W. P.: Fire Damage +3 pts.
[Mimicry] Loot
Until disturbed, the Overeater will 2-8 None
disguise itself as a harmless plant. A 9 - 12 Bag of Silver (1d
successful Danger Sense check against x 30G)
a value of 13 will let the PC become 13+ Gemstones (1d x
aware of the Overeater. 150G)
[Long Vines]
The Overeater can attack any target
within 10m, regardless of location.
[Engulf]
If the Overeater hits with their Vine attack, the target is consumed by the
Overeater. An Overeater with a living organism inside will recover 5 HP
at the end of its turn, while the organism inside cannot move, receives a
-3 penalty to all Actions, and receives 5 Poison-type damage at the end
of its turn. Only one organism may be Engulfed in this way, though the
plant may disgorge any organisms inside in order to take in a new
organism.
As a Major Action, the Overeater may be pried open using an
Adventurer Level + Strength Bonus check against a value of 12. This
check can also be made by another character who is not Engulfed. A
character escaping the Overeater falls prone once outside of the plant.
A large, boxy plant, the Overeater looks like a tree trunk overgrown with
ivy and vines. However, it captures and feeds off of animals and other
organisms and will attract prey by waving its flowers. Occasionally, there
are some small bits of metal or gems from previous victims at the bottom
of the plant.

340
5 Mandrake
Int: Low Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 11 / 16 Init: 8 Move Spd: 7 Fort: 7 (14) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Arm
7 (14) 2d+5 4 (11) 2 42 36
Swing
Unique Skills W. P.: Physical Damage +2 pts
[Fairy Magic (Level 4) / Magic Power Loot
6 (13)] Always Energetic Roots
A Mandrake may cast Fairy Magic as (100G)
a fourth-level Fairy Tamer. For 2 - 11 None
individual spell effects, refer to that 12+ Mandrake Seed
spell's description. (1,500G)
[Deadly Scream / Special / Fort &
Will / Negated]
Once per day, when its HP is reduced, the Mandrake can unleash a
terrifying, deadly scream. Every living character in 30m must
immediately make both a Fortitude and Willpower check.
Those characters that fail a Fortitude check against a value of 10 instantly
drop to 0 HP, are knocked unconscious and fall prone.
Those characters that fail a Willpower check against a value of 14 cannot
perform any Major or Minor Actions, and receive a -4 penalty to
Evasion, for 10 seconds (1 round).
The bulk of the perennial Mandrake is it's large, human-shaped root.
The root is about 60cm and is typically buried in soil for most of the year,
with only a small amount of leaves sprouting from the top. Under normal
circumstances, a Mandrake will prefer to grow in dimly-lit sections of
deep forests, and have distinctive pale, pink flowers. As winter grows
near, the Mandrake will uproot itself and wander in search of a mate,
looking to create a new batch of seeds.
Due to their purported uses in medicines and other concoctions,
Mandrakes have been overhunted by both humanoids and barbarous,
and so hold grudges against both groups. A Mandrake can call upon
Fairy magic in order to help protect itself, as well as the signature
screaming, they are known for. It's said that those who hear the scream
and live will still be afflicted with any number of mental disorders.

341
6 Big Archer
Int: None Perc: Magic Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 10 / 15 Init: 7 Move Spd: 0 Fort: 8 (15) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Needle 7 (14) 2d+8 4 (11) 2 60 14
Unique Skills W. P.: Fire Damage +3 pts.
[Vine Network] Loot
A Big Archer is found among a 2-4 None
network of thin vines, growing 10m 5-8 Poisonous
from the monster itself. In order to Needle (50G)
detect the network of vines, the lead 9+ Strong Vine x2
character needs to make a Danger (600G)
Sense check against a value of 15. If
unsuccessful, the Big Archer may
Ambush the party (when Ambushed, the party automatically loses
Initiative for that round, and all Actions are made at a -2 penalty for the
turn).
[Poison Needle / 8 (15) / Fort / Negated]
The Big Archer has two possible poisons it can use with its Needles. If
the Big Archer hits with their Needle attack, the target must immediately
make a Fortitude check.
For "Rotting Poison", if the target fails to resist, they receive an extra 7
Poison-type damage.
For "Paralyzing Poison", if the target fails to resist, they receive a -1
penalty to Accuracy and Evasion checks for 10 seconds (1 round).
[Million Needles]
A Big Archer may attack all characters within range of the Vine Network
simultaneously during its turn.
This plant hides on the ground, similar to the Needle Archers. However,
the needles launched by Big Archers are much more resilient and can
carry a couple of different debilitating poisons as well.

342
8 Poison Mold
Int: None Perc: Magic Lang: None
Hab: Caves, Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 0 Move Spd: 5 Fort: 10 (17) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None - - 7 (14) 0 120 16
Unique Skills W. P.: Fire Damage +3 pts.
[Poison Spores / 11 (18) / Fort / Loot
Negated] Always Green Dye (80G)
The Poison Mold scatters spores 2-6 Fertile Soil
around itself, forcing all characters in (300G)
the same skirmish to make a Fortitude 7+ Soil of
check. Those that fail to resist the Abundance
poison receive 2d+10 Poison-type (2,000G)
damage.
[Disease Spores / 9 (16) / Fort /
Negated]
Each time the Poison Mold's HP is damaged, disease spores fly out from
the wound, and all characters in the same skirmish must make a
Fortitude check. Those that fail reduce their maximum HP and MP by
10 (to a minimum of 0). If a character's maximum HP is reduced to 0 in
this way, they immediately die (no Death Check needed). This reduction
does not go away normally and must be removed via "Cure Disease" or
other such effects.
A dark green mold with deadly poison spores, commonly found deep
underground or in the depths of large forests. Spreading over an area
anywhere from 5m to 20m in radius, the mold will blast any interlopers
with a variety of debilitating spores. Those who managed to live through
these spore blasts describe the feeling as a "hell of suffering". Those who
don't, however, are simply more food for the mold.

343
11 Fungal Parasite
Int: Low Perc: Magic Lang: Trade Common
Hab: Forest, Caves, Ruins Disp: Hostile
Rep/Weak: 19 / 22 Init: 15 Move Spd: 12 Fort: 14 (21) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 13 (20) 2d+10 12 (19) 12 78 12
Unique Skills W. P.: Fire Damage +3 pts.
[Disease Spores / 11 (18) / Fort / Loot
Negated] Always Wilted
Once per round as a Minor Action, Mushrooms
the Fungal Parasite can spread these 2-7 None
red-violet spores, affecting up to 20 8 - 10 Phantom of the
characters with a 6m radius. Any Forest
character within the area that fails their Mushroom
Fortitude check becomes infected (2,000G)
with spores. This infection can be
11+ Phantom of the
removed via spells like "Cure Disease"
Forest
or "Refresh" at this point.
Mushroom x3
One day after being infected with
(6,000G)
spores, small magenta mushrooms
begin to grow over the body of the host, reducing all ability scores by 6
points (fixed value characters receive -1 to Accuracy, Evasion, Fortitude
and Willpower). Even if these mushrooms are removed, new ones will
grow in their place. These penalties are cumulative per day (though no
ability score can go below 0).
Once an ability score reaches 0, or after 3 days, the character becomes
immobile, and will spread spores unconsciously. Additionally, the
character suffers from severe hallucinations as the Fungal Parasite takes
over the body.
After 7 days of infection, the character's will be totally lost, the Fungal
Parasite now in total control of the character's body. At this point, only
reducing the Fungal Parasite's HP to 0 and then casting "Refresh" will
cure the character.
[Phantom Spores / 13 (20) / Fort / Negated]
These blue-violet spores are scattered around the Fungal Parasite, and
all those in the same skirmish must make a Fortitude check. Those that
fail will see the Fungal Parasite as someone close to them and will move
to protect the Fungal Parasite from anything and anyone who wishes to
do it harm. Even if the Fungal Parasite attacks an affected character, they
344
will still remain under the effect of these spores. This is a Disease-type
effect and is cured appropriately.
This monster is actually a humanoid covered in parasitic mushrooms,
feeding the mushroom as it decomposes. Typically found in dark, damp
places, the Fungal Parasite will attack any humanoid or animal passing
by, hoping to infect them and use them as a new host. Fungal Parasite
hosts will last for a year or two before becoming desiccated husks,
drained of all vital nutrients. It is possible to save a victim of the Fungal
Parasites, though it involves casting a "Refresh" spell on a host whose HP
has been reduced to 0.
Rarely, a mushroom called "The Phantom of the Forest" may grow
among the various Fungal Parasites. This mushroom is non-toxic, and
quite delicious, so it is valued by many among the culinary community.
Additionally, it is thought to have some anti-aging properties, and some
elder priests have sent out adventurers specifically to look for these
mushrooms.

345
Undead

2 Ghost
Int: Average Perc: Magic Lang: Trade Common
Hab: Various Disp: Neutral
Rep/Weak: 10 / 13 Init: 11 Move Spd: 10 (Flying)
Fort: 5 (12) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 3 (10) 2d 3 (10) 0 20 20
Unique Skills W. P.: Magic Damage +2 pts.
[Tempting Lure / 4 (11) / Will / Loot
Negated] None
The Ghost whispers to a target,
attempting to lure it under its control.
If the target fails to resist, the Ghost
may have that character move
according to the Ghost's whim. Affected characters cannot move very
quickly and cannot use magic or attack. If the Ghost does not order the
character to move, the character will stand in position stunned. This
effect is removed if the character loses any HP or MP or has the spell
"Sanity" cast on them.
[Normal Weapon Immunity]
A Ghost is immune to damage from normal weapons and can only be
harmed with silver or magical weapons.
Ghosts are a manifestation of the thoughts of the dead and dying, given
an ethereal form after their original body has passed away. They retain
their appearance in life, as well as what knowledge they had learned over
their lifetime, though this may be of questionable usefulness as time
passes. While some Ghosts can be fought like other monsters, others just
want to see their last wish fulfilled, and will pass peacefully into the
afterlife after doing so.

346
4 Death Sword
Int: Low Perc: Magic Lang: None
Hab: Labyrinths, Wasteland Disp: Hostile
Rep/Weak: 9 / 12 Init: 8 Move Spd: 14 Fort: 6 (13) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 6 (13) 2d+4 5 (12) 4 36 18
Unique Skills W. P.: Magic Damage +2 pts.
[Death Blade / 5 (12) / Evasion / Loot
Negated] Always Rusty Sword
The Death Sword swings with ill (50G)
intent, dealing 10 Curse-type damage 2 - 10 None
if it connects. 11+ Ornate Sword
Hilt (600G)

A spirit trapped in a sword; the Death Sword possesses a decaying body


in order to carry out its foul grudges. When encountering a stronger
opponent, the Death Sword will seek to slay the stronger and possess that
body, and so it is often looking for stronger and stronger foes to face.

347
4 Wight
Int: None Perc: Magic Lang: None
Hab: Various Disp: Hostile
Rep/Weak: 11 / 14 Init: 11 Move Spd: 12 Fort: 5 (12) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 6 (13) 2d+4 4 (11) 4 31 10
Unique Skills W. P.: Silver Weapon
Damage +3 pts.
[Poison Claw / 5 (12) / Fort / Negated] Loot
If the Wight hits with their Claw Always Wight Claw
attack, the target must immediately (50G)
make a Fortitude check. If they fail to 2-9 None
resist, they receive an extra 3 Poison- 10+ Cursed Claw
type damage to both their HP and (400G)
MP.
[Wight Curse / No Resistance]
If a character is reduced to 0 HP or lower by a Wight's attack, they
cannot be revived until a "Remove Curse" spell is cast upon that
character. If left unattended, the affected character will accumulate 1
soulscar every 3 days. If 5 soulscars are accumulated as a result of this
curse, the character will rise as a Wight.
A Wight is a vile thing, an undead whose extremities have rotted to the
bone. Its signature red eyes and bloated, discolored body are telltale signs
of a foul creature. Originally thought to be the risen bodies of those who
died in water, the bony claws of a Wight don't just poison the body but
curse the soul of those they rend through. It's said that a powerful Wight's
claws may be used as ritual tools, though what rituals are better left
unsaid.

348
5 Sin
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 10 / 14 Init: 12 Move Spd: 9 Fort: 7 (14) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 6 (13) 2d+6 5 (12) 5 43 12
Unique Skills W. P.: Fire Damage +3 pts.
[Power Attack] Loot
A Sin can deal an additional 4 damage 2-6 None
on their next attack. However, any 7-9 Gemstones (1d x
Evasion Check made by the Sin this 150G)
turn receives a -2 penalty. 10+ Rare Gemstones
[Regeneration] (1,500G)
At the end of each round, the Sin
recovers 5 HP.
With its glassy, clouded eyes and pallid skin, a Sin is a type of undead
that single-mindedly focuses on a single obsession. Violently fighting
anything and anyone that stands in its way, a Sin will go out of its way to
collect everything relating to its obsession. There is no thought or reason
left behind, just madness and desire. Sometimes, the body of a Sin will
accumulate a peculiar water within, and this water is sought after for
magical experiments.

349
6 Blood Sucker
Int: Low Perc: Magic Lang: Regional Dialect
Hab: Various Disp: Hostile
Rep/Weak: 12 / 15 Init: 13 Move Spd: 15 Fort: 8 (15) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 8 (15) 2d+7 7 (14) 6 39 6
Unique Skills W. P.: HP Recovery (deals
damage instead) +3 pts.
[Continuous Attack] Loot
If a Blood Sucker successfully hits a 2-8 None
target in melee, they may make a 9+ Corrupted Ash
second attack against the same target. (300G)
[Gaze / 7 (14) / Will / Negated]
Once per round as a Minor Action, a
Blood Sucker may attempt to paralyze
a single target. If the target fails to resist the Gaze, they are paralyzed for
10 seconds (1 round) and cannot take any Minor Actions.
[Vampire Fangs / 7 (14) / Evasion / Negated]
The Blood Sucker attacks with draining fangs, dealing 2d+4 Physical
damage. The Blood Sucker heals HP equal to the total damage dealt.
[Regeneration]
At the end of each round, a Blood Sucker recovers 3 HP.
[Vampire Body]
As long as a Blood Sucker is under sunlight, it receives a -2 penalty to all
Accuracy and Evasion Checks. Additionally, the Blood Sucker cannot
use their "Regeneration" ability, and at the end of each round, the Blood
Sucker is dealt 6 Magic damage. This damage cannot be reduced by any
means.
A person drained by a Lesser Vampire, then revived into a subservient
unlife, a Blood Sucker is still a dangerous monster to encounter. With
pale skin and bloody eyes, they lack the grace of their sires and stand out
as something unnatural. Their memories distorted, they will attack
humans and animals alike in order to stave off hunger and thirst. Due to
their vulnerability to sunlight, Blood Suckers move and attack solely at
night.

350
7 Jack O'Lantern
Int: High Perc: Magic Lang: Arcana
Hab: Unknown Disp: Hostile
Rep/Weak: 13 / 17 Init: 14 Move Spd: 18 (Flying)
Fort: 9 (16) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Sickle 8 (15) 2d+11 9 (16) 6 48 54
Unique Skills W. P.: HP Recovery (deals
damage instead) +3 pts.
[Truespeech Magic, Spiritualism Loot
Magic (Level 6) / Magic Power 9 (16)] Always Pumpkin
A Jack O'Lantern may cast both Lantern (100G)
Truespeech and Spiritualism Magic as 2-6 Rusty Sickle
a sixth-level Sorcerer and Conjurer. (100G)
For individual spell effects, refer to 7 - 10 Large Sickle
that spell's description. (600G)
[Soul Harvesting]
11+ Soul Harvesting
If the target is reduced to 0 HP or
Sickle (3,000G)
lower from a Jack O'Lantern's Sickle
attack, they receive a -10 penalty to their next Death Check.
A pumpkin-headed monster dressed in a black veil, a Jack O'Lantern
carries a massive sickle to harvest souls from the living. A phantom that
can appear unexpectedly, it may be seen wandering through villages in
the middle of the night looking for victims. It is said that when a soul is
harvested, a bright flame appears in its eyes.

351
8 Specter
Int: High Perc: Magic Lang: Arcana
Hab: Labyrinths, Graveyards Disp: Hostile
Rep/Weak: 14 / 17 Init: 13 Move Spd: 18 (Flying)
Fort: 9 (16) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 10 (17) 2d+4 10 (17) 7 51 60
Unique Skills W. P.: HP Recovery (deals
damage instead) +3 pts.
[Truespeech Magic, Spiritualism Loot
Magic (Level 8) / Magic Power 12 2-9 None
(19)] 10 - 12 Old Greatcloak
A Specter may cast both Truespeech (200G)
and Spiritualism Magic as an eighth- 13+ Ancient Robe
level Sorcerer and Conjurer. For (3,300G)
individual spell effects, refer to that
spell's description.
[Flight]
A Specter receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
[Normal Weapon Immunity]
A Specter is immune to damage from normal weapons and can only be
harmed with silver or magical weapons.
It is believed that a Specter is the spirit of a powerful and angry magic
user. Oftentimes, these spellcasters lived during the age of the Magical
Civilization, the Durandal period, and their sheer hatred of the living has
kept their form intact. In fact, this hatred drives the Specter to kill anyone
it comes across. For some reason, Specters will only be found at night,
and will disappear during the day. Unlike some others, though, the sun
does not actually damage the Specter.

352
8 Blank
Int: Average Perc: Magic Lang: Arcana
Hab: Labyrinths, Cities Disp: Hostile
Rep/Weak: 13 / 19 Init: 14 Move Spd: 18 (Flying)
Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 10 (17) 2d+10 9 (16) 8 64 -
Unique Skills W. P.: Fire Damage +3 pts.
[Mana Interference] Loot
If a Blank succeeds on a Willpower 2 - 10 None
check against a spell, they will be 11 - 12 Mist of Oblivion
completely unaffected by that spell (1,000G)
(no damage will be taken, and any 13+ Water of
other effects are ignored). Oblivion
[Normal Weapon Immunity] (5,500G)
A Blank is immune to damage from
normal weapons and can only be
harmed with silver or magical weapons.
[Blank / 9 (16) / Will / Negated]
If a character is hit by a Blank's Smash attack, they need to make a
Willpower check or lose the ability to use their most recently acquired
Combat Feat for the next 3 minutes (18 rounds). This effect is treated as
a Curse-type effect.
[Feint Attack]
A Blank receives a +1 Accuracy bonus to the next attack. Characters
wearing Metal Armor are unaffected.
Appearing as little more than unnaturally long arms emerging from a
dense haze of mana, a Blank lurks around populated areas during cold,
rainy nights. Rumor has it that if the dense haze is touched, your memory
is lost, your arms get stretched like taffy, and you wander aimlessly trying
to regain your lost thoughts. However, there is no current record of a
victim who has recovered from a Blank's attack, so this theory remains
unproven.

353
9 Bone Knight
Int: Average Perc: Magic Lang: Arcana
Hab: Wasteland, Graveyards Disp: Hostile
Rep/Weak: 14 / 19 Init: 16 Move Spd: 30 Fort: 13 (20) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon
11 (18) 2d+13 11 (18) 11 62 58
(Knight)
Hoof
12 (19) 2d+10 10 (17) 8 48 28
(Horse)
Sections: 2 (Knight / Horse) Main Weak Point: HP Recovery (deals
Section: Knight damage instead) +3 pts.
Unique Skills Loot
• All Sections Always Ghostly Reins
[Normal Weapon Immunity] (900G)
A Bone Knight is immune to damage 2-9 None
from normal weapons and can only be 10+ Bone Knight
harmed with silver or magical Helmet (4,200G)
weapons.
• Knight
[Spiritualism Magic (Level 8) / Magic Power 11 (18)]
A Bone Knight may cast Spiritualism Magic as an eighth-level Conjurer.
For individual spell effects, refer to that spell's description.
[Twin Strike & Double Attack]
A Bone Knight can make two Weapon attacks each round, though each
attack requires its own Accuracy check. They may choose to attack
different characters with each attack.
[Magic Aptitude]
A Bone Knight can use the Combat Feats [Magic Control],
[Metamagic/Accuracy], and [Metamagic/Distance].
• Horse
[Large Body]
As long as the Horse's HP is 1 or more, the Knight receives a +2 bonus
to melee Evasion checks. When the Horse falls to 0 HP or lower, this
effect disappears.
[Power Attack]
The Horse can deal an additional 4 damage on their next attack.
However, any Evasion Check made by the Horse this turn receives a -2
penalty.
354
At first glance, this appears to be a mounted knight in armor. However,
as the Bone Knight draws near, it's easy to see the skull peering out of
the armor, its malice towards the living almost tangible. An old knight
from the Durandal age, it is on the search for its lost lord, and will let
nothing get in its way. Though dead for a while, a Bone Knight's
swordsmanship and magical prowess remain as sharp as they were in life,
making the undead knight a truly fearsome foe.

355
9 Mummy
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 15 / 18 Init: 14 Move Spd: 14 Fort: 12 (19) Will: 12 (19)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 11 (18) 2d+11 11 (18) 9 66 30
Unique Skills W. P.: Fire Damage +3 pts.
[Twin Strike & Double Attack] Loot
A Mummy can make two Smash 2-7 None
attacks each round with each hand, 8 - 10 Golden Ring
though each attack requires its own (1,000G)
Accuracy check. They may choose to 11+ Golden Bracelet
attack different characters with each (2,000G)
attack.
[Decaying Curse]
When a character is hit by a Mummy's Smash attack, their Maximum
HP value is decreased by the same amount as the damage dealt. If a
character's maximum HP is reduced to 0 in this way, they immediately
die (no Death Check needed). This effect is treated as a Curse-type
effect. If the Mummy is defeated, any maximum HP reductions it caused
are restored (though this will not revive any dead characters).
[Flame Vulnerability]
When the Mummy is hit by Fire-type damage, it takes an extra 3 damage.
Guardians of a wizard-kings of ancient times, Mummies are dried
corpses completely covered with bandages. Their loyalty is unwavering
even in death, and they will mercilessly attack anyone venturing in their
king's crypt. A Mummy can also cause a debilitating curse just from
touching the living, so contact is highly discouraged.

11 Mummy Lord
Int: High Perc: Magic Lang: Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 17 Move Spd: 14 Fort: 14 (21) Will: 14 (21)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Staff 10 (17) 2d+12 11 (18) 13 73 75

356
Unique Skills W. P.: Fire Damage +3 pts.
[Spiritualism Magic (Level 10) / Magic Loot
Power 14 (21)] Always Staff of the
A Mummy Lord may cast Spiritualism Wizard-King
Magic as a tenth-level Conjurer. For (3,000G)
individual spell effects, refer to that 2-7 Golden Ring
spell's description. (1,000G)
[Magic Aptitude] 8 - 12 Golden Bracelet
A Mummy Lord can use the Combat (2,000G)
Feats [Metamagic/Targets], [Magic
13+ Golden Mask
Convergence], [Magic Control],
(15,000G)
[Guided Magic], and [Wordbreak].
[Decaying Curse]
When a character is hit by a Mummy Lord's Staff attack, their Maximum
HP value is decreased by the same amount as the damage dealt. If a
character's maximum HP is reduced to 0 in this way, they immediately
die (no Death Check needed). This effect is treated as a Curse-type
effect. If the Mummy Lord is defeated, any maximum HP reductions it
caused are restored (though this will not revive any dead characters).
[Flame Vulnerability]
When the Mummy Lord is hit by Fire-type damage, it takes an extra 3
damage.
It is believed that, in ancient times, royal families from the Durandal
period would often have themselves bound and buried in ornate crypts,
in order to keep their family together and protect them from what may
lie beyond. A Mummy Lord is unliving proof of such claims and wields
incredible power in order to preserve the family's crypt. Able to
command other Mummies that were buried alongside them, a Mummy
Lord also has incredible combat prowess and magical power at its
command.
While a Mummy Lord is typically only roused from its slumber to deter
any intruders into the crypt, there are stories of large armies of the
undead attacking settlements under the watchful eye of a Mummy Lord.

357
12 Cast Armor
Int: Average Perc: Magic Lang: Arcana
Hab: Various Disp: Neutral
Rep/Weak: 15 / 20 Init: 18 Move Spd: 16 Fort: 14 (21) Will: 14 (21)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 15 (22) 2d+15 14 (21) 15 76 60
Unique Skills W. P.: HP Recovery (deals
damage instead) +3 pts.
[Divine Magic (Level 10) / Magic Loot
Power 13 (20)] Always Cursed Sword
A Cast Armor may cast Divine Magic (1,300G)
as a tenth-level Priest. It is up to the 2-8 None
GM to determine any Special Divine 9 - 12 Cloudy Eye
Spells. For individual spell effects, (660G)
refer to that spell's description. 13+ Red Eye
[Magic Aptitude]
(4,400G)
A Cast Armor can use the Combat
Feats [MP Save] and [Multi-Action].
[Cursed Sword / 14 (21) / Fort / Negated]
The Cast Armor attacks with draining fangs, dealing 2d+15 Physical
damage. The Cast Armor heals HP equal to the total damage dealt. This
effect is treated as a Curse-type effect.
[Paralyzing Gaze / 14 (21) / Will / Negated]
Once per round as a Minor Action, a Cast Armor may attempt to
paralyze a single target within 20m. If the target fails to resist the
Paralyzing Gaze, they cannot take any Major Actions for 30 seconds (3
rounds). Minor Actions and Movement are possible. This effect is
treated as a Psychic-type effect.
An empty wandering armor. The gaze that can be seen peering out from
the helmet is able to paralyze, while the cursed sword it holds steals the
life of the living. Cast Armors are strange in that they retain the ability to
call on divine magic, despite their obvious corruption, and it is widely
held that these are spirits of crusaders and other paladins who have fallen
in battle.
While some are harmless due to the vows they had taken while alive,
others seek out enemies and look to destroy them. However, time and
undeath have distorted exactly who is an enemy, and so these Cast
Armors attack nearly everyone indiscriminately.

358
Constructs

1 Renguard
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 7 / 12 Init: 7 Move Spd: 16 Fort: 2 (9) Will: 2 (9)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Electric
3 (10) 2d-2 2 (9) 0 12 -
Bolt
Unique Skills W. P.: Lightning Damage +3
pts.
[Linking] Loot
As a Major Action, a Renguard can 2-9 None
attach itself to another Renguard in 10+ Old Recording
order to increase offensive power. Device (100G)
Each Linked Renguard gives the
boosted Renguard a +1 bonus to
Accuracy and +3 damage. Up to 4
Renguards can be Linked to another in this way, for a total bonus of +4
Accuracy and +12 damage (so a 7 (14) Accuracy, dealing 2d+10 damage).
After the boosted Renguard attacks, all Links are disconnected.
These small robots were simple security, designed for use during the Al
Menas period. Sporting four short legs with wheels coming off a flat
body, these robots will first attempt to drive away intruders using a simple
warning in the Magitech language but will resort to electric shocks is this
warning is not heeded.
Renguards, while small, can swarm a guarded area in a short time, and
will often link to each other in order to drive away larger intruders.
Though they reduce the number of attacks when doing so, the intensity
of the attacks becomes much larger. Unprepared adventurers have been
killed by underestimating the power of linked Renguards.

359
2 Ghast Lurker
Int: Servant Perc: Magic Lang: None
Hab: Unknown Disp: Instructed
Rep/Weak: 5 / 11 Init: 8 Move Spd: 15 Fort: 4 (11) Will: 3 (10)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 4 (11) 2d+4 3 (10) 1 18 -
Unique Skills W. P.: Physical Damage +2 pts
None Loot
2-8 None
9+ Magic-tinged
Stone (250G)

A Ghast that has survived long enough to grow to the size of a normal
human. While a few have been found to be independent, most Ghast
Lurkers will remain under the control of their masters.

360
2 Creeping Coin
Int: None Perc: Magic Lang: None
Hab: Ruins Disp: Hostile
Rep/Weak: 10 / 13 Init: 9 Move Spd: 10 (Flying) Fort: 2 (9) Will: 2 (9)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 3 (10) 2d-1 2 (9) 2 10 -
Unique Skills W. P.: Magic Damage +2 pts.
[Mimicry] Loot
A Creeping Coin can choose to 2-9 None
appear as though it was an ordinary 10+ Old Gold Coin
gold coin. Its true form cannot be (100G)
detected by the normal eye, but Sense
Magic will reveal the truth.
[Flame Breath / 3 (10) / Fort / Half]
A Creeping Coin may vomit a fireball directed towards a single target.
The fireball travels to a range of 5m and deals 2d+2 Fire-type damage.
A magical creature that looks a lot like a gold coin, Creeping Coins are
usually found in groups of 20 or more. Careless adventurers will often
approach piles of these monsters and get burned for their greed.
However, there may be actual gold coins mixed in with the monsters,
and those coins may be worth a significant amount of Gamels.

361
3 Kuga
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 13 Init: 11 Move Spd: 15 Fort: 5 (12) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 5 (12) 2d+3 4 (11) 4 28 -
Unique Skills W. P.: Lightning Damage +3
pts.
[Mechanical Body] Loot
The Kuga is immune to criticals from Always Iron (20G)
edged weapons. 2-8 None
9+ Crude Magitech
Components
(100G)

A prototype bipedal magitech machine, the Kuga is a relic of the Al


Menas society. Sporting little in the way of arms and armor, Kugas were
rarely operated as-is, but were kept in storage until they could either be
outfitted or scrapped.

362
3 Gorghan
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 10 / 14 Init: 9 Move Spd: 10 Fort: 5 (12) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Drill 2 (9) 2d+8 4 (11) 4 42 -
Unique Skills W. P.: Physical Damage +2 pts
[Mechanical Body] Loot
The Gorghan is immune to criticals Always Iron (20G)
from edged weapons. 2-8 None
9+ Crude Magitech
Components
(100G)

Developed from the base Kuga, the Gorghan is a machine designed not
for combat, but excavation. To this end, one hand is outfitted with a
massive drill, and armor is added in order to protect from flying rubble.
However, in combat this drill can be used to deliver a massive blow,
giving the Gorghan a method to protect itself from attackers. The other
hand is a manipulator, allowing the Gorghan to perform small, precision
work.

363
3 Nezha
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins, Seabed Disp: Instructed
Rep/Weak: 10 / 14 Init: 10 Move Spd: 15 / 15 (Swimming)
Fort: 5 (12) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 5 (12) 2d+3 4 (11) 4 21 -
Unique Skills W. P.: Physical Damage +2 pts
[Underwater Aptitude] Loot
A Nezha is able to move in water 2-8 None
without penalty. 9+ Underwater
[Alarm] Magitech
As a Major Action, a Nezha can sound Components
a loud alarm, alerting all within the (180G)
area (50m indoors, 100m
underwater).

A Nezha is a 1m long construct, able to most both in and out of water.


While physically it resembles a snake, the garish red or yellow coloring
sets it apart. These robots are responsible for patrolling specific routes
known only to their long-lost masters and are able to move both on land
and in water in order to make their rounds. It can even patrol through
narrow spaces, due to its snake-like body.
When an intruder is found, the Nezha will attack with its powerful bite.
If the intruder proves to be a formidable opponent, the Nezha will set
off a loud alarm, drawing allies to its position.

364
4 Ghast Knight
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 7 / 13 Init: 11 Move Spd: 8 Fort: 7 (14) Will: 4 (11)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 6 (13) 2d+8 5 (12) 2 32 -
Unique Skills W. P.: Physical Damage +2 pts
None Loot
2-6 None
7 - 11 Magic-tinged
Stone (250G)
12+ Dense Magic
Jewel (700G)

These Ghast Knights have been trained to use weapons, and still retain
some martial prowess from when they were once alive. Now able to fight
and move efficiently, their understanding of commands has grown as
well. Lately, there's been rumors of a Ghast Knight commanding other
Ghasts (see CR I: p. 462-468) as well...

365
4 Barringer
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 11 / 15 Init: 12 Move Spd: 15 Fort: 7 (14) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 5 (12) 2d+2 5 (12) 5 30 -
Unique Skills W. P.: Bludgeoning Damage
+3 pts.
[Work Light] Loot
The Barringer constantly sheds light Always Iron (20G)
in a 10m radius around itself. 2-5 None
[Discharge / 5 (12) / Will / Half] 6-8 Crude Magitech
The Barringer unleashes a wave of Components
electricity, attacking up to 5 characters (100G)
within a 3m radius. This shockwave 9+ Magitech
deals 2d Lightning-type damage.
Components
[Mechanical Body]
(300G)
The Barringer is immune to criticals
from edged weapons.
A large magitech machine, the Barringer was designed to supply power
to other magitech constructs and industrial machines on-site. They are
often found around other magitech robots and large machines because
of this.

366
5 Deck Chest Trap
Int: Servant Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 9 / 13 Init: 12 Move Spd: 14 Fort: 8 (15) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Smash 7 (14) 2d+6 6 (13) 6 34 -
Unique Skills W. P.: Accuracy +1
[Twin Strike & Double Attack] Loot
A Deck Chest Trap can make two 2-5 None
Smash attacks each round with each 6-9 Magical Wood
hand, though each attack requires its (200G)
own Accuracy check. They may 10+ High-quality
choose to attack different characters Magical Wood
with each attack. (500G)
[Capture]
If a Deck Chest Trap successfully hits
via Double Attack, the target is captured and automatically hit each
successive round.
Removing the capturing arms requires an (Adventurer Level + Strength
bonus) Check. This check may be made by another person as well. If
successful, the target is not captured anymore.
[Mimicry]
A Deck Chest Trap can choose to appear as though it was an ordinary
piece of furniture (chests, bookcases, doors, etc.). Its true form cannot
be detected by the normal eye, but Sense Magic will reveal the truth. A
Danger Sense check with a value of 15 or higher will let the PC know
there is something amiss, however.
A stronger version of a Chest Mimic, the Deck Chest Trap can disguise
itself as a variety of ordinary furniture, such as bookcases, doors, beds,
etc. While magic can immediately find out if there is one of these clever
beasts in hiding, trained adventurers also have a bit of a "sixth sense"
about such monsters. Carelessly wandering through dungeons, however,
will only allow these monsters to surprise the unwary.

367
5 Rigaqua
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 11 / 15 Init: 13 Move Spd: 15 / 20 (Swimming)
Fort: 7 (14) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 7 (14) 2d+5 6 (13) 5 40 -
Unique Skills W. P.: Lightning Damage +3
pts.
[Twin Strike & Double Attack] Loot
A Rigaqua can make two Weapon Always Iron (20G)
attacks each round, though each Always Underwater
attack requires its own Accuracy Magitech
check. They may choose to attack Components
different characters with each attack. (180G)
[Underwater Aptitude] 2-9 Crude Magitech
A Rigaqua is able to move in water Components
without penalty. (100G)
[Mechanical Body]
10+ Magitech
The Rigaqua is immune to criticals
Components
from edged weapons.
(300G)
A magitech machine designed for underwater movement, the Rigaqua's
streamlined chassis allows it to move and fight underwater with ease.
Dealing with even one while underwater will be a difficult task.

368
8 Rock Golem
Int: Servant Perc: Magic Lang: None
Hab: Labyrinths Disp: Instructed
Rep/Weak: 13 / 18 Init: 8 Move Spd: 10 Fort: 11 (18) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist
10 (17) 2d+14 7 (14) 12 45 -
(Right)
Fist
10 (17) 2d+14 7 (14) 12 45 -
(Left)
Sections: 2 (Right / Left) Weak Point: Energy Damage +3
Main Section: None pts.
Unique Skills Loot
• Rock Golem 2-8 Magic-tinged
[Rock Body] Stone (250G)
The Rock Golem is immune to 9+ Mithril (2,600G)
criticals from edged weapons and all
non-Energy-type Magic damage.
[Aimed Attack]
When attacking, the Rock Golem can gain a +2 bonus to Accuracy but
receives a -4 penalty to damage dealt when doing so.
Rock Golems are humanoid constructs built entirely out of rocks of
various sizes and stand menacingly around 3m tall. Their construction
allows them to ignore criticals from a number of different sources, pure
energy being one of the few things to damage the construct actually
seriously.
In addition, if the PC has any levels in the Conjurer class, they
automatically know the lore and value of the Rock Golem. A Monster
Knowledge check is still required in order to determine the Rock
Golem's Weakness. It can be given simple instructions, like "move to that
spot", "attack that target", or "attack anything that approaches".

369
8 Sinker House
Int: Low Perc: Magic Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 14 / 18 Init: 8 Move Spd: 5 Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Drill 12 (19) 2d+7 3 (10) 7 60 -
Unique Skills W. P.: Physical Damage +2 pts
[Triple Attack] Loot
A Sinker House can attack the same 2-6 None
target three times in one action with its 7 - 10 High-quality
Drill. Each attack requires its own Magical Wood
Accuracy Check. (500G)
[Room Rotation] 11+ Top-quality
Once per turn, as a Minor Action, the Magical Wood
Sinker House can flip itself 180 (3,600G)
degrees, swapping the floor and
ceiling. All non-flying characters will
fall 5m (taking fall damage) and will fall prone. This ability cannot be
used in consecutive turns.
[Floor Softening]
The Sinker House can make the floor soft and difficult to walk on.
Characters standing on the floor will receive a -2 penalty to Evasion, but
any character falling on a softened floor will take no damage.
[Floor Ignition / 10 (17) / Will / Half]
The Sinker House sets the floor on fire, dealing 2d-2 Fire-type damage
to all characters standing on it.
[Floor Lubrication]
The Sinker House soaks the floor and makes it slippery, giving all
characters on the floor a -2 penalty to Accuracy. Additionally, any
character standing on the floor at the end of their turn must make an
(Adventurer level + Agility bonus) check against a value of 13, falling
prone if they fail this check.
[Mimicry]
A Sinker House can choose to appear as though it was an ordinary room.
Its true form cannot be detected by the normal eye, but Sense Magic will
reveal the truth.
A monster that mimics a small traveler's hut, room, or other such
building, the Sinker House is deceptively dangerous. Fitting in an area

370
usually around 5m in height, width and depth, the Sinker House can be
attacked through the floor or walls. The house can create a large conical
drill to attack the inhabitants, changing the floor to make it more
dangerous for the inhabitants all the while.
While the Sinker House is often seen as a small hut, it can actually
appear as any kind of room, both indoor and outdoor, in order to trap
victims inside. However, these rooms do appear to be slightly distorted,
and this distortion can give away the Sinker House's mimicry.
Additionally, Gargoyles and other flying creatures find the interior quite
welcoming, which only makes it all the more dangerous for unaware
adventurers.

9 War DOOM
Int: Servant Perc: Mechanical Lang: None
Hab: Ruins Disp: Instructed
Rep/Weak: 14 / 18 Init: 14 Move Spd: 18 Fort: 14 (21) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Machine
Gun
12 (19) 2d+10 9 (16) 9 60 -
(Chassis)
x2
Main
Battery 9 (16) 2d+20 11 (18) 6 40 -
(Turret)
Sections: 3 (Chassis x2 / Turret) Weak Point: Lightning Damage
Main Section: None +3 pts.

371
Unique Skills Loot
• All Sections Always Iron Ingot
[Ammunition] (100G)
The War DOOM's Machine Gun 2-8 Rare Magitech
holds 6 bullets, and has a range of Components
10m, while the Main Battery has a (900G)
30m range and 2 shots. Once the 9+ Mysterious
magazine is empty, the War DOOM Magitech
must take a Major Action to replicate Components
ammunition and reload its guns (2,400G)
before firing again.
[Mechanical Body]
The War DOOM is immune to criticals from edged weapons.
• Chassis
[Large]
Unless one Chassis of the War DOOM is reduced to 0 HP or less, the
Turret may not be engaged in melee combat. If both Chassis are
destroyed, reduce the Turret's Evasion by -4.
[Anti-Personnel Missile / 12 (19) / Fort / Negated]
Once per turn, as a Major Action, the War DOOM may fire this attack
and hit up to 20 targets on the skirmish within a 6m radius, dealing 20
Physical damage. This ability can only be used twice per combat.
• Turret
[Hawk Eye & Precise Shot]
Attacks fired into a skirmish cannot misfire. The War DOOM can
attack characters in front of it that are outside the skirmish or under
cover.
[Protective Shield Deployment]
When the War DOOM takes Physical or Magical Fire-, Water-, Wind-
, Earth-, or Lightning-type damage, a protective shield forms around it,
nullifying any subsequent attacks of the same element. The War
DOOM may form a new shield automatically upon hit but loses the
effect of any previous shields in doing so.
A massive machine made solely for war; the War DOOM was the
pinnacle of the DOOM series of robots. Built during the Al Menas
period, these machines were mass-produced and sent to fight
innumerable battles. With a cannon the size of a human torso, anti-
personnel missiles, and a pair of machine guns, its offensive power is
unmatched. Additionally, it retains the protective shielding from the
Queen DOOM models as well, giving it substantial defenses. A true
killing machine.

372
11 Iron Golem
Int: Servant Perc: Magic Lang: None
Hab: Labyrinths Disp: Instructed
Rep/Weak: 16 / 22 Init: 9 Move Spd: 12 Fort: 14 (21) Will: 14 (21)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist
12 (19) 2d+18 9 (16) 16 60 -
(Right)
Fist
12 (19) 2d+18 9 (16) 16 60 -
(Left)
Sections: 2 (Right/Left) Weak Point: Energy Damage +3
Main Section: None pts.
Unique Skills Loot
• All Sections 2-7 Magic-tinged Iron
[Iron Body] Ingot (680G)
The Iron Golem is immune to 8 - 12 Mithril (2,600G)
criticals from edged weapons and all 13+ Pure Mithril
non-Energy-type Magic damage. (8,800G)
[Aimed Attack]
When attacking, the Iron Golem can
gain a +4 bonus to Accuracy but receives a -8 penalty to damage dealt
when doing so.
A massive golem, Iron Golems tower over most adventurers at a
whopping 5m tall. Even more dangerous than a Rock Golem, an Iron
Golem is not to be trifled with by even the most experienced adventuring
party.
In addition, if the PC has any levels in the Conjurer class, they
automatically know the lore and value of the Iron Golem. A Monster
Knowledge check is still required in order to determine the Iron Golem's
Weakness. It can be given simple instructions, like "move to that spot",
"attack that target", or "attack anything that approaches".

373
12 Buckbaird
Int: High Perc: Magic Lang: None
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 18 / 21 Init: 18 Move Spd: 14 (Flying)
Fort: 16 (23) Will: 16 (23)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tackle 14 (21) 2d+16 14 (21) 11 77 90
Unique Skills W. P.: Physical Damage +2 pts
[Triple Attack] Loot
A Buckbaird can attack the same Always Giant Eyeball
target three times in one action with its (500G)
Tackle. Each attack requires its own 2-8 Crystallized
Accuracy Check. Magical Eye
[Flight] (1,000)
A Buckbaird receives a +1 bonus to 9 - 12 Crystallized
Accuracy (only for melee attacks) and Magical Eyes (1d
Evasion while flying. x 1,000G)
[Eye Ray / 15 (22) / Will / Negated]
13+ Crystallized
The Buckbaird can shoot one of five
Magical Eyes (2d
different rays from its eye, Target: 1
x 1,000G)
Character, Range/Shape: 20m/Shot.
A character cannot be targeted by more than one Eye Ray.
1: Paralysis
Those affected reduce both their Dexterity and Agility by -12 points (to
a minimum of 0) for 30 seconds (3 rounds). This effect is cumulative.
2: Sleep
Those affected fall asleep on the spot for 3 hours and cannot be awoken
by normal means. Magical methods need to be compared to the
Buckbaird's result to be effective.
3: Frost
Those affected receive 2d+20 Water/Ice damage.
4: Brainwash
Those affected will follow the Buckbaird's orders and move to protect it
for the next minute (6 rounds). Orders given cannot be harmful to the
target.
5: Rust
Those affected lose all metal objects of A-Rank or lower, including
weapons, armor, shields, and ornaments. This includes those magical

374
items from the Al Menas era. S-Rank metal objects, as well as those from
the Durandal period and earlier, remain unaffected.
A giant monster about 1m in diameter, a Buckbaird has one huge eye in
the front and a myriad of much smaller eyes around its body. It's covered
in a fine black fur, and floats using a mysterious power. The front eye
has an incredible magical power and can fire five different rays at targets
in front of it. Due to the structure of the eye, only one ray can be used at
a time. In combat, the Buckbaird combines the usage of these rays with
incredibly fast tackling attacks, making it dangerous both in melee and at
a range.
There are many mysteries about the ecology of the Buckbaird, and it is
thought that they are the creation of some mad wizard during the
Durandal period. However, their origin is unknown, their diet is
unknown, even their thoughts and possible breeding habits are an
absolute mystery. What little is known is they enjoy the spaces in
underground labyrinths.

375
Mythical Beasts

3 Harpy
Int: Average Perc: 5 Senses (Darkvision)
Lang: Trade Common, Harpy, Sylvan
Hab: Mountains, Highlands Disp: Hostile
Rep/Weak: 9 / 14 Init: 10 Move Spd: 10 / 20 (Flying)
Fort: 4 (11) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Talon 4 (11) 2d 4 (11) 1 22 26
Unique Skills W. P.: Accuracy +1
[Bow] Loot
Instead of making a Talon attack, a 2-9 Beautiful
Harpy may use a bow with both feet, Feathers (30G)
allowing it to attack at ranges up to 10+ Seven-Colored
20m. This attack uses the same Feathers (200G)
Accuracy and damage as the Harpy's
Talon attack.
[Fairy Magic (Level 3) / Magic Power
5 (12)]
A Harpy may cast Fairy Magic as a third-level Fairy Tamer. For
individual spell effects, refer to that spell's description.
[Spellsongs / 6 (13)]
A Harpy can use the "Curiosity", "Charming" and "Love Song" Spellsongs.
For individual Spellsong effects, refer to that Spellsong's description.
Spellsongs have an effective range of 30m, centered on the Harpy.
[Flight]
A Harpy receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
Superficially similar to a human female, a Harpy differs in that it not only
has brilliant rainbow-colored wings on both arms, but its feet end in
wickedly curled talons. Their mouth is also filled with razor-sharp fangs,
perfect for tearing flesh from bone. They are constantly on the lookout
for humanoids, to breed future generations, eating them afterwards.
Despite their beautiful voice and appearance, Harpies are brutal, evil
beings. They hate the presence of similar-looking creatures (such as the
Deela Harpy and Lildraken), and will swarm to attack, using both talons
and magic to tear them apart.
376
4 Hippogryph
Int: Animal Perc: 5 Senses Lang: None
Hab: Grasslands, Mountains Disp: Hungry
Rep/Weak: 12 / 15 Init: 15 Move Spd: 25 / 50 (Flying)
Fort: 6 (13) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak 5 (12) 2d+4 5 (12) 2 25 8
Unique Skills W. P.: Slash Damage +3 pts.
[Flight] Loot
A Hippogryph receives a +1 bonus to 2-5 None
Accuracy (only for melee attacks) and 6 - 10 Gemstone
Evasion while flying. (150G)
[Continuous Attack] 11+ Bag of
If a Hippogryph successfully hits a Gemstones (1d x
target in melee, they may make a 150G)
second attack against the same target.

Said to be born from the crossbreed between horses and gryphons, a


Hippogryph has the front half of an eagle, whose large wings allow it to
fly at incredible speeds. Although they can attack herbivores and other
animals as pretty, they are not as good at hunting as gryphons, and their
overall disposition is much milder. It is possible to tame a young
Hippogryph in order to ride it as an adult, so occasionally Hippogryph
young will be auctioned off for 1,000G or so, if not more, as people jump
at the chance to own a fantastic mount.

377
4 Pooka
Int: Average Perc: 5 Senses Lang: Sylvan, Local Dialect
Hab: Forest Disp: Friendly
Rep/Weak: 11 / 14 Init: 11 Move Spd: 18 Fort: 5 (12) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bare
5 (12) 2d 5 (12) 2 28 32
Hands
Unique Skills W. P.: Physical Damage +2 pts
[Fairy Magic (Level 4) / Magic Power Loot
6 (13)] Always Thin Cloth (10G)
A Pooka may cast Fairy Magic as a 2-8 None
fourth-level Fairy Tamer. For 9+ Pooka Flute
individual spell effects, refer to that (50G)
spell's description.
[Spellsongs / 6 (13)]
A Pooka can use all of the Spellsongs listed in this book. For individual
Spellsong effects, refer to that Spellsong's description. Spellsongs have
an effective range of 30m, centered on the Pooka.
[Animal Transformation]
As a Major Action, a Pooka can transform into any animal, allowing
conversation as normal for that animal. If the Pooka transforms into a
monster of the "Animal" classification that's also level 3 or lower, they can
use all of that animal's Unique Skills. This transformation is natural, not
magical, in nature, and this cannot be detected with "Sense Magic".
A mythical beast with the upper half of a human child and the lower half
of a forest animal, Pookas are naturally friendly, mischievous creatures
that dwell in forests and help the local animals. While there is no custom
to dress up, it is unlikely to see a Pooka in their natural form, as they will
tend to transform into animals in order to hide from forest intruders.
However, their mischievous nature shows through even while
transformed, and it is possible to detect a transformed Pooka by their
unnatural tendency towards causing trouble, as compared to most forest
animals.

378
5 Pegasus
Int: Average Perc: 5 Senses Lang: None
Hab: Mountains Disp: Neutral
Rep/Weak: 9 / 16 Init: 16 Move Spd: 20 / 40 (Flying)
Fort: 6 (13) Will: 6 (13)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Hoof 7 (14) 2d+5 6 (13) 3 41 33
Unique Skills W. P.: Accuracy +1
[Poison/Disease Immunity] Loot
A Pegasus is immune to all Poison- Always White Feathers
type and Disease-type effects. (50G)
[Flight] 2-9 None
A Pegasus receives a +1 bonus to 10+ Pure White
Accuracy (only for melee attacks) and Mane (800G)
Evasion while flying.

A white horse with wings on its back, a Pegasus is a rare sight due to their
somewhat skittish personality. The image of a Pegasus is popular in
folktales and legends, and it is said that riding one is like running in the
sky. They do not simply allow anyone to ride them, so the few
adventurers and aristocrats seen on a Pegasus have just that much more
prestige.

379
6 Frost Wyvern
Int: Low Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hungry
Rep/Weak: 11 / 16 Init: 13 Move Spd: 15 / 30 (Flying)
Fort: 8 (15) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fang
7 (14) 2d+10 8 (15) 6 42 21
(Head)
Talon
(Wing) 8 (15) 2d+8 6 (13) 5 24 13
x2
Stinger 8 (15) 2d+6 7 (14) 5 26 15
Sections: 4 (Head / Wing x2 / Tail) Weak Point: Fire Damage +3 pts.
Main Section: Head
Unique Skills Loot
• All Sections 2-7 None
[Water/Ice Immunity] 8 - 10 False-Dragon
A Frost Wyvern takes no damage Scale (350G)
from Water/Ice-type effects. 11+ Ice Scales
• Head (1,600G)
[Blizzard Breath / 11 (18) / Fort /
Half]
The Frost Wyvern may vomit a mass of cold air, directed towards a
single point. The cold air travels to a range of 20m and explodes into a
3m radius localized blizzard upon impact, dealing 2d+7 Water/Ice-type
damage to up to 5 targets in the area. This ability cannot be used in
consecutive turns.
[Techniques]
A Frost Wyvern can use the "Beetleskin", "Cat's Eyes", and "Recovery (5
HP)" Techniques.
• Wings
[Flight]
A Frost Wyvern receives a +1 bonus to Accuracy (only for melee attacks)
and Evasion while flying.

380
• Stinger
[Deadly Poison / 8 (15) / Fort / Negated]
If the Frost Wyvern hits with their Stinger attack, the target must
immediately make a Fortitude check. If they fail to resist, they receive an
extra 2d+6 Poison-type damage.
Frost Wyverns are similar in appearance to dragons and are often
thought of as a variant of the dragon family. However, unlike a dragon, a
Wyvern's arms and wings are integrated into the same limb, and most
Wyverns have much lower intelligence than dragons. Wyverns also
instinctively know a few techniques in order to strengthen their body,
rather than rely on magic.

6 Lesser Manticore
Int: Average Perc: 5 Senses (Darkvision) Lang: Arcana, Sylvan
Hab: Labyrinths Disp: Neutral
Rep/Weak: 11 / 16 Init: 14 Move Spd: 15 / 23 (Flying)
Fort: 8 (15) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw
9 (16) 2d+7 8 (15) 6 38 52
(Front)
Tail
8 (15) 2d+9 7 (14) 4 32 16
(Rear)
Sections: 2 (Front / Rear) Weak Point: Wind Damage +3
Main Section: Front pts.
Unique Skills Loot
• Front 2-6 None
[Truespeech Magic, Spiritualism 7-9 Fine Manticore
Magic (Level 5) / Magic Power 8 (15)] Skin (300G)
A Lesser Manticore may cast both 10+ Beautiful
Truespeech and Spiritualism Magic as Manticore Skin
a fifth-level Sorcerer and Conjurer. (800G)
For individual spell effects, refer to
that spell's description.
[Fairy Magic (Level 3) / Magic Power 5 (12)]
A Lesser Manticore may cast Fairy Magic as a third-level Fairy Tamer.
For individual spell effects, refer to that spell's description.

381
[Techniques]
A Lesser Manticore can use the "Beetleskin" and "Cat's Eyes"
Techniques.
• Rear
[Numbing Poison / 7 (14) / Fort / Negated]
If the Lesser Manticore hits with their Tail attack, the target must
immediately make a Fortitude check. If they fail to resist, they receive a
-6 cumulative penalty to their Dexterity. If the target's Dexterity is
reduced to 0 the character becomes unable to move or attack. If the
target uses fixed values, they instead receive a -1 penalty to Accuracy,
becoming paralyzed when the penalty reaches -3.
This is a Poison-type effect and wears off after 1 hour has passed.
A horrific conglomeration of parts, a Lesser Manticore has the body of
a lion, wings of a bat, tail of a scorpion and the face of an old man,
altogether standing 3m in length. Very intelligent, Lesser Manticores
have a deep knowledge of magic and history, with some having lived
since the Schnell period or even longer. However, they are vile creatures,
twisted in mind and body, and any information gleaned from them is
likely to be incorrect at best, if not outright malicious.

382
6 Unicorn
Int: High Perc: 5 Senses Lang: Sylvan
Hab: Forest Disp: Neutral
Rep/Weak: 10 / 15 Init: 14 Move Spd: 20 Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Horn 8 (15) 2d+6 7 (14) 5 50 86
Unique Skills W. P.: Accuracy +1
[Fairy Magic (Level 6) / Magic Power Loot
10 (17)] Always Unicorn Horn
A Unicorn may cast Fairy Magic as a (Remaining MP x
sixth-level Fairy Tamer. For individual 300G)
spell effects, refer to that spell's 2+ None
description.
[Magic Aptitude]
A Unicorn can use the Combat Feats
[Guided Magic], [Metamagic/Targets], [Magic Convergence] and [Magic
Control].
[Healing Horn / 10 (17) / Fort / Negated]
Completely recovers the target's HP and removes any poisons, diseases,
curses, and cures petrification. This has no effect on Constructs, and any
Undead are instantly destroyed instead. Costs 10 MP to use.
[Horn of Mana]
If the Unicorn's MP reaches 0, it dies instantly, its horn crumbling into
useless dust.
Unicorns are elegant creatures, horses with long, iridescent spiraling
horns on their forehead. They are intelligent but very skittish, only
appearing to human maidens and even then, quite rarely. They are
hunted by both outlaws and Barbarous for their horn, which can cure
diseases and heal wounds even after it is removed from the Unicorn. The
horn has the entirety of the Unicorn's MP stored in it, and when cut it
retains the Unicorn's current MP (killing the Unicorn in the process).
Once all of the stored MP is spent using the "Healing Horn" ability, it will
crumble into useless dust.

383
7 Jii
Int: High Perc: 5 Senses Lang: Trade Common, Sylvan
Hab: Unknown Disp: Neutral
Rep/Weak: 14 / 18 Init: 12 Move Spd: 12 Fort: 9 (16) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Hoof 7 (14) 2d+6 8 (15) 6 48 70
Unique Skills W. P.: Accuracy +1
[Divine Magic, Fairy Magic (Level 7) / Loot
Magic Power 11 (18)] 2-6 None
A Jii may cast both Divine and Fairy 7+ Sharp Hoof
Magic as a seventh-level Priest and (950G)
Fairy Tamer. It is up to the GM to
determine any Special Divine Spells.
For individual spell effects, refer to
that spell's description.
[Magic Aptitude]
A Jii can use the Combat Feats [Guided Magic], [Metamagic/Accuracy],
and [Wordbreak].
[Foresight]
As a Minor Action, a Jii can gain a +2 bonus to Evasion, however they
also receive a -2 penalty to their Accuracy.
A cow with a human face, the Jii walks on two legs like a human would.
There is a tradition of the Jii appearing before a major disaster and
spouting prophecies, and some nations even take the appearance of the
Jii in itself as a precursor to a disaster. While normally kind and
welcoming, they will fall upon opponents with malicious intent. It is
unknown where they come from, though there have been sightings in
deep forests and on high mountain peaks.

384
9 Chimera
Int: High Perc: 5 Senses (Darkvision)
Lang: Trade Common, Barbaric, Dragonic, Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 13 / 20 Init: 15 Move Spd: 13 / 25 (Flying)
Fort: 11 (18) Will: 12 (19)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
(Lion 11 (18) 2d+13 10 (17) 9 46 12
Head)
Horn
(Goat 9 (16) 2d+9 10 (17) 8 28 60
Head)
Bite
(Dragon 10 (17) 2d+11 10 (17) 10 34 18
Head)
Snake
Bite 12 (19) 2d+9 11 (18) 6 52 12
(Body)
Wings
- - 9 (16) 8 24 12
(Wings)
Sections: 5 (Head x3 / Body / Wings) Weak Point: Magic Damage +2
Main Section: Head (All) pts.
Unique Skills Loot
• Lion Head Always Chimera Horn
[Techniques] (500G)
The Chimera's Lion Head can use the Always Chimera Fang
"Beetleskin", "Cat's Eyes", and (500G)
"Recover (5 HP)" Techniques. 2-9 Chimera Mane
• Goat Head (500G)
[Spiritualism Magic (Level 7) / Magic 10+ Golden Chimera
Power 10 (17)] Mane (2,900G)
The Chimera's Goat Head may cast
Spiritualism spells as a seventh-level Conjurer. For individual spell
effects, refer to that spell's description.

385
[Magic Aptitude]
The Chimera's Goat Head can use the Combat Feats
[Metamagic/Targets], [Metamagic/Distance], [Magic Convergence],
[Magic Control], [Guided Magic] and [Wordbreak].
• Dragon Head
[Flame Breath / 11 (18) / Fort / Half]
The Chimera's Dragon Head may vomit a fireball directed towards a
single target. The fireball travels to a range of 50m and deals 2d+10 Fire-
type damage.
• Body
[Cursed Poison / 11 (18) / Fort / Negated]
If the Chimera's Body hits with their Snake Bite attack, the target must
immediately make a Fortitude check. If they fail to resist, the target
receives a -2 cumulative penalty to their Accuracy. This effect lasts until
the Body's HP is reduced to 0.
• Wings
[Flight]
A Chimera receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
A Chimera is fearsome in appearance, with the heads of a lion, goat and
dragon, the body of a snake used for a tail, and the wings of a massive
bat on its back. Their origin is unclear, but it can only be assumed that a
crazed wizard from the Durandal period came up with this beast as part
of some deranged experiment.
With multiple heads comes incredible intelligence, and Chimeras excel
in cunning strategy. They are also quite cruel and will offer hope to their
opponents only to snatch it away at the last second. Chimeras also tend
to have Undead and Constructs under their control, and will have each
head sleep at different times, making them incredibly difficult opponents
to take advantage of. However, Chimeras tend to be overconfident, and
it is said that this hubris may be their downfall.

386
10 Cockatrice
Int: Low Perc: 5 Senses (Darkvision) Lang: None
Hab: Forest, Wasteland Disp: Hostile
Rep/Weak: 15 / 20 Init: 15 Move Spd: 18 / 18 (Flying)
Fort: 13 (20) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Beak 13 (20) 2d+9 11 (18) 10 78 27
Unique Skills W. P.: Water/Ice Damage +3
pts.
[Poison/Disease/Curse Immunity] Loot
A Cockatrice is immune to all Poison- 2-6 None
type, Disease-type, and Curse-type 7 - 12 Cockatrice Beak
effects. (1,000G)
[Techniques] 13+ Crimson Beak
A Cockatrice can use the "Meditation", (3,200G)
"Beetleskin" and "Recover (5 HP)"
Techniques.
[Flight]
A Cockatrice receives a +1 bonus to Accuracy (only for melee attacks)
and Evasion while flying.
[Continuous Attack II]
If a Cockatrice successfully hits a target in melee, they may make a
second attack. If a second attack hits they can make a third attack against
the same target.
[Petrifying Beak / 11 (18) / Will / Negated]
If the Cockatrice hits with their Beak attack, the target must immediately
make a Willpower check. If they fail to resist, they receive a -12
cumulative penalty to Agility. If this drops the character's Agility to 0, the
character immediately turns to stone. If the target uses fixed values, they
instead receive a -2 penalty to Evasion, turning to stone when either
reaches -6.
Resembling a giant chicken with the legs and tail of a lizard, a Cockatrice
is a dangerous beast, able to petrify anyone with its beak. Standing taller
than most humanoids, Cockatrices are often hostile to anyone they
perceive as threatening them or their nest. However, they absolutely hate
Basilisks with every fiber of their being and will break off combat with
others in order to attack one on sight.

387
10 Draconet
Int: Average Perc: 5 Senses (Darkvision) Lang: Dragonic
Hab: Various Disp: Neutral
Rep/Weak: 15 / 20 Init: 17 Move Spd: 13 / 25 (Flying)
Fort: 13 (20) Will: 12 (19)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
13 (20) 2d+14 12 (19) 12 63 32
(Body)
Wing
(Wing) 12 (19) 2d+9 10 (17) 10 41 16
x2
Sections: 3 (Body / Wing x2) Weak Point: Physical Damage +2
Main Section: Body pts.
Unique Skills Loot
• All Sections Always Dragon Scale
[Fire Immunity] (5,000G)
A Draconet takes no damage from 2-6 Dragon Fang
Fire-type effects. (1,200G)
• Body 7+ Dragon Fang x2
[Flame Breath / 11 (18) / Fort / Half] (2,400G)
The Draconet may vomit a mass of
superheated air, directed towards a
single point. The hot air travels to a range of 20m, and explodes into a
3m radius fireball upon impact, dealing 2d+15 Fire-type damage to up
to 5 targets in the area. This ability cannot be used in consecutive turns.
• Wings
[Flight II]
A Draconet receives a +2 bonus to Accuracy (only for melee attacks) and
Evasion while flying. If one of the Wings falls to 0 HP or lower, this
ability cannot be used.
[All-Out Attack]
A Draconet can deal an additional 8 damage on their next attack.
However, any Evasion Check made by the Draconet this turn receives a
-3 penalty.
"Draconet" is a name used for dragons 100 years or younger, and a
Draconet's attitude reflects its immaturity. Often angry, they will destroy
their environment until they either run out of energy or have leveled their

388
surroundings. However, it is possible to communicate with a Draconet
when they are in a good mood.
As with older dragons, Draconets tend to hoard things with a significant
amount of stored mana, including magical items, Sword Shards, and even
whole Swords of Defense. They are loathe to give up any of their hoard
but may be convinced if there is appropriate replacements for the items
to be taken. While the most common Draconets breathe fire, there are
subspecies that can exhale ice, lightning, or poison as well.

13 Lesser Dragon
Int: High Perc: 5 Senses (Darkvision)
Lang: Trade Common, Arcana, Dragonic
Hab: Cave Disp: Neutral
Rep/Weak: 12 / 20 Init: 18 Move Spd: 15 / 30 (Flying)
Fort: 17 (24) Will: 17 (24)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
17 (24) 2d+18 15 (22) 14 79 84
(Head)
Tail
16 (23) 2d+16 13 (20) 16 103 30
(Body)
Wing
(Wing) 15 (22) 2d+14 13 (20) 13 54 28
x2
Sections: 4 (Head / Body / Wing x2) Weak Point: Physical Damage +2
Main Section: Head pts.
Unique Skills Loot
• All Sections Always Dragon Scale
[Fire Immunity] (5,000G)
A Lesser Dragon takes no damage 2-6 Dragon Fang
from Fire-type effects. (1,200G)
7 - 12 Dragon Fangs (1d
x 1,200G)
13+ Dragon Egg
(10,000G)

389
• Head
[Truespeech Magic, Spiritualism Magic (Level 10) / Magic Power 14
(21)]
A Lesser Dragon may cast both Truespeech and Spiritualism Magic as a
tenth-level Sorcerer and Conjurer. For individual spell effects, refer to
that spell's description.
[Magic Aptitude]
The Lesser Dragon can use the Combat Feats [Metamagic/Targets],
[Metamagic/Distance], [Magic Convergence], [Magic Control], [Guided
Magic] and [Wordbreak].
[Flame Breath / 15 (22) / Fort / Half]
The Lesser Dragon may vomit a mass of superheated air, directed
towards a single point. The hot air travels to a range of 20m, and
explodes into a 6m radius fireball upon impact, dealing 2d+20 Fire-type
damage to up to 20 targets in the area. This ability cannot be used in
consecutive turns.
[Techniques]
A Lesser Dragon can use the "Strong Blood", "Beetleskin" and "Recovery
(7 HP)" Techniques.
• Body
[Large]
Unless the Body of the Lesser Dragon is reduced to 0 HP or less, the
Head may not be engaged in melee combat.
[Tail Swing]
A Lesser Dragon can use their tail to attack up to 5 targets. Accuracy and
Damage is the same as a normal attack, and this attack cannot be used
in consecutive rounds.
• Wings
[Flight]
A Lesser Dragon receives a +1 bonus to Accuracy (only for melee
attacks) and Evasion while flying. If one of the Wings falls to 0 HP or
lower, this ability cannot be used.
[All-Out Attack]
A Lesser Dragon can deal an additional 8 damage on their next attack.
However, any Evasion Check made by the Lesser Dragon this turn
receives a -3 penalty.

390
A young dragon, less than 500 years, yet older than a Draconet. Even
though it is still relatively young for a Dragon, Lesser Dragons tend to be
around 10m long, and so any sort of melee attacks on the head are nigh
impossible. Able to spit flames and cast spells while flying over the
battlefield, a Lesser Dragon's offensive power is second to none. Because
of this, Lesser Dragons tend to be very self-centered and overconfident,
looking down on all those they consider "lesser creatures".
Lesser Dragons look to hoard treasure and valuables, just like any other
dragon. Any brave adventurer (or adventuring party) that is able to kill a
Lesser Dragon will not only earn the title "Dragon Slayer” but will have
access to the vast hoard that the dragon had acquired. Additionally, very
rarely do dragons have Dragon Eggs inside their bodies, which are
incredibly valued on their own due to use in a number of magical
experiments.

Fairies

7 Undine
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Waterfront Disp: Neutral
Rep/Weak: 11 / 16 Init: 13 Move Spd: 15 / 15 (Swimming)
Fort: 9 (16) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 10 (17) 2d+7 8 (15) 8 46 50
Unique Skills W. P.: Fire Damage +3 pts.
[Limited Fairy Magic (Level 7) / Magic Loot
Power 10 (17)] None
An Undine may cast the Fairy Magic
spells "Water Screen", "Purification"
and "Ice Bolt" as a seventh-level Fairy
Tamer. For spell effects, refer to that
spell's description.
[Magic Aptitude]
An Undine can use the Combat Feats [Metamagic/Targets] and [MP
Save].

391
[Water Gun / 9 (16) / Fort / Half]
An Undine sprays a jet of water towards a single target. The water jet
travels to a range of 20m and deals 2d + 6 Water/Ice-type damage. If the
target fails to save, they are also knocked prone.
[Water Body]
An Undine takes no damage from Water/Ice-type effects. Bludgeoning
weapons treat the Undine's Defense as 3 points higher.
[Underwater Specialization]
An Undine can breathe and vocalize while underwater and does not
suffer any penalties for moving while underwater.
[Flame Vulnerability]
When the Undine is hit by Fire-type damage, it takes an extra 3 damage.
Water fairies that have become stronger with time and mana, Undines
appear as beautiful humanoid women (often humans and elves). Often
seen in larger bodies of water, they have also been sighted in rivers, and
are very curious about travelers on the water. However, their curiosity
may occasionally be dangerous, as Undines tend not to know that other
races can drown in water.
They greatly dislike ugly people on the water, and try to deliberately sink
their vessels, so they can't be seen on the water. However, an even more
hated enemy are those who would pollute water sources. These people
the Undines actively and aggressively try to drown, in order to protect
themselves and their habitat.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Undine. A Monster
Knowledge check is still required in order to determine the Undine's
Weakness.

392
7 Salamander
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Volcano, Labyrinths, Ruins Disp: Neutral
Rep/Weak: 11 / 16 Init: 14 Move Spd: 17 Fort: 10 (17) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Tongue 10 (17) 2d+11 9 (16) 7 41 50
Unique Skills W. P.: Water/Ice Damage +3
pts.
[Limited Fairy Magic (Level 7) / Magic Loot
Power 10 (17)] None
A Salamander may cast the Fairy
Magic spells "Fire Bolt" and "Heat
Metal" as a seventh-level Fairy Tamer.
For spell effects, refer to that spell's
description.
[Magic Aptitude]
A Salamander can use the Combat Feats [Metamagic/Targets] and
[Metamagic/Distance].
[Fire Breath / 8 (15) / Fort / Half]
A Salamander breathes a gout of flame towards a single target. The flame
travels to a range of 20m and deals 2d + 9 Fire-type damage.
[Fire Immunity]
A Salamander takes no damage from Fire-type effects.
[Water/Ice Vulnerability]
When the Salamander is hit by Water/Ice-type damage, it takes an extra
3 damage.
Salamanders are 2m long lizard-like fairies drawn to flames and fire and
tend to live in areas with higher temperatures than normal. They're
driven to burn everything around them, and there's often charcoal strewn
about their lairs because of this tendency. However, despite being drawn
to fire, Salamanders aren't aggressive, though they are still dangerous
when not threatened.
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Salamander. A Monster
Knowledge check is still required in order to determine the Salamander's
Weakness.

393
7 Sylph
Int: Average Perc: 5 Senses Lang: Sylvan
Hab: Mountains Disp: Neutral
Rep/Weak: 11 / 16 Init: 15 Move Spd: 22 (Flying)
Fort: 9 (16) Will: 9 (16)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Fist 9 (16) 2d+6 10 (17) 5 38 50
Unique Skills W. P.: Earth Damage +3 pts.
[Limited Fairy Magic (Level 7) / Magic Loot
Power 10 (17)] None
A Sylph may cast the Fairy Magic
spells "Wind Voice", "Wind Guard",
"Wind Cutter", "Silent Move",
"Hovering" and "Shoot Arrow" as a
seventh-level Fairy Tamer. For spell effects, refer to that spell's
description.
[Magic Aptitude]
A Sylph can use the Combat Feats [Guided Magic] and
[Metamagic/Distance].
[Gale Breath / 9 (16) / Fort / Half]
A Sylph breathes a mass of compressed air towards a single target. The
mass travels to a range of 30m, and explodes into a 3m radius hurricane,
dealing 2d+6 Wind-type damage to up to 5 targets in the area.
[Wind Body]
A Sylph takes no damage from Wind-type or Slash-type effects. Slashing
weapons treat the Sylph's Defense as 3 points higher.
[Flight]
A Sylph receives a +1 bonus to Accuracy (only for melee attacks) and
Evasion while flying.
[Earth Vulnerability]
When the Sylph is hit by Earth-type damage, it takes an extra 3 damage.
Whimsical wind fairies, Sylphs appear to travelers as half-transparent
humanoids, often choosing to appear as either humans or elves. They
are not malicious, but sometimes their pranks may be dangerous, such
as flying around a mountaineer trying to climb. Sylphs prefer to fly freely
wherever they want, though occasionally some will follow a group of
travelers that appreciate their pranks.

394
In addition, if the PC has any levels in the Fairy Tamer class, they
automatically know the lore and value of the Sylph. A Monster
Knowledge check is still required in order to determine the Sylph's
Weakness.

Daemons

4 Aetherbeast
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 14 Fort: 5 (12) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite 6 (13) 2d+5 5 (12) 3 32 15
Unique Skills W. P.: Physical Damage +2 pts
None Loot
Always Daemon Blood
(100G)
2-9 None
10+ Daemon Fangs
(300G)

Beasts from another world, Aetherbeasts are loyal to and follow around
other daemons. Often taking the appearance of a much larger wolf, they
will savagely bite any who threaten them. While the stats given are for
this particular form, GMs may use other stats to represent other
Aetherbeast forms as well.

395
6 Valbravers
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic, Arcana
Hab: Cave, Ruins Disp: Hostile
Rep/Weak: 12 / 16 Init: 13 Move Spd: 14 Fort: 9 (16) Will: 8 (15)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
None
- - 6 (13) 5 43 35
(Body)
Crushing
Blow
8 (15) 2d+10 6 (13) 6 33 8
(Large
Arm)
Fist
(Small 9 (16) 2d+5 8 (15) 4 27 6
Arms)
Sections: 3 (Body / Large Arm / Weak Point: Magic Damage +2
Small Arms) Main Section: Body pts.
Unique Skills Loot
• Body Always Daemon Blood
[Regeneration] (100G)
Once per turn, as a Major Action, the 2-4 None
Valbravers can choose one of its Arm 5-8 Twitching Arm
sections that is at 0 HP and revive it to (200G)
half its maximum HP. Only one Arm 9+ Fresh Arm
section can be Regenerated per turn. (500G)
[Truespeech Magic (Level 5) / Magic
Power 6 (13)]
A Valbravers may cast Truespeech Magic as a fifth-level Sorcerer. For
individual spell effects, refer to that spell's description.
• Large Arm
[Substitution]
When the Valbravers' Body would take damage from a melee or ranged
attack, the Large Arm can move in the way and take the damage instead.
This ability can only be used once per round and does not protect against
wide-area effects.
[Simultaneous Attack]
A Valbravers' Crushing Blow can attack up to 5 characters in the same
skirmish, but a separate Accuracy Check is needed for each character.
Each Accuracy Check is made with a -2 penalty.
396
• Small Arm
[Continuous Attack]
If the Valbravers' Small Arms successfully hits a target in melee, they may
make a second attack against the same target.
A strange, horrifying daemon that barely looks like a humanoid. A
Valbravers stands about 4m tall, though its head is sunken into its
oversized chest muscles and its right arm is abnormally enlarged. The
left arm is much longer and slender, though 4 or 5 are growing from the
same shoulder. While a Valbravers can use magic, its intelligence isn't
the greatest, and so there's not a whole lot of power behind its spells.
Often, a Valbravers is called by a much more powerful daemon or are
used to guard labyrinths. Able to regenerate at an incredible rate, they
make good guardians as they can deter most intruders. It's said that an
arm that is removed from a Valbravers will continue to move on its own
for a few days after.

397
6 Gildrekk
Int: Low Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths Disp: Hostile
Rep/Weak: 12 / 16 Init: 15 Move Spd: 18 Fort: 9 (16) Will: 7 (14)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 8 (15) 2d+7 8 (15) 8 42 18
Unique Skills W. P.: Accuracy +1
[Continuous Attack] Loot
If the Gildrekk successfully hits a Always Daemon Blood
target in melee, they may make a (100G)
second attack against the same target. 2-8 None
[Long Tail / 8 (15) / Evasion / 9 - 10 Smooth Tail
Negated] (300G)
The Gildrekk attacks 1 target within 11+ Flexible Tail
10m with an outstretched tail, dealing (620G)
2d+5 Physical damage on a successful
hit. This is treated as a weapon of the Thrown category (though the tail
stays attached).
A Gildrekk is an unusual daemon, a 3m tall monstrosity with the head
of a lizard and an unusually long tail. They walk while leaning forward,
their head far in front of their body, and are able to quickly lash out with
their tail. Often seen in the service of other daemons, Gildrekks are a
soldier-type, and will swarm to protect their leader with their lives.

398
7 Grunel
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic, Arcana
Hab: Ruins Disp: Hostile
Rep/Weak: 14 / 19 Init: 15 Move Spd: 15 Fort: 10 (17) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon
9 (16) 2d+10 9 (16) 7 53 60
(Body)
Tail
10 (17) 2d+8 8 (15) 4 25 22
(Tail)
Sections: 2 (Body / Tail) Weak Point: Magic Damage +2
Main Section: Body pts.
Unique Skills Loot
• Body Always Daemon Blood
[Truespeech Magic, Divine Magic (100G)
(Level 7) / Magic Power 10 (17)] 2-7 None
A Grunel may cast both Truespeech 8 - 10 Daemon Earrings
and Divine Magic as a seventh-level (260G)
Sorcerer and Priest. It is up to the GM 11+ Daemon Bracelet
to determine any Special Divine (1,200G)
Spells. For individual spell effects,
refer to that spell's description.
[Magic Aptitude]
A Grunel can use the Combat Feats [Metamagic/Targets] and [Guided
Magic].
[Mana Strike]
A Grunel may deal an additional +10 damage to their next melee attack.
If they do, they receive a -1 penalty to Evasion, Fortitude, and Willpower
checks until their next turn.
• Tail
[Entangling Tail]
A Grunel my use its tail in an attempt to entangle the target. Each round,
the entangled target is hit automatically by the Grunel, and makes all
Accuracy and Evasion Checks with a -2 penalty. This penalty is not
cumulative. Removing the entangling tail requires an (Adventurer Level
+ Strength bonus) Check opposed by the Grunel Tail's Accuracy check.
This check may be made by another person as well. If successful, the
target is not entangled anymore.

399
A humanoid daemon with bronze skin and a height of about 3m,
Grunels have long tails that they treat like whips. Some individuals may
have magic weapons as well (increasing both Accuracy and damage by
+1), and with their aptitude with magic, it is assumed that the Grunel
handmade this weapon. If the Grunel does use a magical weapon,
assume it is included in the loot as well.
Oddly enough, Grunels have been seen in the company of Grassrunners.
It is not quite sure what the relationship between the two races is, and
neither side is willing to talk about it. However, this has led to the rumor
that Grassrunners come from another world.

400
8 Dark Bully
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 15 / 18 Init: 15 Move Spd: 20 Fort: 11 (18) Will: 10 (17)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Claw 10 (17) 2d+7 10 (17) 7 46 30
Unique Skills W. P.: Fire Damage +3 pts.
[Continuous Attack II] Loot
If a Dark Bully successfully hits a Always Daemon Blood
target in melee, they may make a (100G)
second attack. If a second attack hits 2-8 None
they can make a third attack against 9+ Crystallized
the same target. Daemon Blood
[Poison Claw / 9 (16) / Fort / Negated] (800G)
If the Dark Bully hits with their Claw
attack, the target must immediately
make a Fortitude check. If they fail to resist, they receive a -1 cumulative
penalty to Evasion checks for 1 hour.
[Shadow Cross]
The Dark Bully moves by disappearing into shadows and reappearing
anywhere within 20m. At night, the Dark Bully may reappear anywhere
instead. Additionally, the Dark Bully can use the Combat Feat [Shadow
Sneak] when performing a Normal Move. This ability cannot be used
on consecutive turns.
Standing at 2m tall, the Dark Bully appears to be a figure completely
enshrouded in shadow. A long claw grows from each hand, instead of
fingers, giving the appearance of the scythes of the god of death. Moving
from shadow to shadow, a Dark Bully can unleash such an onslaught of
attacks from out of nowhere, slaying even veteran adventurers near
instantly.

401
9 Ragnakang
Int: Average Perc: 5 Senses (Darkvision) Lang: Daemonic
Hab: Labyrinths, Ruins Disp: Hostile
Rep/Weak: 16 / 19 Init: 16 Move Spd: 15 / 20 (Flying)
Fort: 12 (19) Will: 11 (18)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
11 (18) 2d+13 11 (18) 10 48 44
(Head)
Tail
11 (18) 2d+12 9 (16) 8 56 28
(Body)
Wing
(Wings) 12 (19) 2d+9 9 (16) 5 29 14
x2
Sections: 4 (Head / Body / Wing x2) Weak Point: Slash Damage +3
Main Section: Head pts.
Unique Skills Loot
• Head Always Daemon Blood
[Divine Magic (Level 5) / Magic (100G)
Power 7 (14)] 2-6 None
A Ragnakang may cast Divine Magic 7 - 12 Daemon Horn
as a fifth-level Priest. It is up to the (600G)
GM to determine any Special Divine 13+ Large Daemon
Spells. For individual spell effects, Horn (1,400G)
refer to that spell's description.
[Magic Aptitude]
A Ragnakang can use the Combat Feats [Metamagic/Targets], [Guided
Magic] and [Wordbreak].
[Poison / 11 (18) / Fort / Negated]
If the Ragnakang hits with their Bite attack, the target must immediately
make a Fortitude check. If they fail to resist, they receive an extra 2d+8
Poison-type damage.
[Techniques]
A Ragnakang may use the "Cat's Eyes", "Beetleskin", 'Bear Muscle" and
"Strong Blood" Techniques.

402
• Body
[Paralyzing Poison / 10 (17) / Fort / Negated]
If the Ragnakang's Body hits with their Tail attack, the target must
immediately make a Fortitude check. If they fail to resist, they receive a
-1 cumulative penalty to all checks for 1 minute (6 rounds).
[Large Body]
As long as the Ragnakang Body's HP is 1 or more, the Head receives a
+4 bonus to melee Evasion checks. When the Body falls to 0 HP or
lower, this effect disappears.
• Wings
[Flight]
A Ragnakang receives a +1 bonus to Accuracy (only for melee attacks)
and Evasion while flying. If one of the Wings falls to 0 HP or lower, this
ability cannot be used.
A daemon that appears as an upright dragon, with huge membranous
wings. When a Ragnakang fully extends its neck, it stands around 5m
long, and will use that long neck and tail in combat. Thoroughly infused
with poison, a Ragnakang is dangerous to touch, let alone engage in
combat. Some still stand guard at the entrances to old ruins, and such
places have seen no intrusions because of the Ragnakang's diligence.

403
11 Cerberus
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins, Labyrinths Disp: Hostile
Rep/Weak: 15 / 20 Init: 18 Move Spd: 20 Fort: 14 (21) Will: 13 (20)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bite
(Head) 13 (20) 2d+16 12 (19) 10 44 35
x3
None
- - 12 (19) 12 80 20
(Body)
Sections: 4 (Head x3 / Body) Weak Point: Bludgeoning Damage
Main Section: Head (All) +3 pts.
Unique Skills Loot
• All Sections Always Crystallized
[Fire Immunity] Daemon Blood
A Cerberus takes no damage from (800G)
Fire-type effects. 2-7 None
• Heads 8 - 12 Binding Chain
[Breath] (500G)
Each head of the Cerberus can use the 13+ Jet-Black Chain
following breath attacks. Each breath (3,000G)
has a 6m radius centered on the
Cerberus and will affect up to 20 creatures in the area. If two heads
breathe the same attack, then the Roll Modifier gains a +2 bonus, and
the breath deals an extra +4 damage. If all three heads breathe the same
attack, then the Roll Modifier gains a +4 bonus, and damage is increased
by +8.
1: [Flame Breath / 11 (18) / Fort / Half]
This breath attack deals 2d+12 Fire-type damage to those affected.
2: [Blizzard Breath / 10 (17) / Fort / Half]
This breath attack deals 2d+8 Water/Ice-type damage to those affected.
If a target fails to save, its Defense is decreased by -5 for 30 seconds (3
rounds).
3: [Miasma Breath / 9 (16) / Fort / Half]
This breath attack deals 2d+6 Poison-type damage to those affected. If a
target fails to save, its Evasion is decreased by -3 for 30 seconds (3
rounds).

404
[Techniques]
Each Cerberus Head may use the "Beetleskin" and "Bear Muscle"
Techniques.
• Body
[Large Body]
As long as the Cerberus Body's HP is 1 or more, each Head receives a
+4 bonus to melee Evasion checks. When the Body falls to 0 HP or
lower, this effect disappears.
A three-headed daemon dog, a Cerberus is really more the size of a
horse. Able to conjure up breath weapons of fire, ice, and poison, it can
be a dangerous foe in combat. Also known as the Watchdog of Hell,
Cerberuses are typically seen guarding something, whether the entrance
to a labyrinth, a vault inside, or something else. While its intelligence is
that of a normal dog's, a Cerberus will remain loyal to its orders, and will
fight to the death in order to carry them out.

405
Humanoids

2 Bandit Trooper
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 5 / - Init: 9 Move Spd: 14 Fort: 4 (11) Will: 3 (10)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 4 (11) 2d+2 3 (10) 3 20 10
Unique Skills W. P.: None
[Sword's Salvation / Change Fate] Loot
Once per day, a Bandit Trooper may 2-6 None
choose to change the result of an 7 - 10 Bag of Silver
Action Check or Damage roll, by Gamels (50G)
switching the faces of the rolled 2d to 11+ Bag of Silver
the opposite sides. Gamels (1d x
50G)

Thugs with a single weapon and leather armor. Typically attacking


peddlers, traders and lone travelers, Bandit Troopers tend to act in
groups of 3-5, and will more likely go after smaller groups than not. This
data may also be used for low-level soldiers, as well as armed villagers.

406
2 Bandit Archer
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 5 / - Init: 8 Move Spd: 12 Fort: 4 (11) Will: 3 (10)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Bow 4 (11) 2d+1 3 (10) 2 18 10
Unique Skills W. P.: None
[Bow] Loot
The Bandit Archer's Bow attack is 2-6 None
treated as a ranged attack from a Bow 7 - 10 Bag of Silver
category weapon, with a range of 20m. Gamels (50G)
[Precise Shot] 11+ Bag of Silver
Ranged attacks fired into a skirmish Gamels (1d x
cannot misfire. 50G)
[Sword's Salvation / Change Fate]
Once per day, a Bandit Archer may
choose to change the result of an Action Check or Damage roll, by
switching the faces of the rolled 2d to the opposite sides.
Bandit Archers tend to stay behind the front lines, taking aim at those on
the battlefield. As befitting cowardly bandits, their targets will tend to be
who they perceive as the weakest in the group. This data may also be
used for low-level soldiers, as well as armed villagers.

407
3 Corrupted Priest
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 6 / - Init: 8 Move Spd: 12 Fort: 4 (11) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Staff 4 (11) 2d 3 (10) 2 22 25
Unique Skills W. P.: None
[Divine Magic (Level 3) / Magic Loot
Power 5 (12)] 2-6 None
A Corrupted Priest may cast Divine 7 - 10 Bag of Silver
Magic as a third-level Priest. It is up to Gamels (1d x
the GM to determine any Special 50G)
Divine Spells. For individual spell 11+ Bag of Silver
effects, refer to that spell's description. Gamels (2d x
[Sword's Salvation / Change Fate] 50G)
Once per day, a Corrupted Priest may
choose to change the result of an
Action Check or Damage roll, by switching the faces of the rolled 2d to
the opposite sides.
These Corrupted Priests spread evil and destruction where they go.
Whether they've been turned from the way of the righteous and fallen in
with bandits or are followers of the Malevolent Gods and living among
the Barbarous, there is naught but darkness where these Priests go.

408
4 Bandit Chief
Int: Average Perc: 5 Senses Lang: Trade Common, Local Dialect
Hab: Various Disp: Neutral
Rep/Weak: 7 / - Init: 12 Move Spd: 14 Fort: 6 (13) Will: 5 (12)
Fighting
Accuracy Damage Evasion Defense HP MP
Style
Weapon 6 (13) 2d+7 6 (13) 4 30 15
Unique Skills W. P.: None
[Power Attack] Loot
A Bandit Chief can deal an additional 2-6 None
4 damage on their next attack. 7 - 10 Bag of Silver
However, any Evasion Check made Gamels (1d x
by the Bandit Chief this turn receives 50G)
a -2 penalty. 11+ Bag of Silver
[Sword's Salvation / Change Fate] Gamels (2d x
Once per day, a Bandit Chief may 50G)
choose to change the result of an
Action Check or Damage roll, by
switching the faces of the rolled 2d to the opposite sides.
The leader of a group of bandits, a Bandit Chief is always followed by a
group of 3-5 other bandit followers and may have a spellcaster or two in
the group as well. They will stand on the front lines and fight, though if
the tides turn, they may try to run and live to fight another day.

409
Monster Variants

Monsters, much like PCs and NPCs, can strengthen


themselves by holding high-ranking weapons and shields, or
even magical variants thereof.

Switching Equipment

For monsters equipped with weapons, it's possible to change


the Accuracy and damage of a weapon by changing the specific
weapon being held. Some abilities may also be changed in this
manner, as they would end up using the weapons being held.
Numerical Changes based on Weapon Type
Weapon Type Numbers Changed
Sword, Axe No Changes
Spear, Warhammer Accuracy -1, Damage +2
Mace, Staff Accuracy +1, Damage -2
Thrown, Bow, Crossbow Ranged Attack Possible, Damage -2

Numerical Changes based on High-Quality Equipment


Weapon Type Numbers Changed
Magical Swords, Other Magic Accuracy +1, Damage
Weapons +2
Shields, etc. Evasion +1, Defense +1

410
Adding or Changing Special Abilities

As a GM, you are free to give monsters special abilities they


did not have before, as well as replacing existing abilities with
others. These could be custom abilities created out of whole
cloth, or they could be abilities that already exist, pulled from
another monster.
If the new special ability has references to Resistances,
determine the value by using the following tables. Multiple
different effect elements should be averaged out, if only to
make the final determination a little easier on the GM.
Guidelines for Determining Values for Special Abilities
Effects and Standard
Reference Value Effects and Use
Use of Special Value
Guideline of Special Ability
Ability Modifier
Gives target a Cannot be used
ML+2~ML+3 +1
penalty continuously
Effect is
Has a cumulative
negated if ML+1~ML+2 -1
effect
resisted
Effect has half
Multiple
effect even if ML±0~ML+1 -1
segments
resisted
Damages a
Is a Drake,
wide range of ML+1~ML+2 +1
Daemon
targets
Damages a Monster Level
ML+2~ML+3 +1
single target 10+
Has an Effect
outside a ML±0~ML+1
Major Action
※1: [ML] in the table refers to the Level of the Monster with the special
ability.

※2: When using fixed values, add "7" to the reference value.

411
For example, let's say you wish to give a Sahagin the "Poison
Claw" ability of a Wight. "Poison Claw" is an ability that "is
negated if resisted", "damages a single target", and "has an effect
outside a Major Action" (as it causes damage in addition to the
normal attack's damage). Thus, for the 2nd Level Sahagin,
"Poison Claw" would have a Standard Value of 3 (10).
Altering the type of damage special ability does, or altering the
damage type a monster is weak to, is possible, but must be
done with care to not unbalance a monster's power.

Humanoid Monsters

Humanoid monsters are written using Humans as the baseline


but can be changed to any humanoid race. One of the key
differences is the different racial traits available. Humans are
given [Sword's Salvation/Change Fate], so if a humanoid
monster is changed to a different race, change the racial trait
appropriately.

Humans
Stat
None
Changes
[Sword's Salvation/Change Fate]: Once per day on any
Skill Check, Damage Calculation, or Loot Determination,
Racial
you can switch the face on the rolled 2d to the opposite
Traits side. A die roll of [1] becomes [6], [2] becomes [5], and
[3] becomes [4].

Elves
Stat
Damage -1, Magic Power +1, HP -5, MP +5
Changes
[Sword's Salvation/Gentle Water]: Can breathe and
Racial
vocalize underwater and does not receive penalties for
Traits moving while underwater.
412
Dwarves
Stat
Accuracy +1, Evasion -2, Defense +2
Changes
Racial [Sword's Salvation/Flame Body]: HP and MP are not
Traits reduced by any Fire-type effects.

Tabbits
Stat Changes Accuracy +1, Evasion -2, Magic Power +2, MP +5
Racial Traits None

Runefolk
Stat
None
Changes
[HP Conversion]: In exchange for reducing your HP a
Racial certain number of points, you recover that same number
Traits of MP. The conversion requires 10 seconds (1 round)
and can only be used once a day.

Nightmares
Stat
Accuracy +1, Magic Power +1
Changes
[Weakness]: When damaged by a silver weapon or a
Racial
damaging effect of one of (Fire, Water/Ice, Wind or
Traits Earth) type, increase that damage by +2 points.

Shadows
Stat Changes Accuracy +1, Evasion +1, MP -5, Willpower +3
Racial Traits None

413
Lildraken
Stat
Evasion -2, Defense +2, HP +5
Changes
[Sword's Salvation/Wings of the Wind]: Fly for a total of
Racial
1 minute (6 rounds) per day. While flying, increase
Traits Accuracy and Evasion by +1.

Grassrunners
Stat
Damage -4, Evasion +2, No MP
Changes
[Mana Interference]: If a Grassrunner succeeds on a
Racial
Willpower check against a spell, they will be completely
Traits unaffected (even if the spell says otherwise).

Newman
Stat Accuracy -1, Evasion -1, Defense -2, Magic Power +2,
Changes HP -5
Racial [Child of Magic]: If a Spellcasting check is automatically
Traits successful (i.e., the roll is double 6's), no MP is spent.

Changing a Monster's Strength

In order to strengthen a monster (increasing its level) or


weaken a monster (decreasing its level), there are a lot of
numbers that need to be changed.
When changing a monster's level, it is recommended that any
change only be by a single level either way (i.e., either the
monster's level +1 or the monster's level -1). Larger changes
are much harder to keep balanced, and players may have false
expectations due to the appearance of the monster, but that's
not to say that such changes absolutely cannot happen.

414
Strengthening Monsters
A monster may be strengthened in a number of ways, such as
"training under a powerful master", "obtaining special occult
knowledge", or even "is a mutant". When strengthening a
monster, the following monster statistics are increased by +1:
Reputation/Weakness (Rep/Weak), Initiative, Fortitude,
Willpower, Accuracy, Evasion, Magic Power (if any), Standard
Values of Special Abilities (if any).
Once those are increased, then the GM may choose to
increase either the monster's HP by +2 or increase both the
HP and Defense by +1. This is in addition to the extra +5 HP
and +2 MP the monster receives from increasing by a level.
Other statistics, such as Movement Speed and Weak Points,
remain unchanged.
Special Equipment
As mentioned above, monsters may have different equipment
from what their stat block shows. While changing a monster's
weapons and equipment doesn't increase their level, increasing
a monster's level does mean they are more likely to have
stronger weapons and equipment to bring to bear in combat.

Weakening Monsters
Monsters may also be weakened, decreasing their level and
overall power. Such reasons for this occurring could be "child
of the species", "already injured", "detrimental mutations", or "is
unfinished (for Constructs)". When weakening a monster, all
of the statistics listed in "Strengthening Monsters" are instead
decreased by the same number. A number cannot be less than
0, and Standard Values always have 7 added to them.

415
Changing Abilities and HP Reduction
It's possible to weaken monsters by taking away any beneficial
special abilities they may have. Additionally, detrimental
abilities can be added in order to weaken a monster. Even
halving a monster's HP (rounded up) without changing other
numbers is enough to weaken a monster. Depending upon the
monster, these changes may have different effects, so they
should be carefully balanced for each monster.

416
Power Tables
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
0 * 0 0 0 1 2 2 3 3 4 4
1 * 0 0 0 1 2 3 3 3 4 4
2 * 0 0 0 1 2 3 4 4 4 4
3 * 0 0 1 1 2 3 4 4 4 5
4 * 0 0 1 2 2 3 4 4 5 5
5 * 0 1 1 2 3 3 4 5 5 5
6 * 0 1 1 2 3 3 4 5 5 5
7 * 0 1 1 2 3 4 4 5 5 6
8 * 0 1 2 2 3 4 4 5 6 6
9 * 0 1 2 3 3 4 4 5 6 7
10 * 1 1 2 3 3 4 5 5 6 7

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

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

417
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
31 * 2 4 5 6 7 8 9 10 10 11
32 * 3 4 5 6 7 8 10 10 10 11
33 * 3 4 5 6 8 8 10 10 10 11
34 * 3 4 5 6 8 9 10 10 11 11
35 * 3 4 5 7 8 9 10 10 11 12
36 * 3 5 5 7 8 9 10 11 11 12
37 * 3 5 6 7 8 9 10 11 12 12
38 * 3 5 6 7 8 10 10 11 12 13
39 * 4 5 6 7 8 10 11 11 12 13
40 * 4 5 6 7 9 10 11 11 12 13

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

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

418
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
61 * 5 9 10 11 12 13 14 16 17 18
62 * 5 9 10 11 13 13 14 16 17 18
63 * 5 9 10 11 13 13 15 17 17 18
64 * 5 9 10 11 13 14 15 17 17 18
65 * 5 9 10 12 13 14 15 17 18 18
66 * 5 9 10 12 13 15 15 17 18 19
67 * 5 9 10 12 13 15 16 17 19 19
68 * 5 9 10 12 14 15 16 17 19 19
69 * 5 9 10 12 14 16 16 17 19 19
70 * 5 9 10 12 14 16 17 18 19 19

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

419
Staff List
Game design Development
Kei Kitazawa Group SNE
System Design Supervisor
Tanaka Kouji Hitoshi Yasuda
Ryo Mizuno
World Design Miyuki Kiyomatsu
Kei Kitazawa
Miyabi Akita Editting
Sanae Fujisawa Shinobu Murakawa
Yuki Ito
Cover Illustration Kiyoshi Kaneko
Kususaga Rin Masaru Ogasawara
Anji Majima Keiji Kariya (Arclight
Sample Character Co., Ltd.)
Illustrations Design
Kususaga Rin Mihoko Deguchi
Anji Majima (Arclight Co., Ltd.)
NPC Illustrations Hiroyuki Kiyono
Hiroyuki Aigamo, Usui Rina, (Arclight Co., Ltd.)
Mikako Mikaki, Haruyuki Cover Design
Morisawa, Midori Hitoiro Yoshikazu

Map Illustrations Production


Yuya Kobayashi Fukuda Minoru
Yuko Nagase
Monster Illustrations
Koji Nishino

420
Revised Staff List
Cover Illustration Editing
Kususaga Rin Ken Inagaki
Anji Majima
Editorial Cooperation
Cover Design Keiji Kariya (PoSiCo
Yoshikazu Co., Ltd.)
Sample Character Design
illustration (Newman) Shinya Sasaki (Arclight
so-bin Co., Ltd.)

English Translation
Lead Translator
Aniodia
Additional Translation and Editing
Auquid

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421

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