Professional Documents
Culture Documents
KINGDOMS
CONTRIBUTING COLLEAGUES
William Brust, Matt Davis, Matt Edwardsen, Doug Ford, John Duper Morse,
Larry Scheinman, Eric Schmiedecke, Misha Schmiedecke, Danny Stites.
PLAYTESTERS
Ian Arnal, Thomas Arnal, Grover Brown, Izze Brown, William Brust, Matt Davis, Orion DeRonne, Venus
DeRonne, Matt Edwardsen, Doug Ford, Siri Lutes, Charlie McDermott, John Duper Morse, Bobby Ray, Larry
Scheinman, Eric Schmiedecke, Misha Schmiedecke, Danny Stites, George Swan Tuite, and a host of others from
Dragon*Con, MACE West, Asheville Scarefest, The Wyvern’s Tale game shop, and various other and sundry
locations.
INDIEGOGO CONTRIBUTORS
Estelle Arnal, Boulder Bender Productions, William Brust, Jay Croft, Marton Csirik, Matt Davis, Alyssa DeRonne,
Raistz Devlin, Fernando Diaz, doc.operon, Gary Downing, Matt Edwardsen, Joseph Ludlum, Morgan Hazel,
Kyle Hood, Gerald Johnson, Steven Locke, Gary Lutes, Joseph E Martin Jr, martylee560, David McDermott,
Moms, John Morse, Christian Prokop, Tom Rainey, reaverok, Neil Robertson, Todd Stephens, Larry Scheinman,
Eric Schmiedecke, Misha Schmiedecke, Danny Stites, Dan Svoboda, Amber Tree, uforrestk, Russ Ventimeglia,
Peter Wood.
ADDITIONAL THANKS
David Kurr and Mike Maurer (for their past artistic contributions), The Wyvern’s Tale game shop (for their sup-
port and word-of-mouth praise), The Wyvern Watch Adventure Camp (summer and winter RPG camps), Paul
Zinke (my brave assistant at said RPG camps), my ‘Savage Youths’ play-groups, the parents and guardians of said
kids, and my lovely wife, Karen, my partner-in-crime and fellow thespian.
For Joe, who went to the Otherworld too soon, and my late stepbrother, John.
May your fertile imaginations never fade and my memories of you never die.
*Some artwork was licensed through various stock photo & illustration websites.
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SAVAGEIII
KINGDOMS
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SAVAGEIII
KINGDOMS
TABLE OF CONTENTS
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SAVAGEIII
KINGDOMS
FOREWORD & her craft, bringing to life the statistics on the character sheet
and that adventurer’s impact upon the setting and the GM’s
INTRODUCTION particular story (or stories). No one needs to be Shakespeare
or Olivier, but some approach toward the dramatic can only
From the humble beginnings of just another setting for be a good thing.
an ancient and popular RPG line, Savage Kingdoms was Obviously, SK won’t be a perfect game—none are.
an idea rooted in many a yesteryear. Probably from the Hopefully, however, it will prove of worth to you, maybe
mid-1980s, I’d always fantasize about crafting my own ta- even great worth, and inspire you to create vivid and heroic
bletop system from scratch utilizing all manner of ideas, player-characters, non-player characters, adventures, stories,
suggestions, and creative thought that passed through my scenes, friends, and foes. Thrones will be toppled, daring
busy brain, energized by the incredible possibilities of gritty, deeds done, battle joined, and life and death celebrated.
no-nonsense, fantasy story-telling without most of the tripe Legends will be born, and the sons and daughters of those
(but with much of the trope). legends shall carry onward into future tales still.
In truth, many RPGs back “in the day” were wonder- Savage Kingdoms was created for enthusiastic fans of
ful yarns, with much ado about adventuring, gaining loot, RPGs, readers of fantasy, students of antiquity and middle
slaying monsters, and gaining experience. There were some history, mythology, storytelling, play-acting, and probably
brilliant games indeed, but even so, many of them always a host of other things. It is intended to appeal to beginning
left me wanting a bit more. Or less—some seemed more gamers, as well as veterans of the hobby, and all levels in
interested in advanced math than tale-spinning, even as between. The setting itself is best described as “dark fanta-
awesome as they may have otherwise been. sy” or “sword-and-sorcery,” with a good deal of the grit,
Fast-forward to the ‘10s, and after dabbling in several grimness, and mysticism that often accompanies such fare.
attempted rules systems and several fairly successful cam- Instead of a medievalesque setting, SK has more of a Dark
paigns and campaign settings, I finally got serious about the Ages or Ancient World feel to it, although there are several
game design process and here you hold the Savage King- cultures in the known world that have nearly reached an
doms III core rulebook, just six years after the 1st Edition early Middle Ages epoch.
SK core rulebook and The Savage East campaign expansion Magic, often called sorcery, is generally dark, mysterious,
book. And although much of the setting dates back to over and dangerous, and those dabbling in it are forewarned not
thirty years in age, the basic rules system itself is relatively to take it lightly. There is little triviality in magic-craft, and
new. magicians can scarcely waste their energies and pursuits of
This is my first real attempt at tabletop game design, forbidden lore on the whimsical and mundane. The priests
apart from the original edition of SK five or six years ago of certain sects practice the mystical arts, and few ever truly
and the Reforged edition that followed a couple of years master the craft—often it is the craft that masters the magi-
afterward. I created and developed two live-action systems cian. There are occasional “wild mages,” or dabblers in the
before that—StarQuest and Elfstone—and though they dark arts, but they are usually gifted by virtue of a specific
were a good deal of fun and even warranted some local bloodline or those rare students who have enough time on
praise, I truly yearned to fabricate a worthy tabletop sys- their hands to at least learn a spell or two.
tem. Settings were always my bread and butter, so crafting In closing, the preternatural, supernatural, and divine
a fairly simple, comprehensive, yet detailed enough rules are seen in virtually all things to the average denizen of the
system was going to be a challenge. Especially with no known world. The aspects of the sun, the two moons, many
“formal” background in game design, statistics, mathemat- of the stars, ancient trees, mountain peaks, rivers, and a
ics, history, and whatever else that might be called upon thousand other things, are often seen as signs and portents,
in such endeavors. I did have a few things going for me, the shadows and voices of the gods, which are to be ap-
however—imagination, creativity, love and respect for the peased, revered, and more often than not, feared.
genre, and a background as a professional actor, improvis- So bear this all in mind, and gather some good friends
er, and acting coach. around who are interested in story-based RPGing, and you
As to the latter part of the above paragraph, I have ap- just might have yourself an epic SK campaign in the making.
proached the creation of SK with my talents and background
in mind, which is to present an interesting (hopefully) set Enjoy, and merry adventuring!
of tools to tell sword-and-sorcery stories, both system-wise
and via the dark fantasy setting. To me, role-playing has al- Yours in honor,
ways been about improvisational acting and collective sto-
ry-telling, every player a thespian preparing to work his or
Mike Yow
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world-building. Of course, the SK world is its own thing with
plenty of its own history, vibes, and general atmosphere, but
like virtually all fantasy settings, there are certain aspects that
are integral parts of the genre. Here are a few themes that
resonate in the SK setting, or at least could be easily explored
by the GM and his or her players.
WHAT’S NEEDED TO PLAY High Mysticism: While many would call Savage King-
doms a somewhat “low magic” setting, it might be better said
SAVAGE KINGDOMS that SK is more “high mysticism.” That is, the common peo-
ple still see the work of the gods in virtually all things, from
First and foremost, the best tools to have at the gaming ta- thunderstorms to droughts to still births and more. As such,
ble are imagination, creativity, and cooperation. Wherein the setting is most certainly high in mysticism while it might
the first two help provide the basic springboard for the not be so high in obvious “magic,” leastwise not what many
game and its oncoming adventures, the latter—coopera- might describe as such. To wit, while there are countless tem-
tion—creates an aura of comradery and teamwork, while ples to near-countless deities across the known world, there
also allowing the GM to lead the story as well as em- are far fewer magical items and other forms of more “quanti-
ploying good improvisation technique (listening, sharing fied” magic. Granted, there are plenty of spells for the game
power, building on what’s been established, etc.). (see Chapter 13—Spells & Magic), and even a brief mention
Secondarily, but still quite important, you need at least of enchanted objects, but that’s not the primary focus of the
one copy of this core rulebook, twenty-sided dice (also campaign and therefore most of its potential stories. To re-
known as d20s), character sheets (the official ones can be quote a famous quote: “When everything is magical, nothing
found at the back of this book), and probably pencils and is.” Think mystical and mysterious, not necessarily “magical”
scrap paper for taking notes. Additionally, miniature gam- in the sometimes overused RPG sense of the word.
ing figurines can be useful for playing out combats on a Barbarism Versus Civilization: Like many of Robert
grid or “battle mat,” although paper markers, tokens, or E. Howard’s works, the theme of the “noble savage” striv-
just about anything might suffice. ing against an ever-increasing “civilized” (or decadent) age
There are numerous other additions too that could certainly exudes in the SK setting, in some regions more than
be added—a brief internet search will turn up a plethora others. Though civilization is not always bad—and sometimes
of things for tabletop RPGs—but unlike the items listed is much preferred—barbarism, at least in the more romantic
above, they’re mostly icing on an already excellent cake. sense, is often “purer” as humankind’s destined condition.
In fact, honestly, Savage Kingdoms probably plays better The Fading of Magic: As briefly mentioned above, the
with a somewhat minimalistic approach, as it is designed setting is primarily “high mysticism, low magic”; however,
primarily with deep immersion and narrative storytell- this was not necessarily always so. In the earlier ages of the
ing in mind, and less so the extra “fluff” that a more SK world, when the gods (or least god-like creatures such
boardgame-like RPG or a miniatures wargame might as dragons, giants, titans, and such) roamed the wild-lands
have. When in doubt, character, story, and overall nar- and the Sidhe and other fey wove potent spells brought with
rative trumps fancy trappings any day. And your players them from the Otherworld. Similar to Tolkien’s Middle-earth,
will thank you. magic is fading from the SK world too, and humans (and their
ilk) have turned more to alchemy and ritualized sorcery in
THE FEEL & TONE OF SAVAGE KINGDOMS these later years. This makes the setting more believable and
The SK setting emulates primarily a Dark Ages era, a grit- less likely that magical things constantly “upstage” the more
ty world more akin to sword-and-sorcery tales than high martial, mundane, and material.
fantasy. Some of the lands and cultures even reach fur- Might Makes Right: In the SK world, the concept of
ther back into the classical age of antiquity, while others “might makes right” exists on many levels, from emperors
range closer to the early medieval period. As such, the to kings (and their warlords) to war-chieftains to scheming
GM and players should keep more in mind a place of high priests. If one has the brute strength, especially if coupled
chieftains, emperors, priests, shamans, slaves, and high with a clever mind or a ton of disposable wealth, then much
mysticism, and less so the oft-overdone tropes of most can be accomplished (even if such can be morally ambiguous
high fantasy settings. This is a world where life is sweet, at best). After all, laws and customs and the very borders of
but only because death lurks closest by, in the shadowed kingdoms most likely begin with boldness and violence, as
alleys, the fire-lit temples, the densest of forests, and in the clans and tribes carved out their homelands and protected
deepest caves. In short, participants should think Robert them from invasion and incursion. Thus, PCs are encouraged
E. Howard’s Conan (and the Hyborian Age) and George to keep this is mind, or at least take a more active (or even
R.R. Martin’s A Song of Ice and Fire, with a healthy dash active-aggressive) approach to their adventuring careers and
of ancient mythology and Dark Ages history. their overall decision-making.
Swords Over Sorcery: Another common theme in the
SAVAGE KINGDOMS THEMES swords-and-sorcery subgenre is “swordplay overcoming sor-
As something of a sword-and-sorcery setting, with even cery” or, perhaps more accurately, might and physical prow-
a minor nod to dark fantasy milieus, there are certain ess overcoming trickery and the supernatural. While this isn’t
themes that Savage Kingdoms shares with this type of (or shouldn’t) always be the case in Savage Kingdoms, the
sentiment remains to a noticeable degree in both the lore gaming industry, and the following decade flourished with
of the setting and the mechanics of the game system itself. a sort of return to “old school” tabletop RPGing.
This can only be a good thing with regards to grittier (and If you are brand-new to roleplaying games, particularly
more immersive) role-play, as most challenges can be met those of the tabletop variety, then it is hoped that you
with a few strong arms, stout hearts, some clever wits, and will find inspiration within this tome and an invitation to
some tight-knit comradery. Sure, magic and sorcery (and create your own medieval fantasy stories using the Savage
its close kin such as alchemy and even herbalism) can still Kingdoms rules system and its immersive setting. The fol-
be quite potent, but there are often prices to be paid with lowing terms might serve to provide some quick informa-
magic-craft (Stamina, time-investment, and even more with tion regarding typical RPG terms and the expectations of
critical failures) and the likely suspicion and potential ire the participants.
of onlookers who do not understand a sorcerer’s mysteri-
ous and sometimes underhanded methods. As mentioned PLAYER-CHARACTERS: This term refers to the play-
above, this also stands to make magic and sorcery even ers’ characters, as opposed to any characters controlled (or
more rare, wondrous, and infinitely more intriguing. played) by the Game Master (GM). More on this below.
Tribal (or Grey) Morality: The last major theme of Player-characters (or PCs) are the heroes and adventurers
the SK setting, and often swords-and-sorcery in general (as in the game, or at least there is hope that they are, with
well as certain flavors of high fantasy and historical fan- the player effectively serving as “actor” while the character
tasy), is what might be called “tribal morality.” This form serves as, well, “character.” Players interact with the game-
of ethics and morality is largely “grey” in nature, although world via their characters—that is, they portray adventur-
when applied to one’s clan, tribe, or even nation, higher ing heroes (or anti-heroes) in a Dark Ages-like setting, the
morals (or at least senses of honor) might be found. That is, Savage Kingdoms world. In short, while a player rolls the
a barbarian clansman (or even a more “civilized” member dice at a table, his or her character might wield a sword,
of a noble house), for example, might have a high sense of cast a spell, pick a lock, or negotiate with a king. The char-
duty, honor, and general morality toward his own kin and acter is the player’s “avatar” in the fantasy world.
culture, but much less so with regards to a foreigner or out-
lander. In addition, there are very few “broad-sweeping” NON-PLAYER CHARACTERS: A term referring to the
or over-arching moralities, such as with Judeo-Christianity myriad characters, most of them minor (especially when
(as a real-world example), in the SK known world, and so compared with the player-characters), portrayed and con-
sometimes our modern-day sentimentalities don’t always trolled by the Game Master (GM). The GM might play
readily apply here. The faith of Saint Paladyr is a possible a beggar in one scene, then moments later portray a
example of a “higher” sense of ethics and morality in and guard-captain, wealthy merchant, or cunning lord. If the
around Aradorn, as is perhaps the belief in Signa in Skathia PCs adventure into the wilds, then the Game Master might
and perhaps a few other places in the north. The sect of be expected to play a predatory beast or perhaps even a
Prydonis among the Prydonians might qualify to a lesser terrible wraith, depending on where the characters wan-
extent here too. Thus, Savage Kingdoms has no Alignment der, and a whole slew of creatures over the course of a
system for this very reason (among others), instead utilizing multi-session story or campaign. Some NPCs can be friend-
a Code of Honor system for each race/culture and for most ly and even helpful, while others might connive, scheme,
sects, orders, and similar organizations. or be outright violent.
THE AGE OF GIANTS (10,000 Years Ago) Whatever the case, the Still-born god dwelt alone, and
Titans and giants and their ill-begotten ilk then sprang into in his boredom and quest for vengeance, he corrupted the
the mortal world, the divine blood of the gods themselves primal forms of life he found in that accursed land of Gor-
flowing in their brutish veins. For the Giants were the di- gotha, which he named after himself, and crafted from the
rect offspring of the Elder deities, their first attempt at hu- earth and fire and darkness the Gorgons in the latter part
man-like creations, humanoids sprung from the very like- of the Age of Giants.
ness of the vanity of the first Immortals themselves. Many scholars claim that Mankind entered history here
Some giant-kind, like the Titans, were truly blessed. Mas- too, around the same time the gorgonic creatures were first
sive in stature and long and mighty of limb, they also en- seen, ravaging and gnashing in their eternal rage, for many
joyed much of the blinding beauty of the gods, and some a fell Gorgon is comprised of human parts—a head, legs, or
would eventually become worshipped by humans when, arms. As such, the initial forms of human-kind were brutish
at last, they would come crawling into the primal world and ignorant, little more than the apes they were modeled
some centuries later. Where the Northern giants were cruel after, and most hid from the terrible giants and gorgons of
and savage and brutal, the Southern giants, the Titans, were the wicked world, aided only on occasion by the gods and
cultured, honorable, but still deadly in battle. their well-favored Titanic offspring.
But the Southern lands, comprised mainly of the Rho- It was in this Age too that the Duergar first appeared
donite and soon-to-be Prydonian Isles, would not always in the wide world, beneath the mountains and volcanoes,
enjoy such tolerable and honest giants. Enter the Gorgons or so some have argued. Others claim instead that the
into the world, terrible man-beasts who were much more a Dwarves came into the mortal realms in the Age of Faerie,
corrupted form of life than a truly created one. They were when the Otherworld first crossed paths with our mun-
forged, mostly in secret, by the Fallen One, Gorgothon, dane world, forged of fire and iron and stone. Perhaps,
who was ousted from Rhodon when it was said that he though, the Duergar themselves would know better the
came into the mortal world still-born from his mother, truth of their own history, and being of secretive nature,
the goddess Romega’s, divine womb. The sea took his de- have kept it hidden for all these eons. Such is their way, and
ceased body away, far away, to foreign shores, and there so be it their prerogative.
on the dusky coasts of Gorgotha, he was restored to health. And so the Age of Giant-kind would end, as vigorous
Some whisper that he regained life because he was a god and noisy as it began. War, once again, would come hard
and knew not death, but some said that he was nursed by upon the world, where giant-clan was pitted against gi-
a demon. ant-clan, titan house against titan house. Two great factions
they eventually retreated to the far and forlorn reaches, forces of Nature and the elements, for such was their legacy
some seeking the mountains, some the swamps and ancient in the Otherworld, the great Mirror-world beyond.
forests, and even a few back to the sea from whence they Humans and the Eluna Sidhe got along reasonably well,
originally crawled. As such, humankind flourished, blessed even opening trade relations and building alliances against
with adaptability and procreativity, as did, though more in common enemies, usually giants, trolls, and earth-bound
secret, the Duergar and Trolls. demons. Yet, there was now another foe, other dark fey
Yet, this long period would not go overlong, nor with- apart from the Unseelie Sidhe, the Sluagh, a great and var-
out a hallmarked registry upon the world. First seen were ied race known as the Goblins. Dozens of sub-races of gob-
the Eluna Sidhe, that men would eventually call Elves, tall lin-kind were there in those days, and still are today, such
and slender and magical in manner and appearance. Civi- like as the kobolds (rock-goblins), hobgoblins (war-like gob-
lized they were, though in a peculiar fashion, for in their linoids of earth and fire), and earth-gnomes. These latter
graciousness and integrity, they were also quick to extreme creatures some said were akin to the Duergar, though they
emotion. Anger, melancholy, and joy would well up swiftly, themselves made no claim of it, instead preferring either the
only to be replaced by another whim. They were creatures company of Elves or Goblins or no one at all. In solace and
of Nature, as such, and like the seasons, the wind, and the silence did they seem to dwell, after all, tinkering away with
thunder, the Sidhe wore their hearts (and souls) on the out- their strange crafts and inventions.
side for all to see. It was no surprise that eventually human-kind would
Great Elf-kingdoms rose to early dominance, realms such find itself striving against goblin-kind, for often the greatest
as Celendoril, Lithilor, and Arvelindor, the latter of the three of Man’s realms would stretch toward the goblin-haunted
being the master domain before an internal war broke the hills and dark forests. Some humans sought fragile alliances
great kingdom apart into two smaller realms. It was here the with the goblinoids, using them as laborers or mercenary
Fallen Sidhe, the Unseelie (Dark) Ones, were borne of a vast warriors, but most strove against them with fire and sword
rebellion against the high monarchy of Arvelindor, a realm and spear.
that some say once stretched over 300 hundred leagues. And thus came our present era, a time to end (or begin)
The Dark Elves, the Unseelie Sidhe, were somewhat less all times…
constrained with their emotions, but they were also more
dour and difficult to get along with. In fact, they loathed THE AGE OF MAN (The Present)
humankind, almost as much as their Seelie brethren, and Though humans were first seen on the face of the mortal
blamed Men for the Sidhes’ coming into the Earth-world world over 5,000 years ago, it wasn’t until just over two
(for, it was believed, that the Elves “fell” out of the Other- millennia past that they began to assert themselves upon
world and into our own by a great cosmic happenstance). their environment, impressing the gods who crafted them
Other Faerie, or Fey, took their places in the vast world in elder times and forcing Fate to their ever-increasing wills.
as well—nymphs, korreds, nixies, sylphs, and the merfolk The first human empire was Xarkon, which was more
of the seas. And others still perhaps too numerous to name. a rough confederacy of city-states ruled by sorcerer-kings
Most, if not all, carried with them mystical powers, the very that would later become known in history as the Witch-
lords. But Ar rose to the south, a fledgling and successful found itself on the wrong side of a vast holy war too, one
province, and in its rebellion against the divine-blooded that involved the near revival of ancient Xarkon, far to the
sorcerer-kings, a great war was waged, a terrible conflict south, and so its doom was thusly sealed.
that would last for five years. In the end, the dark might of And so it was that the Zaramese Empire would then arise,
Xarkon was thrown down, even with their serpentine allies, nearly uncontested, save for the rebellious dervish-hordes
the Sslir, and Ar stood victorious. Great costs were exact- of the vast Sea of Sand, whose capital was the ancient and
ed to both sides, though Ar came out the better and soon wicked city of Zen-Zarah, once the holy-city of Zarah, an
thrived as an independent state. But where there was once Elder deity of wisdom and prophecy. Zaramahd would con-
Xarkon, there was now a blighted wasteland, a peninsula of quer Shalindros, now a province called Shalindar, and lands
poisonous rivers and sunless days. once known as Shadowa and Zarkena. Only the Blood
Many leagues east, on the opposite side of the Dragon River seemed destined to stop the Zaramese encroach-
Sea, there soon-after blossomed Prydon, the greatest city of ment northward, that and stalwart warrior-kingdoms such
human-kind in all the West. Named after the chief Rhodo- as Tarnia and half-wild Kor and Urland. As for the south,
nite god, Prydonis, lord of the sea, the place quickly grew Zaramahd crept further and further, annexing most of the
to a relentless metropolis, where civility and art thrived and once-barbarian lands of the Ondo-Yabbi tribes and even the
language and lore were the order of the day. In its wake, proud and savage Zunti people beyond.
other great city-states rose too, places such as Neopolis, Back across the great sea, on the western continent of As-
Stelos, Parthelonium, and even the city of Torinopolis, on tagonia, another great human civilization was readying itself
mighty Torin, the cursed island of the gorgonic minotaurs. in the form of Prydonian adventurer-merchants and their
But, like ancient Xarkon, Prydon too was destined for relentless forays into the North. They eventually founded
challenges and hardship, for it was rocked by a great cata- Lorinthius, a mighty harbor-city, which guarded the sea and
clysm of fire and water, which some say came out of Gor- a great inland waterway, that would later be called the Em-
gotha, and much of it was destroyed or drowned beneath pire River and soon-to-be capital of the Lorinthian Empire.
the sea. Humankind rose up, however, for that was their Lorinthia grew and prospered, mostly by the torch and the
greatest gift from the gods, and in a few short years, Prydon sword, often in the crimson name of Argathon, god of fire
was mostly restored, as were the majority of the other cit- and conquest, and many barbarous tribes were defeated.
ies, towns, and villages. Eventually, Prydon would find itself Some were enslaved, a few fled and found other territories
the center of a mighty republic, an alliance of city-states and north and west, beyond the Bloodrock Mountains, while
whole islands, for the Rhodonites (now calling themselves most still suffered heavy losses in full-scale war. Peoples
the Prydonians) were free-thinkers and believers in a demo- such as the Latagonii, Guldari, Aradornii, and Esmandi, who
cratic form of government. left their mark on Prydonian-Lorinthian culture in the form
The Prydonian Republic, ruled by a basileus from the of religion, language, and even culture.
chief-city of Prydon, would find itself challenged again At nearly the same time during the Age of Man, Brythia
many centuries later in the form of another earth-shaking grew to some importance in the northwest, east of the Em-
cataclysm. This catastrophic event was not as destructive erald Isles and south of Norlund, home of the Northern
as the first, from over a millennium ago, yet it was potent barbarians, the descendants of the Drak and Valkari peo-
enough—whole towns and villages were destroyed and ples. Mixed heavily with Northern blood, as well as a trace
even coastlines were altered in the primal chaos that en- of central or southern heritage, the Brythians became great
sued. traders, shipwrights, and military folk, carving out the closest
In the far East, back across the Dragon Sea, on the con- thing to an empire the North had ever seen. Ruled at first by
tinent of Hassan, a mighty empire, too, was rising. Like a warrior-kings and then eventually by queens, Brythia even
great golden dragon it came, Tai-Kinara, ruled by the Katara had trade relations with the Sidhe-kingdom of Celendoril,
dynasty, which made shoguns and kings pledge their alle- well after it broke away from legendary Arvelindor, and
giance to the Imperial Throne. In contest, Tajahari rose too, some say perhaps even the Dwarf-realm of Uldarak to the
another far Eastern realm of Men, along with Shumal, a north and east, deep in the treacherous Iceclaw Mountains.
spiritual land, and eventually Zaramahd, an empire that Brythian nobles and freeman adventurers eventually
would someday become the greatest of all of these. pressed eastward, finding Brythia proper too confining, and
The barbarian peoples were held at bay for the most founded castles and towns amid the great plains and light
part, despite their occasional raids and delving into other woodland there, conquering the sparse local tribes as need-
outlawed activities, humans such as the Yuntillans and the ed, the Aradornii and ruthless Druithi, mainly. Small Eluna
northern Valnar. However, from some of these so-called Sidhe holdings did they find also, in the northern wood
savage peoples sprang forth Galagodsin, a mighty city in called the Bloodthorn, though their dealings were mainly
the virtual center of the great continent, a place that would peaceful—the Western Brythians, these new Aradornians,
eventually see its own imperial throne. The Galagodsin Em- as they started to call themselves, were wise enough not to
pire would endure for nearly a millennium, and after many provoke the wrath of the Elves.
wars and plagues and civil intrigues, it would also fall to Northeast of Aradorn, too, was the great Duergar-realm
ruin, its massive cities emptied by the war-like might of a of Thrimnor, mighty in its time, though somewhat hidden as
thousand barbarian clans who strove against it—Tarnians, in all Dwarf-lands, nestled in the Sanctuary Mountains. East
Urish-men, Golgar, Valnar, Draks, and Yuns, and many of this great highland was Mulovia, another budding hu-
more. The Empire, called the Land of the Four Crowns, also man-realm of the North, which would eventually become
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a dread and infamous land, a kingdom known for necro-
mancy, vampirism, and a fanatical worship of Anderok, god
of death and winter. Even though Aradorn and Mulovia
were separated well by the Bloodthorn Forest, and the
goblin-realm of Nirgul, these two kingdoms would even-
tually become diametrically opposed, for the former was
a domain based on the new ideal of chivalry and honor,
while the latter prided itself on intrigue, assassination, and SAVAGE KINGDOMS
death-worship.
Esmandos, along the blue-green shores of the southwest, TIMELINE
would soon rise to some influence and import, providing a
strong rival against the Brythian’s dominance of the western The following is a general timeline of events recorded,
seas. North of this realm was Cymredd, the savage terri- memorized, or assumed, and includes major events in the
tories of the many Gaernic-descended tribes, who painted East (the continents of Hassan and Emanju) as well as in the
themselves in blue woad and learned the ways of the forests West (the continent of Astagonia). Other events of near or
and marshes as well as any Fey or Sidhe hunter. Back to equal import—at least on a local scale—may have, and like-
the far north and east, beyond even the winter-kingdom ly did, occur. The GM is, of course, the final arbiter of what
of Mulovia, was Skathia, a barbarian land that was slowly happens, and has happened, in his version of the known
becoming more civilized, its people settling down as farm- SK world.
ers and traders and less so as raiders, brigands, and reavers. Note that the Eastern realms, across the Dragon Sea, will
Humankind also began making its mark in other places be given more detail in The Savage East, a campaign expan-
across the face of the known world, and in parts heretofore sion book meant as a companion to this very core rulebook.
unknown, far-flung regions such as Mezca, south of even Ar
and Prydonia, at the southern-most reaches of the Dragon 13,000+ Years Ago—The assumed Age of Gods, when
Sea, and Ragnagard, a half-frozen isle-continent at the oth- many of the Elder deities lived and thrived in the Mortal
er end of the same legendary ocean-river. Also, too, was World, the realm of the four primary elements, their pen-
Emanji, the name most used for the vast Southern Conti- ultimate creation. Here was the initial time of Rhodon, the
nent, attached to Hassan, the Eastern Continent, only by a Isle of the Gods, and other legendary locales.
range of mighty mountains and the vile will of the Zaramese
Empire. 10,000 Years Ago—The proposed Age of Giants, which
Scholars have often mentioned Man’s beginnings, and to also included the Titans, the direct sons and daughters of
bring up such subject matter would be to also include the the gods. Giants migrated mostly North, and become more
Sslir, a sinister race of serpent-men first encountered when brutal and violent than the Titans, who remained mostly
humans were beginning to build pyramid-cities in sorcerous forthright and honorable. The Elder deities had all but faded
Xarkon, every bit as influential upon the destiny of Mankind from Earth-world, bequeathing it to their Titanic and Gigan-
as the Eluna Sidhe, and to a lesser extent, the Duergar and tic offspring. Here, too, some say the Duergar first appeared
goblin-kind. Men have warred with and even conquered from the “bones of the earth,” as did the terrible Trolls.
giants, trolls, fomorians, serpent-folk, faerie-kind, and even
dragons, and moreover each other, and built alliances and 9,000 Years Ago—Humans first appear in the world, pri-
agreements with just as many. mal and barely beyond ape-like, most hiding in caves from
Thus, the Age of Man continues, and in this new era, the terrible giants and titans that dominated the ancient
barely beyond the most recent cataclysm, that scholar-bards world at the time.
are calling The Time of Judgment, great heroes will deter-
mine the ultimate Fate of humankind, and perhaps others 7,000 Years Ago—The so-called Age of Dragons, when the
besides. The gods are watching, waiting, ready to pro- first great serpents and wyrms crawled forth allegedly from
nounce their doom, at a time of their choosing, should they the Dragon Sea, some eventually gaining wings and taking
truly still exist, and only the strong-willed and valorous will flight or learning to breathe forth fire from their mouths.
prevail. The giants and titans of the world were, at last, challenged
Or at least, for now, escape their Judgment… by an equally mighty race.
1,700 Years Ago—The great city of Zen-Zarah rises to 503 Years Ago (1 M.R.)—Mulovia is founded, its name
great height, socially and militarily, but also spiritually as the taken from the Von Mulov family, the first royal dynasty of
“holy capital” of Zarah, god of the sky and prophecy. Soon the realm. Its first king lived for over a hundred years, and
a vast empire arises from it, called Zaramahd, giving birth to much rumor circulated that he was of demonic or vampiric
a semi-united culture and language in the East. blood. Anderok becomes chief deity of the land.
1,500 Years Ago—Tai Kinara, a kingdom in the Far East, 440 Years Ago (131 I.C.)—The coastal realm of Esman-
begins to attain high levels of art, culture, law, and order, dos flourishes as mainly one culture and language, found-
as humankind in general has further evolved into a race of ed primarily by Esmandi tribes-folk crossing west over the
empire-builders. Yet, the realm would resist becoming a true Bloodrock Mountains in their plight to escape the persecu-
empire, ruled by a benevolent “god-king.” tion of the Lorinthian Empire.
1,200 Years Ago—A mighty cataclysm submerges Rhodon, 412 Years Ago (1 F.Q.)—Brythia is founded, mostly out
the Isle of the Gods, and sinks and reshapes other islands necessity due to numerous enemies at nearly every corner
and coastlines in the Sea of Prydonis. The era of the Rho- of the region, such as the Norish, Gaerns, Cymreddi, Caer-
donites ends, but civilization continues to flourish in the re- nians, and more. As the kings and chieftains squabble in
gion, and the Prydonian Republic was born. petty civil wars, a wise queen quietly ascends the throne,
and with the exception of less than a hundred years, only
1,050 Years Ago—The mighty city of Prydon, greatest me- females have ruled the realm.
tropolis in the West, rises to great prominence in culture,
art, commerce, and religious thought. It quickly becomes 308 Years Ago (1 S.Y.)—The northern realm of Skathia is
recognized as the “high capital” of the Prydonian Republic, founded, mostly by semi-civilized Valkar and Drak (human)
as well as the holiest city of Prydonis, the sea-god, chief peoples brought together by the chief high priestess of Sig-
deity among the Isles. na, who would also serve as sovereign queen.
900 Years Ago—As the Zaramese Empire declines, many 256 Years Ago (1 A.A.)—Aradorn is founded by Brythian
of its provinces like Alazar and Zarkena regaining their trib- explorers and nobles, and it would be loosely ruled by a
5
skill levels in any given skill at character creation, and fur-
thermore, may only have a number of “3 skill level” skills
equal to 5 plus Intellect. For example, if your character has
a +1 Intellect, he or she could start with up to six skills that
have 3 skill levels in them. Note that each Skill is governed
by one of the six Attributes, so when figuring your total skill
CHARACTER CREATION modifier (which applies to die rolls), you add that Attribute
+ skill level in that particular skill + any other miscellaneous
Creating a playable character in Savage Kingdoms is not so adjustments. This is all clearly presented on the official SK
unlike most other tabletop RPGs. That is, your assign prima- character sheet.
ry statistics, figure secondary ones, choose or “buy” some Choose Spells (if any): If your character has access
other things, equip yourself, add a few personality traits to the Magical Arts skill—the only skill which requires an
and physical descriptors (and a viable back-story if you feel “entry talent” (such as Magic Affinity, Acolyte, etc.)—then
up to it), and you’re ready to adventure. you may select one spell for every odd-numbered skill level
The following list summarizes the character creation pro- you possess in any of the seven Magical Arts disciplines. For
cess, which is then covered in greater detail in the sections example, if you have 3 skill levels in, say, Air Magic and 2
afterward. skill levels in Shadow Magic, then you would begin play
Select Race/Culture: Choose one of the playable rac- with 3 spells (in the least—some talents might grant you
es or cultures detailed below. Note that the SK setting is knowledge of an additional spell). Note that Dark Sidhe
humancentric, so selecting “human” does not mean a great and Eluna Sidhe characters automatically have knowledge
deal—it’s the culture that makes the character (there are of one spell as a racial ability (see Chapter 6—Character
many rich and detailed cultures in which to choose, wheth- Races).
er it be Norish, Mulovian, Aradornian, Lorinthian, or what- Purchase Gear: Your Calling will grant you some basic
ever). In fact, non-human races are optional, so it’s up to equipment, and possibly some arms and armor, plus some
the GM to allow them to his or her players. additional coinage. If you do not choose a Calling, you will
Choose a Calling: Select one of the twenty Callings begin with a bit more starting coin for buying gear and sup-
offered. These represent a character’s general concept or plies, but might miss out on some integral items. Note that
focus, although they are completely optional—a player can gear is measured in ‘Bulk’ ratings—an easier way to track
elect to have no official Calling for his/her character. See encumbrance—instead of pounds or grams.
Chapter 7—Callings below. Finishing Touches: Add some physical traits, manner-
isms, motivations, beliefs, and other “back-story” items in
Assign Attributes: Your sum total of all your Attributes
order to round-out the character and make it more believ-
at the start can be no greater than +3. Furthermore, no
able (and much more enjoyable). Also note that each race
Attribute may start higher (or lower) than those shown in
and culture—as well as every elite affiliation—has its own
the race/culture’s description (shown below)—this tends to
Code of Honor. This gives players a general guide for play-
be +4 and -3, respectively, on average. For instance, if you
ing the character, although it doesn’t necessarily have to
assign +3 to your character’s Agility, -1 to Physique, +0 to
be followed to a tee (though some sects and orders can be
Vigor, -1 to Intellect, +0 to Magnetism, and +2 to Willpow-
quite strict).
er, this adds up to a sum total of +3. And this is merely one
example.
Choose Talents: You start with 10 “talent points” in CHARACTER STATISTICS
which to buy talents, which are divided into six catego- All player-characters—that is, characters controlled by a
ries—Battle, Blood, Mystical, Social, Subterfuge, and Other. player—are comprised of a number of game statistics that
Note that you can gain additional talent points by taking help in interacting with the Savage Kingdoms setting and
Weaknesses for your character. Talents are nice knacks, ad- other characters around them, be it to negotiate with, share
vantages, or special feats or maneuvers that your character stories, or overcome in glorious (and bloody) combat. Each
was born into, learned, or otherwise acquired. character has six Attributes—Agility, Physique, Vigor, Intel-
Select Weaknesses: You can have up to +5 points’ lect, Magnetism, and Willpower—that are the main “pil-
worth of Weaknesses at character creation. Choosing Weak- lars” of that persona’s capabilities. Six Traits (or Derived
nesses not only gives you some interesting traits to roleplay Traits) also help to personify a character—Health, Initiative,
and round-out your character, but they also yield additional Luck, Mobility, Renown, and Stamina—each devised from
points to spend toward Talents or Skills (or both). For ex- the six Attributes.
ample, a player-character with +4 bonus points’ worth of Other game stats utilized are Defense (both Dodge and
Weaknesses could spend 2 points on Talents and apply 2 Parry), Talents, Weaknesses, Skills, Racial Abilities, Order/
towards Skills (or 3 and 1 or whatever). Sect Abilities, and Known Spells. Equipment, such as armor,
Spend Skill Points: You start with a number of “skill weapons, and other gear, helps round out a character, as
points” equal to 25 plus your Intellect attribute. These can do Languages and Code of Honor and several other bits of
be applied toward the 28 different Skills in the game, a final dressing.
point becoming a skill level (see Skills below for more in- All these statistics and aspects are shown in more de-
18 CHARACTER CREATION
SAVAGEIII
KINGDOMS
tail below and will be generated during Character Creation Heroic (+6)
(Chapters 6-14). Extraordinary (+5)
Superb (+4)
ATTRIBUTES Excellent (+3)
All player-characters, and most NPCs and other creatures Very Good (+2)
encountered, have six primary aspects—or Attributes—that Good (+1)
comprise the most basic framework of that character’s capa- Average (+0)
bilities. These are Agility (Agi), Physique (Phy), Vigor (Vig), Weak (-1)
Intellect (Int), Magnetism (Mag), and Willpower (Wil). At- Poor (-2)
tributes are generally rated from -5 to +5, and sometimes Very Poor (-3)
even higher. Note that certain effects and conditions can Pathetic (-4)
lower Attributes (or even raise them, such as through sorcer- Non-existent (-5)
ous means), usually temporarily. In this case, one Attribute
point per 24 hours is returned (or one point per 12 hours DERIVED TRAITS
with successful long-term care via the Healing Arts skill). These represent a character’s “sub-attributes,” so to speak—
Attributes, regardless of condition or other status effect, statistics that are calculated from the six main Attributes.
cannot be lowered below -5. Similarly, the absolute max- There are six derived traits: Health, Initiative, Luck, Mobili-
imum a player-character may attain is +7 (depending on ty, Renown, and Stamina, which are further detailed below.
race and certain blood talents), although there are several
rare effects and/or magical spells that might, albeit tempo- HEALTH (10 + Phyx2 + total Endurance
rarily, increase an attribute to +8 or even +9. These are
modifier)
extreme cases, however, and should be quite rare in a rela-
The Health trait is a measure of how much physical dam-
tively grounded fantasy setting such as the SK known world.
age, or other forms of trauma, a character or creature can
Each of the six Attributes, at least for the purposes of SK, are
take before being severely injured or slain. Your Health at
highlighted as follows:
character creation is figured by 10 + 2x times your Physique
AGILITY: This attribute represents one’s natural quick- attribute + your total Endurance skill modifier (that is, your
ness, balance, and general body control. Agility affects such Vigor + Endurance skill levels). Half this value is also re-
derived traits as Initiative and Mobility, and modifies skills corded for a couple of reasons (see below). Thus, Health is
like Acrobatics, Lock-picking, Sleight of Hand, and Stealth. typically recorded as, for example, 11/5 or 18/9.
PHYSIQUE: This represents a character’s physical Sometimes Health is referred to as ‘Health Points’,
strength as well as his or her overall size. One could be since they are essentially a numerical pool whose numbers
slight of build, but with a wiry musculature, and still per- (or points) represent one’s current lack—or presence—
haps be above average in Physique. Similarly, a character of wounds or injuries. Thus, if a character with, say, 12
could be overweight, with not a lot of defined muscle, and Health took 4 points of (Health) damage, he or she would
have a decent Physique attribute. Physique affects derived therefore be taken down to 8 Health points, representing
traits like Health and Mobility, as well as such skills as Ath- a somewhat significant wound. See below for additional
letics, Brawling, and Weaponry: Melee. information on Health, wounds, and recovering Health
VIGOR: Representing one’s general healthiness and vi- points. Note that the ‘Wounds’ entry on the character sheet
tal energy, this attribute affects such derived traits as Health is where you can track your current Health, since wounds
and Stamina. In regards to skills, Vigor modifies Endurance refer to cuts, bruises, blood loss, and the like; even 1 point
and both Magical Arts: Death and Life. of Health damage represents a decent laceration or signifi-
INTELLECT: This attribute represents a character’s nat- cant bruise.
ural intelligence, common sense, and mnemonic reasoning. Reaching Half Health: Being wounded to half, or
Intellect affects the Luck trait and the number of starting skill less, your Health means that you are Staggered, which caus-
points a character begins with, as well as a number of skills es you to suffer -2 to Defense, Mobility, and all die rolls. If
such as Alchemy, Crafting, Herbalism, Lore, Perception, and you are brought to half Stamina (i.e. Fatigued) while you’re
more. Staggered, there is no additional effect.
MAGNETISM: Representing a person’s (or creature’s) Reaching Zero Health: If zero Health is attained, the
presence, charisma, and to some degree appearance, this character is unconscious and helpless, and must attempt a DL
attribute modifies the Luck and Renown traits as well as the 15 Endurance roll—on a failure, he bleeds out one Health
Performance and Persuasion skills. point more that round; on a success, he does not bleed out
WILLPOWER: Representing a character’s strength of any Health this round. On a critical success, he gains con-
mind and general mental clarity, this attribute affects such sciousness, but suffers -5 to Defense, Mobility, and all die
derived traits as Initiative and Stamina. As for skills, Will- rolls (and bleeds out one Health point per minute instead of
power modifies all four of the elemental Magical Arts disci- rounds); on a critical failure, he bleeds out 2 Health points
plines (Air, Earth, Fire, and Water) as well as Resolve. this round and acquires the Disfigured, Lame, or Maimed
weakness (GM discretion), assuming he survives.
Character Attribute Descriptions: Reaching Negative Health: If half a character’s Health
Legendary (+7) in negatives occurs (that is, 150% of one’s total Health), the
CHARACTER CREATION 19
SAVAGEIII
KINGDOMS
character or creature is slain. As mentioned elsewhere, res- a character who spends a lot of time serving in a temple or
urrection-style sorcery does exist in the SK known world, offering sacrifices to a deity (or deities), or some similar ac-
but it is extremely rare and often distrusted. tivities. These things are mentioned in Chapter 18—Down-
Natural Healing: Characters heal 1 + their Vigor in time Activities as well later in this book. With this stated, it
Health points per 24 hours of rest, which must include at should be known that the deities in the Savage Kingdoms
least eight hours of relatively uninterrupted sleep (mini- setting might not even exist (or perhaps only a few of
mum of 1 Health point of healing). If successful long-term them), although the deep faith in them—or the service of
care is applied (via a successful DL 10 Healing Arts roll), then their priestly sects—can sometimes prove to be enough in
a character heals this amount in 12 hours instead. certain circumstances.
20 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Using A Grid: If you are using a grid or “battle-mat,”
along with miniatures, note that a single 1-inch square (or STAMINA RECOVERY
hex) equals one yard. Characters regain 1 Stamina point per hour of uninterrupt-
ed rest—walking, riding horseback, or fighting (naturally)
RENOWN (Mag + 1/10 age) do not count as rest. Riding in a wagon or aboard a ship,
This is your character’s level of fame or reputation, calculat- for example, might be restful enough to recover Stamina
ed by Magnetism attribute + one-tenth the character’s age per GM discretion (perhaps assuming that the journey is
(or 1/20th if Duergar or Sidhe). In addition to Advancement, through level terrain or undisturbed by poor weather).
this can also occasionally increase via heroic or renowned Normally, rest is considered to be dedicated sitting, nap-
deeds done. Renown can be useful when negotiating with ping, or meditation. The moment a character engages in
others, or commanding their respect and attention, and can combat, works a magical ritual, performs in a tavern, goes
help characters rise through the ranks of any orders or sects hunting or scouting, and similar light to heavy activity, he
of which they might be members. or she is no longer considered resting.
Invoking Renown: By stating your full name, plus any Overnight Sleeping/Resting: All Stamina points,
titles and notable deeds, you can trigger NPCs to make Lore however, return after a full night (eight hours or so) of rel-
skill rolls to see if they have heard of you and your repu- atively uninterrupted sleep, which may include a two-hour
tation. The DL for this Lore roll is 30 minus the character’s (or so) watch period. Note that the Light Sleeper talent en-
Renown if within a couple hundred miles from the charac- ables one to recover all Stamina after six hours of sleep, and
ter’s homeland, or DL 35 (minus Renown) if further away the Meditative Trance talent allows a character to regain 2
on the same continent; the DL is 40 (minus Renown) if on Stamina points for every hour of peaceful meditation. Eluna
a different continent. If the roll succeeds, then the character Sidhe, Dark Sidhe, and Wild Sidhe do not sleep as humans
gains a +2 bonus to all Performance and Persuasion rolls do, but gain their full allotment of Stamina after a six-hour
when dealing with the NPC in question. The GM is also free period of Dream-trance.
to make secret Lore skill rolls against a PC’s Renown to see
if NPCs have heard of him or her. INJURIES & FATIGUE
Note that recognizing, or having heard of, a character is This generally equates to losing Health and Stamina, respec-
not necessarily always a good thing, as succeeding in such a tively. As stated above, when a character reaches half max-
Lore roll (against Renown) can also inform others of one’s imum Health (the Staggered condition), he or she suffers a
weaknesses and misdeeds. For example, a NPC gets a Lore -2 penalty to Defense, Mobility, and all die rolls. When he
skill roll result of 22 against a PC with a 9 Renown. Since or she reaches half normal Stamina (which is the Fatigued
this is a success (30 minus 9 = DL 21), the NPC learns at least condition), the same penalty applies. However, if both cir-
one Weakness that the PC has, as well as perhaps another cumstances occur, the character still only suffers the -2 pen-
fact or two about the character. The amount of information alty—it is not cumulative.
learned is largely up to the GM, although as a general rule Reaching Zero Stamina: Upon reaching zero Stamina,
the more by which the DL is exceeded, the more informa- the character suffers a -5 penalty to Defense, Mobility, and
tion is garnered. all die rolls. This is also known as the Exhausted condition.
Reaching Zero Health: If zero Health is attained, the
STAMINA (10 + Vig + total Resolve modifi- character is unconscious and helpless, and must attempt
er) a DL 15 Endurance roll—on a failure, he bleeds out one
This is a measurement of one’s mental and spiritual strength, Health point more that round; on a success, he does not
and supplies the “power source” for spells, certain combat bleed out any Health this round. On a critical success, he
maneuvers, and several other talents and a few racial abili- gains consciousness, but suffers -5 to Defense, Mobility,
ties. Even more “mundane” activities can cost Stamina just Stamina, and all die rolls (and still bleeds out one Health
like in the real-world (e.g. sprinting, force-marching, work- point per minute instead of rounds); on a critical failure,
ing for long periods, etc.). A character’s starting Stamina he bleeds out 2 Health points this round and acquires the
is calculated as 10 + Vigor attribute + total Resolve skill Disfigured, Lame, or Maimed weakness (GM discretion), as-
modifier (that is, Willpower plus any skill levels and other suming he survives.
bonuses in Resolve). Like Health, half one’s full Stamina val- Reaching Negative Health: If half a character’s
ue is also recorded (see below for reasons)—for example, Health in negatives occurs (that is, 150% of one’s total
12/6 or 19/9. Health), the character or creature is slain. Life-restoration
Reaching Half Stamina: When a character falls to half magic does exist within the SK world, but it is very rare and
(or less) his or her Stamina, the Fatigued condition is ap- many are distrustful of it for various reasons.
plied. That is, -2 to Defense, Mobility, and all die rolls until
at least one point above half Stamina can be gained through DEFENSE
rest, sleep, meditation, or the like (see below). When a character or creature is defending against an at-
Reaching Zero Stamina: Upon reaching zero Stamina, tack—be it melee or ranged—the Defense statistic is used.
the character suffers a -5 penalty to Defense, Mobility, and There are two types of Defense: Dodge and Parry. The for-
all die rolls. This is also known as the Exhausted condition. mer is a static number calculated by 10 + your total Acro-
batics skill modifier, while the latter is also a static number
CHARACTER CREATION 21
SAVAGEIII
KINGDOMS
figured by 10 + one’s total Weaponry: Melee skill modifier. skill modifier (for Dodging) or your Weaponry: Melee skill
As such, one focuses more on side-stepping and ducking modifier (for Parrying). Be warned, however, that this can
while the other is primarily blocking and deflecting incom- make combat very “swingy,” with large differences in nu-
ing blows. Certain armor types, and any levels of encum- merical results (and double the chances for critical successes
brance, are applied to Acrobatics skill rolls, although this and failures), which is why this is merely an optional rule.
does not include Dodge Defense.
Furthermore, Parry Defense can only be used against me- RESISTANCE ROLLS
lee (that is, hand-to-hand) attacks and not ranged attacks. A resistance roll is almost always a skill roll used as a free
The exception here is high skill levels in Brawling. Also, to reaction to some stimulus or occurrence in-game. They of-
use Parry Defense, you must have a drawn weapon or be fer a chance to resist some, or all, of the results of some in-
equipped with a shield—otherwise, you must use Dodge. coming spell, poison, contagion, or some other potentially
Dodge Defense can be used against both melee and ranged harmful effect. For example, the Endurance skill is generally
attacks, but if your legs are immobilized, you suffer a -5 utilized when resisting physical assaults—whether internal
penalty to this form of Defense. or external—to the body. Such as disease, poisons, intense
Most animals and non-hominids only have Dodge De- cold, extreme heat, etc. Resolve is typically used to ward off
fenses as they lack the tools, hands, or training, to block mental, spiritual, or psychological effects, such as beguile-
or turn aside incoming strikes. There are, however, some ment, illusions, fear, and the like.
exceptions especially when it comes to more monstrous or The incoming stimulus or attack—such as a spell or poi-
supernatural creatures. sonous effect—sets the DL for the resistance roll. If powered
Off-Guard: If you are caught unawares, whether from by a particular skill, then the skill roll result sets the DL for
a sneaking adversary you failed to detect or being asleep the target’s or potential victim’s resistance roll. The former
(or otherwise Unconscious), your Defenses—both Dodge could be about anything from Alchemy to Magical Arts to
and Parry—are 10. The only exception here is possessing the Stealth (which opposes Perception) and many other possi-
Cat-life Reflexes talent, although that this does not affect bilities. The GM will inform his or her players which skill, or
being Unconscious or otherwise Helpless. raw Attribute, to roll when resisting “enemy” effects
Optional Rule: If the GM (and players) are agreeable,
you could make Dodge or Parry die rolls against a DL set by A Few Examples Of Effects
the opponent’s attack roll. In this case, instead of a static ’10 Versus Resistances:
+ modifier” statistic, you would simply add your Acrobatics
22 CHARACTER CREATION
SAVAGEIII
KINGDOMS
non-human PC should be permitted per adventuring com-
Ƿ Disease—Endurance pany, or perhaps two at most in a total party compliment
Ƿ Poison—Endurance of 5 or more. This is to help maintain the exotic nature of
Ƿ Fear/Intimidation—Resolve the setting and the “ancient races” predating humankind.
Ƿ Charm/Beguilement—Resolve The GM, as always, has the final say in this regard.
Ƿ Extreme Cold—Endurance Note that many other racial and cultural options will
Ƿ Intense Heat—Endurance be available later on with a planned campaign expansion
Ƿ Alchemical Explosion—Acrobatics supplement titled The Savage East.
Ƿ Dragon’s Breath—Acrobatics
Ƿ Stealth—Perception RACIAL TRAITS & ABILITIES
Ƿ Disguise—Perception When creating a Savage Kingdoms character, note that
there are several aspects of each character race that must
ARMOR RATING be considered and recorded on the character sheet. These
Armor Rating, or Protection Rating, is based on what type are as follows (and are shown in more detail in each race
of armor (if any) a character is wearing. Armor appears in or culture entry):
more detail in Chapter 15—Gear & Equipment later in this Allowable Callings: Here is listed which of the 20
book, but it is mentioned here since it typically goes hand- Callings are fitting (or even in existence) for the race or cul-
in-hand with Defense. If a target’s Defense is defeated (that ture in question. A Calling represents a character’s primary
is, the attack roll was higher than), then the target subtracts focus or occupation.
his or her Armor/Protection Rating from the damage dealt. Attribute Array: This is a guideline on how to arrange
This is per attack, so if two attack modes are successful Attributes (from -3 to +4) at character creation, which must
against a target in a given round, armor rating is applied to total out to no more than +3. Each race/culture has two or
both results individually. more Attributes that they tend to excel at which are noted
For example, Alric is currently wearing brigandine armor with Starting Maximums of +4 or even +5. One or two
along with a war-helm and a medium shield. This adds up non-human races even have notably lower Attributes with
to 6 points of armor (or armor rating 6) which is subtracted a Starting Maximum of only +2. Listed also are the abso-
from the damage dealt by most weapons. Whatever dam- lute maximums the race/culture can ever attain by way of
age is left after applying one’s armor rating is subtracted Advancement.
from Health. Thus, armor is generally quite beneficial, al- Skill Specialties: These are listed under Racial Abilities
though its drawbacks—expense and some lack of mobility and represent a race’s or culture’s expertise or special prow-
and finesse—must be carefully considered. ess. If a human character, the player may choose three of
“Energy” Effects: Only half one’s armor/protection these as listed in each culture’s individual entry. Specialties
rating is counted against acid, fire, lightning, ice, and falling add an additional +1 bonus to any skill rolls where the spe-
damage, as well as a few specific attacks or effects from cialty in question comes into play.
monstrous creatures or rare spells. Favored Talents: Each player-character receives 10
Shields: In Savage Kingdoms, shields have protection points to spend on starting Talents. However, those listed
(or armor) ratings just as body armor does. This makes cal- as “Favored” in the race’s or culture’s entry cost one point
culations easier in the visceral, exciting moments of combat. less (that is, cheaper) than the base cost for the Talent (see
However, attacks made against an Off-guard shield-bearer Chapter 8—Talents). This is also true later on with Ad-
do not allow the shield’s bonus to be applied, nor does not vancement, as this represents a race’s historical or natural
wearing the buckler or shield in the first place. knack for certain feats, gifts, and backgrounds. Note that
there are six categories of Talents—Battle, Blood, Mystical,
6
Social, Subterfuge, and Other.
Favored Weaknesses: These are flaws and disadvan-
tages that tend to be typical of a given race or culture. As
such, by selecting a Favored Weakness, a bonus point is
earned which can then be spent toward Talents or Skills. A
character may begin play with no more than five “bonus
CHARACTER RACES points” worth of Weaknesses.
Languages: Characters start with their native tongues
“for free.” Furthermore, if their Intellects are -1 or higher,
Below are the playable character races and cultures avail-
then they also know one additional language as listed in
able to Savage Kingdoms players. Humans are by far the
each specific racial entry. Characters only know how to
most common race in the known world, but this is modi-
read or write if their Intellect is -1 or greater, they have
fied by their tribe, nationality, and culture, and so they are
the High-born talent, or at least one skill level in Language.
nearly as varied and every bit as interesting (if not more so)
(Note that more languages can be learned via the Language
as the non-human options.
skill.)
In fact, non-humans are considered optional in Savage
Kingdoms and should only be allowed by the GM in rare, Cultural Item: Each race or culture may choose a spe-
and deeply story-based, circumstances. No more than one cial piece of gear or equipment that is directly associated
with their heritage (in addition to any standard supplies
CHARACTER CREATION 23
SAVAGEIII
KINGDOMS
purchased). As an optional rule, by spending a Luck point, Saint Paladyr is the primary—and in some ways only—
a character may start with two cultural items of his or her deity of the realm, for often he is called the Lone True God.
choice. (It is said that he was once mortal and ascended into god-
Code of Honor: This is a set of moral or ethical guide- hood nearly 300 years ago.) Even still, the “old gods” of
lines that most members of the race/culture in question tend the West are still referenced on occasion in the wilder bor-
to follow. GMs should consider rewarding players who stick der-regions of Aradorn, although the Truth-keepers of Saint
to the majority of these tenets, as it helps build verisimili- Paladyr do their best to keep these old deities down so that
tude and cuts back on often pointless (and unrealistic) “free the belief in Saint Paladyr can thrive.
for all” amorality. A good reward is a +1 boost to Luck or The typical Aradornian is tall and lean, often with san-
Renown every other Advancement for PCs adhering to at dy-colored hair and blue-green eyes. In real-world history,
least three-quarters of their cultural Codes of Honor. they resemble the Anglo-Normans with a solid dash of Ar-
thurian high culture. More about Aradorn appears in Chap-
ter 20—The Savage West in Section VI—A Brief Gazetteer.
ARADORNIAN Allowable Callings: Bard, Craftsman, Gladiator, Healer,
The men and women of Aradorn are known for their bud-
Hunter, Knight, Merchant, Noble, Priest, Sage, Seer, Soldier,
ding ideals of chivalry, for they are generally a horse-people
Sorcerer, Thief, Witch.
with a high understanding of knighthood, honor, and duty.
Their realm is an expansive one, ruled traditionally by three
kings (or dukes), although a high-king is occasionally elected
Attribute Array: Aradornian player-characters must ar-
range their Attributes at character creation using the follow-
in times of crisis.
ing guidelines—
24 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Battle: Armor Acclimation, Bashing Blow, Battle Sens-
es, Bullish Charge, Concentrated Defense, Crusader, Dis-
arming Strike, Elite Affiliation (Knights of the Sword and
the Rose or Truthkeepers of Saint Paladyr), Fell-Handed,
Gauge Opponent, Hated Foe (Goblings or Lorinthians),
Honor Duel, Mounted Charge, Retaliating Strike, Shield
Rush, Smiting Blow.
Subterfuge: None.
CHARACTER CREATION 25
SAVAGEIII
KINGDOMS
dle-sword” in Aradornian parlance) Attribute Array: Brythian player-characters must arrange
their Attributes at character creation using the following
General Code of Honor guidelines—
Ƿ Respect and honor all nobles, knights, and in par- Starting Absolute
ticular, the high-king Min Max Max
Ƿ Respect and honor all priests, monks, and holy Agility -3 +3 +5
warriors in service of Saint Paladyr Physique -3 +3 +5
Ƿ Respect and honor all women, especially noble- Vigor -2 +4 +6
women, for they are the flower of chivalry Intellect -2 +4 +6
Ƿ Right any obvious wrongs being done, even if it is Magnetism -2 +4 +6
only to report it to a higher authority Willpower -3 +3 +5
Ƿ Be brave, forthright, loyal, and dutiful; obey supe-
riors unless they prove dishonorable Special Abilities
Ƿ Seek justice in serious insults, by single combat or
by acceptance of public apology. ǥ Nautical Affinity: All Brythian characters receive
a +1 bonus to Acrobatics, Athletics, Perception, and
Sailing skill rolls while aboard any vessel at sea.
BRYTHIAN ǥ Urban Affinity: Brythians gain a +1 bonus to all
Acrobatics, Perception, Persuasion, and Stealth skill
rolls while within the confines of any settlement num-
bering 2,000 or more inhabitants.
Skill Specialties
Brythian characters receive 3 free skill specialties at charac-
ter creation that help reflect Brythian culture and virtues:
Cultural Item: Brythian characters may begin play with don) are a stout hill-people, based loosely on the highland
one (or two by spending a point of Luck) of the follow- Scots of the early medieval era. At present, however, the
ing cultural items in addition to the more normal gear they Caernians are subject to the queen of Brythia, a realm that
might purchase: has ruled over them for the past 150 years. Some Caernian
clans accept this fate, but many others are quite surly about
Ƿ Exceptional-quality leather and wood quiver it and rumors of a major uprising have persisted for the past
(helps prevents rust and spilled arrows) half-century or more.
Ƿ Two master-crafted arrows (+1 to AP and maxi- Caernian-folk pay homage to the ancient deities of the
mum damage; 75% chance retrieval) West, with Cormac—god of beasts, strength, and war—per-
Ƿ Exceptional-quality fur-trimmed cloak (+1 to En- haps being supreme among them, even greater than Brian-
durance rolls to resist cold when worn) non herself. The Druids are the priests and omen-readers of
Ƿ Signet ring with heraldic device (yours if high-born; the gods, and bards the primary storytellers and lore-keep-
some other lord’s if not) ers for the various clans of Caerndon.
Ƿ Poor-quality longbow needing repair (Crafting DL Physically, Caernians tend to be of medium height (if not
20 to repair to average-quality) slightly taller), broadly built, and fair-skinned. Their hair is
Ƿ Bronze or copper torc (captured from an enemy often auburn-hued and their eyes typically green or blue-
warrior; +1 to Renown when worn) green. More information regarding Caerndon can be found
Ƿ Cold-iron dagger (does more harm to Faerie crea- in Chapter 20—The Savage West.
ture than fire-forged iron/steel)
Ƿ Three cold-iron tipped arrows (extra harm to Fa- Allowable Callings: Bard, Berserker, Craftsman, Gladi-
erie creatures; 50% chance retrieval) ator, Healer, Hunter, Merchant, Noble, Priest, Sage, Seer,
Ƿ One-half ownership of a galley or small sailing ship Shaman, Sorcerer, Thief, Witch.
(kept at a Brythian port)
Attribute Array: Caernian player-characters must arrange
General Code of Honor their Attributes at character creation using the following
guidelines—
Ƿ Honor and obey the queen and the royal court,
and to a lesser extent, all Brythian nobles Starting Absolute
Ƿ Do not suffer a pirate to live, especially an Esman- Min Max Max
dian or Norish one Agility -3 +3 +5
Ƿ Give pardons to Brythian privateers, for they are Physique -3 +3 +5
charged with hunting true pirates Vigor -2 +4 +6
Ƿ Avenge serious insults, by single combat, public Intellect -3 +3 +5
apology, or acceptance of gifts Magnetism -2 +4 +6
Ƿ Protect and honor all family members, demanding Willpower -2 +4 +6
“were-gild” for any slain unjustly.
CHARACTER CREATION 27
SAVAGEIII
KINGDOMS
Special Abilities
Starting Languages: Brythian or Caernian is your native
ǥ Cold-natured: Caernians receive a +1 bonus to tongue (your choice), and you may choose a second tongue
Endurance rolls when resisting cold effects. Much of from the following if your Intellect is -1 or better—Brythian,
Caerndon is a highland region, the very foothills of the Caernian, Druithi (Cymreddi), Norish, Goblin-tongue, or
Iceclaw Mountains. Troll-speak.
ǥ Wilderness Affinity: Caernian characters gain
Sample Names: Angus, Brean, Connor, Fergus, Hamish,
a +1 bonus to Acrobatics, Athletics, Perception, and
Lochlan, Seamus (male); Ariel, Caernwyn, Conna, Dani-
Survival rolls while in forests, hills, and mountains.
ca, Mairead, Marron, Scotha (female). Most Caernians use
clan-names for surnames, especially if a member of one of
Skill Specialties the “great clans” such as MacAngus or Targyle.
Caernian characters receive 3 free skill specialties at charac-
ter creation that help reflect Caernian culture and virtues: Cultural Item: Caernian characters may begin play with
one (or two by spending a point of Luck) of the follow-
Animal Handling (Cattle, Dogs, Oxen, or Sheep) ing cultural items in addition to the more normal gear they
Athletics (Climbing) might purchase:
Brawling (Grappling or Punching)
Endurance (Resist Cold or Resist Inebriation) Ƿ A woolen great-kilt of your clan’s tartan (+1 to Re-
Herbalism (Crafting or Foraging) nown when worn in Caerndon)
Perception (Caves, Hills, or Mountains) Ƿ Exceptional-quality dirk (use shortsword statistics,
Performance (Bagpipes, Bodhran, or Storytelling) but with +1 to max damage)
Persuasion (Bluffing or Intimidation) Ƿ Cold-iron dagger (harms Faerie creatures more
Resolve (Resist Charm or Resist Fear) than fire-forged steel)
Survival (Foraging, Hills, or Mountains) Ƿ A poor-quality clan-sword (greatsword stats; Craft-
Weaponry: Melee (Dirk/Shortsword, Greatsword, ing DL 20 to repair to average quality)
Polearm, War-club, Warhammer) Ƿ Studded exceptional-quality targe (small shield sta-
tistics, but one less Skill Penalty)
Weaponry: Ranged (Club, Handaxe, or Sling)
Ƿ Shaggy highland pony (not saddle-trained, but +1
Agility and can carry up to 300 lbs)
Favored Talents
Ƿ A pennon/banner of a Brythian lord, friend or foe
(your choice; +1 Renown in Caerndon)
Battle: Back to Back, Bashing Blow, Battle Muse, Battle
Ƿ Tattoo of blue or black ink (knotwork or animal
Senses, Berserker Rage, Break The Wall, Bullish Charge,
motif; +1 to your Renown)
Cleaving Blow, Crushing Blow, Draw The Line, Fending
Ƿ Clay vial of woad (blue body-paint), which grants
Stance, Hated Foe (Brythians, Druithi, or Sluagh), Hold
+1 to Vigor for one hour; two uses
The Breach, Honor Duel, Impaling Thrust, Improvised
Weaponry, Meat Shield, Muster The Horde, Pugilistic
General Code of Honor
Follow-up, Punishing Charge, Shattering Blow, Shield
Bash, Tripping Attack, War-cry.
Ƿ Obey and honor the clan-chieftain, unless he
proves clearly incompetent
Blood: Lycanthrope (bear or boar), Sidhe-blooded, Ƿ Honor and respect the gods, especially Cormac,
Troll-born. and the old ways of the Druids
Ƿ Honor and respect the Faerie-folk, but be wary of
Mystical: Herbal Magic, Sacred Oath, Sanctum Magic. them also
Ƿ Grant hospitality to those deserving of it; refuse it
Social: Bard, Carouser, Champion, Mercenary, Militia, to fools and dishonorable folk
Miner, Mountaineer, Squire, Woodsman. Ƿ Serve the queen quietly, but leave room in your
heart for true independence
Subterfuge: Dirty Tactics, Hunter, Raider, Trap-setter. Ƿ Avenge insults through demanded public apolo-
gies; serious ones by single combat.
Other: Body-painting, Fey-touched, Fire In The Head,
Fleet of Foot, Grit, Inspiring Presence, Night-sighted, Val-
orous.
CYMREDDI
The people of Cymredd (KIM-reth) are a wild and savage
lot, living in various tribes made up of several familial clans.
Favored Weaknesses: Geas/Taboo, Exiled, Oath-bound
Because of this, Cymredd is not a unified sovereign realm,
(to clan-chieftain or druid), Obsession (ale or mead), Phobia
but rather a collection of powerful tribes, the most supe-
(enclosed spaces or crowded areas).
rior (at present) being the Cymreddi themselves. As such,
28 CHARACTER CREATION
SAVAGEIII
KINGDOMS
ing guidelines—
Starting Absolute
Min Max Max
Agility -2 +4 +6
Physique -3 +3 +5
Vigor -2 +4 +6
Intellect -3 +3 +5
Magnetism -3 +3 +5
Willpower -2 +4 +6
Special Abilities
Skill Specialties
Cymreddi characters receive 3 free skill specialties at charac-
ter creation that help reflect Cymredd culture and virtues:
CHARACTER CREATION 29
SAVAGEIII
KINGDOMS
less proven dishonorable.
Subterfuge: Hunter, Poisoner, Raider, Secret Strike, Ƿ Honor and respect Nature (and the gods); use
Trap-setter. what you kill and only kill when in need.
30 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Allowable Callings: Alchemist, Assassin, Bard, Craftsman,
Gladiator, Healer, Hunter, Merchant, Noble, Pirate, Priest, Social: Captain, Carouser, Champion, Comeliness, Cour-
Sage, Seer, Soldier, Sorcerer, Thief, Witch. tesan, Gypsy, Mariner, Merchant.
Attribute Array: Esmandian player-characters must ar- Subterfuge: Feigned Attack, Fortune Teller, Gambler,
range their Attributes at character creation using the follow- Poisoner, Privateer, Raider, Sapping Blow, Secret Strike,
ing guidelines— Seductive Dance, Smuggler, Trap-setter.
CHARACTER CREATION 31
SAVAGEIII
KINGDOMS
Ƿ Capture or slay all rival pirates and buccaneers, es- Healer, Hunter, Merchant, Noble, Pirate, Sage, Seer, Sha-
pecially if they are Brythian. man, Sorcerer, Thief, Witch.
Ƿ Respect and honor the charters and codes of a
good captain and his vessel. Attribute Array: Gaernic player-characters must arrange
Ƿ Take not from your companions and crew, for their Attributes at character creation using the following
there is honor even among thieves. guidelines:
Starting Absolute
GAERNIC (Emerald Islander) Min Max Max
Agility -2 +4 +6
Physique -3 +3 +5
Vigor -2 +4 +6
Intellect -3 +3 +5
Magnetism -3 +3 +5
Willpower -2 +4 +6
Special Abilities
Skill Specialties
Gaernic characters receive 3 free skill specialties at character
creation that help reflect Gaernic culture and virtues:
Cultural Item: You may choose one of the following items The people of Lorinthia, or the Lorinthian Empire, are anal-
at character creation (or two by spending a Luck point) to ogous to the real-world Romans during Rome’s Imperial
compliment the rest of your gear: eras. As such, they tend to be provincial—the province
meaning even more than the city (or villa)—and those liv-
Ƿ Cold-iron dagger (does more harm to Faerie crea- ing in, or near, the imperial capital of Lorinthius lean to-
tures than fire-forged iron/steel) ward a very political and urbane existence, used to plotting,
Ƿ Two cold-iron tipped arrows or sling bullets (does scheming, and urban survival.
additional harm to Faeries) Many deities are revered here, although the most promi-
Ƿ One-half ownership of a small fishing vessel (3-4 nent by far are Agathon, Titherius, Luccia, and Nipalos, and
passengers or half-ton of cargo) the occasional cult rising to some semblance of power. The
Ƿ Vial of woad (body paint) which grants +1 Health emperor himself is considered near-divine as well, several in
and Stamina for 30 mins; three uses the past even claiming the direct bloodline of the war-god
Ƿ Sidhe-made arrow (Sildaril-tipped, +1 max dmg, Agathon or even the “golden god” Titherius. The current
+1 Armor Piercing; 75% retrieval chance) emperor is Octavius V.
Ƿ Exceptional Norish handaxe or spear with runic There are five major provinces in the vast Lorinthian
markings (DL 20 Language to decipher) Empire, although for the purposes of player-characters, the
Ƿ One-quarter ownership of a captured Norish long- primary divisions of “north” and “south” are used as shown
ship or Brythian warship (in port) in the Racial Abilities below. In addition, more information
Ƿ Map to hidden cairn, menhir, or standing stones about Lorinthia can be found in Section VI—A Brief Gaz-
(+1 to all Magical Arts rolls there) etteer.
Ƿ A lock of Kelpie hair (grants +1 to Magical Arts:
Shadow rolls when doing spell-rituals) Allowable Callings: Alchemist, Assassin, Bard, Craftsman,
Gladiator, Healer, Hunter, Merchant, Noble, Pirate, Priest,
General Code of Honor Sage, Seer, Soldier, Sorcerer, Thief, Witch.
Ƿ Honor the Old Gods and all worthy and honor- Attribute Array: Lorinthian player-characters must ar-
able Druid-priests who speak for them. range their Attributes at character creation using the follow-
Ƿ Honor the clan-chieftain and, to a lesser extent, ing guidelines—
CHARACTER CREATION 33
SAVAGEIII
KINGDOMS
Starting Absolute Tongues, Gladiator, Henchman (usually a slave), High-
Min Max Max born, Legionarri, Mariner, Mentor, Merchant, Poisoner,
Agility -3 +4 +6 Porter, Sage, Statecraft.
Physique -3 +3 +5
Vigor -3 +3 +5 Subterfuge: Gambler, Gossip, Poisoner, Sapping Blow,
Intellect -2 +4 +6 Secret Strike, Seductive Dance, Slaver, Smuggler, Street
Magnetism -3 +4 +6 Rat, Torturer.
Willpower -3 +3 +5
Other: Elite Affiliation (Golden Crucible or Shadow
Special Abilities Hand), Heirloom, Rallying Speech, Willful Presence.
ǥ Urban Affinity: Lorinthians receive a +1 bonus Favored Weaknesses: Addiction (red lotus or wine), Dec-
to Perception, Persuasion, Stealth, and Survival rolls adent, Enemy, Illegitimate, Indebted, Oath-breaker, Obses-
when inside a settlement numbering at least 1,000 hu- sion (power or wealth), Rotund, Short, Zealot.
mans.
ǥ Heat Tolerance (Southern Provinces only): Starting Languages: Lorinthian is your native tongue,
and you may choose one of the following if your Intellect
Lorinthians from the southern provinces gain a +1 bo-
is -1 or greather—Brythian (if from a northern province),
nus to Endurance rolls when resisting heat effects.
Old Guldari, Old Esmandi, or Prydonian (if from a southern
ǥ Border-lander (Northern Provinces only): province). Possibly Sidhe if from a western province.
Lorinthian player-characters from the northern prov-
inces tend to be more rural in orientation, and so gain Sample Names: Aurelius, Cassius, Marcus, Maximus, Oc-
a +1 bonus to Survival rolls. tavian, Tiberius, Valerian (male); Aurelia, Lucella, Felicia,
Julia, Mona, Octavia, Tiberia (female). Lorinthians often
Skill Specialties have middle names denoting birth-rank, such as Primus or
Lorinthian characters receive 3 free skill specialties at charac- Secondus, and if of noble birth, might have more prop-
ter creation that help reflect Lorinthian culture and virtues: er surnames denoting their house (Draconium, Galadorix,
Vinettius, etc.).
Alchemy (Elixirs, Oils, or Powders)
Crafting (Appraisal, Engineering, Jewelry, Metal-work- Cultural Item: You may choose one of the following items
ing, or Stone-working) at character creation (or two by spending a Luck point) to
compliment the rest of your gear—
Healing Arts (Disease, Fresh Wounds, or Old Wounds)
Herbalism (Cooking, Healing, and Poisons)
Ƿ Parchment scroll or small bronze medallion denot-
Language (Deciphering or Scribing)
ing imperial citizenship (+1 to Renown)
Lock-picking (Padlocks or Simple Traps) Ƿ A half-wild slave (male or female); Agi +0, Phy +0,
Performance (Lyre, Oratory, or Storytelling) Vig +1, Int +0, Mag -1, Wil +0.
Persuasion (Bluffing, Diplomacy, or Negotiation) Ƿ An educated slave (male or female); Int +2, but is
Stealth (Hiding or Urban Areas) Decadent, Lame, or Tainted.
Weaponry: Melee (Daggers, Shortswords, or Spears) Ƿ Scroll with obscure writing on it (DL 20 Language
Weaponry: Ranged (Crossbow or Javelin) to decipher; possible important lore)
Ƿ Small tablet with obscure sigils inscribed on it
Favored Talents (grants +1 bonus to Alchemy skill rolls)
Ƿ Three exceptional crossbow bolts/quarrels (+1 max
Battle: Agile Weaponry, Concentrated Defense, Crip- dmg; 60% retrieval chance)
pling Attack, Fending Stance, Finessing Shot, Gauge Ƿ Banner/pennon from an Aradornian knight or lord
Opponent, Hold The Breach, Impaling Shot, Impaling (possible ally or enemy)
Thrust, Inspiring Presence, Opportunistic Strike, Precision Ƿ One-quarter ownership in a bireme merchant or
Strike, Shield Wall, Siege Specialist, Tactician, Warning warship (kept in a Lorinthian port)
Shot. Ƿ Ancient coin of first or second imperial dynasty
(worth 2d20 silver coins)
Blood: Gorgon-blood.
General Code of Honor
Mystical: Acolyte, Blood Magic, Cultist, Priest (of Ag-
athon, Atores, Luccia, Nipalos, or Titherius), Sanctum Ƿ Respect and obey the Emperor and his edicts, for
Magic, Witch-hunter. only a fool ignores supreme power.
Ƿ Respect and honor the laws of Lorinthia, as dictat-
Social: Apprentice, Artisan, Captain, Caravan Mas- ed by past emperors and senatori.
ter, Carouser, Courtesan, Educated, Followers, Gift of Ƿ Respect fellow true citizens of the empire, in accor-
34 CHARACTER CREATION
SAVAGEIII
KINGDOMS
dance to their wealth and station. ing guidelines—
Ƿ Honor all written contracts; verbal promises
should always be recorded in writing. Starting Absolute
Ƿ Ignore the backward influences of savage and un- Min Max Max
civilized peoples. Agility -3 +3 +5
Ƿ Place the emperor and his praetors first, family sec- Physique -3 +3 +5
ond, and the gods third. Vigor -2 +4 +6
Intellect -2 +4 +6
Magnetism -3 +3 +5
MULOVIAN Willpower -2 +4 +6
Special Abilities
Skill Specialties
Mulovian characters receive 3 free skill specialties at charac-
ter creation that help reflect Mulovian culture and virtues:
CHARACTER CREATION 35
SAVAGEIII
KINGDOMS
Ƿ Respect and honor all priests of Anderok, unless
Subterfuge: Assassin, Feigned Attack, Fortune Teller, they prove weak or deceitful.
Gossip, Hunter, Poisoner, Sapping Blow, Secret Strike, Se- Ƿ Avenge all insults with either single combat or with
ductive Dance, Smuggler, Tomb Robber, Torturer. the acceptance of a worthy apology-gift.
Ƿ Collect tribute, taxes, and debts due on time; tardi-
Other: Beast Companion (Lynx, Raven, or Wolf), Elite ness should be punished severely.
Affiliation (Blood Disciples), Heirloom, Lotus Master,
Night-sighted, Tireless, Willful Presence.
36 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Vigor -2 +4 +6 boo, Illegitimate, Kin-slayer, Oath-bound, Obsession (ale or
Intellect -3 +3 +5 mead), Savage, Too Tall.
Magnetism -3 +3 +5
Willpower -2 +4 +6 Starting Languages: Norish is your native tongue, plus
one of the following if your Intellect is -1 or higher—
Special Abilities Brythian, Duergar, Gaernic, Giant-speech, Old Caernian, or
Troll-speak.
ǥ Cold Tolerance: Receive a +1 bonus to Endur-
ance skill rolls when resisting cold/ice effects. Sample Names: Grimwulf, Helgrim, Ragnar, Rothgar, Sig-
urd, Thorgrim, Wulfric (male); Brunhild, Erika, Gretchen,
ǥ Sea & Snow Affinity: Gain a +1 bonus to Acro-
Helga, Sigga, Valkira, Wulfhilda (female). Norish often use
batics, Athletics, Perception, Stealth, Sailing, and Sur-
“son of” or “daughter of” after their first names, although
vival skill rolls when aboard a ship or in snow-covered
renowned heroes often take on a “kenning” or nickname
terrain.
denoting some physical feature or especial deed (such as
“the Red” or “Troll-slayer”).
Skill Specialties
Norish characters receive 3 free skill specialties at character Cultural Item: You may choose one of the following items
creation that help reflect Norish culture and virtues: at character creation (or two by spending a Luck point) to
compliment the rest of your gear—
Animal Handling (Bears, Dogs, or Wolves)
Athletics (Climbing or Swimming) Ƿ Small runestone (+1 bonus to one Magical Arts
Brawling (Grappling or Punching) discipline of your choice when performing ritual spells
Crafting (Blacksmithing, Ship-building, or Wood-work- of that type)
ing) Ƿ Hack-silver bracelet or armband (worth 10+1d20
Endurance (Resist Cold or Resist Pain) silver coins)
Lore (Geography or Sagas) Ƿ Map to remote or mysterious island (such as Ynys
Perception (At Sea, Empathy, or Sight) Nor, Innis Avalarn, etc.)
Persuasion (Intimidation) Ƿ Horned war-helm (ceremonial mainly; +1 to Per-
Sailing (Coastal, Longships, Rivers, or Skiffs) suasion (intimidation) rolls when worn
Weaponry: Melee (Battleaxe, Greataxe, Handaxe, Ƿ Rune-carved exceptional handaxe (+1 to maximum
Longsword, Spear, or Warhammer) damage; writing is either your name or an ancestor's)
Weaponry: Ranged (Handaxe, Javelin, or Spear) Ƿ Duergar-made battleaxe (damaged; DL 15 Crafting
roll to repair to exceptional-quality)
Favored Talents Ƿ One-quarter ownership of a longship (usually
docked somewhere on the Norlund coast)
Battle: Back To Back, Bashing Blow, Battle Senses, Ber- Ƿ War-banner or pennon from a Brythian knight or
serker Rage, Break The Wall, Bullish Charge, Draw The lord (+1 to your Renown)
Line, Fell-handed, Fending Stance, Gauge Opponent, Ƿ Drinking-horn, exceptional-quality, filled with
Meat Shield, Mighty Ranged, Muster The Horde, Pun- honey mead (about two pints' worth)
ishing Charge, Running Shot, Rushing Attack, Severing
Blow, Shattering Blow, Shield Bash, Shield Rush, Shield General Code of Honor
Wall, War-cry.
Ƿ Once your word is given or an oath made, hold to
it if at all possible
Blood: Giant-blood (frost giant), Troll-born.
Ƿ Do good work, for shoddy craftsmanship is a poor
reflection on one’s honor
Mystical: Battle Mage, Rune Magic, Sacred Oath, To-
Ƿ Do not steal from fellow clan or tribe members;
tem Animal (Bear or Wolf).
only take what you need from others
Ƿ Avenge a serious insult with single combat, or at
Social: Bard (skald), Captain (sea only), Carouser, Cham- least by accepting a gift-giving
pion, Famed, Mariner, Mercenary, Militia, Mountaineer, Ƿ Avenge any clan or family member with blood or
Woodsman. by collecting were-gild (“man-gold”)
Ƿ Show honor and respect to kings and elders, unless
Subterfuge: Lampoon, Raider, Smuggler. they have proven honorless
Ƿ Seek glory in battle, not only for yourself, but for
Other: Grit, Heroic Strength, Intimidating Physique, Fragnir and your clan and tribe.
Tireless, Valorous.
CHARACTER CREATION 37
SAVAGEIII
KINGDOMS
PRYDONIAN (Central Islander) ics, Athletics, Perception, Sailing, and Stealth skill rolls
while at sea or on a small island or beachhead.
ǥ Metropolitan Life: Gain a +1 bonus to Percep-
tion, Performance, Persuasion, and Stealth rolls when
within cities of at least 5,000 inhabitants.
Skill Specialties
Prydonian characters receive 3 free skill specialties at charac-
ter creation that help reflect Prydonian culture and virtues:
38 CHARACTER CREATION
SAVAGEIII
KINGDOMS
dian, Old Rhodonian, Gorgonic.
CHARACTER CREATION 39
SAVAGEIII
KINGDOMS
Willpower -2 +4 +6 bound, Obsession (battle, competition, or the sea), Phobia
(enclosed spaces or gorgons).
Special Abilities
Starting Languages: Your native tongue is Prydonian,
ǥ Sea Affinity: Characters from the Outer Prydo- which is free, and you begin knowing one more from the
nian Isles gain a +1 bonus to Acrobatics, Athletics, Per- following if your Intellect is -1 or better—Lorinthian, Es-
ception, Stealth, and Survival skill rolls while aboard a mandian, Old Rhodonite, Mezcan, Gorgonic.
ship or within 100 yards of the sea.
Sample Names: Argathes, Athos, Atoreus, Hector, Nikos,
ǥ Heat Tolerance: Outer Islanders gain a +1 bonus
Theos, Rhodonis (male); Agatha, Athea, Charis, Dikaia,
to Endurance rolls made to resist heat or fire effects.
Nikosia, Sardonea, Xandrea (female). Outer Islanders make
use of “son of” types of naming schemes even more than
Skill Specialties their Central Isles brethren, although place-names (such as
Prydonian characters receive 3 free skill specialties at charac- “of Atheus” or “of Miurga”) are relatively common as well.
ter creation that help reflect Prydonian culture and virtues:
Cultural Item: You may choose one of the following items
Acrobatics (Balance, Leaping, or Tumbling) at character creation (or two by spending a Luck point) to
Athletics (Climbing, Jumping, Sprinting, or Swimming) compliment the rest of your gear—
Brawling (Grappling, Kicking, or Punching)
Crafting (Armor, Blacksmithing, Leather, or Weapons) Ƿ A javelin tipped with cold-iron (deals extra dam-
Endurance (Resist Heat, Resist Pain) age to creatures of fey origin)
Herbalism (Cooking or Healing) Ƿ Two cold-iron tipped arrows or bolts (extra harm
Lore (Nobility or Religion) to fey; recovered on 6-20 on 1d20)
Perception (Empathy, Hearing, or Sight) Ƿ Ancient coin from the latter years of the Rhodonite
Persuasion (Diplomacy or Intimidation) era (worth 2d20 sc if sold)
Sailing (Biremes, Coastal, or Triremes) Ƿ Mysterious black or pink pearl (+1 to Magical
Weaponry: Melee (Longswords, Shortswords, Spears, Arts: Death or Water for ritual spells)
Warspears, Tridents) Ƿ Exceptional coral-tipped javelin (+1 to maximum
damage)
Weaponry: Ranged (Comp. Longbows, Comp. Short-
Ƿ Eel or shark skin scroll case or belt pouch (virtually
bow, Javelins, Longbows, or Slings)
waterproof)
Ƿ Tooth or claw from a gorgonic beast (+1 to Re-
Favored Talents
nown in while Prydonian Isles)
Ƿ Gold-plated ring or armband won in athletic com-
Battle: Agile Brawler, Agile Weaponry, Ambidexterity,
petion (worth 2d20 sc)
Back To Back, Battle Senses, Choke Hold, Crippling At-
Ƿ One-quarter ownership of a bireme, merchant gal-
tack, Defensive Dash, Extreme Range, Fending Stance,
ley, or warship (your choice)
Haft and Staff, Impaling Shot, Impaling Thrust, Mighty
Ranged, Precision Strike, Pugilistic Follow-up, Running
General Code of Honor
Shot, Rushing Attack, Shield Bash, Shield Rush, Shield
Wall (phalanx), Unarmored Fighting.
Ƿ Give a sacrifice to the sea (an animal or object
worth at least 5 sc) before every voyage
Blood: Gorgon-blood, Rhodonite-blood. Ƿ Honor the captain/pilot of his vessel, unless he has
shown to be untrustworthy
Mystical: Blood Magic, Cultist (of Gorgothon), Pene- Ƿ Protect all children, and women needing such, for
trating Magic, Priest (of Atores or Sardona), Sacred Oath. they are the nation’s future
Ƿ Honor and respect the ancient gods of Rhodon,
Social: Bodyguard, Captain, Champion, Comeliness, the forebears of the Prydonian people
Gladiator, Mariner, Mercenary, Militia, Porter. Ƿ Never suffer a pirate to live (or go free), for they
are the bane of the civilized seas
Subterfuge: Feigned Attack, Privateer, Raider, Smug- Ƿ Avenge all serious insults, by single combat or ac-
gler. ceptance of a public apology.
40 CHARACTER CREATION
SAVAGEIII
KINGDOMS
enemies of Mulovia beyond their southern borders. They ǥ Cold Tolerance: Skathian characters gain a +1
revere the sun-goddess Signa above all other gods (even bonus to Endurance skill rolls when resisting cold or
Fragnir) and have begun to develop a crude early mediev- ice effects.
alesque society.
ǥ Hardiness: Skathians also receive a +1 bonus to
Otherwise, Skathians are somewhat akin to the Swedes
or northern Germans of our real world’s late Dark Ages Endurance rolls when resisting diseases, due to a gen-
or early Middle Ages eras. More information about Skathia erally healthy lifestyle in a cool climate.
and its people can be located in A Brief Gazetteer.
Skill Specialties
Allowable Callings: Bard, Berserker, Craftsman, Gladia- Skathian characters receive 3 free skill specialties at character
tor, Healer, Hunter, Knight, Merchant, Noble, Pirate, Sage, creation that help reflect Skathian culture and virtues:
Seer, Shaman, Sorcerer, Thief, Witch.
Animal Handling (Cattle, Dogs, or Swine)
Attribute Array: Skathian player-characters must arrange Athletics (Climbing or Swimming)
their Attributes at character creation using the following Crafting (Blacksmithing, Carpentry, or Leather)
guidelines— Endurance (Resist Cold)
Healing Arts (Diseases or Long-term Care)
Starting Absolute Herbalism (Cooking, Healing, or White Lotus)
Min Max Max Lore (History or Religion)
Agility -3 +3 +5 Perception (Empathy or Sight)
Physique -2 +4 +6 Sailing (Boats, Drakkar, or Rivers)
Vigor -3 +3 +5 Weaponry: Melee (Handaxes, Longswords, Polearms,
Intellect -3 +3 +5 Spears, or Warhammers)
Magnetism -2 +4 +6 Weaponry: Ranged (Javelins, Longbows, Slings, or
Willpower -2 +4 +6 Thrown Handaxe)
CHARACTER CREATION 41
SAVAGEIII
KINGDOMS
Battle: Back To Back, Bashing Blow, Bullish Charge, Ƿ Drinking horn, exceptional-quality, filled with beer,
Cleaving Blow, Concentrated Defense, Crushing Blow, mead, or stout ale.
Fending Stance, Gauge Opponent, Haft and Staff, Ƿ Cold-iron handaxe (deals extra damage to fey
Hold The Breach, Honor Duel, Impaling Thrust, Mighty creatures)
Ranged, Retaliating Strike, Shattering Blow, Shield Rush,
Shield Wall, Tripping Attack, Warning Shot. General Code of Honor
Blood: Angelic-blood, Giant-blood, Troll-born. Ƿ Honor and obey the Skathian high-queen, who is
usually the highest priestess of Signa
Mystical: Acolyte (of Signa), Counter Magic, Enchant Ƿ Honor and respect all priestesses of Signa, and all
Talisman, Extended Ritual, Herbal Magic, Priest (Priestess priests and lore-keepers besides
of Signa), Rune Magic, Sacred Oath, Second Sight, Song Ƿ Honor and respect your family, clan, and tribe,
Magic. and moreover, its jarl or chieftain
Ƿ Seek diplomacy before combat, for the need for
Social: Artisan, Bard (skald), Bodyguard, Champion, civility outshines needless violence
Comeliness, Gift of Tongues, Mariner, Merchant, Militia, Ƿ Trust not a pirate or thief, and seek always to bring
Mountaineer, Squire, Woodsman. such outlaws to justice
Ƿ Avenge serious insults only, and then only by single
Subterfuge: Lampoon, Privateer. combat or acceptance of apology.
42 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Starting Absolute Other: Grit, Heroic Strength, Intimidating Physique,
Min Max Max Night-sighted, Tireless.
Agility -3 +3 +5
Physique -2 +4 +6 Favored Weaknesses: Disfigured, Infamous, Kin-slayer,
Vigor -2 +4 +6 Obsession (battle or destruction), Savage, Tainted, Too Tall.
Intellect -3 +3 +5
Magnetism -3 +3 +5 Starting Languages: Your native tongue is Thorakki, a
Willpower -2 +4 +6 language only quasi-written with simple runes and there-
fore more oral-based. If your Intellect is -1 or higher, you
Special Abilities may choose one of the following as well—Skathian, Old
Valkari, Troll-speak, Giant-speak, or Dragon-speech.
ǥ Cold Affinity: Due to their territories in the ex-
treme north, Thorakkians gain a +2 bonus to Endur- Sample Names: Drak, Dragnar, Gorak, Nulfar, Torik,
ance rolls to resist cold or ice effects. Vord, Wulfgrim (male); Brun, Draka, Gorika, Grimda, Nul-
fra, Torga, Wulfa (female). Thorakkians make use of “son
ǥ Despicable Spawn: Thorakki pay 2 points less
of” naming schemes, plus the occasional kenning earned
for the Troll-born talent, as their culture does not abhor
through mightly deeds, such as “the Reaver” or “Giant-slay-
troll-kind in the way that most civilized societies do.
er”.
Skill Specialties Cultural Item: You may choose one of the following items
Thorakkian characters receive 3 free skill specialties at char- at character creation (or two by spending a Luck point) to
acter creation that help reflect Thorakkian culture and vir- compliment the rest of your gear—
tues:
Ƿ Piece of mammoth tusk (worth 2d20 sc), possibly
Animal Handling (Bears, Mammoths, or Wolverines) carved with crude runes or images
Acrobatics (Balancing, Leaping, or Snowy Terrain) Ƿ Semi-preserved human head (gain +1 to Persua-
Athletics (Climbing, Jumping, Snowy Terrain, or Swim- sion rolls when intimidating others)
ming) Ƿ Mammoth or arctic bear pelt (+1 to Endurance
Brawling (Grappling, Head-butting, Kicking, or Punch- rolls to resist cold effects when worn)
ing) Ƿ Scale from a wyrm, possibly Valnathrax (+1 to
Crafting (Leather, Stone-cutting, or Wood-working) Magical Arts: Air rolls for ritual spells)
Endurance (Resist Cold or Resist Pain) Ƿ Cap or tunic made from bones and teeth (+1 to
Perception (Hearing, Sight, Smell, or Snowy Terrain) Persuasion rolls to intimidate others)
Persuasion (Intimidation) Ƿ Small figurine representing the blood-god, Torak
Survival (Fire-building, Hunting, or Ice-fishing) (+1 to Brawling if using Berserker Rage)
Weaponry: Melee (Battleaxe, Greataxe, Maul, Spear, Ƿ Frost Giant’s battleaxe, damaged (DL 15 Crafting
War-club, or War-flail) to repair; need Physique +7 to wield)
Weaponry: Ranged (Javelin, Thrown club, or Thrown Ƿ A war-club made from a giant’s or mammoth’s fe-
handaxe) mur (per war-club stats, but -1 AP)
Ƿ A captured slave, male or female (Agi +0, Phy +0,
Favored Talents Vig +1, Int -1, Mag +1, Wil -1)
Battle: Bashing Blow, Battle Senses, Berserker Rage, General Code of Honor
Break The Wall, Bullish Charge, Cleaving Blow, Crush-
ing Blow, Dual Blades, Fell-handed, Heavy Hitter, Impal- Ƿ Thrive in battle and raiding, for the clan and tribe
ing Thrust, Improvised Weaponry, Meat Shield, Mighty must survive
Ranged, Pressing Attack, Pugilistic Follow-up, Rushing Ƿ Blood, combat, and death pleases Torak, lord of
Attack, Shattering Blow, Shield Bash, Shield Rush, Unar- the blood-red sun
mored Fighting, War-cry, Web of Steel, Wolfpack Tactics. Ƿ Adapt and survive; winter is forever
Ƿ Slay or rout all enemies, taking prisoners and hos-
Blood: Demon-blood, Giant-blood, Lycanthrope (bear). tages only when truly necessary
Ƿ Rely not upon sorcery and magical tricks, save for
Mystical: Totem Animal (bear, mammoth, or wolf). those performed by a war-shaman
CHARACTER CREATION 43
SAVAGEIII
KINGDOMS
44 CHARACTER CREATION
SAVAGEIII
KINGDOMS
application grants +1 Health and +1 Stamina; non-Che- so their travel distance has been historically limited on the
nari applying it must make a DL 10 Endurance roll or high seas.
suffer the Sickened condition for 1 hour; DL 20 Healing
Arts to remove effects earlier) Allowable Callings: Assassin, Craftsman, Gladiator, Heal-
Ƿ A Chenari war-javelin (exceptional-quality and er, Hunter, Merchant, Noble, Sage, Seer, Shaman, Thief,
also +2 yards of range per category) Witch.
Ƿ One vial (2 doses/uses) of Chundri (blade poison;
targets struck must make a DL 15 Endurance roll or Attribute Array: Mezcan Chenari player-characters must
suffer -2 to Agility, or completely paralyzed on a critical arrange their Attributes at character creation using the fol-
failure; Chenari gain a +2 bonus to this roll) lowing guidelines—
Ƿ A Jhuldar (Chenari war-spear; maximum damage
20/25; AP 1; reach 2, average-quality) Starting Absolute
Ƿ A shamanic icon of Amrashi (grants the Chenari Min Max Max
owner +1 Luck and +1 to Healing Arts skill rolls) Agility -2 +5 +7
Ƿ One skin/bladder of Zhinju (Chenari ale, three Physique -3 +4 +6
pints; anyone drinking a pint of this potent beverage Vigor -3 +2 +4
must succeed in a DL 10 Endurance roll or suffer -1 to Intellect -3 +3 +5
Intellect per point of failure; dropping to Intellect -5 Magnetism -2 +4 +6
means comatose for 12 hours; those succeeding gain Willpower -3 +3 +5
+1 to Vigor and Willpower and the use of the Second
Sight talent for one hour; Chenari get a +2 bonus to Special Abilities
the Endurance roll if they so choose.
Ƿ A Sslir skull, or set of Sslir teeth arranged as a neck- ǥ Athletic & Stealthy: Mezcan Chenari gain a +1
lace, which grants a +1 bonus to all Persuasion (intim- bonus to Acrobatics, Athletics, and Stealth skill rolls.
idation) rolls and Magical Arts: Death skill rolls when ǥ Claw Attack: Chenari can make Brawling attacks
worn openly; however, the item also causes you to gain with their retractable claws which have a maximum
the Savage or Tainted weakness (your choice of which, damage of 10. This can be either a primary attack (cost-
and you do not gain any bonus points for either one). ing one attack action) or used in conjunction with an-
other attack mode. If the latter, then a -2 penalty ap-
General Code of Honor plies to the Brawling skill roll.
Ƿ Honor and obey Amrashi and, by extension, his ǥ Fleet-footed: All Chenari receive a +1 to their
shamans and omen-readers Mobility traits due to their physical anatomy and hunt-
Ƿ Avenge serious insults through single combat; apol- ing-based culture.
ogies accepted only in minor insults ǥ Hunter’s Vision: Chenari see quite well in low
Ƿ Do not take what is not yours; take only from de- light, and thus gain the Night-sighted talent for free.
feated foes or from inferior outlanders
Ƿ Kill and make war when necessary, but seek first ǥ Distraction: Chenari must rest/sleep at least 10
the diplomatic solution hours in a 24-hour period (unlike the standard 8 hours
Ƿ Never show weakness in war, peace, diplomacy, for humans) in order to regain their full Stamina. This
childbirth, and virtually all modes of life. will likely slow down overland travel to some extent.
Favored Talents
CHENARI (Mezcan)
The Chenari of the isle-continent of Mezca tend to be Battle: Agile Weaponry, Ambidexterity, Careful Aim,
slightly smaller, and generally more agile, than their Eman- Crippling Attack, Defensive Dash, Fending Stance, Finess-
jian counterparts. And while both sub-races of Chenari are ing Shot, Improvised Weaponry, Kip, Leaping Strike, Op-
certainly feline in many aspects, Mezcan Chenari are pu- portunistic Strike, Precision Strike, Running Shot, Rush-
ma-like, more akin to jaguars and panthers than leonine ing Attack, Swashbuckling, Tripping Attack, Unarmored
warriors. They often excel at climbing, for they have adapt- Fighting, War-cry, Warning Shot, Wolfpack Tactics.
ed well to the dense jungle-lands of Mezca, though they can
be every bit the hunter (and scavenger) that their Emanjian Blood: None.
kindred tend to be.
It is assumed by many, including Chenari lore-masters Mystical: Enchant Talisman, Herbal Magic, Mystic Tat-
and scholars themselves, that the first Chenari appeared on too.
the continent of Emanju and then later spread across the
adjacent seas to settle in the isle-continent of Mezca and
Social: Comeliness, Gypsy, Woodsman.
possibly in remote colonies on Hassan or a far-flung Prydo-
nian Isle. They are not much of a seafaring race, however,
Subterfuge: Assassin, Dirty Tactics, Feigned Attack,
CHARACTER CREATION 45
SAVAGEIII
KINGDOMS
Hunter, Sapping Blow, Secret Strike, Tomb Robber, and you do not gain any bonus points for either one).
Trap-setter.
General Code of Honor
Other: Agile Climber, Body-painting, Cat-like Reflexes,
Fleet of Foot, Light Sleeper, Limber, Lotus Master, Tire- Ƿ Honor and protect the pride-chieftain and all
less. members of the pride-clan
Ƿ Honor and obey Amrashi, and by extension, his
Favored Weaknesses: Addiction (pink lotus), Infamous, shamans and omen-readers
Obsession (gems or trinkets), Phobia (fire or enclosed spac- Ƿ Steal not from your own clan; take only from ene-
es), Savage. mies and those of no alliance
Ƿ Kill and make war only when necessary; other-
Starting Languages: Your native tongue is Chenari (which wise, seek the clever and diplomatic route
you know for free), plus you may choose one of the follow- Ƿ Do not show weakness, particularly in war, peace,
ing languages if your Intellect is -1 or greater—Mezcan (an diplomacy, and childbirth.
“eastern” tongue), Prydonian, Lorinthian, Azirian, or Sslir.
46 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Willpower -2 +4 +6
Favored Weaknesses: Addiction (ale or mead), Oath-
Special Abilities bound, Obsession (gold or gems), Phobia (the sea or open
spaces), Rotund.
ǥ Ancient Enemies: Gain the Hated Foe talent for
free. This enemy must be one of the following—Drag- Starting Languages: Your native tongue is Duergar, an
ons, Giants, or Trolls. ancient language with a runic writing system. In addition,
if your Intellect is -1 or better, you may also choose one of
ǥ Craft-master: Duergar characters gain a +1 bonus
the following—Mulovian (if from Thrimnor), Skathian (if
to Crafting skill rolls with regards to working with met-
from Thrimnor), Norish (if from Uldarak), Caernian (if from
al or stone as well as when appraising such for quality
Uldarak), Sidhe, Goblin-tongue, Troll-speak, Giant-speech,
and value.
or Dragon-speech.
ǥ Deep-sight: All Duergar are born with the abili-
ty to see in complete darkness, up to 20 yards, as if it Sample Names: Baldurin, Beldar, Durak, Frithli, Glorin-
were twilight. dur, Heltak, Morindak (male); Beldra, Dori, Drondi, Mor-
ǥ Earth & Fire Affinity: Duergar gain a +1 bonus da, Norga, Thrim, Thorda (female). Duergar surnames,
to Magical Arts: Earth and Fire skill rolls. (Note that which are always clan-names, are colorful affairs, such as
you must have either the Magic Affinity talent or at Bloodaxe, Deephammer, Ironfist, Stonebeard, etc.
least one skill level in a Magical Arts discipline before
you can even attempt any Magical Arts skill tasks.) Cultural Item: You may choose one of the following items
at character creation (or two by spending a Luck point) to
ǥ Favored Weaponry: Gain one of the follow- compliment the rest of your gear—
ing skill specialties either from Weaponry: Melee (bat-
tleaxe, greataxe, handaxe, maul or warhammer) or Ƿ A battleaxe, handaxe, or warhammer of excep-
Weaponry: Ranged (thrown hammer or handaxe). tional quality (your choice of one)
ǥ Hardiness: All Duergar gain a +1 bonus to En- Ƿ A set of exceptional-quality craftsman’s tools (+1
durance rolls when resisting diseases and poisons. Fur- to either metal or stone based Crafting rolls, your
thermore, if from Thrimnor, this bonus also applies to choice of which)
resisting heat effects, or if from Uldarak, the bonus in- Ƿ A harness of Duergar-mail (exceptional quality; ar-
stead applies to resisting cold effects. mor rating 4, -1 Mobility penalty, -2 skill penalty; these
penalties are doubled if donned by non-Duergar)
ǥ Rune-mage: Duergar characters pay 2 points less Ƿ A war-helm of exceptional quality (+1 to armor
for the Rune Magic talent. rating when worn with body armor, but -1 to Percep-
ǥ Short Stride: Duergar suffer -2 to Mobility, as tion skill rolls)
well as to Acrobatics or Athletics skill rolls involving Ƿ A rune-stone talisman (wearer gains +1 to Magical
jumping/leaping. Arts: Earth and Fire rolls when performing ritual spells)
Ƿ A Duergar war-pony (as normal pony stats, but +1
to Vigor and battle-trained)
Favored Talents Ƿ A drinking horn of Duergar stout-ale (any non-Du-
ergar drinking at least three swigs of this stuff must suc-
Battle: Armor Acclimation, Back To Back, Bashing Blow, ceed in a DL 10 Endurance roll or become Inebriated
Berserker Rage, Blade-honing, Break The Wall, Bullish (Mildly) for 10 minutes per point of failure)
Charge, Cleaving Blow, Crushing Blow, Draw The Line, Ƿ A semi-enchanted wyrm-scale, possibly belonging
Fell-handed, Hold The Breach, Honor Duel, Improvised to Glorindurax of old (grants bearer +1 to Endurance
Weaponry, Mighty Ranged, Pressing Attack, Shattering rolls to resist cold effects; could be easily worth 20 +
Blow, Shield Bash, Shield Wall, Tripping Attack. 1d20 sc)
Mystical: Battle Mage, Enchant Permanent Object, Ex- Ƿ Keep the secret lore of the Deep to oneself when
tended Ritual, Meditative Trance, Sacred Oath. in the surface-world
Ƿ Honor the Duergar king and the ancient sovereign-
Social: Apprentice, Artisan, Champion, Merchant, Mili- ty of his clan’s lineage
tia, Miner, Mountaineer, Porter. Ƿ Honor the ways of Duradin and Baldak above all
other deities
Subterfuge: Trap-setter. Ƿ Honor and respect your clan, its members, and its
ancient traditions
Other: Commanding Voice, Grit, Heirloom, Keen Mem- Ƿ Punish serious insults by a formal duel or by accep-
ory, Time Sense, Valorous, Willful Presence. tance of “apology gifts”
CHARACTER CREATION 47
SAVAGEIII
KINGDOMS
Ƿ Craft no object or light no forge-fire until at least Vigor -3 +2 +4
half payment has been collected. Intellect -3 +3 +5
Magnetism -1 +5 +7
Willpower -3 +3 +5
48 CHARACTER CREATION
SAVAGEIII
KINGDOMS
cally gain knowledge of one of the following spells for er Sidhe brethren, Dark Sidhe seldom make use of surnames
free—Beguile, Conjure Darkness, or Glamour—even if unless they are members of an established noble house.
you do not meet the prerequisites for it. Dark Sidhe
learn a spell or two even at a very young age. Cultural Item: You may choose one of the following items
ǥ Bladed Specialty: Gain one of the following at character creation (or two by spending a Luck point) to
Weaponry: Melee specialties for free—Dagger, Greats- compliment the rest of your gear—
word, Shortsword, or Spear.
Ƿ A vial (2 doses) of sleeping potion (any non-Sidhe
ǥ Fey Mind: Dark Sidhe receive a +2 bonus to Re- drinking of it must succeed in a DL 13 Resolve roll or
solve rolls when resisting beguilement, glamour/illu- fall instantly asleep for 10 minutes per point of failure)
sions, and magical sleep. Ƿ A vial (2 doses) of paralytic blade-poison (any op-
ǥ Fey Magic: Gain a +1 bonus to Magical Arts: Air, ponent wounded by a blade coated in this substance
Death, Earth, and Shadow skill rolls. must succeed in a DL 13 Endurance roll or suffer a -3
penalty to Agility for one minute per point of roll fail-
ǥ Woodland Affinity: Dark Sidhe gain a +1 bonus ure; if a victim’s Agility is lowered to -5 or worse, then
to Perception, Stealth, and Survival rolls when in for- he is paralyzed and Immobile until the poison’s effects
ested environments. wear off as stated)
Ƿ A Dark Sidhe small-crossbow (exceptional-quality;
Favored Talents maximum damage 15; AP 1; range 30/60/120; Conceal
+2). Comes with a dozen crossbow bolts.
Battle: Agile Weaponry, Ambidexterity, Blind-fight- Ƿ A Sidhe riding-horse (same as standard Riding
ing, Close-Quarters Archery, Crippling Attack, Deadly Horse stats, except for +1 to Agility and Vigor). Comes
Lunge, Disarming Strike, Dual Blades, Extreme Range, with bit, bridle, and light riding saddle.
Honor Duel, Horseback Archery, Impaling Shot, Impal- Ƿ A leather skin or drinking horn of Sidhe-wine
ing Thrust, Improvised Weaponry, Kip, Leaping Strike, (non-Sidhe must succeed in a DL 10 Endurance roll or
Opportunistic Strike, Pressing Attack, Shadowing Step, succumb to delusions and strange “visions,” equal to
Swashbuckling, Unarmored Fighting, War-cry, Warning being Stunned, for 10 minutes per point of roll failure)
Shot, Web of Steel. Ƿ A fey-leather or fine cloth tunic (exceptional-quali-
ty; armor rating 1; no Mobility or skill penalties)
Blood: Demon-blood. Ƿ A pair of fine leather shoes or boots (exception-
al-quality; -2 to others’ Survival rolls when attempting
Mystical: Blood Magic, Celestial Magic, Craft Potion, to track you)
Cultist, Dual Focus, Energize Spell, Evil Eye, Penetrating Ƿ A 10-yard length of Sidhe-rope (exceptional-quali-
Magic, Power of Silence, Supernatural Pact, Witch-hunt- ty; +1 to Athletics rolls when climbing and any knot-ty-
er. ing rolls; captives face a +5 to the DL to escape)
Ƿ A beautiful Sidhe-made crystal (exceptional-qual-
Social: Artisan, Carouser, Woodsman. ity; grants a +1 bonus to Magical Arts: Shadow skill
rolls when worn or carried)
Subterfuge: Assassin, Dirty Tactics, Feigned Attack,
Hunter, Secret Strike, Seductive Dance.
General Code of Honor
CHARACTER CREATION 49
SAVAGEIII
KINGDOMS
Sidhe-realms. or Sidhe war-bow.
More information about the Eluna Sidhe, and their
ǥ Star-sight: Can see in twilight or near-darkness as
long-lasting realm of Celendoril, can be found in Section if it were bright daylight (but not in absolute darkness).
VI—A Brief Gazetteer. Furthermore, Eluna Sidhe can see twice as far as a typ-
ical human.
Allowable Callings: Bard, Craftsman, Healer, Hunter,
Knight, Merchant, Noble, Priest, Sage, Seer, Soldier, Sorcer-
er. Favored Talents
Attribute Array: Eluna Sidhe player-characters must ar- Battle: Ambidexterity, Careful Aim, Concentrated De-
range their Attributes at character creation using the follow- fense, Double-Arrow Shot, Dual Blades, Extreme Range,
ing guidelines— Finessing Shot, Gauge Opponent, Honor Duel, Horse-
back Archery, Impaling Thrust, Kip, Leaping Strike, Pre-
Starting Absolute cision Strike, Pressing Attack, Running Shot, Shadowing
Step, Smiting Blow, Swashbuckling, Unarmored Fighting,
Min Max Max
Web of Steel.
Agility -2 +4 +6
Physique -3 +3 +5
Vigor -3 +2 +4 Blood: Angelic-blood.
Intellect -3 +3 +5
Magnetism -1 +5 +7 Mystical: Battle Mage, Celestial Magic, Dual Focus,
Willpower -3 +3 +5 Enchant Permanent Object, Enchant Talisman, Energize
Spell, Far-reaching Magic, Lingering Magic, Meditative
Special Abilities Trance, Song Magic, Words of Power.
ǥ Cold-iron Susceptibility: Eluna Sidhe take 2 ad- Social: Artisan, Bard, Comeliness, Herald, Gift of
ditional points of Health damage when struck by cold- Tongues, Sage, Woodsman.
iron weapons (that is, iron weapons not forged by
fire). In fact, it is an unpleasant experience when a Sid- Subterfuge: Feigned Attack, Hunter, Seductive Dance.
he even touches an object made of cold-iron.
Other: Agile Climber, Animal Kinship, Cat-like Reflexes,
ǥ Dream-trance: Sidhe do not sleep, as mere mor-
Fire In The Head, Fleet of Foot, Healer’s Touch, Heir-
tal humans do, but instead must drift into a trance-like
loom, Inspiring Presence, Keen Memory, Limber, Quick
rest (eyes usually remaining open, but still just as un-
Healer, Valorous, Willful Presence.
aware as a slumbering human) for at least six hours in
any 24-hour period. This counts as eight hours of sleep
Favored Weaknesses: Geas/Taboo, Oath-bound, Obses-
for a human in regards to regaining Stamina and such.
sion (gem-craft, wilderness, or wood-craft), Too Tall, Waif.
Also, when dream-trancing, Sidhe often recall vivid de-
tails of past events and even glimpse, on occasion, flick-
ers of the possible future (GM discretion).
Starting Languages: Your native tongue is Sidhe, an
ancient and elegant language, with a writing system that
ǥ Eldritch Affinity: Knowledge of one of the fol- utilizes flowing letters. In addition, you know one of the
lowing spells—Beguile, Conjure Light, or Glamour. following if your Intellect is -1 or better—Brythian (if from
(Player’s choice.) Celendoril), Skathian (if from the woodlands of northern
ǥ Fey Magic: Gain the Magic Affinity talent for Skathia), Cymreddi (if from the forests of Cymredd), Du-
free. Due to their Other-worldly origins, the Sidhe are ergar (if from Celendoril), Esmandian (if from Lithilor or
naturally gifted in the mystical arts, requiring little to the Duskwood), Goblin-tongue, or Faerie (also known as
no actual training. Other-speech).
ǥ Fey Mind: Eluna Sidhe receive a +2 bonus to Re- Sample Names: Anorien, Calendion, Elundor, Lithil, Qu-
solve rolls to resist beguilement, magical sleep, and il- endarien, Sildarion, Talendor (male); Anorwen, Celendiel,
lusions. Eluneth, Lithilwen, Noriel, Sildariel, Torendiel (female). Like
ǥ Gifted of Lore: All Eluna Sidhe gain a +1 bonus other Sidhe-folk, Eluna Sidhe do not use proper surnames
to Lore and Magical Arts: Air, Life, Shadow, and Wa- unless a member of a renowned noble house.
ter skill rolls.
Cultural Item: You may choose one of the following items
ǥ Melee Specialty: Gain one of the following
at character creation (or two by spending a Luck point) to
Weaponry: Melee specialties—Dagger (long-knife), compliment the rest of your gear—
Lance, Longsword, or Spear.
ǥ Ranged Specialty: Gain one of the following Ƿ A Sidhe riding-horse (same as standard riding-horse
Weaponry: Ranged specialties—Longbow, Shortbow, stats, except +1 to Agility and Vigor; comes with light
50 CHARACTER CREATION
SAVAGEIII
KINGDOMS
CHARACTER CREATION 51
SAVAGEIII
KINGDOMS
he-realms in general, can be found in A Brief Gazetteer. Acrobatics, Athletics, Herbalism, Perception, Stealth,
and Survival skill rolls when in forest or marsh terrain.
Allowable Callings: Assassin, Bard, Berserker, Craftsman,
Gladiator, Healer, Hunter, Noble, Sage, Seer, Shaman, Thief,
Favored Talents
Witch.
Battle: Agile Weaponry, Ambidexterity, Careful Aim,
Attribute Array: Wild Sidhe player-characters must ar-
Close-Quarters Archery, Crippling Attack, Defensive
range their Attributes at character creation using the follow-
Dash, Double-arrow Shot, Fending Stance, Finessing
ing guidelines—
Shot, Haft and Staff, Hated Foe (Goblings, Hobgoblins,
or Lorinthians), Hit And Run, Honor Duel, Impaling Shot,
Starting Absolute Impaling Thrust, Improvised Weaponry, Kip, Leaping
Min Max Max Strike, Running Shot, Swashbuckling, Unarmored Fight-
Agility -1 +5 +7 ing, War-cry, Warning Shot, Wolfpack Tactics.
Physique -3 +3 +5
Vigor -3 +2 +4 Blood: None.
Intellect -3 +3 +5
Magnetism -2 +4 +6
Mystical: Beast-master, Blood Magic, Celestial Magic,
Willpower -3 +3 +5
Enchant Talisman, Herbal Magic, Mystic Tattoo, Power
of Silence, Song Magic, Totem Animal (bear, eagle, pan-
Special Abilities ther, or wolf).
ǥ Cold-iron Susceptibility: Wild Sidhe take an
Social: Champion, Woodsman.
additional 2 points of Health damage when struck by
cold-iron weapons (that is, iron not forged by fire). The
Subterfuge: Assassin, Feigned Attack, Hunter, Trap-set-
Other-worldly Sidhe, being of fey origin, are even un-
ter.
comfortable merely touching cold-iron.
ǥ Dream-trance: Sidhe do not sleep, as mere mor- Other: Agile Climber, Animal Kinship, Beast Compan-
tal humans do, but instead drift into a trance-like rest ion, Body-painting, Cat-like Reflexes, Fleet of Foot, Keen
(eyes usually remaining open, though still as unaware Memory, Limber, Tireless.
as a slumbering human) for at least six hours per 24-
hour period. This counts as eight hours sleep for a hu- Favored Weaknesses: Enemy, Exiled, Geas/Taboo, Oath-
man in regards to recovering Stamina and such. Whilst bound, Obsession (fauna, flora, or animal totem), Savage.
dream-trancing, the Sidhe generally relives past memo-
ries, but on rare occasion, might even glimpse the pos- Starting Languages: Your native tongue is Sidhe, an an-
sible future (GM discretion). cient and elegant language, with a flowing writing style that
ǥ Eldritch Affinity: Wild Sidhe gain a +1 bonus to the Wild Sidhe don’t use quite as much as their Dark and
Magical Arts: Earth, Life, Shadow, and Water skill rolls. Eluna brethren. If your Intellect is -1 or higher, then you
also know one of the following—Lorinthian (if from the
ǥ Fey Magic: Gain the Magic Affinity talent for Elderwood Forest), Cymreddi (if from a tribe in the north-
free. All Sidhe are naturally gifted in the mystical arts west), Brythian (if from the Bloodthorn Forest), Skathian or
(even if not formally trained), as they believe that Mulovian (if from a tribe in the far northeast), or Duergar
“magic” is merely an extension of nature and the Eluna or Goblin-tongue.
Qualae (or the Qualee).
ǥ Fey Mind: All Wild Sidhe receive a +2 bonus to Sample Names: Hawkrider, Leafstorm, Lightningspear,
Resolve rolls when attempting to resist beguilement, Moonstrider, Rainwind, Shadowwind, Suntoucher, Star-
magical sleep, or illusions. reacher, Talloak, Thunderleaf, Whiteowl (male or female).
Wild Sidhe names are very primal and savagely poetic, al-
ǥ Melee Specialty: Gain one of the following
though when rendered into the Sidhe language, they do
Weaponry: Melee specialties—Dagger (long-knife),
not sound overly different than Dark Sidhe or Eluna Sidhe
Spear, Staff, or War-club.
names.
ǥ Ranged Specialty: Gain one of the following
Weaponry: Ranged specialties—Dagger (long-knife), Cultural Item: You may choose one of the following items
Javelin (war-dart), Shortbow, or Sling. at character creation (or two by spending a Luck point) to
compliment the rest of your gear—
ǥ Star-sight: Like their kindred, Wild Sidhe can see
in twilight and near-darkness as if it were bright day-
Ƿ A vial (2 doses) of sleeping potion (any non-Sid-
light (but not in absolute darkness). Furthermore, Sidhe
can see twice as far as a typical human. he drinking this elixir must succeed in a DL 13 Resolve
roll or fall instantly asleep for 10 minutes per point of
ǥ Woodland Affinity: Wild Sidhe gain a +1 bonus
52 CHARACTER CREATION
SAVAGEIII
KINGDOMS
failure) Attribute Array: Golden Sslir player-characters must ar-
Ƿ Three silver-tipped arrows, or silver-coated sling- range their Attributes at character creation using the follow-
stones (your choice), which often deal additional dam- ing guidelines—
age to certain supernatural creatures.
Ƿ A silver-tipped dagger or javelin (your choice), Starting Absolute
which might deal extra harm to certain supernatural Min Max Max
creatures. Agility -2 +4 +6
Ƿ Three cold-iron tipped arrows (can deliver extra Physique -3 +3 +5
damage to fey creatures) Vigor -3 +2 +4
Ƿ A leather skin or drinking horn of Sidhe-wine Intellect -2 +4 +6
(non-Sidhe must succeed in a DL 10 Endurance roll or Magnetism -2 +4 +6
succumb to delusions and strange visions for 10 min- Willpower -3 +3 +5
utes per point of failure; equal to having the Stunned
condition) Special Abilities
Ƿ Fey-leather tunic (exceptional quality; +1 armor
rating; no penalties to Mobility or skill rolls) ǥ Beast-bane: Sslir suffer a -1 penalty to Animal
Ƿ A pair of fine leather buskins or boots (exceptional Handling rolls, as most animals react quite nervously
quality; -2 to others’ die rolls to track you) around the Serpent-folk.
Ƿ 10-yard length of Sidhe-rope (exceptional quality;
+1 to Athletics rolls when using it to climb; +5 to the ǥ Cold Susceptibility: All Sslir suffer a -1 penalty to
DL for bound captives to escape) Endurance rolls when resisting cold-based effects, and
Ƿ Small ingot of Sildaril (Sidhe “star-metal”; +5 to take an additional point of damage against ice-based
Crafting DLs to work/forge, but if successful, can plate spells and similar effects.
one Light weapon or up to ten arrowheads; adds +2 to ǥ Dark Affinity: Sslir can see in near-total dark-
maximum damage and +1 AP) ness, although there must be some hint of light for this
to function (the Serpent-folk are suited to a subterra-
General Code of Honor nean and quasi-nocturnal life). This is similar to the
Night-sighted talent.
Ƿ Respect the Qualee, the Eluna Qualae, and all its
various forms and creations ǥ Mystic Nobility: As the ruling caste of their ilk,
Ƿ Honor and respect the tribal chieftain, his family, Golden Sslir pay two points less for the High-born and
and all tribal shamans Magic Affinity talents.
Ƿ Dabble not in the outside affairs of others, especial- ǥ Poisonous Spittle: Golden Sslir can spit a small
ly humans and their ilk burst of semi-acidic venom, with a range of 2/3/4, us-
Ƿ Honor and respect what you kill; use what you can ing its Weaponry: Ranged skill against a single target.
and waste not This costs one (attack) action and 1 Stamina point, and
Ƿ Honor and protect the sacredness of the tribe, its deals 1 point of Health damage per point of success
territories and its customs. against the target’s Dodge Defense (maximum of 10
damage). Armor is half-effective. A Golden Sslir only
produces enough venom to use this attack form thrice
GOLDEN SSLIR per day.
This represents the noble caste of the Sslir race, enabling ǥ Shape-shift: Golden Sslir can assume the form of
them also to more easily pursue the darker and more arcane a human, or similar humanoid (such as Sidhe or Gob-
arts of alchemy and sorcery. They are the lords (and ladies) lings), which grants a +10 bonus to Disguise rolls. This
of Sslirian culture, and some are still dedicated to the priest- costs one action and 2 Stamina points immediately,
queen of the Old Empire (Issir’ith). plus an additional Stamina point per half-hour spent
The Sslir are often called the Serpent-folk, an ancient shifted into this form. Note that it also costs 2 Stamina
race that had once enslaved most of humankind in the East points to shift back to Sslir form.
(across the Dragon Sea) long ago. They appear as snake-like
humanoids, after all, the Golden Sslir having black and gold
patterned skin. Though more information about the Gold-
Favored Talents
en Sslir, and the Serpent-folk in general, can be found in
Section VI—A Brief Gazetteer, know that they are actually Battle: Agile Weaponry, Ambidexterity, Crippling At-
tack, Precision Strike.
indigenous to the far East and South and are rarely seen in
the West (the continent of Astagonia).
Blood: Demon-blood.
Allowable Callings: Alchemist, Craftsman, Merchant,
Noble, Priest, Sage, Seer, Sorcerer, Thief, Witch. Mystical: Battle Mage, Blood Magic, Craft Potion,
Cultist, Dual Focus, Enchant Talisman, Evil Eye, Familiar
CHARACTER CREATION 53
SAVAGEIII
KINGDOMS
(snake), Grimoire, Power of Silence, Supernatural Pact,
Witch-hunter. Ƿ Respect those who display strength, cunning, and
intelligence—the true gifts of the Sslir
Social: Adept, Apprentice, Carouser, Educated, Follow- Ƿ Respect all Sslirian nobles and house-lords, unless
ers, Gift of Tongues, Henchman, Sage, Statecraft. they fail to exhibit the above
Ƿ Serve well the old ideals of the Empire and em-
Subterfuge: Dirty Tactics, Fortune Teller, Gossip, Poi- body the ancient traditions of such
soner, Seductive Dance, Slaver, Torturer. Ƿ Treat all other races as but fodder and slaves, par-
ticularly humans and Chenari
Other: Heirloom, Keen Memory, Willful Presence. Ƿ Never suffer a Djann to live, the traditional ene-
mies of the Sslir race.
Favored Weaknesses: Addiction (pink or purple lotus), Ƿ Embrace all lore, for all knowledge is power how-
Decadent, Honorless, Obsession (magic or power), Phobia ever dark and forbidden.
(ice or extreme cold), Tainted.
54 CHARACTER CREATION
SAVAGEIII
KINGDOMS
ǥ Dark Affinity: Sslir see well in near-total darkness Ƿ A Noth’ra, a Sslirian bladed shield (armor rating
(but not absolute darkness), similar to the Night-sight- 2; maximum damage 10 when shield bashing; -1 Skill
ed talent. The Serpent-folk thrive in the subterranean Penalty)
and nocturnal dark. Ƿ Sslir-silk mantle or robe (exceptional quality; armor
rating 1; no Mobility or Skill Penalty; does not stack
with other armors)
Favored Talents Ƿ An alchemical/enchanted glow-stone (emits 5-yard
radius of heat-less light when uncovered; lasts for one
Battle: Agile Weaponry, Ambidexterity, Crippling At- year)
tack, Defensive Dash, Extreme Range, Finessing Shot, Ƿ Sslirian bead-mail corselet (armor rating 2; no Mo-
Improvised Weaponry, Opportunistic Strike, Precision bility penalty; -2 Skill Penalty; weighs 15 lbs; Bulk 0)
Strike, Shadowing Step. Ƿ A Sslirian throwing-blade (similar to a giant
three-bladed shuriken; max damage 10; range 6/12/18;
Blood: Demon-blood. on a miss, returns to within 3 yards of the thrower un-
less obstructed)
Mystical: Magic Affinity.
General Code of Honor
Social: Apprentice.
Ƿ Respect those who display strength, cunning, and
Subterfuge: Assassin, Dirty Tactics, Feigned Attack, intelligence—the true gifts of the Sslir
Hunter, Poisoner, Raider, Sapping Blow, Secret Strike, Ƿ Respect all Sslirian nobles and house-lords, unless
Tomb Robber, Trap-setter. they fail to exhibit the above
Ƿ Serve well the old ideals of the Empire and em-
Other: Agile Climber, Cat-like Reflexes, Light Sleeper, body the ancient traditions of such
Limber. Ƿ Treat all other races as but fodder and slaves, par-
ticularly humans and Chenari
Favored Weaknesses: Honorless, Obsession (torture or Ƿ Never suffer a Djann to live, the traditional ene-
wealth), Phobia (deep water or extreme cold), Tainted. mies of the Sslir race.
Ƿ Embrace all lore, for all knowledge is power how-
Starting Languages: Your native tongue is Sslir, an ancient ever dark and forbidden.
tongue which features a complex script-like writing system.
In addition, if your Intellect is -1 or better, than you also
know one of the following of your choice—Arran, Mezcan,
Zunti, Azirian, Chenari, or Djann.
RED SSLIR
With black and red scale patterns, this represents the war-
rior caste of the Sslir race, for they are bred for fighting,
Sample Names: Aasiriss, Is’sir, Lis’rithiss, Nilsirix, Sirrax, conquest, and guardianship. Red Sslir tend to be built more
Ssirith, Xarisith (male); Aassira, Is’siri, Lis’rithsil’ris, Nilsira, muscularly, and with overall greater fortitude, then the oth-
Sirri, Ssiritha, Xarssil (female). Green Sslir only make use of er Sslirian castes.
surnames if they are oathbound directly to a renowned no- More information about the Red Sslir, and the ancient
ble-house, such as Issura or Xar’riss. race of Sslir in general, can be located in Section VI—A
Brief Gazetteer.
Cultural Item: You may choose one of the following items
at character creation (or two by spending a Luck point) to Allowable Callings: Berserker, Craftsman, Gladiator, Pi-
compliment the rest of your gear— rate, Soldier, Thief.
Ƿ A small vial (2 doses) of Z’laru (an alchemical poi- Attribute Array: Red Sslir player-characters must arrange
son; any creature imbibing it must succeed in a DL 15
their Attributes at character creation using the following
Endurance roll or become completely paralyzed for 1 guidelines—
minute per point of failure; Sslir victims receive a +2
bonus to resist this type of poison)
Starting Absolute
Ƿ A vial (2 doses) of Jai’a (an alchemical elixir; any
Sslir imbibing it instantly restores 3 Health points and 3 Min Max Max
Stamina points; any non-Sslir must succeed in a DL 10 Agility -2 +4 +6
Physique -3 +3 +5
Endurance roll or suffer the Mildly Poisoned condition
Vigor -2 +4 +6
for one hour; if successful, the drinker heals 3 Health
Intellect -3 +3 +5
and 3 Stamina)
Magnetism -3 +3 +5
Ƿ A Kurth’ra, a Sslirian bladed whip (maximum dam-
Willpower -3 +3 +5
age 13; +2 to trip and disarm attempts; reach 3; uses
Weaponry: Ranged skill)
Special Abilities
CHARACTER CREATION 55
SAVAGEIII
KINGDOMS
Sample Names: Aasiriss, Is’sir, Lis’rithiss, Nilsirix, Sirrax,
ǥ Beast-bane: All Sslir suffer a -1 penalty to Ani- Ssirith, Xarisith (male); Aassira, Is’siri, Lis’rithsil’ris, Nilsira,
mal Handling skill rolls, as most beasts react nervously Sirri, Ssiritha, Xarssil (female). Red Sslir only utilize a sur-
around the Serpent-folk. name if they are an oath-sworn member of an established
noble-house, such as Issura, Sslirath, or Xar’riss.
ǥ Bite Attack: Red Sslir can attack with their sharp-
toothed mouths, as an (attack) action, with a maxi-
mum damage of 8. This can be done in conjunction Cultural Item: You may choose one of the following items
at character creation (or two by spending a Luck point) to
with a regular Weaponry: Melee strike, as part of the
compliment the rest of your gear—
same attack action, but at a -2 penalty.
ǥ Cold Susceptibility: Sslir suffer a -1 penalty to Ƿ A small vial (2 doses) of Z’laru (an alchemical poi-
Endurance rolls when resisting cold effects, and fur- son; any creature imbibing it must succeed in a DL 15
thermore take an additional point of damage from ice- Endurance roll or become completely paralyzed for 1
based spells. minute per point of failure; Sslir victims receive a +2
ǥ Dark Affinity: Sslir see well in darkness (but not bonus to resist this type of poison)
absolute darkness), similar to the Night-sighted talent. Ƿ A vial (2 doses) of Jai’a (an alchemical elixir; any
The Serpent-folk thrive in subterranean and nocturnal Sslir imbibing it instantly restores 3 Health points and 3
environments. Stamina points; any non-Sslir must succeed in a DL 10
Endurance roll or suffer the Mildly Poisoned condition
ǥ Intimidating Brawler: All Red Sslir receive a +1 for one hour; if successful, the drinker heals 3 Health
bonus to Brawling skill rolls, as well as to Persuasion and 3 Stamina)
skill rolls when specifically trying to intimidate another Ƿ A Kurth’ra, a Sslirian bladed whip (maximum dam-
creature. age 13; +2 to trip and disarm attempts; reach 3; uses
ǥ Melee Specialties: Red Sslir automatically gain Weaponry: Ranged skill)
a Weaponry: Melee specialty in all Sslirian weaponry, Ƿ A Noth’ra, a Sslirian bladed shield (armor rating
such as the Kurth’ra and Noth’ra. Furthermore, choose 2; maximum damage 10 when shield bashing; -1 Skill
one of the following as an additional specialty—Battle- Penalty)
axe, Polearm, Scimitar, Spear, or War-spear. Ƿ Sslir-silk mantle or robe (exceptional quality; armor
rating 1; no Mobility or Skill Penalty; does not stack
with other armors)
Favored Talents Ƿ An alchemical/enchanted glow-stone (emits 5-yard
radius of heat-less light when uncovered; lasts for one
Battle: Agile Weaponry, Ambidexterity, Break the Wall, year)
Choke Hold, Cleaving Blow, Crippling Attack, Draw The Ƿ Sslirian bead-mail corselet (armor rating 2; no Mo-
Line, Dual Blades, Extreme Range, Fending Stance, Im- bility penalty; -2 Skill Penalty; weighs 15 lbs; Bulk 0)
provised Weaponry, Mighty Ranged, Pressing Attack,
Pugilistic Follow-up, Running Shot, Shield Rush, Sweep- General Code of Honor
ing Strike, War-cry, Wolfpack Tactics.
Ƿ Respect those who display strength, cunning, and
Blood: Demon-blood. intelligence—the true gifts of the Sslir
Ƿ Respect all Sslirian nobles and house-lords, unless
Mystical: None. they fail to exhibit the above
Ƿ Serve well the old ideals of the Empire and em-
Social: Bodyguard, Captain (land-based), Gladiator. body the ancient traditions of such
Ƿ Treat all other races as but fodder and slaves, par-
Subterfuge: Dirty Tactics, Feigned Attack, Raider. ticularly humans and Chenari
Ƿ Never suffer a Djann to live, the traditional ene-
Other: Grit, Intimidating Physique, Valorous. mies of the Sslir race.
Ƿ Embrace all lore, for all knowledge is power how-
Favored Weaknesses: Addiction (red lotus), Kin-slayer, ever dark and forbidden.
Obsession (killing or violence), Phobia (extreme cold), Taint-
ed.
56 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Arcanist, for which you must still meet all prerequisites. As
7
these are considered favored talents, you pay one point less
for them.
Favored Talents—
CHARACTER CREATION 57
SAVAGEIII
KINGDOMS
more infamous and powerful Shadow Hand, based largely Druids of the northwestern realms, bards are in these days
in the Lorinthian Empire. The Shadow Knights of the Dark more independent, and those who are not attached to a
Sidhe realm of Lithilor are also thought to be from an order particular tribe, clan, or court wander the semi-civilized
of warrior-assassins. lands in search of additional tales and lore, or for a want
to express (or earn a living) through song, saga, and the
Race/Culture Requirement: Brythian, Esmandian, Lo- performing arts.
rinthian, Mulovian, Prydonian (Central Islander). (Optional Some bards, particularly those from the North and West,
non-human races: Mezcan Chenari, Dark Sidhe, Wild Sidhe, are members of the esteemed Emerald Harp, whose pres-
Green Sslir.) ences are welcomed in most regions across Astagonia. Ad-
Talent Requirement: Assassin or Secret Strike (for which ditionally, the Priestesses of Luccia are known to be rather
you must still meet all prerequisites). Since these are consid- bard-like, and even the occasional minstrel might aspire to
ered favored talents, you pay one less point for them. one day become a true skald.
Soft boots or Soft leather (or cloth) mask Skills: You start with 17 + your Intellect in skill points, plus
Tunic or Shirt gain the following skills for free—
Cloak
Leather Belt or Sash Animal Handling level 1
Belt Pouch or Leather Sack Disguise level 1
Soft Leather Jerkin or Padded Gambeson (armor) Language level 1
Dagger or Shortsword Lore level 1
Dagger or Dart Performance level 2
Crossbow or Shortbow Persuasion level 1
Quiver of 20 arrows or bolts Resolve level 1
Vial of Moderate Blade Poison or Strong Ingested Poison
Starting Gear: You begin with the following items, plus
10x your Renown in silver coins (minimum of 10 sc).
BARD High or Soft boots
More commonly known as “skalds” in the North, bards are
Tunic or Shirt
typically musicians, lore-masters, and often wandering her-
Breeches or Kilt
alds and news-bringers. Once associated with the shamanic
Leather Belt or Silken Sash
58 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Belt Pouch or Knapsack Acrobatics level 1
Buckler (small shield) or Soft Leather armor Athletics level 1
Dagger or Shortsword Brawling level 1
Crossbow or Longsword Endurance level 1
Bodhran (hand drum) or Flute Resolve level 1
Harp or Lute Sailing or Survival level 1
Weaponry: Melee level 2
BERSERKER Starting Gear: You begin with the following items, plus
In the more barbarous reaches of the world—particularly 10x your Renown in silver coins (minimum 10 sc) to pur-
in the far North—there exists a wild and wanton type of chase any additional equipment if you so choose.
warrior known as the Berserker. Some whisper that this
term comes from the tendency of these savage fighters to Buskins/moccasins or Soft Boots
wear little more than a bear-skin (“bear-shirt”), or perhaps Cloth Trousers or Leather Breeches or Kilt
shirtless entirely (“bare-skin”), for the far-flung corners of Fur Cape or Cloak
the scarcely-known world can be full of frights and terrible Belt or Girdle
dangers. Not all barbarian warriors are berserkers, howev- Soft Leather Jerkin (armor) or Small Shield
er, although almost all berserkers are barbarians. Horned War-helm or Skull head-piece
Adventuring berserkers are not entirely rare and many Battleaxe or Greataxe
employ their unique fighting talents in order to earn a liv- Dagger or Handaxe or Warhammer
ing abroad as mercenaries. Otherwise, they can usually be Javelin or Sling
found as champions of their clans or tribes, or specialty war- Javelin or Pouch of 20 sling-stones
riors used to break an opposing army’s shield-wall or some
other half-mad act of violent bravado.
CRAFTSMAN
Race/Culture Requirement: Caernian, Cymreddi, Gaer-
nic, Norish, Prydonian (Outer Islander), Skathian, Thorakki.
(Optional non-human races: Emanjian Chenari, Duergar,
Wild Sidhe, Red Sslir).
Talent Requirement: Berserker Rage, of which you must
still meet all prerequisites. As this is considered a favored
talent, you pay one point less for it.
Favored Talents—
CHARACTER CREATION 59
SAVAGEIII
KINGDOMS
Though perhaps not as talented in the truer militant ways
Race/Culture Requirement: Any. (Optional non-hu- of hardened soldiers and militiamen, a gladiator can offer
man races: Any.) some grit and pizazz to an adventuring fellowship.
Talent Requirement: Apprentice (non-mystical) or Arti-
san. Your choice of which. As these are considered favored Race/Culture Requirement: Any, but particularly Lorin-
talents, you pay one less point for them. thian and Prydonian. (Optional non-human races: Any but
Eluna Sidhe, Golden Sslir, and Mezcan Chenari.)
Favored Talents— Talent Requirement: Gladiator, Knight, or Mercenary.
Since these are considered favored talents, you pay one less
Battle: Ambidexterity, Blade-honing. point for them.
Blood: Angelic-blood, Dragon-kindred, Giant-blood,
Sidhe-blooded. Favored Talents—
Mystical: Craft Potion, Enchant Talisman, Rune Magic.
Social: Apprentice (non-mystical), Artisan, Henchman Battle: Agile Weaponry, Ambidexterity, Battle Dancer,
(apprentice), Merchant. Berserker Rage, Blind-fighting, Crippling Attack, Dead-
Subterfuge: Smuggler. ly Lunge, Defensive Dash, Double-fisted Throw, Draw
Other: Fast Learner, Fire In The Head, Heirloom, Tire- The Line, Dual Blades, Gauge Opponent, Haft and Staff,
less. Heavy Hitter, Honor Duel, Impaling Thrust, Improvised
Weaponry, Kip, Leaping Strike, Meat Shield, Opportunis-
Favored Weaknesses: Obsession (crafting or inventing). tic Strike, Parry Missiles, Precision Strike, Pressing Attack,
Pugilistic Follow-up, Retaliating Strike, Rushing Attack,
Skills: You start with 20 + your Intellect in skill points, plus Shadowing Step, Shield Bash, Swashbuckling, Tripping
gain the following skills for free: Attack, Unarmored Fighting, Web of Steel.
Blood: Giant-blood, Goblin-blooded, Gorgon-blood,
Crafting level 2 Rhodonite-blood, Sslir-blooded, Troll-born.
Endurance level 1 Mystical: Battle Mage, Death-touched.
Perception level 1 Social: Bodyguard, Carouser, Champion, Famed, Gladi-
ator, Knight, Legionarri, Mercenary, Militia.
Resolve level 1
Subterfuge: Dirty Tactics, Feigned Attack, Gambler.
Starting Gear: You begin with the following items, plus Other: Cat-like Reflexes, Grit, Heroic Strength, Intimi-
10x your Renown in silver coins (minimum 10 sc) to pur- dating Physique, Quick Healer, Tireless.
chase additional gear if you so choose:
Favored Weaknesses: Addiction (red lotus), Disfigured,
Sandals or Soft Boots Doomed, Exiled, Illegitimate, Indebted, Maimed, Oath-
Shirt or Tunic bound (to slave-master or arena-manager), Obsession
Cloak or Leather apron (competition), Savage.
Leather Belt or Girdle
Set of crafting tools of the type of your choice Skills: You start with 18 + your Intellect in skill points, plus
Belt Pouch or Leather Sack the following skills for free—
Club or Dagger
Handaxe or Staff Acrobatics level 1
Padded Gambeson or Soft Leather Jerkin (armor) Athletics level 1
Brawling level 1
Endurance level 1
GLADIATOR Performance level 1
Whether a true gladiator in the arenas of the Lorinthi- Weaponry: Melee level 2
an Empire, a warrior-athlete of the Prydonian Isles, or
a tourney-fighter from the North, this calling is for the Starting Gear: You begin with the following items, plus
crowd-pleasing participants of the various blood-sports. 10x your Renown in silver coins (minimum 10 sc) to pur-
While most gladiatorial warriors are enslaved, often man- chase additional items if you so choose—
aged by a stable-master or some other form of owner, there
are a good many who are free, competing for gold and Sandals or Soft Boots
glory in the arenas, pits, and tournament fields across the Leather War-skirt or Breeches
known world. Shirt or Tunic
Gladiators taking to a life of wandering and merce- Belt or Girdle
nary-like adventure typically bring some expertise with Cape or Cloak
arms and armaments with them, but also tend to be skilled Hard Leather Armor or Chainmail Shirt
in performance art, crowd-working, and general bombast. Buckler or Javelin
Shortsword or Spear or Trident
60 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Cestus or Dagger
Sandals or Soft Boots
Mantle or Tunic
Cloak or Over-tunic
HEALER Leather Belt or Sash
This life-path represents healers of several types, from
Belt Pouch or Healer’s Pouch
herbalists to leech-crafters to even those who practice heal-
Herbalist’s Pouch or Soft Leather Jerkin (armor)
ing-magic. Some healers are more formerly trained, such
Dagger or Staff
as in the temples of some civilized realm or at the feet of a
Preserved White Lotus Blossom or Vial of Healing Salve
master shaman, while others dabble independently in the
craft as “cunning women” or “wise men”. Regardless, a
healer’s primary concern is the well-being of his or her tribe
(or current companions), or perhaps even the sanctity of HUNTER
life itself. This life-path represents those who make their way (and
Adventuring healers are somewhat rare, although they living) among the wilds of the world and might in some
are extremely useful to mercenary companies, merchant cultures be known as Scouts or Rangers. As such, a Scout is
parties, and other groups who stride into the wilds of the generally an accomplished archer, since long ranges must
known realms in order to earn fame, fortune, or merely eek sometimes be covered in vast terrains, and more often a
out a living. Healers tend to be somewhat gentle in nature, stealthy stalker and swift skirmisher. Perception and aware-
although often that gentility only carries so far against those ness are also important, as is the ability to survive for long
dabbling in necromancy or the true evil of demons and oth- periods in the wilderness.
er dastardly opponents. Most hunters are suited to a life of adventuring and
wanderlust, as their skill sets almost perfectly support their
Race/Culture Requirement: Any. (Optional non-hu- rough-and-tumble ways and tendency to run afoul of pred-
man races: Any, save Dark Sidhe and all Sslir.) atory beasts among field, forest, and stream. Some armies
Talent Requirement: Healer’s Touch or Priest (of a sect and military units hire scouts to lead them through certain
of your choice depending on your culture). As these are territories, or else train select soldiers in the ways of track-
considered favored talents, you pay one less point less for ing, subterfuge, and long-distance assault.
them.
Race/Culture Requirement: Any, although Lorinthian
Favored Talents— (Southern Provinces) and Prydonian (Central Islander) are
quite rare. (Optional non-human races: Any, save Golden
Battle: Concentrated Defense, Defensive Dash. and Red Sslir.)
Blood: Angelic-blood, Rhodonite Blood, Sidhe-blooded. Talent Requirement: Hunter, Mountaineer, or Woods-
Mystical: Acolyte, Counter Magic, Craft Potion, Death- man (your choice of one), of which you must still meet all
touched, Ghost-sight, Herbal Magic, Swift Ritual. prerequisites. As these are considered favored talents, you
Social: Apprentice, Bard, Comeliness, Mercenary, Sage. pay one less point for them.
Subterfuge: Seductive Dance.
Other: Animal Kinship, Fast Learner, Fleet of Foot, Favored Talents—
Healer’s Touch, Pious Faith, Quick Healer, Tireless, Val-
orous, Vigilant. Battle: Ambidexterity, Battle Senses, Blind-fighting,
Careful Aim, Close-quarters Archery, Defensive Dash,
Favored Weaknesses: Oath-bound (to a long-suffering Double-Arrow Shot, Double-fisted Throw, Extreme
patient or local lord or temple), Obsession (assisting oth- Range, Finessing Shot, Hit And Run, Horseback Archery,
ers or life-magic), Phobia (undead), Zealot. Impaling Shot, Mighty Ranged, Parry Missiles, Quick
Withdraw, Running Shot, Swashbuckling, Unarmored
Skills: You start with 19 + your Intellect in skill points, plus Fighting, Warning Shot, Wolfpack Tactics.
gain the following skills for free— Blood: Goblin-blooded, Lycanthrope, Sidhe-blooded.
Mystical: Beast-master, Far-reaching Magic, Herbal
Animal Handling level 1 Magic, Power of Silence, Second Sight, Totem Animal.
Herbalism level 1 Social: Legionarri, Mercenary, Mountaineer, Woods-
Healing Arts level 2 man.
Perception level 1 Subterfuge: Hunter, Privateer, Raider, Secret Strike,
Resolve level 1 Tomb Robber, Trap-setter.
Other: Animal Kinship, Beast Companion, Body-paint-
Starting Gear: You begin with the following items, plus ing, Cat-like Reflexes, Fey-touched, Fleet of Foot, Grit,
10x your Renown in silver coins (minimum 10 sc) to pur- Light Sleeper, Navigator, Night-sighted, Tireless, Vigilant.
chase additional items if you so choose—
Favored Weaknesses: Obsession (hunting, outdoors, or
CHARACTER CREATION 61
SAVAGEIII
KINGDOMS
travel), Phobia (enclosed spaces or fire). Battle: Armor Acclimation, Bashing Blow, Cleaving
Blow, Concentrated Defense, Disarming Strike, Fell-hand-
Skills: You start with 17 + your Intellect in skill points, plus ed, Fending Stance, Gauge Opponent, Hold The Breach,
gain the following skills for free— Honor Duel, Inspiring Presence, Mounted Charge, Mus-
ter The Horde, Parrying Specialist, Pressing Attack, Quick
Acrobatics level 1 Withdraw, Retaliating Strike, Shield Rush, Smiting Blow,
Athletics level 1 Tactician.
Endurance level 1 Blood: Angelic-blood, Sidhe-blooded.
Herbalism level 1 Mystical: Meditative Trance, Sacred Oath.
Perception level 1 Social: Champion, Crusader, Cutting Figure, Educated,
Stealth level 1 Famed, Followers, Henchman (squire), Herald, High-
Survival level 1 born, Holy Warrior, Knight, Mentor, Mercenary, Squire,
Weaponry: Ranged level 1 Statecraft.
Subterfuge: Hunter.
Starting Gear: You begin with the following equipment, Other: Beast Companion (horse), Commanding Voice,
plus 10x your Renown in silver coins (minimum 10 sc) to Grit, Heirloom (armor or weapon), Light Sleeper, Pious
purchase any additional gear if you so choose. Faith, Rallying Speech, Tireless, Valorous, Vigilant.
Buskins/moccasins or Soft Boots Skills: You start with 13 + your Intellect in skill points, plus
Leather Breeches or Cloth/Woolen Trousers the following automatically—
Shirt or Tunic
Cloak or Over-tunic Animal Handling level 2
Leather Belt or 3-yard length of rope Athletics level 1
Belt Pouch or Herbalist’s Kit Brawling level 1
Soft Leather Jerkin or Brigandine (armor) Endurance level 1
Buckler or Spear or Staff Lore level 1
Longbow or Shortbow or Sling Persuasion level 1
Quiver of 20 arrows or Pouch of 20 sling-stones Resolve level 1
Dagger or Handaxe Survival level 1
Weaponry: Melee level 2
Weaponry: Ranged level 1
KNIGHT
Several cultures support the knightly class, those with a so- Starting Gear: You start with a number of silver coins
cial and military obligation to a liege-lord (such as a baron, equal to 10x your Renown (minimum 10), plus the follow-
count, duke, or king). Since knights typically come from ing items for free—
some degree of wealth and privilege—although there are
certainly poorer “hedge knights” or “country knights”— Light Warhorse (with saddle, bags, and tack and harness)
they often are horsemen, sometimes called cavaliers or cav- Padded Gambeson (armor) or Chainmail Shirt
alrymen. Most, therefore, can afford some decent degree Medium Shield or Greatsword
of war-gear, such as mail or better armor and a fine sword Longsword or Saber
or lance or mace, for they are generally supplied by or paid War-helm or Mailed coif and war-cap
by their lieges. A knight, after all, is typically oath-bound to Lance or Mace or Warhammer
protect the lands and chattels of his or her lord, and in some Dagger or Shortbow
cases, might have even greater obligations. Quiver of 20 arrows or 2 javelins
Knights with the actual ‘Knight’ social talent represent Surcote or Long tunic
those born into this social class, or otherwise are more Riding Boots or Soft Boots
aligned to it, while characters without this talent are com- Leather Belt or Girdle (broad belt)
mon-born warriors who scraped their way into gaining the Belt Pouch or Knapsack
attention of a liege-lord or other patron.
62 CHARACTER CREATION
SAVAGEIII
KINGDOMS
man might chose civil trade over violent raiding on more Quiver of 20 arrows or Pouch of 20 Sling-stones
than one occasion. Cart, Wagon, or Riding Horse.
Where some merchants travel the lands in wagons, carts,
or some other form of transportation—or simply peddle
modest goods in the city streets—others prefer the high seas
to gain even greater distances, bearing large cargos in the
NOBLE
bellies of cogs and galleys and longships. Most traders are
at least passingly legal and perhaps even moral, although
others might be better classified as smugglers or black-mar-
ket dealers.
Favored Talents—
CHARACTER CREATION 63
SAVAGEIII
KINGDOMS
Talent Requirement: High-born (of which you must still PIRATE
meet all prerequisites). As this is considered a favored tal- Perhaps more commonly called ‘Raiders’ in the North or
ent, you pay one less point for it. ‘Corsairs’ in the far East, this calling refers to those so in-
clined toward a roguish life of thuggery, plunder, and
Favored Talents— lawlessness on the high seas. If a bandit or brigand is a
land-based outlaw, then surely pirates and corsairs are the
Battle: Armor Acclimation, Concentrated Defense, ones based almost solely on the seas and great lakes in the
Deadly Lunge, Disarming Strike, Draw The Line, Fend- known world, often moving from port to port with illegal
ing Stance, Gauge Opponent, Honor Duel, Horseback cargo to fence (or bury temporarily) before privateers or
Archery, Inspiring Presence, Muster The Horde, Precision other forms of authority catch up to them.
Strike, Pressing Attack, Retaliating Strike, Siege Specialist, In the West, the Brythians and Esmandians (particularly
Tactician, Tripping Attack, War-cry, Warning Shot. the latter) are the most notorious of pirating cultures, al-
Blood: Dragon-kindred, Rhodonite Blood, Sidhe-blood- though both realms often claim that they are simply acting
ed. as privateers against the encroachments of the other. A pri-
Mystical: Battle Mage, Evil Eye, Grimoire, Sacred Oath, vateer, after all, is a “legal pirate”, one that has been given
Supernatural Pact, True Name. leave by a noble or royal personage to hunt and destroy (or
Social: Adept, Ally, Captain, Champion, Comeliness, capture) the opposition.
Crusader, Cutting Figure, Educated, Followers, Hench- Note that this life-path could also represent a more legal
man (servant or slave), Herald, High-born, Inquisitor, or moral type of mariner, although for a more mercantile
Knight, Squire, Statecraft. approach to sea-life might be best simulated by the Mer-
Subterfuge: Gambler, Gossip, Hunter, Lampoon, Poi- chant calling and/or talent.
soner, Privateer.
Other: Commanding Voice, Destiny, Fire In The Head, Racial/Cultural Requirement: Any, save Aradornian
Heirloom, Pious Faith, Rallying Speech, Valorous, Willful and Caernian (and seldom Cymreddi). (Optional non-hu-
Presence. man races: Dark Sidhe, Mezcan Chenari, Green Sslir, Red
Sslir.)
Skills: You start with 17 + your Intellect in skill points, plus Talent Requirement: Mariner, Privateer, Raider, or
gain the following for free— Smuggler (of which you must still meet all the prerequi-
sites). Since these are considered favored talents, you pay
Animal Handling level 1 one less point for them.
Language level 1
Lore level 1
Favored Talents—
Performance level 1
Persuasion level 2
Battle: Ambidexterity, Berserker Rage, Crippling Attack,
Resolve level 1
Deadly Lunge, Disarming Strike, Double-fisted Throw,
Weaponry: Melee level 1 Dual Blades, Extreme Range, Hated Foe, Hit And Run,
Impaling Shot, Improvised Weaponry, Leaping Strike,
Starting Gear: You begin with the following items, plus Opportunistic Strike, Pressing Attack, Pugilistic Fol-
10x your Renown in silver coins (minimum 10 sc) to pur- low-up, Quick Withdraw, Rushing Attack, Swashbuck-
chase any additional equipment if you so choose— ling, Tripping Attack, Unarmored Fighting, War-cry,
Wolfpack Tactics.
Riding Boots or Soft Boots Blood: Demon-blood, Goblin-blooded, Gorgon-blood,
Fine tunic or shirt Sslir-blooded.
Fine over-tunic or robe
Mystical: Cultist, Dabbling Arcanist, Death-touched,
Fine Breeches, kilt, or trousers
Far-reaching Magic, Mystic Tattoo, Supernatural Pact.
Fine Cape or Fur-trimmed Cloak
Social: Captain (sea-based), Carouser, Mariner, Merce-
Leather Belt or Leather Girdle
nary, Merchant, Street Rat.
Belt Pouch or Fine Leather Satchel
Subterfuge: Assassin, Dirty Tactics, Feigned Attack,
Dagger or Shortsword
Gambler, Privateer, Raider, Secret Strike, Slaver, Smug-
Longsword or Warhammer
gler, Tomb Robber.
Chainmail Shirt or Padded Gambeson (armor)
Medium Shield or Shortbow Other: Cat-like Reflexes, Elite Affiliation (Crimson Skull
Quiver of 20 Arrows or Signet Ring Pirates), Grit, Light Sleeper, Navigator, Night-sighted,
Chariot or Falcon or Riding Horse Pearl Diver.
64 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Skills: You start with 17 + your Intellect in skill points, plus ders. Generally speaking, this represents more of a “tem-
gain the following skills for free— ple priest,” a holy man or woman from a more refined
or civilized culture (see Shaman below for a more barbaric
Acrobatics level 1 approach to priest-craft). Priests do the presumed will of
Athletics level 1 the gods, as judged by the omens and often centuries-old
Brawling or Weaponry: Ranged level 1 dogma, and as such, are usually afforded a good deal of
Endurance level 1 respect and social (and sometimes magical) power within
Perception level 1 their culture.
Sailing level 2 Some priests serve within vast and awe-inspiring tem-
Weaponry: Melee level 1 ples, while others work inside darker, more subtle spaces
or even in holy places not so easily identified as such. A
few priestly sects are known for their great temple-houses,
Starting Gear: You begin with the following equipment,
while others are less known or are renowned for smaller
plus 10x your Renown in silver coins (minimum 10 sc) to
buildings or mere shrines. At least one priesthood in the
purchase any additional gear if you so choose—
West is known for a looser organization, wherein priests are
sometimes referred to as monks or “monastic priests” and
Sandals or Soft Boots
gather together in monasteries and abbeys.
Breeches or Trousers
Shirt or Tunic or Vest
Belt or 3-yard piece of rope Race/Culture Requirement: Any, save Cymreddi, Gaer-
Belt Pouch or Leather Sack nic, Norish, Skathian, Thorakkian. (Optional non-human
Buckler or Soft Leather Jerkin (armor) races: Duergar, Dark Sidhe, Eluna Sidhe, Golden Sslir).
Dagger or Shortsword Talent Requirement: Priest (of one sect of your choice,
Estoc or Saber depending upon your culture). As this is considered a fa-
Crossbow or Dagger or Shortbow vored talent, you pay one point less for it.
Quiver of 20 arrows or Vial of Moderate Blade Poison
Favored Talents—
Alchemy level 1
Healing Arts level 1
Herbalism level 1
Language level 1
Lore level 1
Persuasion level 1
Resolve level 1
As representatives of the gods, priests come in many types Starting Gear: You begin with the following equipment,
with allegiances to various sects, cults, and religious or- plus 10x your Renown in silver coins (minimum of 10 sc)—
CHARACTER CREATION 65
SAVAGEIII
KINGDOMS
Navigator, Puzzle Master.
Soft boots or Sandals
Robe or Tunic Favored Weaknesses: Addiction (dream lotus), Obses-
Cape or Cloak sion (knowledge).
Wooden, stone, or iron holy icon/symbol
Padded Gambeson (armor) or Buckler (small shield) Skills: You start with 18 + your Intellect in skill points, plus
Belt or Sash or 3-yard piece of rope gain the following skills for free—
Club or Staff
Mace or Spear Alchemy level 1
Dagger or Crossbow Healing Arts level 1 or Magical Arts: Shadow level 1
Quiver of 20 bolts or Vial of holy water (or oil) Herbalism level 1
Scroll case or old book (blank) Language level 2
Lore level 2
66 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Social: Followers, Gift of Tongues, Sage.
Subterfuge: Fortune Teller. Battle: Battle Muse, Berserker Rage, Blind-fighting, De-
Other: Commanding Voice, Destiny, Fey-touched, Fire fensive Dash, Disarming Strike, Draw The Line, Fending
In The Head, Keen Memory, Navigator, Pious Faith, Puz- Stance, Gauge Opponent, Leaping Strike, Running Shot,
zle Master, Time Sense, Vigilant. Smiting Blow, Unarmored Fighting, War-cry, Wolfpack
Tactics.
Favored Weaknesses: Blind, Heretic, Lame, Maimed, Blood: Dragon-kindred, Goblin-blooded, Lycanthrope,
Obsession (past, future, or Other-world), Zealot. Sidhe-blooded, Troll-born.
Mystical: Acolyte, Beast-master, Blood Magic, Celestial
Skills: You start with 19 + your Intellect in skill points, plus Magic, Counter Magic, Craft Potion, Death-touched,
gain the following skills— Dual Focus, Enchant Talisman, Evil Eye, Familiar, Herbal
Magic, Magic Affinity, Meditative Trance, Mystic Tattoo,
Alchemy or Herbalism level 1 Mystic Trance, Sanctum Magic, Second Sight, Supernatu-
Language level 1 ral Pact, Swift Ritual, Totem Animal.
Lore level 1 Social: Bard, Mentor, Mountaineer, Sage, Woodsman.
Perception level 2 Subterfuge: Fortune Teller, Hunter, Seductive Dance,
Resolve level 1 Torturer, Trap-setter.
Other: Animal Kinship, Beast Companion, Body-paint-
Starting Gear: You begin with the following items, plus ing, Fast Learner, Fey-touched, Fire In The Head, Heal-
10x your Renown in silver coins (minimum 10 sc) to pur- er’s Touch, Keen Memory, Light Sleeper, Night-sighted,
chase additional equipment if you so choose. Pious Faith, Quick Healer, Tireless.
CHARACTER CREATION 67
SAVAGEIII
KINGDOMS
all realms, those often oath-sworn to protect, uphold, and Shirt or Tunic
defend. Trained to fight, wear armor, and follow the orders Cloak or Over-tunic
of their commanders, a soldier is often expected to give Leather Belt or Girdle
his or her life for the cause of the clan, tribe, kingdom, or Backpack or Belt Pouch
empire. Padded Gambeson or Hard Leather or Brigandine (ar-
Knights are warriors, certainly (as is, technically, anyone mor)
who fights), yet soldiers represent the “common” fighting Buckler or Medium Shield
types, usually of the more civilized realms. Warriors from Longsword or Spear or War-spear
more primitive or barbarous cultures are often better classi- Dagger or Handaxe
fied as berserkers, clan champions, or even raiders. Crossbow or Javelin or Shortbow
Quiver of 20 Bolts/Arrows or Javelin
Race/Culture Requirement: Aradornian, Brythian, Es-
mandian, Mulovian, Lorinthian, Skathian, Prydonian. (Op-
tional non-human races: Dark Sidhe, Duergar, Eluna Sidhe,
Red Sslir.)
SORCERER
Only a few cultures in the West support sorcerers, a some-
Talent Requirement: You must take the Mercenary, Mi- what generic term which could also mean “mage” or “wiz-
litia, or Squire talent (your choice, and you must meet all ard”. A sorcerer, after all, focuses primarily on the workings
prerequisites for it). As these are considered favored talents, of sorcery and magic-craft, the term “sorcerer” perhaps be-
you pay one less point for them. ing a more common term in the mysterious East beyond
the Dragon Sea. Most sorcerers also dabble in alchemy, a
Favored Talents— largely Eastern “science”, though not all sorcerers are alche-
mists (and vice versa). Some muddle in herbalism as well,
Battle: Ambidexterity, Armor Acclimation, Back To Back, for the deeper reaches of such lead to alchemy and even to
Bashing Blow, Blade-honing, Cleaving Blow, Close-quar- the magical arts.
ters Archery, Crushing Blow, Deadly Lunge, Disarming Sorcerers, mages, and wizards are often secretive folk,
Strike, Double-fisted Throw, Dual Blades, Gauge Oppo- for in most realms, the open use of sorcery is forbidden,
nent, Haft and Staff, Hold The Breach, Impaling Thrust, either greatly frowned on at best or forbidden by strict law
Improvised Weaponry, Opportunistic Strike, Precision at worst. As such, magicians must either wander the realms
Strike, Pressing Attack, Pugilistic Follow-up, Punishing as “wild mages”—those unattached to a tradition or or-
Charge, Quick Withdraw, Shadowing Step, Shield Wall, der—or become members of semi-secretive covens, sects,
Tactician, Tripping Attack, War-cry, Web of Steel. or hidden societies that study and practice these arcane arts.
Blood: Giant-blood, Goblin-blooded, Gorgon-blood,
Troll-born. Races/Culture Requirement: Any, though Brythian, Es-
Mystical: Battle Mage, Death-touched. mandian, Mulovian, or Prydonian are most common. (Op-
Social: Bodyguard, Captain, Champion, Crusader, Glad- tional non-human races: Dark Sidhe, Eluna Sidhe, or Golden
iator, Legionarri, Mercenary, Militia, Porter, Squire, Sslir).
Street Rat. Talent Requirement: Acolyte, Apprentice (mystical), or
Subterfuge: Feigned Attack, Gambler, Hunter, Priva- Magic Affinity (your choice), for which you must still meet
teer, Raider. all prerequisites. As these are considered favored talents,
Other: Cat-like Reflexes, Grit, Intimidating Physique, you pay one point less for them.
Light Sleeper, Night-sighted, Quick Healer, Vigilant.
Favored Talents—
Skills: You start with 18 + your Intellect in skill points, plus
gain the following skills for free—
Battle: Draw The Line, Opportunistic Strike, Unarmored
Fighting.
Athletics level 1
Blood: Demon-blood, Dragon-kindred, Rhodo-
Brawling level 1
nite-blood, Sidhe-blooded, Sslir-blooded.
Endurance level 1
Mystical: Acolyte, Battle Mage, Blighter, Blood Mag-
Perception level 1 ic, Celestial Magic, Counter Magic, Craft Potion, Create
Survival level 1 Spell, Cultist, Death-touched, Dual Focus, Enchant Per-
Weaponry: Melee level 1 manent Object, Enchant Talisman, Energize Spell, Evil
Weaponry: Ranged level 1 Eye, Familiar, Far-reaching Magic, Focal Object, Gri-
moire, Lingering Magic, Mage’s Touch, Magic Affinity,
Starting Gear: You begin with the following items, plus Mystic Tattoo, Mystic Trance, Penetrating Magic, Power
10x your Renown in silver coins (minimum 10 sc) to pur- of Silence, Rune Magic, Sanctum Magic, Supernatural
chase additional equipment if you so choose. Pact, Swift Magic, True Name, Words of Power.
Social: Apprentice (mystical), Educated, Gift of Tongues,
High Sandals or Soft Boots Sage, Scribe.
Leather Breeches or Kilt or Woolen Trousers Subterfuge: Fortune Teller, Gossip, Seductive Dance,
68 CHARACTER CREATION
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Tomb Robber, Torturer. Crippling Attack, Defensive Dash, Disarming Attack,
Other: Fast Learner, Fey-touched, Keen Memory, Hit and Run, Kip, Leaping Attack, Opportunistic Strike,
Night-sighted, Puzzle Master, Tireless. Quick Withdraw, Running Shot, Swashbuckling, Unar-
mored Fighting, Wolfpack Tactics.
Skills: You start with 18 + your Intellect in skill points, in Blood: Goblin-blood, Gorgon-blood, Sslir-blooded,
addition to the following skills for free— Vampire-spawn.
Mystical: Power of Silence.
Alchemy level 1 Social: Carouser, Gypsy, Street Rat, Woodsman.
Herbalism level 1 Subterfuge: Dirty Tactics, Faceless In A Crowd, Feigned
Language level 1 Attack, Fortune Teller, Gambler, Gossip, Poisoner, Raid-
Lore level 1 er, Sapping Blow, Secret Strike, Slaver, Smuggler, Tomb
Magical Arts (any) level 1 Robber, Trap-setter.
Perception level 1 Other: Agile Climber, Elite Affiliation (The Shadow
Resolve level 1 Hand), Fleet of Foot, Night-sighted.
Starting Gear: You begin with the following equipment, Favored Weaknesses: Illegitimate, Infamous, Low-born,
plus 10x your Renown in silver coins (minimum 10 sc)— Oath-breaker.
Soft boots or Sandals Skills: You start with 18 + your Intellect in skill points, plus
Robe or Tunic gain the following skills for free—
Cape or Cloak
Belt or Sash Acrobatics level 1
Dagger or Shortsword Athletics level 1
Crossbow or Staff Disguise level 1
Scroll case with blank parchment or papyrus Lock-picking level 1
Vial of black ink Perception level 1
Belt Pouch or Leather Sack Sleight of Hand level 1
Vial of one of the following—Barrow-weed concoction, Stealth level 1
Faerie-wort, Moderate Acid, or Moderate Ingested Poi-
son. Starting Gear: You begin with the following items, plus
10x your Renown in silver coins (minimum 10 sc)—
CHARACTER CREATION 69
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8
a few have mastered the art of temporarily enchanting tal-
ismans. If an alchemist or sorcerer represents a more formal
approach to magic-craft, then the path of the Witch stands
for a more rural or natural methodology.
Starting Gear: You start with the following items, plus 10x
your Renown in silver coins (minimum 10 sc) to purchase
additional equipment if you so choose.
70 CHARACTER CREATION
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As the name implies, battle talents are either combat-based maneuvers or special backgrounds focusing on armed con-
flict. Player-characters may start with up to five battle talents at character creation.
CHARACTER CREATION 71
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You can wield two Light weapons at once—one in each You are trained in how to move in armor and don (and
doff) it in an expedient fashion, enabling you to negate
72 CHARACTER CREATION
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one point of both Mobility penalty and Skill Penalty when You are skilled enough in performance art that you are ca-
wearing armor and/or bearing a shield. For example, if you pable of lending inspirational aid to your comrades in a
are wearing a chain shirt and armed with a medium shield, clash of arms. Thus, you may attempt a DL 10 Performance
you would suffer no penalty to your Mobility and only a skill roll, and if you succeed, all of those who are consid-
-2 Skill Penalty. ered allies gain a +1 bonus to their Defense and Weaponry:
Melee attack rolls. If you score 10 over the DL, these bonus-
BACK TO BACK es then also apply to Endurance and Resolve rolls as well
Talent Point Cost: 3 during the round.
Prerequisites: Weaponry: Melee level 2 and Perception This talent costs you one Stamina point (and one action)
level 2 for each round that you choose to use it, and the benefits
Stamina Cost To Use: 1 cease immediately after you stop.
When you press yourself against the back of an ally, where- BATTLE SENSES
in both of you are facing outward and ready for incoming Talent Point Cost: 3
attacks, you and your ally both gain a +2 bonus to Defense. Prerequisites: Intellect +0, Perception level 3, and Brawl-
Note that these attacks must come from within your field of ing or Weaponry: Melee level 2
vision or be otherwise seen.
This talent costs you one Stamina for every round that In combat, and often in instances just before, your senses
you choose to use it. are roused and you become quite attuned to the movement
of opponents, halving the Outnumbering bonuses gained
BASHING BLOW by being out-flanked or surrounded. For example, if you
Talent Point Cost: 3 are Outnumbered by three opponents, then each foe only
Prerequisites: Shattering Blow talent, or Physique +2 and gains a +1 bonus (instead of the normal +2 bonus) to their
Weaponry: Melee level 2 attack rolls against you. This can round all the way down
to a +0 bonus, such as in the case of two opponents Out-
Stamina Cost To Use: 1
numbering you.
By swinging with all your might, you can boost the Armor Note that enemies with the Wolfpack Tactics talent will
Piercing of any weapon which already has such a rating get normal Outnumbering bonuses, since their doubled bo-
by +2. For example, you would increase the AP of a long- nuses are, essentially, halved.
sword used in both hands to +3 instead of the normal +1
when utilizing this talent. BERSERKER RAGE
This maneuver costs one Stamina point each round that Talent Point Cost: 3
you choose to use it. Prerequisites: Vigor +0 and must be of a barbaric war-like
culture
BATTLE-DANCER Stamina Cost To Use: 1
Talent Point Cost: 3
Prerequisites: Chenari or Sidhe race or Gypsy talent, plus You can choose to fly into a frenzied fury, granting you
Acrobatics 5 and Weaponry: Melee 5 the following benefits for each round that you utilize this
potent ability:
Stamina Cost To Use: 1
You have learned to use your agile grace and skill in acro-
Ε +1 bonus to your Physique (this in turn temporarily
increases all Physique-based stats, which includes +2 to
batic dance, as you whirl about the battlefield in near-el-
Health)
egant, if deadly, combat. As such, you gain a +1 bonus to
your Defense, your Weaponry: Melee attack rolls, and a
Ε +1 bonus to your Brawling and Weaponry: Melee
rolls (this is +2 in total due to the Physique boost)
+1 bonus to any Acrobatics skill rolls that you make during
Ε +2 to your Endurance and Resolve skill rolls
the round.
This talent costs you one Stamina point for every round
Ε Utilizing this talent costs you one Stamina point for
every round you choose to use it.
that you use it, and is part of your attack action. Possessing
the Battle-dancer talent also enables you to pay one less
point for the Hit And Run, Leaping Strike, and Swashbuck- BLADE-HONING
ling talents. Talent Point Cost: 3
Prerequisites: Crafting level 3 and Weaponry: Melee
level 3
BATTLE MUSE Stamina Cost To Use: 2
Talent Point Cost: 3
Prerequisites: Bard talent or Performance level 5
With both your skill in craftsmanship and the use of me-
Stamina Cost To Use: 1 lee weapons, by spending 10 minutes’ time and 2 Stamina
points, you can hone one bladed weapon to a razor-sharp
CHARACTER CREATION 73
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edge. This requires a DL 10 Crafting skill roll, and if success- Note that anyone armed with weapons that have a
ful, yields +1 to the maximum damage and Armor Piercing Reach greater than your own will get free reactive attacks
(AP) of the weapon for one combat encounter (lasting no against you (as you charge forward), if they so choose.
more than one minute) or 24 hours, whichever comes first.
On a critical success, the weapon is +2 to maximum dam-
age; upon a critical failure, the blade is damaged causing -2
BULLISH CHARGE
Talent Point Cost: 2
to maximum damage and -1 to AP. This effect remains until
Prerequisites: Physique +1, and Brawling or Weaponry:
repaired via the Crafting skill or some feat of sorcery (such
as a Repair spell).
Melee level 1
This special blade-honing ability works on all slashing Stamina Cost To Use: 1
and piercing weapons of exceptional-quality or less, which
must be made of iron or steel; however, if you specifically By charging at an opponent, and then scoring a successful
possess the ‘Blade-smithing’ specialty of the Crafting skill, Brawling or Weaponry: Melee attack versus his Defense,
you can apply this talent to master-crafted weapons as well. you can drive the target back one yard if your Physique is
no less than 2 of your opponent’s Physique. If your Phy-
Furthermore, if you have at least 3 skill levels in Weapon-
sique is 5 or more over your foe’s, then you either drive
ry: Ranged, you may also use Blade-honing on arrows and
him back two yards or knock him prone (your choice).
bolts, as well as bladed throwing weapons.
Note that if you gain a critical success, then you deal 5
Lastly, you must possess, in the very least, a whetstone
points of Health damage to the target as well as the above
or a personal set of weapon-smithing (or blade-smithing)
effects. This talent costs you one Stamina point every time
tools to utilize this talent. You may do this “in the field”,
it is attempted.
however, with no need for a smithy or forge.
74 CHARACTER CREATION
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Prerequisites: Physique +1 and Weaponry: Melee level 4 have 5 skill levels in Brawling, you may use this talent in
unarmed attacks; if you have 5 skill levels in Weaponry:
When wielding any Heavy slashing weapon, or Medium Ranged, you may use Crippling Attack with ranged attacks
slashing weapon in both hands, you can take an additional within short range only.
Weaponry: Melee attack against an adjacent target that If this talent is used multiple times against the same op-
you slay (this must cause death or unconsciousness, not ponent, these effects are not cumulative, although a differ-
merely being knocking prone). Like all secondary attacks ent effect could be chosen each time.
within the same action, this is done at a -2 penalty, how-
ever.
CRUSHING BLOW
Talent Point Cost: 4
CLOSE-QUARTERS ARCHERY Prerequisites: Bashing Blow or Shattering Blow talent, or
Talent Point Cost: 2 Weaponry: Melee level 8
Prerequisites: Agility +0 and Weaponry: Ranged level 3 Stamina Cost To Use: 2
So skilled and comfortable are you in combat archery, that You can strike with bone-crunching accuracy and strength,
you no longer suffer the normal -2 penalty when shooting costing you 2 Stamina points (and one action) every time
a bow or crossbow within melee reach of an opponent. you attempt this maneuver. If you score 10 or more over
Furthermore, you are considered armed when a bow or your target’s Defense, and are wielding a bludgeoning
crossbow is in your hand, which means you can use your weapon with an AP of at least 1, you can break the arm
Parry Defense instead of Dodge Defense in such situations. or leg of said target (assuming that it has such limbs). The
target creature, however, must have a Physique no greater
CONCENTRATED DEFENSE than +15.
Talent Point Cost: 2 If you choose that this is an arm, then the victim suffers a
Prerequisites: Willpower +0 and Weaponry: Melee level -1 penalty to Agility and Physique, and must succeed in a DL
1 15 Endurance or Resolve roll or become Stunned for one
full round. If this roll is failed by 5 or more, then the victim
By focusing all of your attention on parrying, dodging, and is also Terrified until the attacker moves away from him/her.
general guarding, you can increase your Defenses by +2. On a critical failure here, the victim is Cowering instead,
This costs one action and the effects last until your next unmanned and demoralized. Note that a creature with this
turn in the Initiative order. Note that you cannot make an injury will not be able to wield a weapon, or even use a
attack (or cast a spell) in the round in which you utilize this shield, properly (until healed).
talent, which means you must spend your second action on If you choose the target’s leg, the victim suffers a -2 pen-
something else. alty to Agility and -1 to Physique, and its Mobility is slowed
to one-quarter. A DL 15 Endurance or Resolve roll must
also be passed or the target is Terrified until the attacker
CRIPPLING ATTACK moves away from him/her. On a critical failure here, the
Talent Point Cost: 3 victim is Cowering instead, unmanned and demoralized.
Prerequisites: Weaponry: Melee level 5 and Healing A successful DL 25 Healing Arts roll (requiring at least
Arts level 1 ten minutes’ time) can splint the broken limb, but otherwise
Stamina Cost To Use: 1 the creature will acquire the Maimed or Lame weakness
depending upon whether an arm or leg. This DL is lowered
You are skilled in delivering precise strikes to specific areas to 15 if the healer possesses the Physician talent. Healing
of an opponent’s anatomy such as joints, nerve centers, and magic can also mend a limb broken in this manner.
softer or narrower parts of the body. Thus, by taking a -2 Note that you still deal damage in the normal fashion if
penalty to your Weaponry: Melee attack roll and expend- you fail to succeed in crushing the target’s limb, assuming
ing one Stamina point, you cause a living target to suffer you still manage to beat its Defense.
one of the following effects of your choice (in addition to
normal weapon damage):
DEADLY LUNGE
Ε -2 to Agility Talent Point Cost: 3
Ε -2 to Physique Prerequisites: Agility and Physique +0, and Weaponry:
Ε -5 to Mobility Melee level 5
Ε -5 to Stamina Stamina Cost To Use: 0
Ε Bleeds out 1 point of Health per round until suc-
ceeding in a DL 15 Healing Arts roll as two actions. Especially skilled in wielding thrusting weapons with some
measure of length to them, the Reach of any longsword,
This effect is in addition to normal weapon damage, al- greatsword, saber, polearm, staff, spear, war-spear, or great-
though you must score at least one point of damage in the spear—in which you have a Weaponry: Melee specialty—
first place in order to inflict this effect. Note that if you increases by 1. For example, a longsword with normally a
CHARACTER CREATION 75
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Reach of 1 would become a Reach of 2 in your hands, while DOUBLE-ARROW SHOT
a greatspear or polearm would have its Reach of 3 effec- Talent Point Cost: 3
tively lengthened to 4.
Prerequisites: Agility +1 and specialty with short, long,
Note that this benefit does not affect such weapons in
composite, or Sidhe war-bow
which you are not specialized.
Stamina Cost To Use: 2
DECAPITATING STRIKE An accomplished archer, you may shoot two arrows at the
Talent Point Cost: 4 same target—or two arrows at two separate targets—while
Prerequisites: Severing Blow talent and Weaponry: Me- employing a longbow, shortbow, composite longbow, com-
lee level 10 posite shortbow, or Sidhe war-bow. Drawing and nocking
Stamina Cost To Use: 2 is still a free action, but you suffer a slight penalty to your
Weaponry: Ranged skill roll (see below).
You are a dangerous and terrible opponent, capable of sev- When utilizing this talent, you expend two Stamina
ering arms, legs, and even heads with a single hard and points and make two Weaponry: Ranged attack rolls, both
well-placed blow. By expending 2 Stamina points during a at a -2 penalty, and apply the results to either a single target
melee attack, you can choose to strike your target’s head in range or two separate targets within two yards of each
off if you score a critical success. The target must have a other. This counts as one (attack) action, and you must still
discernible head (or head-like organ) and a Physique of +15 honor the penalties for medium or long range as applicable.
or less. Note that if you fail to decapitate your opponent,
you still deal normal damage if applicable. DOUBLE THROW
Naturally, most creatures will die more or less instantly
Talent Point Cost: 3
after having their heads severed, though certain adversar-
Prerequisites: Agility +1 and specialty with any ranged
ies—such as animated undead and magical constructs—will
Light throwing weapon
be largely unaffected aside from losing Health via normal
Stamina Cost To Use: 1
weapon damage. Lastly, note that only Medium and Heavy
slashing weapons with an AP of 1 or greater—such as battle-
You are skilled enough with at least one type of ranged
axes, greataxes, longswords, greatswords, sabers, etc.—are
throwing weapon (such as daggers, handaxes, or clubs),
effective when using this battle talent.
that you may hurl two such weapons—of the type you are
specialized in—as a single attack action. This costs you one
DEFENSIVE DASH Stamina point every time you do this and both Weaponry:
Talent Point Cost: 2 Ranged attack rolls are at a -2 penalty.
Prerequisites: Agility +2 and Mobility 10 Note that talent applies to all Light ranged throwing
Stamina Cost To Use: 1 weapons in which you have a specialty, and you also pay
one point less for the Ambidexterity talent.
As someone swift and agile, if you spend two actions to
run or sprint, you gain a +2 bonus to your Dodge Defense
against ranged attacks until your next turn in the Initiative
DRAW THE LINE
order. Utilizing this talent costs one Stamina point per round
Talent Point Cost: 3
whether running (Mobility x2) or sprinting (Mobility x3). Prerequisites: Willpower +0, and Magic Affinity talent
or Magical Arts: (any discipline) level 1
Stamina Cost To Use: 1
DISARMING STRIKE
Talent Point Cost: 3 As a warning, one that you are apt to follow up, you can
Prerequisites: Agility +1 and Weaponry: Melee level 3 draw a noticeable line in the dirt, sand, or snow with your
Stamina Cost To Use: 1 weapon, daring the enemy to cross it. By staying within
two yards of this line, you gain a +2 bonus to any Brawling
When attempting to disarm an opponent of his weapon, or Weaponry: Melee attack roll against the first adversary
you suffer only a -2 penalty to your Weaponry: Melee crossing this quasi-mystical barrier. In addition, you receive
attack roll instead of the normal -5 for disarming a Heavy a +2 bonus to your Defense against the same foe. After this
weapon or Medium weapon used in two hands. If attempt- initial round, the effects of the line dissipate.
ing to disarm a Light weapon or Medium weapon used in This line takes one action and must be between one yard
one hand, then there is no penalty at all. and five yards in length (and need be at least a rough line,
Each time you attempt this talent, you expend one not a circle). Using this talent costs you one Stamina point
Stamina point. If you succeed, the opponent (or his weap- each time, and the effects of the drawn line remain for one
on) takes no damage, but lands one yard away from him in minute per point of your Willpower, or until the first ene-
the direction of your choice; if you score 10 or more over my crosses it.
his Defense, then the weapon lands in your possession if
you so choose.
76 CHARACTER CREATION
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DUAL BLADES to fend him off, you also deal 5 points (plus AP) of weapon
Talent Point Cost: 3 damage in addition if you so choose.
Prerequisites: Ambidexterity talent or Weaponry: Melee
level 5 FINESSING SHOT
Talent Point Cost: 3
You can wield two Light or Medium weapons at once, one Prerequisites: Careful Aim talent or Weaponry: Ranged
in each hand, making two Weaponry: Melee attack rolls as level 5
but one single action. Note, however, that your “off-hand” Stamina Cost To Use: 1
(the second attack roll) suffers a -2 penalty to the roll.
As part of your attack action, you can aim your ranged
EXTREME RANGE weapon in such a focused matter as to be able to strike your
Talent Point Cost: 3 target in a soft or weak spot. This costs you one Stamina
Prerequisites: Physique +1 and Weaponry: Ranged level point to attempt, and if your Weaponry: Ranged attack
3 roll succeeds against your opponent’s Dodge Defense, you
hit him in a less armored location—which means he can
You gain an additional range category to any ranged weap- only subtract half of his armor rating from the damage,
on with which you are specialized. This is half again longer rounded down. This functions with any ranged weapon,
than long range of the weapon type in question. For exam- be it bow, crossbow, throwing dagger, javelin, or whatever.
ple, the long range of a thrown axe is 15 yards, so extreme Note that some creatures have no soft or weak loca-
range in this case would be 22 yards. Targets in extreme tions, such as animated statues, golems, elementals, and the
range inflict a -5 penalty to your ranged attack roll; how- like. GM discretion applies here.
ever, long range penalties are reduced to -2 (instead of the
normal -5). GAUGE OPPONENT
Talent Point Cost: 3
FELL-HANDED Prerequisites: Intellect +1, Perception level 3, and Weap-
Talent Point Cost: 2 onry: Melee level 3
Prerequisites: Agility or Physique +1, and Weaponry: Stamina Cost To Use: 1
Melee level 5
You are a smart and patient combatant, used to sizing up
You have learned to swing your weapons with fell and opponents before going toe to toe with them. Therefore,
mighty power, either hitting with near-perfect accuracy or if you spend an entire round (two actions) gauging an ad-
with an exceptionally heavy hand. As such, you gain an versary, of whom must be within 10 yards of you, then you
additional +2 to the maximum damage rating of all melee gain a +1 bonus to all Brawling and Weaponry: Melee
weapons that you wield (except for unarmed attacks). attack rolls you make against him—as well as +1 to your
Defense—for a number of rounds equal to two plus your
Intellect or Willpower attribute.
FENDING STANCE In addition, you can also observe a creature for at least
Talent Point Cost: 3 one full minute and, if you succeed in a DL 15 Perception
Prerequisites: Physique +0 and Weaponry: Melee level 4 (empathy or sight) roll, you learn its general offensive and
Stamina Cost To Use: 1 defensive capability (expressed by the GM as poor, fair, me-
dium, good, or excellent). If you score more than 10 above
While armed with any weapon that has a Reach of 2 or the DL, then you also learn one specific “signature” combat
more, you can attempt to hold at bay (that is, keeping out maneuver and one weakness; if you critically fail, then you
of attack range) any opponent whose Physique is no great- make some vastly incorrect assessment.
er than +5 of your own. To do this, you must succeed in a Each use of this talent costs you one Stamina point, and
Weaponry: Melee attack roll versus the foe’s Defense, but you also pay one point less for the Tactician talent.
instead of dealing damage, you simply keep it one yard
beyond your Reach (that is, a Reach 2 weapon keeps it
three yards away and a Reach 3 weapon keeps it four yards HAFT AND STAFF
away). Talent Point Cost: 3
An enemy being held at bay by your Fending Stance Prerequisites: Agility +0 and Weaponry: Melee (Polearm,
may attempt a Resolve skill roll on its turn (as an action) Spear, Staff, or War-spear specialty) level 3
in order to advance anyway, the DL being your original Stamina Cost To Use: 1
Weaponry: Melee roll. If successful, it may then move to-
ward you, but you will get a free reactive attack against it As a skilled spear fighter, you are able to follow up with a
due to your established reach. strike from the haft of your spear (or polearm or war-spear)
Using this talent costs you one Stamina point, and if you after your primary attack with the killing end. You can also
score 10 over your opponent’s Defense on your attack roll do this with a quarterstaff, using both ends in rapid succes-
sion. To do this, you make a normal Weaponry: Melee
CHARACTER CREATION 77
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attack roll with your spear, staff, or war-spear (dealing nor- You are sturdy and skilled enough to resist most charges,
mal damage if you succeed), followed by a free follow-up surges, and rushes in battle. As such, when an opponent
attack with the haft (or other end) of the weapon at a -2 charges you, or perhaps some other action that causes you
penalty. This costs you one Stamina point, is all a part of to be knocked back or prone, you gain a +2 bonus to your
the same attack action, and if you possess the Dual Blades Defense (or any resistance roll that you must make) to resist
talent, the -2 penalty is reduced to -0. this effect.
Note that the maximum damage of a haft (or other end
of a staff) is 10, and you must possess a Weaponry: Melee
specialty with the wielded weapon in question.
HONOR DUEL
Talent Point Cost: 3
Prerequisites: Magnetism +1 or Renown 6
HATED FOE Stamina Cost To Use: 1
Talent Point Cost: 2
Prerequisites: Willpower +0 You can challenge or “call out” an opponent of Intellect -2
or better so that he feels compelled, on his honor, to fight
Choose one specific race, culture, or organization, prefera- you instead of anyone else. To use this talent, you expend
bly in accordance to your own race, nationality, and per- one Stamina point and make a Persuasion skill roll opposed
sonal history (and with GM approval). Your extreme hatred by your target’s Resolve roll, and if you win, the foe must
of this group grants you a +1 bonus to all Brawling, Weap- close for combat with you (ignoring all targets). This can
onry: Melee, and Weaponry: Ranged attacks you make be in the midst of a skirmish or in the fashion of a single
against them. In addition, you gain a +1 bonus to Lore, combat or duel.
Perception, and Survival skill rolls when, say, searching or If the opponent has the Oath-bound weakness, or is a
tracking members of this hated group. member of a sect or order with a strict honor code, then
You can choose this talent more than once, each time there is a -2 penalty to his Resolve roll to resist; if he pos-
representing a different group. sesses the Honorless or Oath-breaker weakness, then he
receives a +2 bonus to the roll.
HEAVY HITTER The effects of a successful use of the Honor Duel talent
Talent Point Cost: 3 last for one combat round per point of failure on the tar-
Prerequisites: Physique +1 and Brawling level 3 get’s Resolve resistance roll (the DL being your initial Per-
suasion roll) and must be honored with melee (Brawling or
Your punches, kicks, and other unarmed strikes are excep- Weaponry: Melee), not ranged attacks. The opponent also
tionally powerful, and thus your maximum damage with gains another Resolve roll to break off the duel if he’s re-
all Brawling attack rolls increase by 2 (note that a standard duced to half Health (i.e. Staggered). Note that if the called-
kick or punch is maximum damage of 5). This affects nor- out opponent is harmed by anyone other than you during
mal brawling strikes, as well as a natural claw attack from, the Honor Duel, the effects wear off and he may then do
say, a Chenari, Red Sslir, or the clawed hand attack of a as he pleases.
Gorgon-blood character.
HORSEBACK ARCHERY
HIT AND RUN Talent Point Cost: 3
Talent Point Cost: 3 Prerequisites: Agility +1, Animal Handling level 3, and
Prerequisites: Defensive Dash talent, or Mobility 12 and Weaponry: Melee level 3
Weaponry: Melee level 3
A somewhat rare method of combat in the West, mounted
You’re fast and agile enough to strike at an opponent, then archers are known primarily in many lands of the eastern
be gone before he can effectively retaliate. This allows you continent (Hassan) across the Dragon Sea. However, some
to move through an opponent’s guarded zone (i.e. weapon warriors still develop such abilities in Western realms, al-
reach) with speed and safety, inflicting a -5 penalty to any though it is more often used when hunting than in actual
free reactive attacks the enemy might make against you (in- battle.
stead of the normal -2 penalty). Regardless, you can shoot arrows or bolts with only a
If you have 3 or more skill levels in Animal Handling, -2 penalty after you have taken two actions to move atop
you can utilize this talent when mounted too (so long as your mount/steed. This effectively means that you are trot-
your mount meets the ‘Mobility 12’ requirement). ting. You can also do this after two actions of cantering or
galloping, but the Weaponry: Ranged penalty in this case
is -5. This talent can be used with a composite shortbow
HOLD THE BREACH or regular shortbow, and also with a pre-loaded crossbow.
Talent Point Cost: 2 Note that if you use one action to move while mounted,
Prerequisites: Physique +2, and Brawling or Weaponry: and a second action to shoot instead (meaning that you’ve
Melee level 3 stopped moving), you receive no penalty to the attack roll.
78 CHARACTER CREATION
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The High-King of Aradorn musters the horde during the Gorgonic Wars
CHARACTER CREATION 79
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up to one-quarter your Mobility in a given round or further This entire maneuver costs you two actions (one move and
impaled for 2 additional points of Health damage (your one attack) and also one Stamina point.
choice of which). This counts as one attack-based action. Note that if you have at least 5 levels in Brawling, you
may use this talent to make punching or kicking attacks.
INSPIRING PRESENCE
Talent Point Cost: 3 MEAT SHIELD
Prerequisites: Magnetism +2 and Renown 10 Talent Point Cost: 2
Stamina Cost To Use: 1 Prerequisites: Brawling level 5
Stamina Cost To Use: 1
While standing in the shield-wall, manning fortified battle-
ments, or some similar duty, you are generally viewed as an By expending a Stamina point, you can attempt to grab an
excellent captain or inspirational leader, for your presence opponent (using the Brawling skill) in combat and effec-
alone is often enough to rally allies against a swarming foe. tively use him or her as Cover. The opponent’s Physique
As such, by expending a Stamina point, you grant a +1 bo- can be no greater than +5 of your own, or the maneuver is
nus to the Defense—as well as to Brawling, Weaponry: ineffective; otherwise, the grappled opponent yields an ef-
Melee, and Weaponry: Ranged rolls—of all allies within a fective number of armor points to you equal to its Physique
number of yards equal to 5 plus your Magnetism attribute. attribute +2. For example, a Physique +1 “meat shield”
If you have a banner or shield emblazon, or a drawn weap- would grant 3 points of armor/protection to the grappler,
on with the Prestige feature, then this effect area is doubled. but only for as long as the grappler continues the hold
The effects of this talent, after spending the Stamina against the opponent (the held opponent may attempt to
point, remain for one full minute (ten rounds), even if you break out of the hold as an action on his/her turn). This bo-
are incapacitated (though you must still be visible to your nus protection stacks with any actual armor that you might
allies). be wearing. Furthermore, if an attack roll succeeds against
you while you are using your “meat shield” for cover, then
the creature acting as the meat shield takes the damage.
KIP Since establishing and maintaining a hold on the target
Talent Point Cost: 2
is considered an attack action, the grappler cannot attack
Prerequisites: Mobility 8 and Acrobatics level 3
again during the round, but may spend his/her second ac-
Stamina Cost To Use: 1 tion to move, cast a non-attack spell, or whatever. For each
round a grapple is held, the attacker expends one Stamina
When you are prone, you may “kip up” to a standing posi- point regardless of success or failure.
tion in one fluid move. This costs you no actions (instead of
the normal one action cost), although you might still suffer
a free reactive attack from any opponents within reach. Us- MIGHTY RANGED
ing this talent expends one Stamina point. Talent Point Cost: 3
Prerequisites: Physique +1 and Weaponry: Ranged level
1
LEAPING STRIKE
Talent Point Cost: 3
You have adapted to applying as much of your size and
Prerequisites: Mobility 10, Weaponry: Melee level 3, physical strength, when throwing a ranged weapon (such as
and Acrobatics or Athletics level 5 a dagger, handaxe, javelin, etc.), as possible. As such, you
Stamina Cost To Use: 1 may use your Physique attribute instead of your Agility to
modify your thrown ranged attack rolls.
Sometimes called ‘Salmon’s Leap’ in the northwest and ‘Li-
on’s Leap’ in the southlands, you are athletic enough to
jump high into the air, while in combat, coming down hard MOUNTED CHARGE
with your weapon upon your opponent’s head or neck. Talent Point Cost: 3
This grants you one of the following options of your choice: Prerequisites: Animal Handling level 3 and Weaponry:
A +2 bonus to your Weaponry: Melee roll, costing you Melee level 1
one action and one Stamina point. You can only use this Stamina Cost To Use: 0-1 (see below)
maneuver twice on the same opponent, in the same com-
bat scene, since the target will begin to predict your leaping When mounted upon a battle-trained steed (such as a war-
attack. horse), you can strike at footed (that is, unmounted) op-
If you move at least 5 yards toward your target, you ponents, whose Physiques are no greater than +5 of your
may then follow up with an Acrobatics or Athletics skill own, gaining a +2 bonus to your Weaponry: Melee skill
roll, the DL being 15 + your opponent’s Physique. If you roll if the weapon has the ‘Mount’ characteristic (or +1 if
succeed, you gain a +5 bonus to your following Weap- any other type of melee weapon). This requires no Stamina
onry: Melee attack roll against that opponent (as you go cost.
flipping over the top of him). If you fail, then you open However, there other maneuvers that are at your dispos-
yourself up to a free reactive attack from the opponent. al too, as shown below (each one costing 1 Stamina point):
80 CHARACTER CREATION
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You can knock an opposing rider, whose Physique is no
greater than +5 of your own, from his steed if he fails an
Animal Handling (Riding specialty) skill roll whose DL is set
PRECISION STRIKE
Talent Point Cost: 3
by your own Animal Handling roll. In such a case, the rider
Prerequisites: Agility +1 and Weaponry: Melee level 5
is on the ground prone, though if upon a moving steed he
Stamina Cost To Use: 2
will take 1 point of damage for every point of failure of a
You are skilled in finding weak spots in opponents’ armor,
DL 20 Acrobatics or Animal Handling roll (maximum 5
and thus by expending 2 Stamina points, you can attempt
points). Optionally, you can drive the target back one yard,
a Weaponry: Melee attack which, if successful, ignores half
including the mount itself unless its Physique is +5 or greater
the target’s armor rating (rounded down). Note, however,
beyond your own mount’s. Using this maneuver costs you
that only thrusting and slashing weapons can be utilized
two actions and one Stamina point, and requires at least 10
with this talent, with the exclusion of battleaxes and great-
yards of movement.
axes.
You can lay into an opponent, be it mounted or un-
mounted, with a lance (as in a joust or hard cavalry charge), Certain creatures might be immune to Precision Strikes,
gaining an additional +5 to your maximum damage. You such as animated objects made of solid stone or metal. GM
may attempt this with other weapons as well, but the bo- discretion should apply.
nus maximum damage in this case is but +2. This maneuver
also costs you one Stamina point and requires 10 yards of PRESSING ATTACK
movement (and requiring two actions—one to move and Talent Point Cost: 3
one to attack). Prerequisites: Mobility 7, and either Brawling level 6 or
Weaponry: Melee level 6
OPPORTUNISTIC STRIKE Stamina Cost To Use: 1
Talent Point Cost: 3
Prerequisites: Cat-like Reflexes talent, or Agility +1 and You are skilled at staying close to your opponent, often
Weaponry: Melee level 3 forcing him to give ground or even to lose his balance.
Thus, by expending one Stamina point and scoring a success
You are gifted in spotting brief openings in an opponent’s against your target’s Defense with a Brawling or Weapon-
guard, and therefore suffer no penalty to your Weaponry: ry: Melee attack roll, you may drive your opponent back
Melee rolls when taking free reactive attacks (instead of the one yard in any direction of your choice. If you score 5 or
normal -2 penalty for such). In addition, you may make more over the target’s Defense with a weapon of Reach 2
two free reactive attacks in a given round (instead of the or greater, then you may drive him back two yards instead.
normal one such attack), although not at the same target. Note that your opponent’s Physique must be within +5
of your own for this talent to function. Furthermore, you
may move along with your opponent when forcing him
PARRY MISSILES back, or choose not to do so.
Talent Point Cost: 3
Prerequisites: Agility +1, Physique +0, and Weaponry:
Melee level 5
PUGILISTIC FOLLOW-UP
Talent Point Cost: 3
So well-trained and precise are you with melee weapons, Prerequisites: Brawling level 3 and Weaponry: Melee
that you may use your Parry Defense against ranged attacks level 3
instead of your Dodge Defense. You must, however, be cur- Stamina Cost To Use: 1
rently armed with a shield, buckler, or manufactured weap-
on in order to use this talent; you may do this unarmed as After a normal weapon attack, whether it is successful or
well, but at a -2 penalty to your Parry Defense. not, you may follow up with a Brawling attack roll to
Note that Parry Missiles only works against Small or Me- punch, kick, head-butt, elbow, or otherwise pummel the
dium ranged weapons and ammunition, and not against target. This costs you one Stamina point and, since it’s part
boulders and siege engine missiles. of the same attack action, you suffer a -2 penalty to the
Brawling skill roll. Maximum damage is 5 (or 7 with the
Heavy Hitter talent).
PARRYING SPECIALIST If you already gain a secondary attack, such as from
Talent Point Cost: 3 being a Chenari (claw) or Red Sslir (bite), then this talent
Prerequisites: At least three Weaponry: Melee skill spe- represents or tertiary attack which comes with a -5 penalty
cialties instead of merely -2. (Note the maximum number attacks
any player-character can make as one action is three regard-
You are accomplished enough with most weapons that you less of race, talents, skill, or whatever.)
may apply your +1 skill specialty bonus of any weapon in
which you are specialized to your Parry Defense. If you are
armed with a weapon in which you are not specialized,
then you cannot apply this bonus.
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You are quite skilled in using your size and momentum to You can still make an attack (as a free action), albeit at a -2
deliver punishing attacks. As such, if you spend an action to penalty, after spending 2 actions to move double or more
move at least 4 yards, you can then use your second action your Mobility. This costs you one Stamina point.
to gain a +2 bonus to a Brawling or Weaponry: Melee at-
tack roll (costing you one Stamina point). If your attack roll
scores 10 or above the target’s Defense, then the opponent
SEVERING BLOW
Talent Point Cost: 3
is automatically knocked prone or knocked back one yard
Prerequisites: Cleaving Blow or Precision Strike talent,
(your choice) in addition to taking damage.
and Weaponry: Melee level 8
Stamina Cost To Use: 2
QUICK WITHDRAW
Talent Point Cost: 3 So well-placed and devastating are your weapon strikes,
Prerequisites: Agility +0 and Shadowing Step talent or that by expending two Stamina points, you can attempt to
Weaponry: Melee level 5 sever a limb of any opponent in which you score a critical
Stamina Cost To Use: 2 success against. Like all attacks, this costs one action and
only functions against targets that have tangible arms, legs,
So swift is your step, and skilled is your weapon-play, that tails, tentacles, or similar extremities, and whose Physiques
you can disengage and move up to your Mobility as a single are no greater than +15. If successful, you may choose what
action. As this takes some degree of concentration, doing limb you sever as follows:
this costs you two Stamina points, and note that you can- If an arm (or arm-like member), then the victim suffers a
not move through a wary opponent's reach, as this talent -2 penalty to both Agility and Physique, and must succeed
is merely a swift means of disengagement and retreat. This in a DL 15 Endurance or Resolve roll or become Stunned
can be done on horseback as well if you possess at least 3 for one full round. If this roll fails by 5 or more, then the
skill levels in Animal Handling. victim is also Terrified until the attacker that did the severing
Furthermore, you pay one point less for the Shadowed is out of sight; on a critical failure, the victim is Cower-
Step talent (if you don’t already have it). ing instead. Naturally, the target takes the normal weapon
damage as well (and might be unconscious or slain outright
anyway).
RETALIATING STRIKE This horrible injury will also cause one point of Health
Talent Point Cost: 3 damage per round thereafter, due to bleeding, unless a suc-
Prerequisites: Swift Actions talent, or Agility +2 and cessful DL 10 Healing Arts roll is made as two actions. Ob-
Weaponry: Melee level 3 viously, a target missing an arm cannot wield two weapons,
Stamina Cost To Use: 2 or a weapon and shield, or do much of anything requiring
two hands.
Also known as a reposte, you may make an immediate at- If a leg (or leg-like extremity), the victim’s Agility drops
tack (as an out-of-turn reaction) after an opponent, within by -4 and he also suffers -2 to Physique. Mobility falls to
melee reach, makes one against you on his turn. This costs one-quarter as the injured victim can only hop, or more
you 2 Stamina points and does not change your turn in the likely, crawl about. A DL 15 Endurance or Resolve roll must
Initiative order. It also imposes a -2 penalty to your attack be passed or else the wounded creature suffers the same
roll like all reactive attacks. You can only use this talent once effects as stated above (the bleeding can also be stopped as
in any given round, and only then when an enemy takes a outlined above).
melee attack against you. Note that only slashing weapons with at least an Armor
Piercing of 1 can be used for this talent. A severed limb is be-
RUNNING SHOT yond the normal skill of mundane Healing Arts, although
Talent Point Cost: 3 a DL 15 Healing Arts skill roll will allow the stump to be
Prerequisites: Agility +1 and Weaponry: Ranged level 3 cauterized, cleaned, bandaged, and made disease-free, this
feat taking at least ten minutes. Otherwise, there are tales
You can shoot an arrow or bolt, or hurl a ranged weapon, of rare and potent (and possibly dangerous) life-spells that
after using two actions to move (effectively meaning that might be able to reattach (or even regrow) a limb.
you are making a ranged attack while running). This, how-
ever, comes at a -2 penalty to your attack roll. If you possess
the Defensive Dash talent, you can even do this after mov-
ing triple your speed (as two actions).
82 CHARACTER CREATION
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volving the use of siege weapons (e.g. ballistae, catapults, This warrants an appropriate skill check—usually Acro-
battering rams, etc.). batics or Athletics (GM adjudication)—against a DL of 15
Additionally, you pay one point less for the Tactician or 20, depending on the maneuver’s apparent difficulty.
talent, although if you have the Savage weakness, you must Upon a success, you gain a +2 bonus to any Brawling or
pay an additional point for the Siege Specialist talent. Weaponry: Melee attack roll that you make as a follow-up
attack action as you confuse (or entertain) your opponent.
If you score 10 over the DL of the movement-based activity,
SMITING BLOW then you have also either knocked prone or knocked back
Talent Point Cost: 3
(one yard) your opponent if you so choose.
Prerequisites: Magic Affinity, or Magical Arts: Fire or
Life level 1 and Holy Warrior or Pious Faith
Stamina Cost To Use: 2 TACTICIAN
Point Talent Cost: 3
Your faith in your gods, or your oath-sworn liege, is such that Prerequisites: Intellect +1 and Magnetism -1
you can smite opponents with a divinely enhanced strike, Stamina Cost To Use: 1
as a faint nimbus of fire-like light enshrouds your weapons.
This costs you two Stamina points to attempt (as an attack You are schooled in military strategies, or else naturally gift-
action) and grants you a +2 bonus on your Weaponry: ed in the flow, ebb, and chaotic rush of combat. Regardless,
Melee attack roll and increases your maximum damage by you gain +2 to your Initiative rolls, as well as the ‘Military’
5. Against Nether-worldly (demonic) and undead creatures, specialty of the Lore skill for free. In addition, you may
the maximum damage is boosted by 10. grant a +1 bonus in one of the following of your choice—
Wounds caused by a Smiting Blow are more difficult to Defense, Perception, Stealth, Weaponry: Melee, or Weap-
heal, increasing the DL for Healing Arts or Heal Wounds onry: Ranged—to all allies within a number of yards equal
spells by 5. Tainted creatures will likely have a permanent to your Magnetism.
scar or a crude form of branding. You do this by vocalizing these strategies aloud, which
costs you one Stamina point (and a non-attack action). This
means that you must be capable of speech, and you can
STABBING ARROW switch out the above benefits each round if you wish, each
Talent Point Cost: 3 round still costing you a Stamina and an action.
Requirements: Agility +1, and either the Close-Quarters
Archery talent or Brawling level 3
Stamina Cost To Use: 1 TRIPPING ATTACK
Talent Point Cost: 3
You are agile and skilled enough in both archery and melee Prerequisites: Weaponry: Melee level 5
that you can shoot an arrow or bolt (from any bow or Stamina Cost To Use: 1
crossbow) as an action, and then follow up immediately
with a melee attack—using a bolt or arrow—as part of the You can use any Medium or Large weapon to knock an
same attack action (and therefore at a -2 penalty). If you opponent prone instead of dealing damage, assuming you
possess the Improvised Weaponry talent, then this penalty succeed in a Weaponry: Melee attack roll against the tar-
is nullified. This maneuver costs you one Stamina point and get’s Defense. You do not suffer the normal penalty for trip
requires at least one free hand. attempts, unless it is a creature with more than two legs
Note that the maximum damage for an arrow or bolt (in which case it is -2). If you score 10 over the opponent’s
is 8 when used in this capacity. This is a favored talent for Defense, then you trip the target as well as deal regular
Dark Sidhe and Wild Sidhe. damage to him. If you critically fail the trip attempt, then
you are counter-tripped and knocked prone.
Each use of Tripping Attack costs you one Stamina point
SWASHBUCKLING and one (attack) action, and creatures with Physiques +10
Talent Point Cost: 3 or greater than your own are immune to this maneuver.
Prerequisites: Agility or Intellect +1, plus Mobility 10 and
Acrobatics level 3
Stamina Cost To Use: 1 UNARMORED FIGHTING
Talent Point Cost: 3
A fairly uncommon fighting-style in a world where brutality Prerequisites: Agility +0, Mobility 9, and Weaponry:
and heavy weapons do much of the gory work, acrobatic Melee level 1
and flashy swordsmanship is still utilized by the spry, clever,
quick, and usually young. While fighting in this style, you You are from a culture that often eschews armor, or at least
may perform some movement-based action (one action), does not often make use of it due to climate, lack of re-
such as toppling over a table or statue, knocking over a sources, or personal choice. This, however, makes you more
heavy chair or stool, sliding down a snow-covered hill on a of a light-footed combatant, relying more on quickness and
shield, or the like. mobility than protective equipment.
As such, when you are Unencumbered and wearing no
84 CHARACTER CREATION
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KINGDOMS
armor at all (including shields), you gain a +1 bonus to Ac-
robatics (and therefore Dodge Defense as well), Weapon- By spinning your weapon fiercely about, you effectively
ry: Melee rolls, and even to Brawling rolls if you have at create a wall of steel (or wood) in a vicious and deadly
least one level in that skill. arc. This grants you a +2 bonus to your Parry Defense and
See Encumbrance in Chapter 15—Gear & Supplies for enables you to make a Performance or Persuasion (intim-
more information about encumbrance levels. Note that the idation specialty) skill roll against all foes within 3 yards of
benefits of this talent do not function if Hindered or wear- you. Those failing their Resolve resistance rolls are Intimi-
ing anything that gives you an armor rating of 1 or more. dated. This costs you one Stamina point per round of use
and counts as an attack action.
Furthermore, you gain a free reactive attack on any op-
WAR-CRY ponent who closes within reach of your spinning weapon.
Talent Point Cost: 3
Prerequisites: Berserker Rage talent, or Performance or
Persuasion level 3 WOLFPACK TACTICS
Stamina Cost To Use: 2 Talent Point Cost: 3
Prerequisites: Agility +1 and Perception level 2
Many warriors, particularly those from more savage cul-
tures, scream battle-cries and curses before (and after) they You are gifted in working with others when it comes to
launch themselves into a clash of bone and steel. As for you, surrounding your opponents in combat, finding weak spots
however, you have learned to refine this war-shout, and and blindsides like a ravaging pack of wolves. As such, you
thus by expending 2 Stamina points (and using an action), gain double the normal bonuses for Outnumbering an op-
you can project a terrible cry which allows you to make ponent. For example, if you and two allies are surrounding
a Performance or Persuasion (intimidation specialty) skill the same target, then you would receive a +4 bonus to
roll. All non-allied creatures within a 5-yard radius of you your attack roll instead of merely a +2.
must then succeed in a Resolve skill roll against a DL set The maximum bonus possible when using Wolfpack
by your roll or become Intimidated for one full round. If Tactics is +5. See Chapter 17—Actions & Combat for more
the Resolve roll is critically failed, the creature is Terrified information on Outnumbering.
instead.
WARNING SHOT
Talent Point Cost: 3
Prerequisites: Finessing Shot or Weaponry: Ranged lev-
el 7
Stamina Cost To Use: 1
WEB OF STEEL
Talent Point Cost: 3
Prerequisites: Agility +1, Physique +0, and Weaponry:
Melee level 5
Stamina Cost To Use: 1
CHARACTER CREATION 85
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Blood talents refer to bloodlines and heritages and are quite rare. As such, player-characters may start with, at most,
one of these talents (and since they are birth traits, cannot be gained after character creation).
CHARACTER CREATION 87
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your Mobility trait, and suffer the Phobia (or silver— Damaged armor can be repaired later per the Crafting skill
major) weakness. rules.
You may remain in animal or hybrid form for up to five
Were-boar—You were bitten by a wereboar, and hours plus your Vigor or Willpower (whichever is higher) if
therefore receive a +1 bonus to Brawling and Endur- on a full moon night, or half this amount if not a full moon
ance rolls. Furthermore, you gain the Night-sighted night. It costs you 2 Stamina points per form-shift (note that
talent, +2 to your Mobility, and suffer the Phobia (of changing from animal form and back to human counts as
silver—major) weakness. two shifts and therefore 4 Stamina). Shape-shifting requires
one action.
Were-cat—You were bitten by a werecat, and as such, It is possible to shape-shift into animal or hybrid form
receive a +1 bonus to Acrobatics and Perception rolls. even during nights (and days) that do not feature one of the
You also receive the Night-sighted talent for free, +2 to moons being full, but this requires a successful DL 17 Endur-
your Mobility trait, and suffer the Phobia (of silver— ance or Resolve roll and costs 1 additional Stamina point
major) weakness. (thus, 3 in total) per shape-shift. If you fail, you can keep
trying, but note the Stamina cost each time; if you critically
Were-rat—You were bitten by a wererat, and receive fail this roll, then you are stuck in animal form indefinitely,
though extremely rare sorceries or alchemies might be able
a +1 bonus to Perception and Stealth skill rolls. In addi-
to help revert you back.
tion, you gain the Night-sighted talent, +2 to your Mo-
bility, and the Phobia (of silver – major) weakness. Final note: player-characters with the Lycanthropy tal-
ent are considered “natural-born” were-creatures, and so
cannot pass their affliction on to others.
Were-wolf—You were bitten by a werewolf (“man-
wolf”), and thus receive a +1 bonus to Perception and
Survival skill rolls. You also gain the Night-sighted talent RHODONITE BLOOD
for free, +2 to your Mobility, and must suffer the Pho- Talent Point Cost: 5
bia (of silver—major) weakness. Prerequisites: Magnetism +0 and must be Prydonian or
southern Lorinthian
Furthermore, during the three nights when Greater
Moon is full, and the two nights of the Lesser Moon’s full- The vast majority of Prydonians are descendants, if indirect-
ness, you can shape-shift into either a full-blooded animal ly, of the ancient people of Rhodon, the mighty island of
version of the lycanthrope or a bestial hybrid of creature the gods at the “center of the world”. You, however—like
and human. In regards to the animal form, see Chapter 21 a few other rare and select individuals—can trace your an-
—Animals & Gigantic Animals for statistics. If shifting into cestry directly back 1,300 years ago to the time of Rhodon
hybrid form instead, then refer to the appropriate entry in and the Elder Deities who once allegedly reigned supreme.
the following: The Rhodonites believed themselves to be the true off-
spring of these ancient divinities and, as such, you have sev-
Were-bear—Gain +1 to Physique and Vigor attributes, eral special abilities based on the Elder Deity to whom you
and +2 to Perception skill rolls. can supposedly trace your lineage. Thus, you receive +1 to
your Renown and may choose one of the following, grant-
Were-boar—+1 to Vigor and Willpower attributes, ing further benefits:
and +2 to Endurance skill rolls.
AGATHON (god of fire, blood, and battle): You gain
Were-cat—+1 to Agility and Willpower attributes, and a +1 bonus to Magical Arts: Death and Fire skill rolls,
+2 bonus to Acrobatics rolls. the ‘Armor’ or ‘Weapons’ specialty of the Crafting skill
(your choice of which), and your choice of weapon
specialty—Javelin (Ranged) or Spear (Melee). You are
Were-rat—+1 to Agility and Vigor attributes, and +2
likely to have a fascination for fire, blood, weapons, or
bonus to Stealth skill rolls.
violence.
Were-wolf—+1 to Physique and Vigor attributes, and
ATORES (the bull-god, lord of time, order, and the sun):
+2 bonus to Perception rolls.
You gain a +1 bonus to Animal Handling and Magi-
cal Arts: Fire skill rolls, and receive either the ‘Bulls’ or
Note that while you are in animal or hybrid form, you
take 2 points less damage from all forms of weaponry save ‘Chariots’ specialty of the Animal Handling skill (your
for those made of silver. Also, unless you remove your ar- choice of which). You are likely to have a fascination for
mor (if any), it will be ineffective while in animal form, bulls, chariots, fire, or the sun.
either falling completely away or hanging awkwardly and
useless. If changing to hybrid form, the armor becomes LUCCIA (goddess of inspiration, love, seduction, and
slightly damaged, losing 1 point of protection if a chainmail the Greater Moon): You gain a +1 bonus to Persua-
shirt or less or 2 points if a chainmail hauberk or greater. sion, Magical Arts: Air, and Magical Arts: Shadow skill
rolls. In addition, you may choose one of the follow-
88 CHARACTER CREATION
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ing Performance specialties—Dancing, Lyre, or Singing. known as the Fair Folk, Spirit-folk, or Other-folk among cer-
You might possess a fascination with music, poetry, and tain human cultures. Most humans with this bloodline are
love-making. of Eluna Sidhe (or Light Elf) descent but having Dark Sidhe
or Wild Sidhe blood is not unheard of. Thus, you gain a +1
NIPALOS (god of night, thieves, and the Lesser Moon): bonus to your Renown and Stamina, and may choose one
You gain a +1 bonus to Disguise, Stealth, and Magi- of the following for additional benefits:
cal Arts: Shadow skill rolls, as well as the ‘Dagger’ spe-
cialty of either the Weaponry: Melee or Weaponry: DARK SIDHE: You gain a +1 bonus to Acrobatics, Per-
Ranged skill (your choice of which). Furthermore, you ception, and all Magical Arts (all disciplines) skill rolls, as
might have an affinity for night-time, carousing, theft, or well as receive the ‘Bluffing’ specialty of the Persuasion
moonless nights. skill for free. You also pay one less point for the Light
Sleeper, Magic Affinity, and Night-sighted talents. Fur-
ORSEUS (god of knowledge, prophecy, and language): thermore, you are likely to be relatively tall, lean, and
You gain a +1 bonus to Alchemy, Language, and Lore silver-haired, perhaps with slightly tapered ears.
skill rolls, as well as either the ‘Writing’ specialty of the
Language skill or the ‘History’ specialty of the Lore skill ELUNA SIDHE: You gain a +1 bonus to Acrobatics,
(your choice of which). It is likely that you have a fasci- Perception, and all Magical Arts (all disciplines) skill
nation for books, scrolls, prophecies, and linguistics. rolls, as well as receive the ‘Diplomacy’ specialty of the
Persuasion skill for free. You also pay one point less for
PRYDONIS (god of the sea, life, and good fortune): the Animal Kinship, Light Sleeper, Magic Affinity, and
You gain a +1 bonus to Magical Arts: Life and Water Night-sighted talent. It might be likely that you are tall,
skill rolls, as well as the ‘Swimming’ specialty of the Ath- lean, and golden-haired, perhaps with slightly tapering
letics skill. You also receive either the ‘Ships’ specialty of ears and high cheek bones.
the Crafting skill or the ‘Trident’ specialty of the Weap-
onry: Melee skill (your choice of which). You might WILD SIDHE: You gain a +1 bonus to Acrobatics,
possess an affinity for water, the sea, rain, and aquatic Athletics, Perception, and Survival skill rolls, as well
things. as paying one point less for the Animal Kinship, Light
Sleeper, Magic Affinity, and Night-sighted talents. Fur-
ROMEGA (goddess of dreams, magic, secrets, and the thermore, it is likely that you are relatively tall, lean, and
stars): You gain a +1 bonus to Disguise and all Magical auburn-haired, perhaps with slightly pointed ears.
Arts skill rolls (all disciplines). You also pay one point
less for the Second Sight talent. Furthermore, you might SSLIR-BLOODED
possess a deep fascination of alchemy, sorcery, dreams, Talent Point Cost: 5
astrology, and forbidden lore. Prerequisites: Must be human of a non-arctic culture
SARDONA (goddess of agriculture, growth, and har- For better or for worse, you have the blood of the Ser-
vest): You gain a +1 bonus to Herbalism, Magical pent-folk in your ancestry, perhaps traced all the way back
Arts: Earth, and Survival skill rolls. You also receive the to the terrible times of Is’sirrith, the Old Empire of the Sslir.
‘Farming’ specialty of the Crafting skill for free. As such, The Sslirian method of intermingling with humanity is hor-
you are likely to have a fondness for spring-time, har- rifying, yet some benefits are derived from this generally
vest-time, flora, and fauna. uncouth coupling (most humans, particularly in the East,
abhor the Sslir race).
Note that Gorgothon, the Fallen (or Still-born) God, As such, you gain a +1 bonus to Alchemy and Magical
lord of chaos and gorgons, is not considered as one of the Arts: Earth, Fire, Death, and Shadow skill rolls, as well as a
Elder Deities, for he was believed to have been still-born +1 bonus to Endurance rolls against heat or fire effects. Fur-
on the Isle of Rhodon (from the loins of either Sardona or thermore, the potential maximum of your Intellect attribute
Romega, depending on the telling) and was cast out into increases by one, and you pay one point less for the fol-
the sea to be devoured by a near-divine creature called the lowing talents: Blood Magic, Craft Potion, Evil Eye, Magic
Leviathan. Therefore, there are no true human lineages go- Affinity, Night-sighted, Sapping Blow, and Secret Strike.
ing back to Gorgothon. However, see the Gorgon-blooded In addition, you gain an additional bonus point if you take
talent above. the Addiction (opium or purple lotus), Obsession (power
or torture), or Tainted weaknesses. This also increases the
SIDHE-BLOODED maximum number of points you receive at character cre-
Talent Point Cost: 6 ation for taking Weaknesses to six (instead of the usual five).
Prerequisites: Agility or Magnetism +0, and must be Hu- Note, however, you do acquire one drawback, in addi-
man (any culture) tion to possible social ostracization: you suffer a -1 penalty
to Endurance rolls when resisting cold or ice effects.
You are the direct descendant of the Sidhe (shee), sometimes
CHARACTER CREATION 89
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This category represents special knacks or natural-born gifts which involve things magical and arcane, and as such, are
fairly rare among most humans (but not as much with, say, the Sidhe-folk). Several of these talents—such as Acolyte,
Apprentice, and Magic Affinity—are requirements for practicing the Magical Arts, the only skill needing a “qualifier”
talent. Player-characters may start with no more than four mystical talents at character creation.
90 CHARACTER CREATION
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You received training as an acolyte or similar servant to a As one used to the din and grit of battle, you do not suffer
temple, sect, or religious order, which increases your Re- the normal -2 penalty to your Magical Arts skill roll when
nown by +1. Furthermore, choose a religious sect that is casting a spell while within an enemy’s melee reach. Doing
recognized by your culture and—if your Intellect is +0 or so, however, costs you the spell’s Stamina cost plus one ad-
better—you may advance in one discipline (Air, Earth, Fire, ditional point.
Life, etc.) of Magical Arts taught by that faith (See Orders &
Sects). Furthermore, you gain knowledge of one additional BEAST-MASTER
spell of your choice, provided you meet its prerequisites. Talent Point Cost: 4
Additionally, you pay one point less for the Cultist and Prerequisites: Magnetism +1, and Eluna Sidhe or Wild
Priest talents. Sidhe race or the Animal Kinship talent
Stamina Cost To Use: 0-1 (see below)
BATTLE MAGE
Talent Point Cost: 3 So gifted are you with beasts and animals that you have
the ability to speak to them near-telepathically, or perhaps
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more accurately, with a deep sense of empathy. Thus, by the “sacred wine” of life and, by extension, death. As such,
making eye contact with a creature of the Animal type, you if you sacrifice an animal of Physique -2 or greater as part
can intuit its general mood, general health, and current mo- of a spell ritual, then the range, effect area, and duration
tivation or goal (such as food, water, mating, safety, etc.). of that spell is doubled. Traditionally, this would be a goat,
This takes a full round (two actions), or about five or six lamb, ram, bull, or ox—at least in most cultures—though
seconds, and the creature must be within 10 yards of you. even horses, deer, dogs, wolves, and panthers are not un-
Furthermore, by expending one Stamina point, you can common sacrificial victims.
calm the general emotions of one such creature (again, If, instead, a human, Chenari, Djann, Duergar, Sidhe (any
within 10 yards), making a hostile animal neutral or disin- type), Sslir (any type), or Tenku is sacrificed during such a
terested and a disinterested one friendly toward you. An magical ritual, then you gain a +2 bonus to the Magical
already friendly beast would be extremely loyal, perhaps Arts skill roll in addition to the doubled spell statistics men-
even sacrificing itself for you. This can also work in reverse, tioned above. Furthermore, if the victim is a young adult
agitating a creature or making it hostile. This also takes two virgin or has the Angelic-blood, Rhodonite Blood, or Sid-
actions. he-blooded talent, then this bonus increases to +5.
Lastly, you gain a +1 bonus to your Magical Arts skill roll A second use of Blood Magic, in addition to making
when attempting to learn, read, or cast the Beast-speech empowering sacrifices, is to enhance your magical prow-
or Beast-summoning spells, and pay one point less for the ess by causing the spilling of your own life-blood. Thus,
Beast Companion and Familiar talents. you can cut yourself, enabling you to effectively convert
Health to Stamina on a one-for-one basis, up to a maxi-
BLIGHTER mum number of points equal to 10 plus your Physique or
Talent Point Cost: 3 Vigor (whichever is greater). These bonus Stamina points,
Prerequisites: Vigor or Willpower +0, and Magical Arts: which can go beyond your normal maximum Stamina, dis-
sipate once you are healed of the wound in question. For
Death or Life level 1
example, if you gouged yourself for 4 bonus Stamina points
Stamina Cost To Use: See below
(and therefore causing 4 points of Health damage to you
as well), then once it was healed—whether by mundane
Also known as a Ravager, you are a “blighter”, a magician
means or by way of magic—the extra Stamina would van-
who uses the life-essence of the flora (and small fauna)
ish too. Utilizing this aspect of Blood Magic costs you no
around him or her to fuel magical spells. This is how most
Stamina (Health points instead), and is part of the same
scholars and lore-masters believe the Shadowlands were
spell-casting action.
created, or rather, how that once pristine region of the for-
Being a blood-mage can be risky, and this above meth-
est became known by that name in later times.
od of self-mutilation comes with some risk: every time you
When you cast a spell that costs Health points, you may
cause your own blood to flow, you must succeed in an
instead draw upon the surrounding foliage and small wild-
life (such as vermin) to power your spell. Thus, you lose Endurance roll whose DL is 5 plus the number of Health
no Health points in doing this; however, you cause an area points being converted to Stamina. Failure here means that
around you—of approximately two yards in radius—to be- you have contracted a minor illness, suffering a -2 penalty
come essentially dead, the plant-life but blackened husks to all die rolls, Defense, and Mobility until cured by a suc-
and the tiny carcasses of worms, insects, and small reptiles cessful DL 20 Healing Arts roll or automatically after 24
might be seen at your feet. hours. If you fail by 10 or more, then you fall into a death-
Most right-thinking folk witnessing a Blighter using his like coma for 24 hours and gain the Disfigured weakness (a
or her corrupt power will not be amused, even if deeply successful DL 25 Healing Arts roll can bring you conscious,
frightened by it, and so a magician with this talent should but still suffering the effects of the above-mentioned minor
be careful. In fact, every time this talent is called upon the sickness). If you score a critical success on this Endurance
mage must succeed in a DL 10 Resolve roll or gain the Taint- roll, then you gain +1 additional Stamina for one hour.
ed weakness. If this talent is already possessed, then the Additional risks of practicing blood-magic is the very real
Madness talent is acquired instead. The GM is also free to possibility of acquiring the Tainted weakness (or in the very
assume someone to be “doubly Tainted” (or even trebly least the Infamous or Honorless weakness), especially if
Tainted) in regards to the Sense Corruption spell and the done relatively often and with reckless abandon.
ability for certain supernatural creatures to interact with the
Blighter-mage. CELESTIAL MAGIC
Talent Point Cost: 3
BLOOD MAGIC Prerequisites: Intellect +1, Lore level 1, and Magical Arts
Talent Point Cost: 3 (any) level 3
Prerequisites: Physique or Vigor +0, and Magical Arts:
Death or Life level 1 You have long studied the whirling celestial bodies over-
Stamina Cost To Use: See below head, the great red sun, the two moons, and the infinite
stars beyond. Furthermore, you are familiar with the more
Your talent for magic-craft is based in the life force of blood, magically potent times of the year, such as the equinoxes,
solstices, and lesser known occasions.
92 CHARACTER CREATION
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Given this, by spending at least one minute observing The magician can infuse the potion with any spell that
the heavens (or at least thinking back on when last you he or she knows, so long as its range is ‘Self’ or ‘Touch’.
saw them), you can then attempt either a Lore or Magical The DL to successfully brew/create a magical potion is the
Arts (any discipline) skill roll to see if you know of any spell’s regular casting DL. The mage may use either the Al-
upcoming times where the stars or moons are in alignment chemy or Magical Arts skill for this roll. A success means
beneficiary to your magic-craft. The DL is 15 here and may the potion has been infused, a process of brewing, mixing,
only be attempted once per 12 hours (since the same results and balancing exotic ingredients which requires a number
will be found if done sooner than that). or hours equal to ¼ of the DL. This also costs the magician
If successful, you gain a +1 bonus to any ritual spell you 1 Stamina point, per hour’s work, and a silver coin cost (for
attempt within the next 12 hours, or a +2 bonus if your skill exotic ingredients) equal to the DL. A critical success on the
roll exceeded the DL by 10 or more. On a critical success, magician’s potion-crafting roll yields one of the following
you gain either a +3 bonus to the Magical Arts ritual roll or results of the mage’s choice:
the resulting spell’s duration is doubled (your choice). Upon
a critical failure, you have lost track of where the celestial Ε The potion keeps its power for two months in-
bodies are at this time and cannot use this talent again for stead of one (or until imbibed)
48 hours. Ε The duration of the potion’s effect is doubled to
two hours
COUNTER MAGIC Ε A double dose has been created (that is, effectively,
two uses of the potion)
Talent Point Cost: 3
Prerequisites: Agility +1, Willpower +1, and Magical Arts A failure on the creation roll simply means that a
(any) level 6 non-magical, likely foul-tasting, concoction remains, inert
Stamina Cost To Use: 0-2 (see below) and useless. A critical failure means one of the following
occurs (GM chooses or rolls randomly):
You are quite skilled in countering magical attacks, which
enables you to use a Magical Arts skill roll in place of a Ε You badly burn yourself, thus gaining the Disfig-
the more common skills—such as Endurance, Resolve, ured weakness
etc.—when resisting a spell. This only works against “true Ε A major piece of your equipment is destroyed/ru-
spells” (not the special capabilities of certain supernatural ined (such as a weapon, armor, etc.)
creatures), and if you use a magic discipline other than one Ε You take a number of Health points damage equal
associated with the spell you are countering, the roll is at a to 5 + the amount of critical failure.
-2 penalty. This requires no Stamina or action cost.
Additionally, you may attempt to counter a spell of an
enemy magician within 10 yards of you as an out-of-turn CREATE SPELL
reaction (which does not affect your turn in the Initiative Talent Point Cost: 3
order). This impressive feat, however, requires you to: Prerequisites: Intellect +2 and Magical Arts (any disci-
pline) level 7
Ε Know how to cast the spell being cast Stamina Cost To Use: 1+ (see below)
Ε Make a Magical Arts skill roll whose result is great-
er than the enemy mage’s As an extremely adept magician, you know how to research
Ε Expend 2 Stamina points (regardless of success or and craft your own spells, formulas that must be tested, ex-
failure) perimented, and scribed, all through diligent study and tri-
Ε Otherwise, the enemy spell occurs as normal, as- al-and-error. To do this, you must have a general spell effect
suming his own Magical Arts skill roll succeeds. in mind and work with the GM in writing up the complete
spell statistics and details (the GM having final say). The de-
cided-upon DL of the spell, times two, represents the total
CRAFT POTION number of hours needed for research, experimentation, and
Talent Point Cost: 4 scribing (among other things).
Prerequisites: Alchemy level 3 and Magical Arts (any dis- For example, a spell with a casting DL of 20 would re-
cipline) level 5 quire 40 hours of work by the magician. This is also the
Stamina Cost To Use: 1+ (see below) DL that you must succeed against in order to successfully
create the spell—failure means that the spell, as you have
Through a kindred knowledge of alchemy and traditional imagined it, is incomplete and will not manifest correctly.
magic-craft, you have learned how to create and brew mag- However, if successful, you may add it to your repertoire
ical elixirs. Similar to enchanting talismans, potions hold a of Known Spells and may, if you so desire, teach it to any
mystical power, and those who imbibe them gain (or suf- trusted apprentices, acolytes, or fellow members of your or-
fer) a prescribed effect for a duration of one hour. Wherein der or sect (if any). Create Spell can be used as a Downtime
talismanic objects maintain a spell effect for usually only 24 Activity, since it requires a goodly number of hours, or pos-
hours, magical potions remain potentially useable for up to sibly “on the road” if the magician’s traveling companions
one month’s time after their creation. allow him or her enough time and patience.
CHARACTER CREATION 93
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The creation of a new spell also costs a number of silver either Disguise or Persuasion skill rolls (your choice).
coins equal to the spell’s DL (for special inks, parchments,
and other semi-exotic materials), as well as a Stamina cost
to the magician per 2 hours of research/work. Most “work
DABBLING ARCANIST
days” being 9-10 hours. A mage may take minor breaks Talent Point Cost: 3
once every three or four hours, but if he or she steps away Prerequisites: Intellect +0 and Willpower +0, and Alche-
from the research for more than six hours, the magician my, Language, or Lore level 1
must start over (though with only half the silver coin cost
this time). Though you have no formal training, or even natural apti-
Note that most spells in the SK setting are more intuitive tude for the mystical arts, you’ve managed to learn a single
than “book-worthy”, and so many are not even written spell either by some half-moldering scroll, having observed
down anywhere or perhaps only scribed in sigils, patterns, several magical rituals from afar, or some other mysterious
or weird pictographs. This said, some magicians will en- circumstance. This spell must be chosen from the ones listed
code, or encrypt, their spells so that unwanted trespassers in Chapter 13—Spells & Magic, and you must meet all pre-
don’t easily steal such hard-won arcane knowledge. Encryp- requisites and are assumed, for the purposes of this talent,
tion uses the Language skill and requires at least one skill to have Magical Arts (any) level 1.
level to even attempt in regards to spells. (There are reasons You can cast this spell, both spontaneous and as a ritual,
some ancient cultures distrust, or even forbid, writing, for it using whatever Magical Arts discipline(s) listed in the spell
can be too easily forged or stolen.) entry and costing you Stamina just like a normal magician.
Lastly, it is worth noting that the SK world is a fairly dark However, you can never learn more than this singular spell
and gritty one, based somewhat on Dark Ages history or at unless you take the usual talents—Acolyte, Apprentice,
least the heroic or mythological version of such. Therefore, and/or Magic Affinity—for gaining access to Magical Arts
beware of “flashy” spell creations, ones that might tend to skill levels. (Or by becoming a member of a sect or oth-
break immersion—spells that cause massive explosions or er order which grants advancement in one or more of the
immediately summon multiple creatures from seemingly Magical Arts disciplines.)
nowhere—don’t fit well into the setting. The GM, natural-
ly, is the final authority on spells produced by this talent.
DEATH-TOUCHED*
Talent Point Cost: 3
Prerequisites: Must have had a close call with death re-
cently or in the past
Stamina Cost To Use: 1 (see below)
94 CHARACTER CREATION
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KINGDOMS
ity and will likely eventually become legendary-quality ob-
jects over time.
ENCHANT TALISMAN In addition to the cost of having a dedicated exception-
Talent Point Cost: 3
al or master-crafted item made (though no less than 100
Prerequisites: Rune Magic talent, or Crafting level 1 and
sc), the magician must also have access to a suitable work-
Magical Arts (any discipline) level 5 place, such as a well-stocked forge, sacred grove or standing
Stamina Cost To Use: 1 + spell’s base cost stones, crystal cave, or similar “magical” location, in accor-
dance to the item’s nature and powers to be bestowed. As
You are skilled in storing the effects of your ritual spells in with ritual spell-casting, assistances (acolytes and apprentic-
talismans, objects containing spells that can be used at a es) can be used when in enchanting items, but only if the
later time (essentially making them minor one-shot magi- assistants possess the Magical Affinity talent or have at least
cal items). Such items must be “sympathetic” to the spell in
one skill level in any Magical Arts discipline.
question, and so must either be an object listed in the ‘Ritu-
Enchanters should be warned that there is a hefty price,
al Components’ paragraph of the spell entry in question or
beyond mere silver and gold, for creating permanent magi-
a focal object (assuming the magician possesses this Talent).
cal items—the magician loses one point of either Health or
Casting a ritualized spell into a talismanic item costs one
Stamina (his or her choice) permanently. However, should
Stamina point in addition to the spell’s base cost.
the enchanter score a critical success on his or her Magical
Stored spells remain effective for 24 hours after the time
Arts skill roll when enchanting the object, he or she may
of their enchantment ritual, and if not used before that
avoid this permanent loss. Another option for critical suc-
time, their energies simply fade from the object. If a critical
cesses is that the item increases to the next “quality step”—
success is scored on the Magical Arts skill roll when placing
that is, from exceptional to master-crafted, master-crafted
a spell into a talismanic item, then the storage-time increas-
to heroic-quality, etc. Mage’s choice.
es to 48 hours. Note that the Magical Arts roll result of the
Magical objects typically function by regular employ-
ritual is used when the spell is expended from the talisman,
ment of the item in question, such as wielding a magic
which usually makes talisman-magic even more potent. It
sword in combat, wearing an enchanted cloak, donning a
costs one action to summon forth a spell stored in such an
magical helmet, slipping on an enchanted ring or bracelet,
object, which is done by a command word or short phrase
etc. However, such items can be specifically enchanted so
while presenting it or holding it aloft.
that their powers are brought to bear by a different meth-
A magician cannot bear more than three talismanic ob-
od, such as a command word or phrase or by a specific ges-
jects on his or her person at the same time, a fourth such
ture or action. Doing this increases the DL to enchant by +2
item would effectively cancel out the first one and so on.
and costs an additional 50 silver coins for special compo-
nents and other rare accoutrements. (Note that characters
ENCHANT PERMANENT OBJECT with Intellects of -3 or less may have trouble invoking the
Talent Point Cost: 4 powers of such rare items.)
Prerequisites: Craft Potion or Enchant Talisman talent, Enchanted objects rarely have “always active” powers,
plus Magical Arts (any) level 10 save for those of legendary quality. Instead, the typical
magical item can be utilized once, twice, or three times
Stamina Cost To Use: 1 or more (see below)
per day in accordance to its quality level (that is, a mas-
ter-crafted object up to twice per day). Examples would
Your deep knowledge of magic-craft has granted you the
include invoking a Heal Wounds spell once (or twice) per
ability to enchant permanent magical items, objects consid-
day, causing a sword to burst into flame once (or twice)
ered heroic-quality (or better) and with a specific magical
per day which causes additional damage to its foes, or an
power or two. In order to do this, you must first possess
enchanted amulet granting a Blessing spell to its wearer for
an item that is “sympathetic” to the spell effect or other
one hour (or two) per day. Note that attuning an item to
power that will be enchanted into it, such as a ring, amulet,
dawn, dusk, or some other time of day is also possible and
or shield for containing a permanent protection spell, or a
probably more common.
staff or wand of oak for casting an innate Conjure Lightning
GM approval and adjudication must be utilized to great
or Thunderous Blast spell.
effect with this talent, for permanently enchanted ob-
Enchanting a permanent item requires a lengthy ritual
jects are quite rare in the SK world. If an item seems too
lasting at least one hour per DL of the spell, or similar effect,
over-powered, or accessed too cheaply, then the GM is free
being stored within. This also costs a number of Stamina
to rule that the craft of such an item is beyond the ken of
points equal to half the DL. Note that if an object is being
this talent (or the current Age of the campaign setting).
enchanted with no known spell equivalent, then the GM
should create a DL based on approximations. The enchant-
er’s Magical Arts skill roll must exceed this DL by 5 or more ENERGIZE SPELL
in order to succeed, or 10 or more if the item is to have two Talent Point Cost: 3
powers or spell-like effects. A permanent magical item must Prerequisites: Vigor or Willpower +1, and Magical Arts
be of exceptional-quality to hold one power or effect, or (any) level 4
master-crafted if storing two effects. Three-effect objects are Stamina Cost To Use: See below
extremely rare, and require an item already of heroic-qual-
CHARACTER CREATION 95
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KINGDOMS
You exert great control over your spells and the energy re- ing, deciphering, or learning a spell grants a +1 bonus to
quired to manifest them, which enables you to spend one your Magical Arts skill roll, as does performing a ritual
or two additional Stamina points to gain a bonus to your version of a known spell. This bonus can also be added
Magical Arts skill roll when casting a spell. This bonus is if creating magical objects, be they mere potions or more
equal to the amount of additional Stamina spent—one ex- permanently enchanted items. The familiar also feels your
tra Stamina point means a +1 bonus, while two additional basic emotions (and you feel its emotional state too), and
Stamina equates to a +2 bonus, and so on, all the way to a thus you can generally tell when it is wounded, sick, hun-
maximum of +5 (for 5 additional Stamina points). gry, frightened, beguiled, angry, etc. As such, it might serve
This only functions with spontaneous (i.e. combat) well as a scout or spy, although this empathic connection
spell-casting, and so does not affect ritual castings. Every can only be felt up to a half-mile away.
time you want to use this talent, you simply inform the GM If your familiar is slain, lost, or otherwise disposed of,
how many additional Stamina you’ll be burning and gain you may attempt to bond with another animal—which
the appropriate bonus. must meet the requirements above—to you to serve as a
replacement. This requires a lengthy 4-hour rite and at least
20 sc worth of rare herbs and other materials, culminating
EVIL EYE with a successful DL 10 Animal Handling or Persuasion skill
Talent Point Cost: 3
roll. Doubling the costs of herbs and other special materials
Prerequisites: Magnetism +0 and Magical Arts (any) lev-
lowers this DL to 5.
el 3
Note that a familiar earns half the XP its master earns
Stamina Cost To Use: 1 + spell’s base cost
per game-session, and instead of full benefits of Advance-
ment, it only earns 2 talent points and 3 skill points per
By spending an action intensely focused on one creature,
Advancement. Furthermore, the only talent category that
any spell you cast as a second action that round gains a
it can freely choose from is Subterfuge. The GM, however,
+2 bonus to your Magical Arts skill roll against that target may allow the occasional Battle, Mystical, or Other talent if
only. This costs you one Stamina point (in addition to the appropriate. Lastly, this creature can gain up to an Intellect
spell’s Stamina cost) and only functions from 10 yards away of -1, via Advancement, although its other Attributes can
or less. never improve beyond two more than is normal for its spe-
cies (see Bestiary or the GM for stats).
EXTENDED RITUAL Note that you can begin play with only one Familiar, al-
Talent Point Cost: 2 though you may purchase this talent again later on (via Ad-
Prerequisites: Willpower +0 and Magical Arts (any dis- vancement) in order to represent a second bonded familiar.
cipline) level 3
Stamina Cost To Use: 2 + spell’s base cost FAR-REACHING MAGIC
Talent Point Cost: 3
You are capable of performing elongated magical rituals Prerequisites: Magical Arts (any discipline) level 5
without losing focus or resolve. As such, you gain a +5 Stamina Cost To Use: 2 + spell’s base cost
bonus to your Magical Arts skill rolls after completing a
four-hour ritual spell (as opposed to the normal +2 bonus Focusing your internal strength, any spell you cast (as an
for a one-hour ritual). This costs you 2 Stamina points, in action or ritual) can have its range doubled. This costs you
addition to the spell’s normal cost. As per a normal ritual, 2 additional Stamina points in addition to the spell’s cost.
assistants/acolytes can be used in an extended ritual as well.
FOCAL OBJECT
FAMILIAR Talent Point Cost: 3
Talent Point Cost: 3 Prerequisites: Magnetism or Willpower +0, and Magical
Prerequisites: Animal Handling level 1 and Magical Arts Arts (any discipline) level 2
(any discipline) level 1
Some practitioners of magic-craft learn to focus their pow-
You have a small animal that is mystically bound to you, a er through a particular object, generally of a type utilized
creature usually willing to do your bidding and assist you in by sorcerers and magicians going back through centuries of
your pursuit of the arcane arts. This creature may be a small tradition. Such focal items tend to be wands (one to two
cat, rat, bat, fox, toad, owl, raven, or snake with a Physique feet in length), staves (usually oak, ash, or yew from four to
of -4 and an Intellect of -3 (see Chapter 21 for additional seven feet long), a knife (usually cold-iron, copper, or ob-
stats per specific creature type). This familiar knows four sidian), or a bowl or crucible (at least a half-foot deep and
tricks or tasks, plus one for every skill level of Animal Han- made of bronze, iron, lead, or marble). Occasionally, other
dling you possess. Come, Fetch, Guard, Heel, Perform, Pil- items are chosen instead, such as bone (rib, femur, or whole
fer, Spy, and Stay are the more common commands; Attack hand), bracelet, gemstone, or crystal shard or prism—usual-
is possible, but remember that the creature is quite small ly depending on culture, sect/order, or tradition.
and probably not particularly effective. Whatever the object, when it is held in at least one hand
In addition, having this creature present when identify- while casting a spell (either ritual or spontaneous), the ma-
96 CHARACTER CREATION
SAVAGEIII
KINGDOMS
gician gains a +1 bonus to one Magical Arts discipline of his gain a +1 bonus to your Magical Arts skill roll if casting a
choice as shown from the options below. These items are spell as your second action. This means the tome or scroll
considered sympathetic to the type, and tradition, of magic. (or whatever) must be in at least one hand. Secondly, it
grants you a +1 bonus to Alchemy skill rolls when consult-
Bone: Death or Shadow. ed, and thirdly, the grimoire contains an additional spell
Bowl: Life, Shadow, or Water. that you automatically know (of which you meet the pre-
Bracelet: Earth or Life. requisites).
Crystal: Air, Shadow or Water. The writing can be in any language that you know, al-
Gem: Any, depending on type/coloration. though most magical tomes are coded and/or written in
Knife: Death, Earth, or Life. several tongues. If you so desire, yours is encrypted and
Staff: Air, Earth, Fire, or Water. would require a successful DL 20 Language or Magical Arts
Wand: Air, Earth, Fire, or Shadow. (any) skill roll for someone else to decode. Should you ever
lose this grimoire, or should it be destroyed, you lose the
If the mage loses this focal object, or has it destroyed, it above benefits. However, if you possess the Keen Memory
is possible to make another one, but this requires a success- talent, or at least five skill levels in Language or Magical
ful DL 15 Crafting or Magical Arts roll (magician’s choice), Arts (any), you could attempt to re-create the tome’s con-
10 silver coins, 8 hours’ work-time, and 4 Stamina points. tents with a successful DL 10 Crafting skill roll. This would
Obviously, without the focal object, the +1 bonus is lost. also cost you at least 25 silver pieces in materials.
Note that some sects, orders, and traditions may have
a special, more specific, through which their practitioners HERBAL MAGIC
channel their magical energies. Some examples are a Talent Point Cost: 3
gold-plated crucible for members of the Golden Crucible,
Prerequisites: Intellect +0, Herbalism level 2, and Magi-
a bone or scythe for Priests of Anderok, a gold or red sun
cal Arts (any) level 1
symbol for Priestesses of Signa, etc.
Stamina Cost To Use: 0-1 (see below)
Lastly, you may acquire this talent more than once (pay-
ing the talent cost again), but each time, it represents a new
Your knowledge in the ways of herb-craft, especially as it
object or a new discipline of magic.
pertains to the arcane arts, grants you some additional ben-
efit in the working of magic. As such, if you possess any of
the more rare and potent herbs listed in the Herbalism skill
entry (or some similar extraordinary herb approved by the
GM) when performing a ritual spell, you gain an additional
+1 bonus to your Magical Arts skill roll.
Furthermore, by expending a Stamina point—and the
herb itself (which is burned or otherwise used up)—you in-
stead gain an additional +2 bonus to the Magical Arts skill
roll when performing a ritualized spell.
LINGERING MAGIC
Talent Point Cost: 3
Prerequisites: Magnetism or Willpower +0, and Magical
Arts (any discipline) level 5
Stamina Cost To Use: Spell’s cost plus 2 additional points
CHARACTER CREATION 97
SAVAGEIII
KINGDOMS
Arts (any) level 6 Stamina Cost To Use: 3 (see below)
Stamina Cost To Use: 1 + spell’s base cost
You have a mystical and enchanted tattoo, or other mark
You are able to deeply connect mentally or spiritually with (such as a mysterious birthmark or inked sigil), somewhere
a target in regards to your magical abilities. As such, any upon your person. You, of course, might have other tat-
spell that you cast with a normal range of ‘Touch’ can be toos, body paints, and similar markings in accordance to
done so from a range of up to 3 yards. Note that using this your culture, but this particular mark—this mystic tattoo—
talent adds an additional Stamina cost of one to the spell has one of the following powers of your choice:
in question.
In addition, having this talent also enables you to pay Ε Gain +1 to Defense and all resistance rolls
one point less for the Evil Eye and Far-reaching Magic tal- Ε Gain a +1 bonus to any two skills of your choice
ents and is a favored talent for Dark Sidhe, Eluna Sidhe, and Ε Gain 2 Health points (even if above your normal
Golden Sslir. maximum)
Ε Gain the ability to sense magical auras per the
Magical Arts skill
MAGIC AFFINITY* Ε Gain +1 to Initiative and Mobility
Talent Point Cost: 4
Prerequisites: Intellect +0 or the Second Sight talent
Ε +10 bonus to a re-roll gained from using Luck
You may invoke the power stored within this mystical
You are naturally gifted in the arts of magic, likely born with mark by incanting a brief command-phrase, or a somatic
the talent or having observed—perhaps informally or in se- gesture (such as touching the tattoo or making a specific
cret—the sorcery-craft of another person over a period of gesture). This method cannot change and has been a part of
time. Regardless, you have an inborn knack for most things your tattoo-invoking ritual since you had it. Note that the
mystical, and thus may attempt any skill tasks listed in the power/capability of the tattoo, as shown above, cannot be
Magical Arts skill entry (see Chapter 10—Skills), such as changed either once chosen.
Sensing Magical Auras, Deciphering Magical Writings, and Every time you invoke your Mystic Tattoo, you expend
the like, even without possessing any actual skill levels in 3 Stamina points. The effects last for one half-hour. No such
any of the Magical Arts disciplines. tattoo can be invoked more than thrice in a 24-hour peri-
Furthermore, since you have little reason to follow the od, even if the character still has Stamina remaining. The
traditional learning methodologies of a specific coven, or- arts of tattoo-magic are rare and carefully guarded, usually
der, or sect—and due to your natural talent—you may ad- among so-called barbarian peoples and those from across
vance in any (or all) of the Magical Arts disciplines (there the Dragon Sea.
are seven in total). However, also due to this background,
which affords you little to no formal training, you may
have no more than 2 skill levels in any given Magical Arts MYSTIC TRANCE
discipline at character creation. After this, though, you may Talent Point Cost: 3
advance as you see fit. Prerequisites: Magic Affinity or Meditative Trance talent
Note that this talent is a racial ability of the Dark Sidhe Stamina Cost To Use: 1
and Eluna Sidhe, and so they receive it free at character
creation. After going into a deep meditative state for at least one
hour, you can achieve the following effects:
MEDITATIVE TRANCE Ε You heal 1 Health point of damage.
Talent Point Cost: 3 Ε You gain a +2 bonus on any Second Sight (talent)
Prerequisites: Willpower +1 and Vigor +0 die rolls you make in the next hour; if you critically suc-
Stamina Cost To Use: 0-1 (see below) ceeded in such a roll, you either make contact with an
Other-worldly entity or otherwise gain some especial
You have been trained in the arts of deep meditation, and insight on a recent dilemma.
thus for every hour you spend in such an uninterrupted Ε You gain a +2 bonus to any Lore or Perception
state, you regain 2 Stamina points (instead of the normal rolls you make in the next hour.
1 point). You cannot go beyond your maximum Stamina,
naturally, although by expending a Stamina point, you can Note that you can only benefit from this talent up to
gain a temporary +1 bonus to your Vigor or Willpower twice per day; after a full night’s sleep, you are then capable
after one hour’s focused meditation. This Attribute bonus of using Mystic Trance again.
remains in effect for one hour.
98 CHARACTER CREATION
SAVAGEIII
KINGDOMS
Sun-maidens of Signa (healer-priestesses of the
Your magic-workings can be violent and hyper-focused, in- sun-goddess of the North)
creasing the maximum damage of all your known spells by Templar-priests of Agathon (war-like priests of the
2. (This requires no additional Stamina cost.) blood and fire god)
Truthkeepers of Saint Paladyr (monastic priests of
POWER OF SILENCE the Lone True God of Aradorn)
Talent Point Cost: 3 War-priests of Fragnir (and priests of the Northern
Prerequisites: Magical Arts (any) level 7 gods of the West in general)
Stamina Cost To Use: 2 + spell’s base cost
See Chapter 12—Orders & Sects for more information
So gifted in magic-craft are you, that you can cast magical about priestly traditions and cults.
spells without the use of spoken words with no penalty to
your Magical Arts skill roll (without this talent, you can RUNE MAGIC
attempt to do so but only at a -5 penalty to the roll). Using Talent Point Cost: 3
this talent, however, does cost you 2 Stamina points in ad- Prerequisites: Crafting level 1, Language level 1, and
dition to the spell’s Stamina cost. Magical Arts (any discipline) level 1
This talented can be quite useful in many realms and Stamina Cost To Use: 1 + spell’s base cost
among numerous cultures where “sorcery” is often consid-
ered highly suspicious, unless the magician in question is a A tradition most known in the North, as well as among the
known member of a trusted magical tradition. Duergar, this method of magic-craft enables a magician to
scribe or paint powerful runic sigils which help to temporar-
PRIEST ily enchant objects or even creatures. This often dubs you a
Talent Point Cost: 2 rune-mage or rune-caster.
Prerequisites: Magnetism +0 or Acolyte talent For use in combat, you must spend two actions (usually
a full round) painting or carving a rune onto a surface, most
You are an anointed or ordained priest (or priestess), a likely a flat stone, flat piece of wood, wand or wooden
true official of a recognized sect and “voice of the gods”. staff, or even your own flesh. The runic symbol must be at
Thus, you gain +1 to your Renown and enjoy the benefits least two thumb-widths (about two inches) square in size
that your order or tradition has to offer, such as magical and, if not carved, must be painted in a traditional color of
knowledge, forbidden knowledge, monetary stipends, so- the rune-casters—black, gold, red, silver, or white. You can
cial power, and induction into the deeper mysterious of ex- make pigments in the wild using Herbalism, or purchase
istence and reality. Depending upon your particular sect or them in most settlements for around 2 sc per vial (10 uses).
cult, of course. This quick rune-preparation enables you to cast a spell
Furthermore, you must choose one of the following sects the following round that doubles both the spell’s base range
that you serve your priestly position in, depending on your and duration (see Chapter 13—Spells & Magic). Obviously,
race and culture and/or the GM’s approval: this does not effect a spell with an ‘Instantaneous’ duration
or one with a range of ‘Self’ or ‘Touch’. This also costs you
Atorean Brotherhood (Priests of Atores the bull-god) one Stamina point in addition to the spell’s Stamina cost
Druidic Order (Order of the Grey Brotherhood and itself. Note that a spell-rune’s potency lasts for one hour,
Order of the Sacred Oak) so you could, theoretically, prepare magical runes ahead of
Merchant-priests of Titherius (also known as the time up to a maximum of three active runes at once.
Brotherhood of the Coin) Rune-magic can be useful in ritual spells as well, granting
Priests of Anderok (Order of the Frozen Skull or Or- a +2 bonus to your Magical Arts skill roll after the one-
der of the Ravenwolf) hour ritual time. This still costs you one additional Stamina,
Priests of Prydonis (mage-priests of the sea-god of the of course, but no extra time, as your rune-scribing is part of
Prydonians) the ritualized process. Additionally, knowledge of rune-lore
can be beneficial in creating permanent magical objects as
Priestesses of Luccia (temple-dancers of the goddess
of art and seduction) well, and magicians with both the Rune Magic and En-
Priests of Orseus (temple-scholars and oracles of an chant Permanent Object talents gain a +2 bonus to their
ancient god of knowledge) Magical Arts skill rolls when creating magical items.
Priestesses of Romega (mage-priestesses of the god-
dess of mystery and dreams) SACRED OATH
Priestesses of Sardona (agrarian servants of an an- Talent Point Cost: 3
cient goddess of the harvest) Requirements: Willpower +0 and the Oath-bound
Priests of Vradden (priests and priestesses of a north- weakness
ern god of law and vengeance)
Smith-priests of Jorl (a small sect following a north- In a world where words very often hold power—be they
ern god of craftsmanship) spoken or written—you are especially gifted in keeping to
CHARACTER CREATION 99
SAVAGEIII
KINGDOMS
your vows, oaths, and promises. The gods are everywhere, confines of a known sacred space, be it consecrated temple,
after all, and perhaps more importantly, so are those of holy grove, standing stones, or the like, you gain a +2 bo-
high influence and social importance. As such, whenever nus to your Magical Arts skill roll. On a sacred night, such
you take an oath, either said aloud or perhaps written in as an equinox, solstice, new moon, full moon (only one
your own blood, you gain a +2 temporary bonus to two moon need be full), or eclipse, this becomes a +5 bonus
skills in accordance to the general nature of the vow in instead.
question. Lastly, if you know the Consecration spell, you always
Choose one option below that best reflects your type of cast it for one Stamina point less than normal, being that
sacred oath: sacred spaces—however small or temporary—are the focus
of this spell. You also pay one point less for the Celestial
Ε Assassinate someone: +2 bonus to Stealth and Magic talent.
Weaponry: Ranged skill rolls
Ε Protect a person or object: +2 bonus Brawling and
SECOND SIGHT*
Weaponry: Melee skill rolls
Talent Point Cost: 4
Ε Track down someone: +2 bonus to Perception
Prerequisites: Willpower +1 or Perception level 3
and Survival skill rolls
Ε Gain audience of a famed personage: +2 bonus to Stamina Cost To Use: 2
Performance and Persuasion rolls
You were born with the gift of Second Sight, sometimes
Ε Sell/trade a very exotic object: +2 bonus to Ap- called Other-sight or simply ‘The Sight’. Some even deem
praisal and Persuasion skill rolls it a curse, for sometimes dream-visions and feelings of sad-
Ε Defend a sacred location in war: +2 bonus to En- ness, anger, and despair (though occasionally elation and
durance and Resolve skill rolls happiness too) come unbidden to you. It is likely that you
Ε Craft a special or magical object: +2 bonus to came into the world with a “veil” (afterbirth) over your
Crafting and Magical Arts (any one) rolls eyes, have a mysterious birthmark, a streak of silver-white
Ε Nurse someone back from near-death: +2 bonus in your hair, or perhaps were born during a terrible storm
to Healing Arts and Herbalism rolls or a “night without a day” (solar eclipse).
Ε Research a very obscure subject: +2 bonus to Lan- Whatever the case, you can sense powerful mystical ener-
guage and Lore rolls gies in certain locations, usually up to 10 yards away. These
energies are often the lingering memories or powerful emo-
For example, if you used Sacred Oath to make a promise tions of major events from the past, such as a famous infant
to guard and protect Lady Elsa of Skathia while escorting being born (and the happiness or sadness of the occasion), a
her through Mulovia, then ‘Protect a person or object’ from terrible battle that was fought (and the associated emotions
above would likely fit best. Or if you swore over the sick- of anger or victory), or the terrifying leftover feelings in-
bed of the Arch-priest Belemor in Saint’s Haven that you volved with the attack of a powerful supernatural creature.
would not let him die in the night from a vicious disease, Sometimes these “visions” or deep feelings come easily and
then ‘Nurse someone back from near-death’ might apply in without warning, though sometimes—perhaps in locales
this case. that are not as storied or during a stressful situation such as
Note that you may have no more than one sacred oath combat—the GM might require a DL 15 Perception roll to
at a time—you cannot attempt to fulfill another such vow sense such resonant emotions. Such an attempt would cost
until you come to terms with the initial one. Furthermore, you 2 Stamina points.
you can only take a sacred oath up to thrice per year, and Additionally, you can actively use your gift of Sight to
each time you take one (and thus using this talent) the ef- “force” a vision (instead of waiting for them to come to
fects last for a number of days equal to 7 plus your Mag- you, if they do at all) regarding a specific person, place, or
netism. thing. This requires a DL 15 Resolve roll, and if you succeed
you get a deep intuitive sense about the subject matter in
SANCTUM MAGIC question usually as a vague “riddle” of sorts, such as “I sense
Talent Point Cost: 3 tomorrow brings great pain for you” (the person’s demise?)
Prerequisites: Acolyte, Apprentice, Dabbling Arcanist, or “I see fire in the sky and feel the thundering of many
hooves” (an army burning the enemy’s fields?), and the like.
or Magic Affinity talent
If you critically succeed this roll, then you receive a clear
dream-vision that reveals more information, albeit still in a
You are gifted at recognizing and utilizing sacred spaces (or
slightly vague and mysterious way. If you fail this roll by 5
places of power), perhaps better than most sorcerers, sha-
or more, then you See nothing and are left with a painful
mans, and mage-priests. Thus, you gain a +2 bonus to Mag-
headache or ringing in your ears that causes you to suffer -2
ical Arts (all disciplines) rolls when determining the type of
to Defense and all die rolls for one full minute (10 rounds).
magical auras present (if any) in a sanctum or sacred space,
This second use of Second Sight also costs you two Stamina
as well as to any Lore skill rolls made to determine the gen-
points each time it is attempted.
eral history and purpose of the place.
Note that most visions are not clear as to whether they
Furthermore, if you perform a ritualized spell within the
represent the past, present, or future, the latter here only
All player-characters must begin play with at least one social talent, but no more than four. This helps explain his or her
social class, or social status, and possible other background experiences. Social talents, as the name implies, are geared
toward societal settings and situations, often involving entertainment, rumor-gathering, court intrigue, and the like.
one) and perhaps five points worth of skills in total, no skill ing wrested by several kings or warlords, while in Mulovia
level greater than one. this is usually because of the corrupt and over-taxing ways
For example, a priestly character might use his follow- of the nobility forcing many of the local commoners to flee
ers as lay-folk, ritual-assistants, or even potential sacrifices, to the half-wild and open countryside. As a more exotic ex-
depending on the sect in question (or personal choice); ample of gypsy-hood, the Chenari were mostly brought to
a scholarly character might utilize his followers more as the West as slaves and so some of them have formed roving
scribes and lore-keepers, as a further example, or a noble or clans or semi-stationary encampments.
knightly character may have need of pages and camp-ser- Whatever the case, you receive a +1 bonus to Perfor-
vants. A group of followers might could be convinced to mance and Sleight of Hand skill rolls, and pay one point
fight on the battlefield (counting as untrained levies), but less for the Battle Dancer, Fortune Teller, Herbal Magic,
only if the PC in question has the High-born, Knight, Priest, Second Sight, Seductive Dance, and Secret Strike talents.
or Inspiring Presence talent in the very least.
HENCHMAN
GIFT OF TONGUES Talent Point Cost: 4
Talent Point Cost: 3 Prerequisites: Magnetism +0 or Renown 4
Requirements: Intellect +1, Language level 1, and Bard,
Merchant, Sage, or Scribe talent You enjoy the direct services or a loyal sidekick, a dutiful
retainer who will follow you to almost any end. He or she
You have perhaps traveled much of the known world, or requires no paid wage, save for basic traveling expenses,
else are simply a natural-born linguist (or both). Regardless, room and board, some simple gear and clothing, and the
you begin play knowing one additional language from your like. Note that the henchman must be of the same general
race’s or culture’s ‘Starting Language’s list (See Chapter 6— race as you, although he may be of a different ethnicity or
Character Races), and gain knowledge of a new tongue for culture. A henchman will do most things that you ask of
every level in the Language skill you have (instead of the him or her save perhaps the foolhardiest (or those that go
normal one language every 2 skill levels). completely against his or her personal code of honor or
Furthermore, you pay one point less for the Grimoire general demeanor).
and Words of Power talents and gain a +1 bonus to any Your henchman has a sum Attribute total of +2, and no
Magical Arts rolls made to interpret a written spell or mag- Attribute may start higher than +2 or lower than -2. He or
ical formula. she receives 6 talents points to spend on Talents, 20 points
for Skills, and can have as many as 3 points’ worth of Weak-
nesses. (You, the player, create this henchman just as you
GLADIATOR* would a player-character.) The henchman has basic clothing
Talent Point Cost: 3 in accordance to his/her culture and social status, and 50 sil-
Prerequisites: Agility or Physique +0, and Weaponry: ver coins, but you must purchase anything additional gear.
Melee level 2 Note that a henchman may earn XP at half the rate of his
or her PC liege; for example, if you’ve earned 23 XP in to-
You were once (and perhaps still are) a gladiator from one tal, then your henchman would have 11 XP. Henchmen re-
of the more “civilized” realms, such as the Lorinthian Em- ceive all the usual benefits for Advancement. Furthermore,
pire or the various kingdoms of the Prydonian Isles. Alter- you may begin play with no more than one Henchman,
nately, you could have been a pit-fighter or “show-fighter” although you are free to take this talent again later on to
from a less formal society of blood-sports, such as in the represent a second such sidekick (with GM approval and
Zaramese Empire, the barbarous North-lands, or even the probably after a month of Down-time).
brutal jousts of Aradorn or far-away Tarnia. Roleplaying-wise, you are mainly in control of your
Whatever the case, you gain a +1 bonus to Acrobat- henchman, although the GM might on occasion “take over”
ics and Performance skill rolls, and pay one point less for the role especially in scenes where liege and henchperson
the Crippling Strike, Dirty Tactics, Draw The Line, Hon- are having some important dialogue together or in situa-
or Duel, Kip, Leaping Strike, Pugilistic Follow-up, Shield tions where the henchman might not agree with his or her
Bash, Tripping Attack, and Web of Steel talents. liege. In combat, your henchman acts on your turn in the
Initiative, often awaiting your commands.
GYPSY*
Talent Point Cost: 3 HERALD
Prerequisites: Must be Esmandian, Mulovian, or Chenari Talent Point Cost: 3
Prerequisites: Intellect +0 and Lore level 1
You have a wandering, semi-nomadic background, and
many would call you “gypsy” (which in the world of SK You are an expert in heraldry, noble titles, and other forms
refers to a wandering folk living generally outside the law). of officiality and social nomenclature, perhaps having
In Esmandos, for example, this is often due to that realm be- served as a page or similar servant in a local court. As such,
KNIGHT*
Talent Point Cost: 3
Prerequisites: Squire talent, plus either High-born talent
or Weaponry: Melee level 3
MERCHANT PORTER*
Talent Point Cost: 3 Talent Point Cost: 3
Prerequisites: Intellect or Magnetism +0, and must not Prerequisites: Physique and Vigor +0
have the Low-born or Savage weakness
You once worked as a porter, teamster, or stevedore, or
You are from a wealthy merchant-family, almost considered perhaps were a hard-working slave for a number of years.
as lesser nobility due to your house’s wealth and prestige. Regardless, you are stronger perhaps than you look, and
Alternately, you became an independent trader yourself, are used to bearing the weight of goods or handling teams
learning the ropes alone or at the side of a skilled merchant of horses or other sometimes ornery beasts. Thus, you resist
or caravan-master. Whatever the case, you gain the ‘Ap- the penalties for Encumbrance as if your Physique was +1
praisal’ specialty of the Crafting skill and either the ‘Barter- greater than it is, and furthermore, gain a +1 bonus to Ani-
This category refers primarily to all things subtle, sneaky, and covert. It contains combat-like talents that are used in
conjunction with stealth or ambushing tactics, as well as roguish backgrounds involving legerdemain and chicanery.
Player-characters may begin play with no more than 5 subterfuge talents.
individuals, circles, groups, orders, and others in local so- more obscure (or primitive) sects, might have use a different
ciety. Thus, for every hour you spend in a settlement of title altogether (such as Black Templar of Agathon).
at least 100 inhabitants, you can discern the latest rumors Regardless, you gain +1 to your Renown and a free Lore
and gossip-talk in current circulation by succeeding in a DL skill specialty in regards to your own sect, cult, or faith (par-
15 Perception or Persuasion roll. This produces one piece ticularly the inner workings of this organization). Further-
of gossip provided by the GM. You can target one specific more, if you possess the Magic Affinity talent or any levels
individual or group, but if you critically fail, that person or in the Magical Arts: Shadow skill, you learn the Sense Cor-
group learns of your doings and takes some form of action ruption spell for free. If you already know this spell, then
against you (GM discretion). If you critically succeed this you either can cast it at a +2 bonus or may learn the See
skill roll, you learn two rumors instead. The Unseen spell instead (your choice).
A rumor is partly true 50% of the time, completely true Lastly, you pay one point less for the Crusader, Gossip,
25% of the time, and completely false 25% of the time. Holy Warrior, Torturer, and Witch-hunter talents.
The GM makes this roll. Note that you take efforts to loiter
around central locations, such as inns, taverns, wells, bath-
houses, marketplaces, temples, docks, and the like, to best
LAMPOON
Talent Point Cost: 3
gain these tidbits of information.
You may also attempt to circulation your own rumor or Prerequisites: Bard talent, or Renown 7 and Performance
level 5
gossip, by attempting a DL 20 Perception or Persuasion
roll. If successful, and this rumor is beneficial to yourself Stamina Cost To Use: 2
(or another individual or group), then you (or they) gain
Your gifts of word-play, performance, and overall level of
a +2 bonus to Performance or Persuasion skill rolls for a
respect among others, has granted you a special talent for
three-day period. If you critically succeed, this period ex-
satire. Known more as ‘lampoon’ in the far western realms
tends to one week and, if an individual, that person gains
(and considered a bardic tradition), this represents the
+1 to Renown. If the rumor you circulate is meant to be
means to lower an individual’s credibility and general in-
harmful to an individual or group (and you succeed in your
tegrity by satirizing him or her in a devastatingly influential
Performance or Persuasion skill roll), then that person or
song, epic poem, or some similar medium.
group suffers a -2 penalty to Performance and Persuasion
To do this, you must succeed in a Performance skill roll,
rolls for the next three days. This extends to a week if you
the DL being 5 + the target’s Renown. (Thus, for example,
score a critical success. If your roll is a critical failure, then
you would only need to get a 14 versus a subject with a Re-
your gossip-mongering is discovered and appropriate ac-
nown of 9.) If you succeed, the target suffers a -5 penalty to
tions taken (the GM’s discretion).
all Persuasion skill rolls, and gains the Infamous condition,
Each one-hour use of Gossip costs you one Stamina point,
for the next three days per point of success. If you score a
and possessing this talent enables you to pay one point less
critical success, then the subject permanently loses a point of
for the Gift of Tongues and Lampoon talents.
Renown in addition; if your result is a critical failure, then
you yourself gain the Infamous weakness and you are likely
HUNTER harried off the “stage” or worse.
Talent Point Cost: 3 A lampooning performance requires at least 10 minutes
Prerequisites: Perception and Survival level 1 of work, which expends two Stamina points from you, and
can only be used once every three months on a given sub-
You are a trained hunter in the wild, or alternately, a boun- ject. Furthermore, you pay one point less for the Exaltation
ty hunter used to more urban locales. Regardless, you talent.
gain a +1 ‘other’ bonus to one of the following skills of
your choice: Endurance, Perception, Stealth, Survival, or POISONER
Weaponry: Ranged. Furthermore, you gain the ‘Hunting’ Talent Point Cost: 3
or ‘Tracking’ specialty of the Survival skill for free (your Prerequisites: Agility or Intellect +0, and Alchemy or
choice of which), and pay one point less for the Extreme
Herbalism level 2
Range, Hated Foe, Running Shot, and Woodsman talents.
You are a skilled poisoner, both in the manufacture of
INQUISITOR poisons and the application of it in its various forms. This
Talent Point Cost: 3 knowledge extends from alchemical-based toxins as well as
Prerequisites: Int or Mag +0, Cultist or Priest talent, and those found naturally in herbs, flora, and venomous fauna.
either the Gossip or Pious Faith talent. As such, you gain the ‘Poison’ specialty of both the Alchemy
and Herbalism skills, and when attempting to detect poi-
You hold a special position among your priestly sect, that of sons in food, drink, or otherwise, you receive a +2 bonus
an inquisitive insider who is, more often than not, of elite to any skill rolls called for, such as Perception or Survival.
or secretive status. In certain faiths, your title is Inquisitor— Additionally, you pay one point less for the Assassin tal-
such as within the Priests of Tarn, Truth-keepers of Saint ent.
Paladyr, or even the Priesthood of Zarah—although other,
This category features a collection of talents that don’t quite fit elsewhere, many being somewhat one-of-a-kind. Play-
er-characters may have no more than three ‘Other’ talents at character creation.
You have learned to rely more on your sense of balance and Blessed with great balance and coordination, you may use
coordination, at times, than your musculature. Thus, when your Agility attribute instead of your Magnetism when mak-
making Athletics rolls to climb, specifically, you may use ing Animal Handling skill rolls specifically to ride a mount
your Agility attribute instead of your Physique. (such as a horse, camel, elephant, or whatever).
ANIMAL KINSHIP verely injured just as characters (and all other creatures)
Talent Point Cost: 3 can. If this happens, then you may attempt to find another
Prerequisites: Magnetism +0 such companion, and after a month of Downtime (or cam-
paign time), the above-mentioned benefits regarding tricks,
You have a natural kind of animal magnetism, often be- loyalty, and such are gained again.
friending animals and getting along well with the various Lastly, you can begin play with only one Beast Compan-
ion, although you are free to take this talent again later on
fauna of the land. As such, you gain a +2 bonus to Animal
to represent a second animal sidekick (and only then after
Handling skill rolls, and if you are trained in the magical
at least a month of Down-time and GM approval).
arts, receive a +1 bonus to any spell involving animals, such
as the Beast-speak or Beast-summoning spells. Furthermore,
you pay one point less for the Beast-master and Totem An- BODY-PAINTING
imal talents. Talent Point Cost: 3
Prerequisites: Must be Caernian, Cymreddi, Gaernic,
BEAST COMPANION Chenari, or Wild Sidhe
Talent Point Cost: 2 or 4 (see below) Stamina Cost To Use: 1
Prerequisites: Animal Kinship talent or Animal Handling
Though many in your clan or tribe are skilled in the painting
level 1
(and tattooing) of woad and other pigments, you are ex-
ceptionally gifted and expedient with such body art. Thus,
You are often accompanied by an animal cohort, a creature
if you have access to such pigmenting materials—such as
that has likely been with you for a few moons (if not years)
certain berries, coal, nuts, roots, etc.—it only takes you one
and through several trials, tribulations, and escapades. This
minute to body-paint yourself (or one other willing indi-
beast is well-trained, having knowledge of 2 tricks plus 1
vidual) in order to accomplish one of the following of your
per skill level of Animal Handling that you possess. (See
choice each time:
the Animal Handling skill entry for more details.) It also
receives +5 to its Resolve skill rolls while within 10 yards
Camouflage: Gain a +2 bonus to Stealth rolls.
of you, for it is highly loyal and inspired by your presence.
Intimidation: Gain a +2 bonus to Persuasion (intimi-
Otherwise, it will do as you command it, within reason of
dation) rolls.
its Intellect and training, even following you into dangerous
Battle Fury: Gain a +1 bonus to Brawling, Weaponry:
(but not necessarily suicidal) situations. When commanding
it to attack or perform some other task—that the beast is Melee, and Resolve rolls, but a -1 penalty to Defense.
trained to do—it is a free action, although trying to goad it
to perform something for which it untrained, or completely This body paint remains effective for one hour per skill
against its basic nature, costs you 1 action and successful DL level of Crafting you possess, or possibly even less if moving
20 Animal Handling roll (GM discretion). through deep water, a sandstorm, or the like (GM’s call). It
For the 2-point cost of this talent, your beast companion can be re-touched by spending another Stamina point and
can be a bat, cat, crow, dog (small), ferret, hare, raven, rat, one minute’s time.
snake (small), toad, or something of similar size and general
intelligence. You can generally carry this creature, or even CAT-LIKE REFLEXES
fit it into a satchel or belt pouch. Talent Point Cost: 3
For the 4-point cost, the animal companion can be larg- Prerequisites: Agility +0, and either Mobility 11 or Ac-
er, such as a dog (large), bear (black), eagle, falcon, fox, robatics level 1
lynx, horse (riding), mule, panther, pony, or wolf. It proba-
bly can’t be carried (unless an eagle, falcon, or fox) and cer- You are gifted with incredible reflexes, enabling you to re-
tainly won’t fit anywhere on your person. Note that some act to being taken Off-guard in lightning-fast fashion. Thus,
realms and cultures have certain moors about “free-roam- whenever you are taken by surprise (see the Off-guard con-
ing” beasts, trained or not, particularly wolves, panthers, dition) against an attacker, you still gain your full Defense
lynxes, eagles, and snakes. instead of merely a flat Defense of 10. Note that Cat-like
Beast companions earn half the XP of their masters, and Reflexes doesn’t help you when you are Unconscious or
thus can attain Advancements just as player-characters do otherwise Helpless.
(albeit twice as slow). However, they earn only 1 talent This talent also grants you a +1 bonus to Initiative rolls.
point and 3 skill points each Advancement, and any tal-
ents learned must be ones feasibly doable by the type of
animal in question (GM discretion). Same with skills, which COMELINESS*
generally only include Acrobatics, Athletics, Brawling, En- Talent Point Cost: 3
durance, Perception, Persuasion (bluffing or intimidation Prerequisites: Magnetism +0
only), Resolve, Stealth, and Survival. GM discretion again
applies. You are exceptionally attractive, thus gaining a +1 ‘other’
Naturally, bestial companions can be slain, lost, or se- bonus to all Performance and Persuasion skill rolls. In addi-
tion, you receive +1 to your Renown due to these extraordi-
A poetic term used often by the Gaernic people, and a few A master-crafted, heroic-quality, or otherwise rare and
others besides, to have “fire in the head” refers to someone high-quality object has been bequeathed to you, perhaps
possessing the gift of inspiration, creativity, and innovation. from a mysterious family member or an old mentor who
Though this precise kenning may not apply to most other was fond of you. For the 2-point cost, this object can be any
cultures, all races and tribes have their bards, their inven- one of the following (your choice):
tors, their philosophers and artists.
This talent grants a +1 bonus to Crafting and Perfor- Ε A master-crafted Light or Medium weapon
mance skill rolls, and for the cost of 1 Luck point, may allow Ε An exceptional-quality Heavy weapon
a character to gain special inspiration or insight on a clever Ε Ten master-crafted arrows or crossbow bolts (75%
approach to a situation, a new invention, or masterful cre- chance of retrieval)
ation, or some similar break-through at the GM’s discretion. Ε An old scroll containing one spell of your choice
(you still must meet all prerequisites to learn it)
FLEET OF FOOT Ε A tome containing lost information which grants
you one free Lore specialty
Talent Point Cost: 3
Prerequisites: Agility or Physique +1, and cannot have
Ε A magical potion containing the one-use effects of
a DL 15 or less spell
the Lame weakness or be Hindered Ε A master-crafted small or medium shield
Stamina Cost To Use: 1 Ε An exceptional-quality large shield
You perhaps once served as a message-runner, or performed
Ε An exceptional-quality war-helm
in the great athletic events of Athelon, or simply dashed For the 4-point cost, the heirloom is even more rare or
almost everywhere you went as a child. Whatever the case, unique, of which you may choose from among the follow-
you can move up to twice your Mobility as a single action, ing:
so long as you are not Hindered or have the Lame weak-
ness. Ε A master-crafted Heavy weapon
Ε A quiver of 20 master-crafted arrows or bolts
FORTUNE’S FAVOR (75% chance of retrieval)
Talent Point Cost: 2 Ε A Light weapon of heroic-quality
Requirements: Intellect or Magnetism +0 Ε An ancient scroll or book containing two spells of
your choice (must still meet all prerequisites to learn
You are perhaps favored by the gods, or else simply find them)
yourself getting out of strange predicaments with notice- Ε An ancient tome granting you +1 bonuses to both
able and uncanny frequency. As such, you may spend up to Language and Lore skill rolls
Most uses of Heroic Strength should take place in You are a natural navigator with an innate gift for direc-
non-combat scenes, although there are opportunities for tion-finding and trail-blazing. Thus, you gain the ‘Naviga-
in-combat uses as mentioned above. Destroying an oppo- tion’ specialty of either the Sailing or Survival skill (your
nent’s weapon or shield in combat, however, is more the choice) for free. Additionally, you have automatic knowl-
domain of the Shattering Blow battle talent. edge of the major roads, trade-routes, and sea-lanes of one
large region (such as a good-sized kingdom or vast terri-
tory). That is, where they lead, the general length of the
INTIMIDATING PHYSIQUE road or route, what main geographical features or natural
Talent Point Cost: 2 hazards might be expected, etc.
Prerequisites: Physique +2 For knowledge of a minor or lesser known road, route,
or sea-lane, you may have to succeed in a DL 15 Sailing
As a tall, muscular, or otherwise strapping creature, you or Survival skill roll, depending on whether the route in
have learned to throw your weight around, both literally question is sea-based or land-based. If you possess the Keen
and figuratively. As such, you may use your Physique attri- Memory, Mariner, or Merchant talent, then the DL for this
bute instead of your Magnetism when attempting to intim- drops to 10.
idate another using the Persuasion skill.
NIGHT-SIGHTED
KEEN MEMORY Talent Point Cost: 3
Talent Point Cost: 2 Prerequisites: Must be human (any culture)
Prerequisites: Intellect +0
You can see in twilight or near-darkness as it were broad
You automatically recall key information you have heard, daylight, similar to a cat or wolf or other nocturnal pred-
or read, from over the past 12 hours. This could be names, ator, suffering no penalties to your Perception. This does
titles, passwords, and the like. Additionally, you may at- not, however, extend to complete darkness, in which you
tempt to recall such information from the past month, al- must have some sort of light-source or else suffer a -5 pen-
though this requires a successful DL 10 Intellect roll for basic alty to sight-based Perception rolls as normal.
or general lore or DL 15 for trickier, more advanced bits of
information.
Lastly, you gain a +1 ‘other’ bonus to your Lore skill rolls. PEARL DIVER*
Talent Point Cost: 2
Prerequisites: Physique or Vigor +0, and Athletics level
LIGHT SLEEPER 1
Talent Point Cost: 3
Prerequisites: Vigor or Willpower +1, and cannot be any You most likely grew up in a coastal region, or at least spent
type of Sidhe (as they do not sleep) a few years of your life in such an area (or possibly an is-
land-realm or even a large inland lake). Here, you trained as
You require less sleep than most folks, only requiring six a pearl diver, or perhaps even a salvage-diver used to diving
hours of slumber per night to restore all of your Stamina down to sunken ships, retrieving pearls, coral, sponge, or
(instead of the normal eight hours). Additionally, you suffer more unusual treasures from the surface world.
only a -2 penalty to Perception when asleep (opposed to As such, you receive the ‘Swimming’ specialty of the Ath-
the normal -5 penalty) and is a free action to fully awaken letics skill and the ‘Underwater’ specialty of the Perception
(instead of the normal one action cost). skill. Furthermore, you can hold your breath a number of
Lastly, you pay one less point for the Vigilant talent. minutes equal to two plus your Vigor (instead of one min-
ute plus a number of one-half minutes equal to your Vigor),
LIMBER* and if you possess the Night-sighted talent, you can see un-
Talent Point Cost: 2 derwater nearly as well as broad daylight.
Prerequisites: Agility or Vigor +0 Lastly, you pay one point less for the Mariner and
Night-sighted talents.
You are incredibly limber, perhaps even lithe, either due to
a natural birth-trait or extreme exercise such as bull-dancing PIOUS FAITH
or constant combat training. As such, you gain a +1 bonus Talent Point Cost: 3
to your Mobility as well as to Acrobatics skill rolls. Prerequisites: Willpower +0 or Lore (religion specialty)
Like all interesting heroes, Savage Kingdoms characters are often flawed to some degree, which are expressed in game
terms as Weaknesses. Players may choose one or more (or none) of the following which might help further detail their
characters, as well as bring some deeper believability to them. Another benefit to having a Weakness or two (or more) is
gaining bonus points that can be converted into Talent Points or Skill Points (or some combination thereof) at character
creation. These bonus points are indicated as “+1” or “+2” (or whatever) in the individual entries below:
You cannot begin play with more than 5 bonus points’ worth of Weaknesses, unless a certain talent or racial ability
specifically says otherwise. Note that ‘Favored Weaknesses’ grant a character +1 additional point for having it, as they
reflect historical disadvantages endured by the race or culture in general or the general bent of a specific Calling.
9
BLIND
Bonus Points Gained: 3
Prerequisites: Cannot have the ‘Sight’ specialty of the
Perception skill
WEAKNESSES You are either completely blind in one eye or you are very
nearly blind in both. This could be a birth defect, a past
injury, or from some other cause. Regardless, you suffer a -5
Like all interesting heroes, Savage Kingdoms characters are
penalty to all sight-based Perception rolls and cannot take
often flawed to some degree, which are expressed in game
terms as Weaknesses. Players may choose one or more (or the ‘Sight’ specialty of the Perception skill. However, you
none) of the following which might help further detail their actually pay one point less for the Second Sight talent, for
characters, as well as bring some deeper believability to this gift sometimes develops in those denied their earthly
them. Another benefit to having a Weakness or two (or sense of sight. Note that this weakness could, in theory, be
more) is gaining bonus points that can be converted into cured by rare magics, such as a Regeneration spell (or per-
Talent Points or Skill Points (or some combination thereof) haps darker, more forbidden sorceries).
at character creation. These bonus points are indicated as
“+1” or “+2” (or whatever) in the individual entries below: CURSED
You cannot begin play with more than 5 bonus points’ Bonus Points Gained: 2 or 3
worth of Weaknesses, unless a certain talent or racial ability Prerequisites: None
specifically says otherwise. Note that ‘Favored Weaknesses’
grant a character +1 additional point for having it, as they You were cursed with powerful magic some time ago, or
reflect historical disadvantages endured by the race or cul- perhaps were born into an ancient ancestral curse. What-
ture in general or the general bent of a specific Calling. ever the case, this curse could be of virtually any form or
variety, with some examples as follows.
WEAKNESSES DESCRIPTIONS For the 2-point bonus, cannot speak during the day (or
The following chapter describes in more detail the various night), blind during the day (or night), fall instantly asleep
Weaknesses available for Savage Kingdoms characters. Sev- for one hour each day, take 2 additional points of damage
eral more Weaknesses will likely appear in future SK sup- from silver weapons, cannot touch iron objects barehanded
plements, such as The Savage East setting expansion book. (if so, you take 1 point of damage per round), cannot touch
salt or salt water, etc.
3-point bonus examples are as follows: cannot touch
ADDICTION running water (rivers and the like), cannot touch wood-
Bonus Points Gained: 1 or 2 en objects (if so, you take 1 point of damage per round
Prerequisites: None of touching), you automatically shape-shift into a raven or
rabbit for four hours per night, you suffer terrible night-
You are physically addicted to something, such as purple mares that cause you a permanent -2 to your Stamina, you
or pink lotus, wine, ale, slavka, opium, or some alchemi- have an old wound or injury that never heals (you have a
cal “drug” or similar substance. For the 1-point bonus, your permanent -1 to your Health), etc.
addiction must be appeased every three days or else you Your GM must approve the specifics of your curse.
suffer a -1 to your Vigor (until indulged). For the 2-point
bonus, this penalty is -1 to both your Vigor and Willpower
and the addiction must be indulged at least once per day. DECADENT
The GM must approve your choice of addiction. Bonus Points Gained: 2
Prerequisites: None
ALBINO You tend to be lazy and over-civilized, perhaps the product
Bonus Points Gained: 2 of a decadent society such as most of the Lorinthian Empire
Prerequisites: None and parts of Brythia and Mulovia (as well as much of Zara-
mahd and Ebenezzuk in the East). As such, you suffer a -1
Somewhat similar to the Disfigured weakness, you were penalty to Brawling and Survival skill rolls.
born with an extreme lack of pigment to your skin. In a
largely superstitious world, this often means that you are
held in some suspicion and contempt, with those around DISFIGURED
you perhaps naming you “ghost-child” or “bone-skinned”. Bonus Points Gained: 2
As such, this causes you to suffer a -1 penalty to Persuasion Prerequisites: Cannot have the Comeliness talent
skill rolls and to Endurance rolls made against heat or fire
effects. You were either born ugly and deformed, or are severely
scarred from the effects of acid, fire, or plague. Whatever
the case, you suffer a -1 penalty to all Performance and Per-
10
els (which is possible), the player only applies his or her At-
tribute modifier to the d20 roll. The maximum skill level of
any given skill is 10, which represents grand-mastery. Only
a handful of renowned folk in the known world possess ten
levels in a skill, and then usually only in a single forte (or
maybe two), be it brawling, herbalism, magical arts, stealth,
SKILLS weapon-use, or whatever.
However, characters may only start with a number of
Skills are one of the primary aspects of bringing a Savage
skills at 3rd level equal to 5 +/- their Intellect attributes.
Kingdoms character to life, easily rivaling the importance
For example, a character with an Intellect of +1 could start
of attributes, talents, weaknesses, spells, and equipment. In
with as many as 6 skills at skill level 3. Naturally, a character
fact, skills are generally an extension of Attributes, as each
doesn’t have to start with any skills rated as level 3 (or only
skill is governed by one of the following—Agility, Physique,
CRITICAL FAILURE
In contrast to critical successes, a critical failure occurs on
DIFFICULTY LEVELS (DLs)
any die roll resulting in a “natural 1” which then produces
When the GM calls for a skill roll, that skill will be chal-
a modified result of zero (or less) or falls 10 (or more) shy
lenged by a DL (or Difficulty Level). DLs generally range
of the target DL (Difficulty Level). For example, Vladimir
from 5 to 35, depending on how difficult the task is, as
ends up with a result of -1 after a rolling a natural 1 on the
shown below:
die and applying his -2 modifier. Later on, he rolls another
natural 1, and though his +6 modifier makes this a 7, it’s still
DL 5 (optionally no roll re- 10 or more short of the task’s DL of 20.
Easy
quired here—GM discretion) Critical failure results might be falling off one’s horse
Moderate DL 10 (Animal Handling), falling into a chasm or river (Acrobat-
Challenging DL 15 ics), having an enemy sneak right up on you (Perception),
mistaking a poisonous plant for an edible one (Survival),
Tough DL 20 breaking a lock-pick (Lock-picking), accidentally conjuring
Extreme DL 25 a demonic being (Magical Arts), being mistaken as a locally
Near hated persona (Disguise), and many more possibilities.
DL 30 Much like critical successes, each skill description below
Impossible
(and spell descriptions later on), have a short list of po-
Legendary DL 35
tential critical failure options for the GM to roll random-
ly, choose, or perhaps even let the player choose or even
describe his or her own effect. As always, this is up to the
CRITICAL SUCCESS individual Game Master and should be agreed upon before
If a skill roll exceeds the DL by 20 or more, then a criti- a campaign begins.
cal success is gained instead of the more usual “normal”
success. That is, something extraordinary occurs in addition PARTIAL SUCCESS (OPTIONAL)
to what was sought by the skill text in question, such as As an optional rule, GMs (and players) may choose to use
identifying the exact number of soldiers in an army a half- partial successes. These occur whenever the skill roll result
mile away (Perception), intuiting the near-precise weight is exactly the DL. For example, a total skill roll result of,
and gender of a creature being tracked (Survival), knocking say, 20 in regards to a task whose DL is 20 would result
an opponent prone in addition to dealing damage (Brawl- in a partial success. Partial successes are, as the name im-
ing or Weaponry: Melee), creating an item one degree plies, successes with minor complications. Thus, a character
of quality higher (Crafting), gain a loyal ally or henchman might successfully ford the raging river, but might lose a
(Persuasion), acquire free lodgings or a temporary ally for a minor piece of equipment in the process; a trap might be
week or more (Performance), guide a ship through a raging deactivated, but not before causing some minor damage or
Armor/Encumbrance Penalty: Yes, though not to dz Balancing on a 6-9 inch wide surface, such as a log
Dodge Defense. or ledge: DL 10*
*Failing this roll by 5 or less means the character may at- ALCHEMY (Int)
tempt a DL 20 Initiative roll to grab some ledge or foot- This skill represents one’s general knowledge, identification,
hold at the last moment to keep from falling. If successful, it and the manufacturing of alchemical concoctions, such as
would then be a DL 15 Athletics (climbing) roll to pull one’s acids, elixirs, flammables, powders, and most poisons. In
self up. Otherwise, the character falls (see Falling Damage). the SK world, alchemy (or alchemia), is sometimes called
**You can tumble up to half your Mobility as one action, or the “Eighth Magic” due to its quasi-magical nature and deep
your full Mobility as two actions. If you fail this roll, the op- study required.
ponent gains a free reactive attack; if you fail by 5 or more,
you fall prone after running into your opponent (who still Armor Penalty: No.
gets a free reactive attack). Specialties: Acids, Elixirs, Flammables, Oils, Metallurgy,
***Escaping from exceptional-quality manacles or chains Poisons, Powders, etc.
add +2 to the DL, and master-crafted manacles/chains add
+5 to the DL. Typical Tasks & Their DLs:
Stamina Point Cost: Tumbling through combat costs 1 dz Identify a basic acid: DL 10
Stamina for a two-action move. Tumbling or juggling as dz Identify a rare or advanced acid: DL 15
a performance might cost 1 Stamina per half hour.
dz Identify a basic elixir, oil, or potion: DL 15
Time Required: Most Acrobatics maneuvers require dz Identify a rare elixir or oil or an enchanted potion:
one action, or in some cases (such as falling), a reaction. DL 20
Escaping from chains or rope bonds requires two actions dz Identify a basic poisonous liquid or powder: DL 15
(one full round) in the very least. Balancing on a narrow
log, ledge, or rope reduces your Mobility to half (per ac-
dz Identify a strong or rare poison liquid or powder:
DL 25
tion) in the very least. Note that juggling with the intent
to entertain might require a Performance roll instead of dz Create a basic acidic liquid: DL 20*
Acrobatics (GM discretion). dz Create a strong acidic liquid: DL 25*
dz Train a common animal (cow, dog, horse, etc.) to Ƿ At skill level 4, you gain a +1 bonus to Survival skills due
Time Required: Like all attacks, making any sort of CRAFTING (Int)
Brawling attack costs one action. Breaking free of a grap- This broad skill represents one’s ability to make and repair
pling hold takes one action too (and counts as an attack objects, or appraise their general worth or market value. It
action). covers such things as blacksmithing, carpentry, leather-work-
ing, masonry, ship-building, and many other possibilities.
Armor Penalty: No, unless any worn armor is not part Critical Failure:
of the disguise in question. 1) You are mistaken for a local criminal or other less-than-rep-
Specialties: Cross-gender, Specific Race, Specific Profes- utable sort who’s being sought after; 2) In your attempt to
sion, Voice Mimicry, etc. appear as a known personage, the individual himself (or
someone very close to him) is seen not 10 yards from you.
Time Required: It takes generally a minute to diag- dz Identification and general knowledge of an exam-
nose an injury or ailment. Stopping a creature’s bleeding ined common herb: DL 10
(when into negative Health points) takes two actions. dz Identification and general knowledge of an exam-
Treating fresh wounds requires a good 10 minutes’ time ined rare herb: DL 15
(and must be tended to within 15 minutes or they be-
come “old wounds”). Long-term care requires the healer dz Identification and general knowledge of an exam-
to tend to the patient at least once an hour, cleaning ined exotic herb: DL 20
bandages, administering food and drink, etc. Treating dz Locating a wild herb in the wilderness: DL 15-25
disease or poison takes at least a minute, perhaps more if (depending on terrain, season, etc.)
the ailment is rare or exceptionally potent. dz Locating a specific herb in a garden: DL 5-15 (de-
pending on garden’s size, season, etc.)
Skill Level Achievements:
For every 3 skill levels you’ve attained, you may choose
dz Drying and preserving a common or rare herb (for
use up to 1 month later): DL 10
one specialty.
dz Drying and preserving an exotic herb (for use up to
one month later): DL 15
Ƿ At skill level 4, you gain a +1 bonus to Herbalism skill dz Preparing a large or exquisite meal utilizing cook-
rolls. ing herbs: DL 10
Ƿ At skill level 7, you gain to all Magical Arts: Life and dz Creating a special herbal concoction: DL 10 to 25
Survival rolls.
Ƿ At skill level 10, you gain +1 bonus to your Health and (see below)
Renown.
Time Required: Locating herbs in a wilderness area usu-
Critical Success: ally takes an hour or so. Locating herbs in a garden could
1) If diagnosing, you do so in merely a round’s time (two take anywhere from one minute to half an hour depend-
actions) instead of a full minute. ing on the size of the garden. Preserving or drying herbs
2) If stopping the bleeding of a creature, you do so as but requires maybe a half-hour of preparation, then at least
one action instead of two. six to eight hours afterward for the herbs’ complete “dry-
3) If treating fresh wounds, you do so in merely one minute ing out”. Preparing a large or exquisite meal using spices
instead of ten. or other herbs might take one to four hours. Creating
4) You grant the patient +1 to Health and Stamina for one a special herbal concoction (see below) takes one half-
hour’s time.
hour per 5 points of DL (for example, a ‘DL 15 to create’
herbal concoction would require 1.5 hours’ work-time).
Critical Failure:
1) If diagnosing, you come to a completely wrong assess-
Skill Level Achievements:
ment.
For every 3 skill levels you’ve attained, you gain a specialty
2) You cause a creature who is bleeding out to lose one
of your choosing.
additional Health per point of critical failure.
*There are dozens of other languages from “the east” (i.e. continents of Emanju, Hassan, and beyond). These are
beyond the scope of this book and are scheduled to appear in a future campaign expansion supplement.
dz Speak your native tongue: DL 0 (no skill roll re- Time Required: Speaking a phrase or short sentence
quired) can take but an action if in combat (which is usually con-
dz Write your native tongue: DL 0 (unless Intellect -1 sidered a free action unless the speech invokes a spell
or lower, then DL 10) or certain talent). An entire oratory speech could take
a half-hour or more. Trying to convey a basic message
dz Speak your native tongue using a regional dialect: to an ally through innuendo takes a few seconds (one
DL 10
action if in combat), or longer (two actions or more) if
dz Speak in a regional dialect of a secondary or tertia- complex information is being given. Writing a message
ry tongue: DL 15 or poem could take anywhere from a minute to an hour,
CHARACTER CREATION 149
SAVAGEIII
KINGDOMS
depending on its details and complexity. Deciphering disabling similar devices. Picking locks is not exactly legal
and encrypting requires at least five minutes, and usually in most realms (locks are, in fact, quite rare in more savage
much longer (an hour or more) for a complex missive. lands), and so this skill is often frowned upon save by the
most roguish and underground sub-societies.
Skill Level Achievements:
For every 2 skill levels you’ve attained, you may choose Armor/Encumbrance Penalty: No.
another tongue to add to your list of known languages. Specialties: Chests, Doors, Manacles, Padlocks, Pitfalls,
See the list of languages below. (Note that you must have Portcullises, Snares, Trapdoors, etc.
at least an Intellect of -1 or better, possess the High-born
talent, or have at least one skill level in Language in order Typical Tasks & Their DLs:
to read and write.) For every 3 skill levels you’ve attained,
you may choose one Specialty (see above). dz Pick a simple iron padlock or bolt-lock: DL 15*
dz Pick a difficult iron padlock or bolt-lock: DL 20*
Ƿ At skill level 4, you gain a +1 bonus to Lore skill rolls.
Ƿ At skill level 7, you gain a +1 bonus to Alchemy skill dz Pick a difficult a master-crafted padlock or complex
gear-lock: DL 25*
rolls and all Magical Arts skill rolls when learning a new
spell from a scroll, book, or other written source. dz Slide away or “disarm” a wooden door-bar on
Ƿ At skill level 10, you gain +1 to your Renown and a +1 other side of a door: DL 20*
bonus to Persuasion skill rolls. dz Slide away/disarm a heavy wooden or iron door-
bar: DL 25*
Critical Success:
1) If attempting to speak a simple innuendo to an ally, you dz Disable the bolts and/or hinge-work from a basic
do so as a free action. wooden door: DL 15*
2) You compose a lengthy or complex missive in just one dz Disable the bolts and/or hinge-work from a heavy
minute’s time. wooden or metal door: DL 20*
3) If composing a poem or saga, and it is later read or heard
by others, you gain +1 to your Renown for its masterful
dz Make an accurate imprint of a key using wax, tal-
low, or the like: DL 10
composition.
4) If decoding a message, you do so in but a few moments dz Disable or disarm a simple bear-trap or portcullis
(one action) if simple, or but one minute if complex. gate: DL 15*
dz Disable/disarm a mechanical trapdoor or pit-trap:
Critical Failure: DL 20**
1) You completely misinterpret the information you were
deciphering (or the innuendo you were hearing), and must
*The DL is 5 higher without the use of appropriate “thieves’
role-play that you believe it to be correct.
tools” or similar utensils.
2) Some particularly arcane or archaic writing you were at-
**Complex traps, such as what Duergar might construct,
tempting to decipher inflicts the Cursed weakness (minor
can only be disarmed or bypassed via the Crafting (engi-
version) upon you unless you succeed in a DL 20 Magical
neering specialty) skill. These types of traps are quite rare
Arts (any) or Resolve roll.
in the SK world.
3) A missive, or innuendo, that you sent is wildly misinter-
preted by the receiver.
Time Required: Picking a simple lock takes a full round
(two actions), while picking a moderately difficult lock
requires a half-minute (5 rounds). Picking a master-craft-
ed or advanced lock, such as a Duergar gear-lock, could
take one to three minutes. Disabling bolts or hinges on
a door takes at least a minute, and probably much more
for a well-crafted or particularly sturdy portal. Disarm-
ing a simple trap requires a full round (two actions),
although a master-crafted simple trap might require at
least a minute.
LOCK-PICKING (Agi) Ƿ At skill level 4, you gain a +1 bonus Crafting skill rolls
A covert skill involving opening locks without a key, as well made to repair or create locks and to build simple traps.
as related activities, such as disarming mechanical traps and You can now attempt to disarm larger, more advanced me-
MAINTAINING A SPELL:
Working magic requires intense concentration, and thus
when in the middle of casting a spell—or maintaining a
spell with a range of ‘Self’—while being struck by a weap-
on, riding hard on a horse, on the deck of a storm-tossed
ship, or some similarly stressful or challenging situation, the
GM may require you to make another Magical Arts roll to
maintain focus on the spell. If the roll fails, the spell immedi-
ately ends. The DL is the original DL to successfully cast the
spell, with the following modifiers:
Ƿ At skill level 4, you gain a +1 bonus to Perception skill Time Required: Spotting, hearing, or smelling some-
rolls.
thing as a reaction to something usually costs no actions
Ƿ At skill level 7, you gain a +1 bonus to Stealth skill rolls. if in combat. Actively doing this, during combat, costs
Ƿ At skill level 10, you receive +1 to your Renown and one action. Investigating an entire area for clues, prints,
gain knowledge of an additional spell of the Shadow disci-
pline. You must still meet all the spell’s perquisites. or hidden details, generally requires one minute per
10’x10’ area. A character a lookout or manning a watch
could, effectively, be using Perception for several hours
at a time or even all night. Attempting to discern poi-
PERCEPTION (Int) sonous substances takes at least one full round (or two
A skill representing a character’s ability to discern or per-
actions).
Ƿ At skill level 4, you gain a +1 bonus to all Crafting skill dz Provide exquisite entertainment for a grand feast
rolls. or nobleman’s court: DL 20**
Ƿ At skill level 7, you gain a +1 bonus to Sleight of Hand dz Improvise a simple poem or short song: DL 15
skill rolls.
Ƿ At skill level 10, you receive +1 to your Renown and dz Improvise an epic poem or lengthy song: DL 20**
gain a +1 bonus to Weaponry: Ranged attack rolls dz Perform a simple song or dance while playing a
musical instrument: +5 to above DLs
Critical Success: dz Perform a complex song or dance while playing a
1) You discern precise details about a creature, place, or ob- musical instrument: +5 to above DLs
ject, be it a tiny scar, one ear lower than another, a small
tattoo, a subtle gesture, etc.
dz Inspire (or incite) an audience or mob, granting
them +2 to Resolve rolls: DL 20***
2) You can smell the exact type of wood on a fire and/or for
how long, within minutes, it’s been burning.
3) You can discern precisely what parts of a tale a person is *You might earn a free meal or room for the night, and
lying about and what parts he isn’t. possibly 1 bc per point of success
4) You determine exacting details of a scene by merely ex- **You could earn up to 1 silver coin per point of success
amining a drop of blood or a shallow footprint. ***Against a singular cause for up to one hour’s time; also
+1 to combat rolls if 10+ over DL
Critical Failure:
1) If hoping to detect a sneaking assassin, the opponent Time Required: Performing a simple poem, song, or
manages to completely surprise you instead gaining a free tale is about 2-3 minutes’ time. Performing a complex
action before Initiative is rolled. song or tale (especially if a saga) could take up to 15
2) You completely misinterpret the intent of someone’s minutes or more. Dancing is usually a 2-5 minute affair,
whose body language you were observing (and must role- although complex courtly or sacred dances could take
play believing this). up to 15 minutes. A night’s entertainment represents
3) If searching an outdoors area, or any area with poor about 2-4 hours of dancing, singing, storytelling, or in-
lighting, you accidentally twist and ankle or burn yourself, strument-playing, or what not. Improvised tales, poems,
taking one Health point of damage per point of failure. and songs require about 1-10 minutes.
ǣ The Changeling Emperor (Performance DL 10) dz Intimidate a noble or other official into doing
something major for you: DL 25
A fairly old tale about one of the earlier rulers of Lorin-
thius and his ancestral curse caused him to forget every- dz Bluff your way past a typical guardsman or town
thing he learned the day before. As such, the servants official: DL 15
around him thought he was a changeling-child, a de- dz Bluff a guardsman or official into assisting with an
monic or fey imposter. The story ends with his curse illegal activity: DL 20-25
being lifted by a powerful priest of Agathon in a “ritual
by fire”. This story takes five to ten minutes to perform.
dz Haggle a lower price on goods: DL = merchant’s
Persuasion (haggling) skill roll
dz Go about town gathering rumors regarding a re-
160 CHARACTER CREATION
SAVAGEIII
KINGDOMS
cent/upcoming event: DL 10-15 concentration, or resisting mental exhaustion.
Time Required: Using Persuasion in combat takes 2 ac- Armor Penalty: No.
tions, whether it is to bluff, deceive, or intimidate. Hag- Specialties: Concentration, Discipline, Initiative, Resist
gling over the price of goods or making some similar Charm, Resist Corruption, Resist Fear, Resist Sleep, Resist
bargain takes at least a minute, and often more. Nego- Torture, Shape-shifting, Toil.
tiating with an enemy host could take an hour and per-
haps much more if during an event such as holding court Typical Tasks & Their DLs:
or a special holy feast. Going about town gathering ru-
mors or other information takes at least one hour, and
dz Resist a mind-affecting spell (e.g. Beguile or Slum-
ber): DL = Magical Arts roll of magician
possibly more if a large city.
dz Resist someone trying to intimidate or terrify you:
Skill Level Achievements: DL = foe’s Persuasion skill roll
For every 3 skill levels you’ve attained, you may choose dz Resist a supernatural fear effect: DL varies (usually
one Specialty (see above). between 10 and 25)
Ƿ At skill level 4, you gain a +1 bonus to Disguise skill dz Wake up at a specific time during the night: DL 10
rolls. dz Attempt to remain awake during an entire night:
Ƿ At skill level 7, you gain a +1 bonus to Performance DL 10
skill rolls. dz Not cry out or give away any information under
Ƿ At skill level 10, you receive +1 to your Renown and mild torture: DL 10
gain a +1 bonus to all Magical Arts: Shadow rolls involving
the mind, such as beguilement, delusion, and fear. dz Not cry out or give away any information under
extreme torture: DL 20
Critical Success: dz Resist fleeing (animals only) if brought to half
1) your persuasiveness is so incredible that you gain the indi- Health: DL 15*
vidual or group as an Ally (per the talent—minor version). dz Resist fleeing (monsters & NPCs) if brought to half
2) If attempting to intimidate, the individual is instead Terri- Health: DL 15**
fied; if already Terrified, then he or she gains the Cowering
condition. dz Resist fleeing from 2:1 odds on battlefield (NPCs
3) A bluffed guard or official goes beyond what was asked, only): DL 10***
becoming extremely cooperative. dz Resist fleeing from 3:1 odds on battlefield (NPCs
4) If haggling for a lower price, you get the goods or ser- only): DL 15***
vices at half the original asked-for price; 5) Your diplomatic
ways are so smooth and impressive at court (or similar set-
*Depends on animal type in question; carnivores are gener-
ting), that you gain +1 to your Renown.
ally less likely to flee than herbivores
**Creature adds its CL as a bonus to the Resolve roll
Critical Failure:
***Commander’s Magnetism is added as a bonus to the
1) You manage to enrage an indifferent or disinterested in-
dividual into becoming extremely hostile. unit-members’ Resolve rolls
2) You cause a once-friendly or interested creature to be-
come cold and indifferent toward you. Time Required: Resolve skill rolls are often made as
3) If attempting to intimidate someone, that individual Reactions; that is, in response to something that costs the
turns the tables and immediately gains his or her own free character no actual actions. However, some Resolve rolls
Persuasion (intimidation) roll against you. might be made more “actively”, such as trying to main-
4) An attempted bribery works against you, and the guard tain focus (or resist sleep) while studying a lengthy tome
or other official tries to apprehend you. or deliberately trying to wake one’s self up at a certain
5) Information you attempted to gather in the streets turns time at night—these uses of the skill might come in stages
out to be completely false, and you must role-play believ- (such as every hour, etc.).
ing it to be truthful.
Skill Level Achievement:
For every 3 skill levels you’re attained, you may choose one
Specialty (see above).
RESOLVE (Wil)
This skill deals with one’s ability to resist or withstand men-
tal, emotional, and psychological effects. This includes such Ƿ At skill level 4, you gain a +1 bonus to Persuasion skill
things as fear, sleep deprivation, mental torture, insanity, rolls.
and various forms of charm and beguilement. It might also Ƿ At skill level 7, you gain a +1 bonus to Endurance skill
be used to test a character’s resolve against losing focus or rolls.
Ƿ At skill level 10, you receive +1 to your Renown and
CHARACTER CREATION 161
SAVAGEIII
KINGDOMS
gain a +1 bonus to Initiative. known sea-route: DL 10
Critical Success:
dz Successfully navigate a 500-mile voyage using a
known sea-route: DL 15
1) You gain a +2 bonus to future Resolve rolls, against the
same type of creature or effect, for the next 24 hours. dz Successfully navigate a 1,000-mile voyage using a
2) You gain a +1 permanent bonus to Resolve rolls when known sea-route: DL 20
resisting this specific creature or effect. dz Successfully navigate (as above) using an unknown
3) If enough onlookers witnessed your epic defiance, you sea-route: +5 to above DLs
gain +1 to your Renown.
4) If resisting a fear effect, then you gain a +1 bonus to all
dz Make an easy/common repair to a vessel while at
sea or in-water: DL 10*
attack rolls and Defense against that opponent for the next
hour. dz Make a moderate/uncommon repair while at sea
or in-water: DL 17*
Critical Failure: dz Make a difficult/rare repair to a vessel while at sea
1) If Stamina damage is involved, then you also take one or in-water: DL 25*
point of Health damage per point of critical failure as well.
2) You become spooked and unsure, and thus your Will-
dz Make a repair to a vessel in “dry dock” (beach,
port, harbor, etc.): -5 to above DLs**
power is reduced by one for the next hour.
3) You acquire a Weakness appropriate to the effect that
you were trying to resist, such as Madness, Oath-breaker, *The Crafting (carpentry or ship-building) skill can be used
Phobia, or even Tainted. here instead at -5 to the DL
4) You are shaken enough to suffer a -1 penalty to all die **Some large city-ports, famed for their shipyards, might
rolls and Defense for the next minute. grant -10 to the DL instead
SLEIGHT OF HAND (Agi) Time Required: Pilfering a pocket or belt pouch takes
A skill representing an individual’s knack for filching, pilfer- a few seconds, which equates to an action in combat.
ing, parlor tricks, concealment of small items (palming), and Palming an item also takes a few quick moments, and
similar acts of manual dexterity and legerdemain. Charac- thus is also counts as an action. Performing legerdemain
ters might use this skill to pick another person’s pocket (or or parlor tricks might be a one-minute chicanery or up
belt pouch) or perform illusory tricks, among other creative to a full half-hour long show, depending on the setting
uses. Note that the Performance skill might be utilized in- and interest of the audience. Concealing an item on your
stead for prolonged parlor tricks and “illusions”, especially person requires an action (if in combat), and if larger
when the goal is to persuade an audience or earn money. than a knife, two actions instead.
Typical Tasks & Their DLs: Ƿ At skill level 4, you gain a +1 bonus to Lock-picking
skill rolls.
dz Pilfer a small object (coins, etc.) from a typical Ƿ At skill level 7, you gain a +1 bonus to Disguise skill
townsperson: DL 15* rolls.
dz Pilfer a medium object (dagger, goblet, etc.) from a Ƿ At skill level 10, you receive +1 to your Renown and
typical townsperson: DL 20* gain a +1 bonus to Stealth skill rolls.
dz Pilfer a large object (sword, axe, helmet, etc.) from Failure: If you fail your Sleight of Hand skill roll when
a typical person: DL 25* pilfering, you are only discovered by the target (or
dz Pilfer an object worn by or very close to a typical mark) if you failed the DL by 10 or more. Otherwise,
person (ring, etc.): DL 25* you simply fail to pilfer the object(s), perhaps drawing
dz Palming a fist-sized or smaller object from a table, your hand back just in time as not to be seen. You may
etc.: DL 20* try again on the same target/mark, but the DL increas-
es by 2 every time since you might have aroused some
dz Palming a larger than fist-sized object from a table,
suspicion. Failing a Sleight of Hand roll to conceal an
etc.: DL 30*
item means that the object in question is spotted by most
dz Pilfer an object from someone aware of your pres- casual onlookers.
ence: +10 to the above DLs
dz Performing a simple trick of misdirection or leger- Critical Success:
demain: DL 20* 1) You score an even more valuable item for your target’s
pouch or pack than you originally intended.
dz Performing a complex trick of misdirection/leger-
2) You manage to pilfer or palm in ridiculously quick order,
demain: DL 25*
doing so as a free action.
dz Concealing a knife-sized item somewhere on your 3) If performing “parlor tricks”, your audience was so
person: DL 15 pleased at your near-magical legerdemain that you earned
dz Concealing a club or shortsword sized item on a number of silver coins equal to one-third of your total
Typical Tasks & Their DLs: Failure: If you fail your Stealth skill roll, then you are de-
tected by an observers or onlookers in the general area.
dz Sneak or move silently passed a deaf person: DL
If they don’t have line of sight to you, then they might at
10*
least hear you or, if appropriate, smell you (or otherwise
dz Hide from a blind person: DL 10* discern your presence).
dz Hide from a typical wild animal (bear, panther,
wolf, etc.): DL 15* Critical Success:
1) If sneaking up to a creature, you do so with such preci-
dz Hide from an expert tracker or supernatural hunt- sion and quickness as to gain two actions (instead of merely
er: DL 20* one) before Initiative is rolled.
dz Sneak up on or hide from a typical person: DL 15* 2) If hiding in a busy area, you are so well hidden, that you
dz Sneak up on an alert guard or domesticated ani- only need the one Stealth skill roll for up to an entire 12-
mal: DL 17* hour period.
3) If at least 20 people witnessed you coming out of seem-
dz Sneak up on an elite guard or wild animal: DL 20* ingly nowhere to assassinate someone (or steal some major
dz Use Stealth in Heavy Concealment or Light Cover: object), you receive a +1 to your Renown.
-2 to above DLs**
Critical Failure:
dz Use Stealth in Medium Cover: -5 to above DLs**
1) If attempting to pilfer an object from someone, the target
is so enraged at your audacity and flies into a terrible fit of
*Stealth is opposed by the Perception of potential observ- hostility against you.
ers, so this assumes an average Perception skill. The GM is 2) Your attempted heist was noticed by an especially loud
free to make Perception rolls for extraordinary individuals. and expressive individual who shouts “thief!” at the top of
**You must have at least Light Concealment or Light Cover his or her lungs until a guard or other official shows up on
11
CHARACTER AGE & AGING
Most human player-characters start their adventuring careers between the ages of 17 and 25, although a year or two
earlier (or a few years after) is not especially uncommon either. In fact, what is actually uncommon in a quasi-medieval
(albeit very early medieval) world is the notion of “adventuring” at all, save occasional mercenary forays, hunting
sprees, a religious pilgrimage, or some similar far-traveling task. The vast majority of people would be pursuing a craft
or apprenticeship, or serving as a lay-priest at a local temple, or perhaps trying to marry upward to someone of some
wealth or position.
However, most player-characters represent those who mostly walk against the grain or have been dictated by some
strange fate to continually quest or seek higher adventure, often fraught with danger, mystery, and strange occurrences.
As such, player-characters of practically any age, gender, and social status are viable options, especially given a good
back-story and mayhap a bit of assistance from the GM.
Infant (0-2 years): Max AGI -2, Max PHY -3, Max VIG -2, Max INT -3, Max MAG -2, Wil -2
Child (3-10 years): Max AGI +0, Max PHY -1, Max VIG +0, Max INT -1, MAG +0, Wil -1
Youth (11-16 years): Max AGI +2, Max PHY +2, Max VIG +2, Max INT +2, MAG +2, WIL +2
Majority (17-35 years)*: Standard maximums per culture (see the Races/Culture chapter).
Middle-aged (36-55): -1 AGI or VIG, +1 to INT or WIL
Elderly (56-70 years): -1 to AGI, -1 to PHY, -1 to VIG, +1 to WIL, +1 to INT or MAG
*The standard starting category for player-characters. Note that after Majority, the effects of the Middle-aged, Elderly,
and Wizened categories are cumulative.
*Sidhe, particularly Eluna Sidhe, generally retreat to the Otherworld before the age of 300; they seldom die of old age,
but can be killed by violence or even deep despair.
**Wild Sidhe seldom retreat to the Otherworld, usually dying as a mortal being around the age of 280 or so.
12
both politically and martially—and though, technically,
still loyal to the king, the Blood Disciples have their own
agenda (or so many believe) and have even been banned
from the courts of several counts and barons in the Winter
Kingdom (Mulovia).
They are renowned for their blood red armor, ferocity
and fearlessness in battle, and, of course, their undead su-
ORDERS & SECTS pernatural powers.
Blood Disciples Select group of elite vampiric warriors serving the Mulovian king
Circle of the Raven Elite coven of witches and sorceresses dedicated to a night-goddess
Company of the Black Lion Widely spread band of mercenaries serving the highest bidder
Cult of Gorgothon Underground cult worshipping the fallen god of the gorgons
The Druidic Order Elite group of shamanic priests serving the Gaernic gods and spirits
Duergar Rune-smiths Secretive elite order of mystic smiths from Thrimnor and Uldarak
Emerald Harpers Elite bards, lore-masters, and messengers who travel widely abroad
The Golden Legion Hand-chosen band of warriors who seek the defeat of all gorgons
Green Knights of Cormac Mysterious elite band of hunter-knights and protectors of the wild
The Iron Legion Select Praetorian guard sworn to defend the emperor and capital
Knights of the Sword & Rose Highly elite company of warriors sworn to protect king and church
Monastic Order of St. Paladyr Also called Truthkeepers, priests sworn to serve the Lone True God
Order of the Golden Crucible Select order of alchemists and sorcerers from the Lorinthian Empire
Order of the New Republic Very secretive group of anti-Imperialists in Lorinthia
Order of the Shadow Knights Select band of Dark Sidhe warrior-assassins serving Lithilor
Pirates of the Crimson Skull Large fleet of maritime outlaws scouring the Sunset Sea and beyond
Priests of Anderok Priestly sect of the Northern god of death and winter, Anderok
Priests of Agathon Also called Templars, a sect of warrior-priests serving Agathon
Priests of Atores Religious order dedicated to the Prydonian sun and bull god
Priestesses of Luccia Female sect in direct service to Luccia, goddess of love and the arts
Priests of Nipalos Priesthood in service to the Prydonian god of thieves and nighttime
Priests of Prydonis Sect dedicated to the chief Prydonian god, Prydonis, lord of the sea
Priestesses of Signa Female sect of healer-priestesses serving the Northern sun-goddess
Priests of Titherius Merchant-priests of the “golden god” of commerce and wealth
The Shadow Hand Secretive organization of thieves and assassins based in Lorinthia
and title can be attained. If the Blood Disciple is not yet Renown is also gained.
a Vampire, then he or she will be turned into one now.
Refusal is banishment at best; food for the senior mem-
ǩ Blood Lord: At age 75 or Renown 25, this
unique rank and title (for there is only one such individ-
bers at worst. Otherwise, the new adept receives a suit
ual) might be attained. Rumors claim that the reigning
of exceptional plate-and-chain (plated mail) armor and
Blood-lord must be defeated in single combat, but such
gains a +1 bonus to Magical Arts: Death skill rolls. is not entirely confirmed. Regardless, upon becoming
ǩ Blood Captain: At age 50 or Renown 13, this a Blood Lord, you gain another +1 to Renown, +1 to
rank/title can be potentially acquired. A hell-bred war- Health and to Stamina, receive a master-crafted suit of
horse is gained (use light warhorse stats, but +1 to Will- plate armor or an average-quality suit of Duergar plate
power and Mobility and unafraid of lesser demons and armor (your choice), and either a master-crafted greats-
all undead), as well as another +1 boost to Renown. word or a heroic-quality longsword (or saber). Note
that you must be an Elder-Vampire in order to gain the
ǩ Blood Master: At age 60 or Renown 20, this rank titles and responsibilities of the Blood-lord.
and title could be attained. If so, the member receives
the special gift of “Dark Rage” (exactly as the Berserker
Rage talent, but must blood-drain a creature of at least Code/Tenets: Failure to adhere strictly to the following
one point of Vigor within the past hour). Another +1 to edicts, commands, and oaths will likely result in banish-
Requirements—
ǧ Respect and obey the commands and whims of the
members of the Inner Circle
Gender: Female only, preferably of Cymreddi, Gaernic, ǧ Respect fellow members of the coven and, in gen-
or Caernian descent. eral, Druids, witches, and shamans
Age: 19 years old. ǧ Strive to oppose the encroachment of decadent
Attributes: Intellect and Willpower +0 civilizations and their corrupted ideas
Talents: At least one of the following—Acolyte, De- ǧ Respect and honor Llywella Ravendark, and all the
mon-blood, Magic Affinity, or Sidhe-blooded. ancient deities of the Far West
Skills: Herbalism level 2, Lore level 2, Healing Arts level
1, Perception level 1, Resolve level 1.
ǧ Do not amass unnecessary wealth; only keep what
you (and a horse) can carry
Benefits of Membership— ǧ Respect clan-chieftains and tribal kings, unless they
prove to be foolish and honorless
ǩ Initiate: All members of age 19 begin their careers
with this rank and title. Initiates receive a +1 boost to
their Renown and may advance in all Magical Arts disci- COMPANY OF THE BLACK LION
plines save for Life magic. Additionally, they are given a Once a scrappy company of free mercenaries and sell-
raven-black robe which, when worn, grants a +2 bonus swords, the Black Lions were all but eradicated during the
to Persuasion skill rolls while in Brythia, Cymredd, or Gorgon Wars. However, they eventually resurfaced, this
the Emerald Isles. time a more organized continent-wide organization of war-
riors dedicated, most often, to the highest bidder. Often clad
ǩ Adept: At age 26 or Renown 4, this rank and title in black, trimmed with the grey and black emblazonry of a
may be attained. If so, the Adept gains a free skill spe- rampant lion, kings and warlords seek out the Company in
Benefits of Membership—
Requirements—
ǧ Respect, honor and obey the Iron Legion first, the
emperor second, and yourself third.
Race/Culture: Must be a Lorinthian citizen (and most ǧ Respect and honor the gods, particularly Agathon,
often male) god of battle, blood, and victory.
Age/Renown: 22 years old or Renown 3. ǧ Keep all spoils of victory, save for one-tenth of
Attributes: Physique +1, Vigor +0, and Willpower +0. it, which must go to the legion’s coffers. (this one-tenth
Talents: Elite Affiliation and two of the following tal- must be paid at least once every three months—this can
be Downtime).
Sir Gareth Whitehart, a Knight of the Sword and Rose, on a quest to the frozen North.
ǧ Must honor and respect the priests of Saint Paladyr Benefits of Membership—
and the nobility of Aradorn
ǧ Must defend the weak and defenseless when nec- ǩ Initiate (or Initiated Brother): At age 18, new
essary, but only if they are deemed true members can become Initiates or Initiate Brothers. This
grants you a +1 boost to your Luck trait, due to your
ǧ Must tithe one-tenth of all earnings to the order or deep faith, and you are also given an exceptional-qual-
to the nearest temple of St. Paladyr
ity mulberry or burgundy hooded robe. Furthermore,
ǧ Must give at least two months of service to the you may now advance in the ways of Magical Arts:
order, the church, or the kings of Aradorn Life if you so desire (and have an Intellect of at least
ǧ Your word is your oath, honor is your currency; +0) and gain one of the following specialties of your
hold to what you say with action. choice—Beekeeping (Animal Handling), Blacksmithing
(Crafting), Brewing (Crafting), Scribing (Crafting or
Language), or Weaving (Crafting).
ǩ Adept (or Adept Brother): At age 21 or Re-
ORDER OF THE SHADOW or Renown 8, you may attain this rank and title and
therefore gain a fine Sidhe-bred light warhorse complete
KNIGHTS with black and dark grey livery. Additionally, you gain a
This order, which resembles some of the knightly organi- +1 bonus to Disguise and Weaponry: Melee skill rolls,
zations among certain human cultures, can only be found as well as +1 boost to your Stamina trait.
in the Dark Sidhe realm of Lithilor. More specifically, this
secretive, mysterious, yet militant order serves the Unseelie ǩ Shadow-knight Master: If you reach age 60
(or Shadow) Court of that mystical kingdom. With a mem- or Renown 13, you qualify for this rank and thus re-
bership totaling no more than 300, Shadow-knights are ceive another +1 to Renown. In addition, you receive a
therefore elite, chosen—often at a young age—to serve the master-crafted shield or master-crafted war-helm (your
capital city and royal-house of Lithilor as protectors, cham- choice), black of hue, as well as +1 bonus to Magical
pions, and even occasionally as advisors. Arts: Shadow skill rolls.
A Shadow-knight will, typically, lay down his life for his ǩ Shadow-knight Lord: Upon reaching age 75
king or lord, although this is rare—the Dark Sidhe are not or Renown 20, you could possibly attain this lone po-
always especially martyr-like, after all. Thriving in stealth sition after defeating the incumbent knight-lord. If so,
and subterfuge, Shadow-knights often work as assassins, you acquire another +1 to Renown and also +1 to Luck.
spies, and bounty-hunters, in addition to their more mili- Furthermore, you ceremoniously receive a heavy Sidhe
tary-like duties. They tend to dress in dark colors—blacks, war-horse, with exceptional-quality chainmail barding,
midnight-blues, and dark greys—and even their armor is and a master-crafted longsword or lance (your choice).
the color of night or deepest shadow. You also receive +1 to both your Health and Stamina.
The heraldic symbol of the order is thought to be a
black sword, outlined in grey or silver, on a shield of black,
which, in turn, is super-imposed upon a shield of dark grey, Code/Tenets: Knights of the Shadow Court, or Shad-
which itself is super-imposed on a shield of light grey. Thus, ow-knights, must adhere relatively strictly to the fol-
a shield within a shield within a shield. lowing edicts and by-laws of the order or face possible
banishment from the realm (and thusly acquiring the
Requirements— Oath-breaker weakness) or even ritual death, depending
on the severity of the offense.
Race/Culture: Must be a Dark Sidhe from Lithilor.
Age/Gender: Must be at least 50 years-old and be of ǧ Honor and defend the Shadow Court, the royal
either gender. court of the Sidhe-realm of Lithilor
Attributes: Agility +1, Vigor +0, and Magnetism or ǧ Honor and obey all Shadow-knights of superior
Willpower +0. rank
Talents: High-born, Knight, or Squire plus one of the fol- ǧ Reveal not the secrets and inner workings of the
lowing—Assassin, Hunter, Opportunistic Strike, Sapping order, especially to outsiders
Blow, Secret Strike.
Weaknesses: Must have one of the following—Here- ǧ Deliver death when necessary, and delay not
tic (of the Eluna Qualae), Oath-bound (to the Shadow against any command given by the Court
Court of Lithilor), Obsession (devotion to Lithilor), Zeal- ǧ Treat Eluna Sidhe (and most humans) as the mind-
ot (of the Eluna Dol). Note that you may take one of less fools they all have shown themselves to be.
these weaknesses (for no bonus point gain) upon enter-
ing the order.
Skills: Acrobatics level 1, Disguise level 1, Perception lev-
el 1, Stealth level 1, Weaponry: Melee level 1, Weaponry:
PIRATES OF THE CRIMSON SKULL
Sometimes mockingly called the Order of the Crimson Skull,
Ranged level 1, Lock-picking or Sleight of Hand level 1,
in an attempt to make the organization sound more legiti-
Endurance or Resolve level 1.
mate, these are little more than pirates, raiders, smugglers,
and buccaneers. Yet, however, they are an elite group—or
Benefits of Membership— fleet—of piratical ne’er-do-wells and so worthy of some re-
spect (and most certainly fear), especially by those who ply
ǩ Shadow-Knight Apprentice: Upon admittance the salty waters of the Sunset Sea and beyond.
into this prestigious (if under-headed) order, you are Renowned four their black flags and sails, often with a
considered a Shadow-knight Apprentice. As such, you blood-red skull depicted on them, Crimson Skull Pirates are
receive an exceptional-quality chain shirt or exception- sometimes commanded by the once-elite fallen captains of
al-quality medium shield, your choice, the item in ques- the loftier seafaring nations, such as Brythia and Esmandos.
tion being painted or dyed black. Furthermore, you are Still, just as many have always been buccaneers and lawless
given a dark-hued broadsword, shortsword, or war- rogues, and their quickness for violence and propensity to
spear (your choice of one), and also gain a +1 boost to make a quick score of plunder serves them well.
Renown and a +1 bonus to Stealth skill rolls. Some armadas and scholars of the sea have placed the
ǩ Shadow-knight Errant: Upon reaching age 55 total number of ships in the Crimson Skull fleet at close to
Benefits of Membership—
PRIESTS OF PRYDONIS
ǩ Initiate: Upon becoming a fully anointed priest, This ancient and eternally powerful sect honors the chief-
you gain the rank and title of Initiate. This entitles you to god of the Prydonians and the former Rhodonites of famed
an exceptional-quality toga or robe of light grey color as antiquity, for Prydonis—lord of the sea, life, death, and
your vestments, as well as either an exceptional-quality fate—still reigns supreme among all Elder Deities of the
set of lock-picks or weighted dice which grant +1 to your myriad island-realms of the far south. For here, the prima-
Persuasion or Sleight of Hand roll when using them for ry ocean-river—the Sea of Prydonis—is named after this
gambling (your choice). In addition, you advance in the mighty sea-god, reflecting the importance the people of the
Magical Arts disciplines of Air and Shadow if you are so Prydonian Isles place upon him and his attending priest-
inclined (and have an Intellect of +0 or better) and gain hood.
a +1 bonus to Stealth skill rolls. Known also as the Sea-Magi, priests of Prydonis are often
stoic, wise, and socially and politically potent, as this sacred
ǩ Acolyte (or Moon Acolyte): At age 21 or Re- sect still enjoys much prestige and respect, the vast majority
nown 3, you might attain this rank and title, which grants
of which is well-earned. The priesthood of Prydonis, at least
a +1 boost to your Renown, a +1 boost to your Initiative
some iteration of other, has been around for nearly two
or Mobility (your choice), and either a master-crafted
millennia, members of the sect often serving as advisors,
dagger or master-crafted lock-picks (your choice).
healers, mentors, and omen-readers for their communities.
ǩ Adept (Moon Adept): At age 25 or Renown 7, Since the beginning of the Prydonian Republic, over a thou-
you qualify as an Adept (called an Moon Adept in some sand years ago, the Basileus—the holy emperor—ruled that
temples). If this comes to fruition, then you gain a +1 islandic collective, a position some say is still in commission
boost to both your Luck and Stamina, and are given an to this day in the half-drowned city of Prydon.
exceptional-quality shortsword or silver-plated dagger
(your choice). Requirements—
ǩ High Priest: At age 33 or Renown 13, one might
Gender: Male only (women may become lay priestess-
Code & Tenets: The following ordinances and bylaws Benefits of Advancement—
must be closely adhered to by all priests of the order or
else face the likelihood of excommunication; in extreme ǩ Initiate: All members of at least 21 years of age
begin in the order as Initiates, a rank and title whose
cases, this could mean banishment to a faraway unchart-
longer form is actually ‘Initiate of the First Mystery’. At
ed island or ritualized execution by drowning.
this level, you are given a black hooded robe or excep-
Requirements—
Benefits of Membership—
13
SPELLS & MAGIC
Those trained in the Magical Arts (and all Dark Sidhe or
Eluna Sidhe) know one spell per odd-numbered skill level
in any given Magical Arts discipline. For example, you if question, with a failure meaning the spell does not manifest
have 3 skill levels in Magical Arts: Air and 2 skill levels in as described (that, basically fails).
Magical Arts: Death, then you know how to cast three
spells—two from the 1st and 3rd skill level of Air Magic and Stamina Cost: This is the cost in Stamina points that the
one from the 1st level of Death magic. You might also know magician pays when casting the spell in question, regardless
a bonus spell, such as from the racial abilities of the Sidhe or of whether it succeeds or fails (see DL above). Note that
via the Acolyte talent. casting a spell as a ritual costs an additional Stamina point.
When you attempt to cast a spell, you must make a Mag-
ical Arts skill roll based on the type (or discipline) of magic Casting Time: Most spells cost 1 action to cast, although
as shown in the spell entries below. If you equal or exceed some cost 2 actions or even a minute or more. A ritual cast-
the DL (Difficulty Level), then, like any other skill, you have ing of a spell takes one hour (or in the case of the Extended
succeeded in your task (in this case, casting a spell). Most Ritual talent, four hours).
spells have a chance to be resisted by those affected, which
are usually Endurance or Resolve skill rolls, although Ac- Range: This is how far away from the magician the spell
robatics (to dodge aside) and even Perception are occa- can materialize. ‘Self’ means that the spell only works on
sionally called upon. Each spell entry indicates this as well the magician him/herself, while ‘Touch’ means the mage
in the ‘Details/Description’ paragraph. The DL for this resis- must physically touch the target. Other ranges might be
tance roll is the Magical Arts skill roll result of the casting anywhere from 5 yards to 50 yards (though the Far-reach-
magician, so the more experienced the sorcerer—generally ing Magic talent can double these base ranges).
speaking—the more potent his or her magic will be.
Note that when a spell fails to work (or manifest)— Effect Area: An area, of a specific size, that the spell man-
that is, falling short of the spell’s DL to cast—then the full ifests within. This could be a radial effect centered on the
amount of Stamina listed in the spell entry is expended. magician, a single creature, a 2x2 or 5x5 yard area (or much
The primary fatigue of sorcery-working is from the effort to greater), etc. Note that a spell’s effect area cannot carry
manifest it, and less so in the actual channeling of it. behind the spell’s range.
SPELL TERMINOLOGY Duration: How long the spell remains in effect before dis-
The following are terms, and their explanations, found sipating. Note that some spells require ‘Focus’ to maintain
below in each individual spell entry. As a general note, them, though never longer than their listed durations apart
the term “magician” is often used, which is virtually inter- from a critical success. Casting another spell causes the ma-
changeable with “mage,” “sorcerer,” “wizard,” or the more gician to lose focus automatically, and taking damage (or
generic “spell-caster.” being jostled, tripped, and the like) forces the mage to make
another Magical Arts roll versus the normal DL + ½ the
Discipline: One or more of the seven classifications (i.e. amount of damage taken (before armor rating is applied) in
disciplines) of the Magical Arts skill. This summarizes the order to keep the spell going.
general type of magic the spell invokes.
Ritual Components: This lists the necessary components
Prerequisites: The minimum number of skill levels of when performing a ritualized version of a spell (which
Magical Arts required to learn and cast the spell, as well as grants a +2 or higher bonus to the Magical Arts roll after
any other training or background (such as Alchemy, Heal- one hour). If the minimum number of items or conditions
ing Arts, Lore, etc.). Note that a magician need only one are not met, or the incorrect ones, then the spell will only
of the listed Magical Arts disciplines when multiple ones have a chance of manifesting by normal means (that is,
appear here. without the ritual bonus).
DL: This is the Difficulty Level—and therefore the target Details/Description: Here contains additional de-
number needed to be equaled or exceeded by the casting tails regarding the spell, such as any resistance rolls that
magician—for the spell to manifest (or function) correctly. target creatures might receive, damage dealt, or var-
This is a Magical Arts skill roll, based on the discipline in ious bits of history or lore.
Details/Description—
Also known as Inspiring Aura, this spell enables a magician BEAST-SUMMONING
(the DL 10 version) or another willing subject (DL 15 ver-
sion) to heighten his or her own innate beauty, charm, and Discipline: Earth, Life
presence. Thus, a successfully casting of this spell increases Prerequisites: Magical Arts: Earth or Life level 3
the subject’s Magnetism by +2, which in turn improves all DL: 10 for a beast of Physique +0 or less / 15 for a beast of
Magnetism-based derived traits and skills (except for Luck). Physique +1 to +6 / 20 for a beast of Physique +7 to +12
In addition, all allies of the creature subjected to an Aura Stamina Cost: 1 / 2 / 3
of Majesty, who are within the effect area (including the Casting Time: 1 action
subject), automatically have the effects of Despaired and Range: 1 half mile
Intimidation removed, and the condition of Terrified is less- Effect Area: 1 living animal or gigantic animal
ened to Intimidated and Cowering lessened to Terrified. As Duration: 1 minute per point of magician’s Magnetism
Ritual Components: At least two of the following—1) a Ritual Components: At least two of the following—1)
horn, claw, tooth, or hoof from any animal or gigantic ani- Four white or silver candles; 2) A wand of ash or oak; 3)
mal which must be burned in a fire or buried in the earth. 2) Bowl of salt; 4) A pinch of silver dust. A tooth or lock of
a pinch of wet dung from any animal; 3) a drop of animal hair from any Angel, Demon, or Genie yields an additional
blood. A lock of hair from a Wild Sidhe shaman or a whole +1 to ritual castings of this spell.
tusk from a Great Boar grants an additional +1 bonus to
ritual castings of this spell. Details/Description—
This potent spell enables a magician to banish, or cast out,
Description/Details— entities native to places beyond the mortal world (Earth-
This shamanic spell summons forth an animal or gigantic world). That is, Angels, Demons, Elementals, Genies, and
animal within a half-mile of the magician. If the beast is Fey (save for the Sidhe-folk), creatures native to the Oth-
not seen (i.e. within line of sight), then it will appear, mov- er-world and the various regions within, such as the Neth-
ing at top speed, by the mage’s side in 3 rounds; however, er-world and Shadow-world.
if the magician succeeds in a DL 15 Luck roll, the creature When successfully cast on one such being, the creature
was closer when summoned and appears in 2 rounds. The receives an Endurance or Resolve roll (whichever is high-
spell-caster concentrates on any animal or gigantic animal est) with a failure yielding the following consequences:
he believes to be in the half-mile vicinity (note that the GM If of ‘Lesser’ status (such as a Shadow-daemon), the crea-
has every right to deny, for example, a summoned fish in a ture is banished from the Earth-world for an entire year. It
desert or some other absurd attempt). cannot be summoned or otherwise enter the mortal plane.
If the mage attempts to summon a seen creature—that If of ‘Greater’ status (such as a Hell-cat), the creature is
is, an animal or gigantic animal within line of sight (or oth- banished from the Earth-world for one month. It can’t be
erwise one from a nearby known location)—then it will summoned or otherwise enter the mortal plane during this
come toward the magician at full speed, taking a full round time.
to do so. All summoned beasts receive a Resolve skill roll to If of ‘Elder’ or ‘Lord’ status, the creature is banished from
resist the summons, the DL set by the mage’s Magical Arts the Earth-world for one day. Until after this time, it can’t be
roll (if successful). summoned or otherwise enter the mortal plane.
Animals and Gigantic Animals fight for the magician, or per- Banishment does not affect mortal, earth-bound crea-
form other simple basic tasks, for a number of minutes equal tures, such as animals, gigantic animals, humans, and lesser
to five plus the magician’s Magnetism. They can, of course, forms of undead. However, creatures with vaguely super-
be dismissed before this time and if mistreated, the spell is natural origins, such as greater types of undead (Vampires,
broken and the beast will flee (or attack if aggressive). Dread-knights, etc.), Gorgons, Sidhe (all kinds), and human-
oids with the Angelic-blood and Demon-blood talents, are
Critical Success: Stunned for one round if they fail an Endurance or Resolve
1) You expend two less Stamina. resistance roll as mentioned above.
2) You summon two beasts of the type you were concen-
trating on. Critical Success:
3) The summoned creature is magically gated adjacent to 1) You expend two Stamina points less.
you instantly. 2) The spell’s duration is doubled.
3) You potentially affect another supernatural being within
Critical Failure: two yards of your target.
1) You expend two additional Stamina. 4) You bend the creature to your will, causing it to willingly
2) You cause one animal or gigantic animal of Physique +12 serve you for a number of minutes equal to 10 plus your
or less to instantly turn on you, attacking you for one round Magnetism (after this time, it is banished per the normal
per point of critical failure. effects of this spell).
3) You acquire the Phobia weakness (of the type of animal
you attempted to summon), minor version. Critical Failure:
1) You expend two additional Stamina points.
2) You are Stunned for one full round.
3) You gain the Madness (any) or Phobia (of the creature
BANISHMENT type you were trying to banish) weakness, your choice,
both major versions.
Discipline: Air, Life, Shadow
Prerequisites: Magnetism or Willpower +0, and Magical
Arts: Air, Life, or Shadow level 5
DL: 15 BEAST-SPEAK
Stamina Cost: 3 / 5
Casting Time: 1 action Discipline: Life, Shadow
Range: 10 yards Prerequisites: Magical Arts: Life or Shadow level 1
Effect Area: 1 creature DL: 10 for a normal animal / 15 for a gigantic animal
Duration: 1 hour or more (see below) Stamina Cost: 2
Critical Failure:
1) Your hands burn with a sudden acidic sensation, causing
CONJURE FLAME
you 1 point of Health damage per point of critical failure.
2) You expend one additional Stamina point. Discipline: Fire
3) You immediately gain the Obsession (alchemy) or Pho- Prerequisites: Magical Arts: Fire level 1
bia (acids) weakness, your choice of which, both minor DL: 10 to ignite a nearby object / 15 to summon to hand
versions. or a weapon
Stamina Cost: 1 / 2
Casting Time: 1 action
Range: 5 yards or touch
CONJURE DARKNESS Duration: 1 minute
Ritual Materials: At least two of the following—1) a bra-
Discipline: Shadow zier or small fire-pit; 2) a piece of coal or soot; 3) a pinch of
Prerequisites: Magical Arts: Shadow level 1 brimstone or flask of oil. A Dragon’s tooth or a lock of Fire
DL: 10 Giant hair (as an additional component) grants a further +1
Stamina Cost: 1 bonus to ritual castings of this spell.
Casting Time: 1 action
Range: 20 yards Details/Description—
Effect Area: 5 square-yard area within range You instantly ignite one flammable object within five yards
Duration: 1 minute of you, or for the greater DL 15 effect, one weapon that
Ritual Components: At least two of the following—1) you are holding. The object burns for as long as it would
being within a dark cave or similar subterranean locale; 2) normally allow, although a flaming weapon only lasts
a piece of jet or obsidian; 3) a handful of soot; 4) two for one minute (you can dispel it before then). A flaming
unlit black candles. A pinch of dirt from the dread wastes weapon deals an additional 3 points of fire damage upon a
successful Weaponry: Melee attack roll (and its maximum up to 5 yards (or double this as two actions) in any giv-
damage thusly increases by 3). en round. Note that this fog can be moved away with a
You can instead cause one of your own hands to erupt Conjure Wind spell (or some equivalent sorcery), and even
into flame (not harming you), and if you attack with it, this by natural winds if strong enough. A 20+ mph breeze can
would be a Brawling skill roll (also causing 3 additional fire move the fog cloud 5 yards per round, while 40+ mph
damage). Note that in both cases, the maximum damage winds will disperse it immediately.
also increases by 3 due to the flames.
Critical Success:
Critical Success: 1) You expend two less Stamina points.
1) You expend two less Stamina. 2) The effect area is doubled.
2) The duration is doubled. 3) The duration is doubled.
3) You summon an especially hot fire whose maximum
damage is seven instead of five. Critical Failure:
4) The target catches fire, dealing three points of additional 1) You expend two additional Stamina points.
damage to him next round before going out. 2) Your mind becomes exceptionally foggy, causing you to
become Stunned for one full round.
Critical Failure: 3) You immediately acquire the Obsession (the Otherworld)
1) You expend two additional points of Stamina. or Phobia (heavy fog) weakness, both minor versions, your
2) Your hands burn with sudden intense heat, causing you choice of which.
one point of Health damage per point of critical failure.
3) You gain either the Obsession (fire) or Phobia (fire)
weakness, both minor versions, your choice of which.
CONJURE LIGHT
Discipline: Shadow
CONJURE FOG Prerequisites: Magical Arts: Shadow level 1
DL: 10
Discipline: Air, Shadow, Water Stamina Cost: 1
Prerequisites: Magical Arts: Air, Shadow, or Water level Casting Time: 1 action
3 Range: 10 yards
DL: 10 Effect Area: 5 yard-radius sphere within range
Stamina Cost: 2 Duration: 1 hour
Casting Time: 1 action Ritual Components: At least two of the following—1)
Range: 20 yards three lit candles; 3) a brazier; 3) or a crystal. The hide of
Effect Area: 10 square-yard area within range an Atorean Bull, or a lock of hair from an angelic being or
Duration: 10 minutes (see below) Eluna Sidhe queen, yields an additional +1 bonus to ritual
Ritual Components: At least two of the following—1) castings of this spell.
Crucible or brazier producing smoke; 2) several drops of
dew; 3) a mirror, 4) a bowl of water. A lock of hair from a Details/Description—
Kelpie or Sluagh yields a +1 bonus to ritual castings of this Also known as Faerie Light, this magical illumination can
spell when used as an additional ritual component. be as faint as candlelight or as bright as a campfire (magi-
cian’s choice). This spell can be cast upon an object, and
Details/Description— can therefore be carried around like a torch or lantern, or it
By properly casting this spell, you can summon forth a can simply emanate from the very air where first cast. This
dense mist-like fog, thick enough to count as Heavily Ob- mystical light gives off no heat signature.
scured (see Conditions) in the 10x10 square-yard effect area. Conjure Light might also have adverse effects on crea-
That is, creatures inside this magical fog suffer a -5 penalty tures susceptible to bright light (such as Goblings, certain
to sight-based Perception skill rolls and -2 to Weaponry: demons, etc.), possibly requiring an Endurance or Resolve
Ranged skill rolls, although they gain the ability to use the resistance roll. This light is generally bright white in hue,
Stealth skill (at a +2 bonus) within the fog as well. As such, and can be possibly negated by a Conjure Darkness spell
conjured fog can be used against an enemy or in support of whose Magical Arts skill roll result is higher than the Con-
the magician and his companions, giving this spell, essential- jure Light caster’s.
ly, two primary uses. Naturally, those outside the magical
fog also gain the same penalties and benefits against those Critical Success:
inside the effect area, just as a conjured fog-cloud interpos- 1) You expend two Stamina points less.
ing two groups would yield these disadvantages and advan- 2) You double the spell’s effect area.
tages to both parties in reference to each other (depending 3) The duration is doubled.
upon line of sight).
The conjuring magician may, as an action, move the fog Critical Failure:
Critical Success:
1) The effect area is doubled (or if a singular object, you can
CONSECRATION consecrate two such items instead of merely one).
2) You expend two fewer Stamina points.
Discipline: Earth, Life, Water 3) The spell’s duration is doubled.
Prerequisites: Magical Arts: Earth, Life, or Water level 4
DL: 15 Critical Failure:
Stamina Cost: 3 1) You expend two additional Stamina points.
Casting Time: 1 minute 2) You acquire the Obsession (temples or sacred sites) or
Range: Self Phobia (temples or sacred sites), your choice of which, both
Effect Area: 1 object (no larger than a chest or door) or a minor versions.
5 square-yard area 3) You gain the unwanted attention of some unsavory spirit
Duration: One month or entity that is somehow connected with the place (or ob-
Ritual Components: At least two of the following—1) a ject), which could be a lesser demon, elder elemental, fey
chalice of pure water; 2) burning incense; 3) a pinch of salt creature, or other.
or silver dust. A stone from a ruined temple or dirt removed
from a renowned burial site (as an additional component)
grants a further +1 bonus to ritual castings of this spell.
CURE AILMENT
Details/Description—
An ancient spell traditionally taught in many temples, or to Disciplines: Life
shamanic students in sacred groves, wherein the consecra- Prerequisites: Magical Arts: Life level 3
DL: See below
Stamina Cost: 2 for ailments of up DL 20 / 4 for ailments Ritual Components: At least two of the following—1) A
of DL 21 or greater skull or several bones, 2) a bowl of urine or dirty water, 3)
Health Cost: 1 per 2 Stamina points spent a broken runestone, or 4) being in most areas of the Shad-
Casting Time: 1 action owlands. The spittle or blood of a Tainted demon-blood
Range: Touch sorcerer or a lock of hair from a Demon-hag grants an addi-
Effect Area: One disease or poisoned creature tional +1 bonus to ritual castings of this spell.
Duration: Permanent
Ritual Components: At least two of the following—1) Details/Description—
bowl of pure water, 2) a bowl or brazier of fire; 3) in intact This spell enables you to channel your anger and powerful
egg; or 4) a white lotus petal. A fingerbone or lock of hair words into a magical, tangible curse. One creature is usually
from a martyred priest of Saint Paladyr (as an additional the target of a Curse spell, although additional creatures can
component) grants a further +1 bonus to ritualized castings be targeted as long as they are within the spell’s range—in
of this spell. this case, the spell costs an additional Stamina point per
target beyond the first.
Details/Description— All targeted creatures gain a Resolve skill roll to resist
This potent spell enables a magician to neutralize the effects (the DL being set by the Magical Arts roll of the casting
of poisons and diseases (an similar ailments) with a single mage), with those failing suffering a -2 penalty to Defense
living creature. The DL for this spell to work is equal to the and all die rolls for the next 24 hours.
DL of the poison or disease in question; that is, if a creature Instead, the magician can choose to curse a singular ob-
was affected by the Grey Plague, which has a DL 20 Endur- ject, one that cannot be held or carried by another creature
ance roll to resist, then the DL for Cure Ailment is the same. at the time of the casting. If the spell works, the object in
If the spell works, it neutralizes the effects of the ailment question degrades in quality by one level (for example, an
immediately, although any past damage done by the dis- exceptional-quality object becomes average-quality), and
ease or poison (or other) is not reversed. In short, this spell any creature using it suffers a -2 to any skill rolls involved.
prevents further damage and other ill effects from occur- This might be a -2 penalty to Sailing rolls if a boat or small
ring. Note that if a creature is afflicted by two such ailments, ship, -2 to Animal Handling rolls if a saddle or a horse’s bit
be it poison or disease or whatever, then the Magical Arts and bridle, or a -2 penalty to Weaponry: Ranged rolls if,
roll result applies to both (and upon a success, cures them say, a bow or thrown dagger. Note that this does not affect
both). objects of legendary quality.
Lastly, instead of a creature or object, you can choose
Critical Success: to curse a small area of land (up to 10 square-yards in size),
1) You expend two less Stamina points. such as a large inn-room, small temple, etc. Assuming the
2) The spell also works on another poisoned or disease spell is successful, anyone within this cursed space suffers a
creature within one yard of the original target. -2 penalty to Defense and all die roll. This use of the spell
3) In addition to neutralizing the ailment, the creature also is sometimes known in some cultural traditions as Desecra-
instantly regains 2 Health and 2 Stamina points. tion, and could be countered by a Blessing (known some-
times in this case as Consecration), depending upon the
Critical Failure: higher of the two Magical Arts rolls.
1) You expend two additional Stamina points. Note that Blessing and Curse are opposing magical ef-
2) You cause the target creature to take 1 Health point of fects, with the higher Magical Arts roll result winning out
damage per point of critical failure. as mentioned above. Also, it might be possible (perhaps
3) You are inflicted with the Poisoned condition for one with the Enchant Permanent Object) to more permanently
full round. curse an item, space, or creature.
Critical Success:
1) You expend 2 less Stamina points.
CURSE 2) The spell’s duration is doubled to 48 hours.
3) The penalty increases to -3 instead of merely -2.
Discipline: Air, Death, Shadow 4) Even a legendary object is affected.
Prerequisites: Magical Arts: Air, Death, or Shadow level
5 Critical Failure:
DL: 10 to curse a creature or object / 15 to curse a 10x10 1) You expend the full amount of Stamina.
yard area 2) You are Stunned for one full round.
Stamina Cost: 2+ (see below) 3) You immediately acquire the Cursed (minor version) or
Casting Time: 1 action Tainted weakness, your choice.
Range: 10 yards
Effect Area: 1 or more creatures, 1 object, or a 10x10 yard
area
Duration: 24 hours
DISPEL CURSE
DISAPPEARANCE
Discipline: Life.
Discipline: Air, Shadow Requirements: Magnetism or Willpower +1, and Magi-
Prerequisites: Magical Arts: Air or Shadow level 5 cal Arts: Life level 7.
DL: 10 for one creature / 15 for radial effect DL: 20-30 depending on severity of curse (see below).
Stamina Cost: 2 for one creature / 4 for radial effect Resistance: None.
Casting Time: 1 action Stamina Cost: 3-5 depending on severity of curse (see be-
Range: Self or Touch low).
Effect Area: 1 creature or 3-yard radius around magician Casting Time: 2 actions
Duration: 10 minutes (or until focus is broken) Range: Touch
Effect Area: 1 creature or object (see below) Ritual Components: At least two of the following—1)
Duration: Permanent Four white and/or silver candles; 2) a handful of fine sand;
Ritual Components: At least three of the following—1) 3) a petal from a dream lotus (pink lotus) plant. A lock of
Being within a sacred circle of standing stones; 2) A broken hair from a Demon Hag or a high-priestess of Romega in-
circlet or ring; 3) A horseshoe; 4) A shamrock. A lock of creases the spell’s duration to two hours.
hair from any type of Angel or Titan yields an additional +1
bonus to ritual castings of this spell. Details/Description—
Known also as Astral Projection or Spirit-walking, this spell
Details/Description: enables a magician (and up to three other sentient allies
By successfully performing this spell, a magician can dispel present at the time of the entire casting) to enter a deep
or remove one known curse upon a single creature or ob- dream state, one potent enough to take him or her into
ject. The Difficulty Level for this is equal to the Magical Arts the so-called “dream-world” (or the Other-world, or some
roll result of the original curse-weaver—if the exact number portion of it, as most would assume it to be). In this state,
is not known, then assume a DL 20 for lesser curses and 30 the mage and any “passengers” are incorporeal, invisible to
for greater ones. If successful, the curse is removed from the all but the most astute of creatures.
target creature or item permanently. Note that the minor Dream-walking persons can see into the normal mor-
version of the Cursed weakness is a DL of 25, while the tal-realm, as their spirits or psyches travel about, although
major version is DL 35. this sight is hazy at best, penetrating no further than 10 yards
Note that lycanthropy and vampirism are considered in any direction (everything beyond this range appears as
to be curses, and therefore can effectively be cured by this fog, mist, or a silver-grey haze). Furthermore, the magician
spell. Lycanthropy that is inflicted is a DL of 20 to successful- and his passengers can move, at their normal Mobility, but
ly negate, “natural born” lycanthropy (per the Lycanthrope without being inhibited by terrain. Astral-projected charac-
talent) is DL 25, and vampirism DL 30. There might be even ters keep all other Attributes and statistics as well, although
rarer, more obscure forms of hexes and curses in the Savage they cannot manipulate physical objects. A dream-walker
Kingdoms setting, the GM having final say on which ones may, however, attempt to make a sound or even speak a
are affected by a Dispel Curse spell and at what DL. short whispered phrase with a successful DL 15 Resolve roll.
In all cases, the subject must be a willing one or else the If the listener is asleep, he or she hears this as if part of a
spell will fail. dream.
While dream-walking, the physical body remains in
Critical Success: an unconscious state, equivalent to being in a deep sleep
1) You expend 2 Stamina points less. (while the spirit or psyche “walks” the Other-world, view-
2) The spell’s range is doubled. ing into the Earth-world as mentioned above). Thus, the
3) The subject is immune to all forms of curses for one body is helpless, although trusted earthly assistants could
hour’s time. hide the mage’s body (and his passengers) away or stand
4) The target creature gains a +1 boost to Vigor foe one guard over them until their astral-forms return. If the body
hour’s time. is slain, after all, the spirit or psychic conscience is effectively
destroyed too, as the spirit/soul with have no physical form
Critical Failure: in which to return.
1) You expend 2 additional points of Stamina. Note that it is possible for an onlooker to detect a spir-
2) You are Stunned for one round plus one round per point it-walking individual, but this is difficult and requires a
of critical failure. successful DL 30 Perception roll (or a DL 15 Magical Arts
3) You immediately gain the Phobia (of curses or sorcery) roll to sense a “magical aura” in the general vicinity of the
or Obsession (curses or sorcery), your choice, both minor magician). Creatures succeeding in this Perception skill roll
versions. notice a very faint ghostly form and/or hear “ghost voic-
es” or “phantom echoes,” although dream-walking “spirits”
(or astral projections) cannot be directly harmed, although
powerful magics might be able to rapidly dispel or count-
DREAM-WALKING er the spell, thus sending the psyche swiftly and somewhat
violently back into its physical body in the earthly domain.
Discipline: Air, Shadow
Prerequisites: Willpower +0, and Magical Arts: Air or Critical Success:
Shadow level 7 1) You expend two Stamina points less.
DL: 15 for self only / 20 to bring others along (up to 3 2) You can sense your environment in a 20-yard radius in-
“passengers”) stead of the normal 10 yards.
Stamina Cost: 3 for self, plus 2 per “passenger” 3) The spell’s duration is doubled.
Casting Time: 1 minute
Range: Self (or Touch if bring along passengers) Critical Failure:
Effect Area: Self (or up to 3 other sentient allies) 1) You fall into a deep dreaming slumber from which you
Duration: 1 hour cannot awaken for one minute per point of critical failure
(short of being immersed in water, smothered, or harmed
Critical Failure:
1) You are left queasy after your attempt to manifest the
FIERY BLAST
spell, suffering the effects of the Sickened condition for one
Discipline: Air, Fire
minute per point of critical failure.
Prerequisites: Magical Arts: Air or Fire level 3
2) You gain the Madness (paranoia) or Obsession (secrets
DL: 10 for a single target / 15 for a 2x2 yard terminus
or spying) weakness, your choice, both minor versions.
3) You expend two additional Stamina points. Stamina Cost: 2 / 3
Casting Time: 1 action
Range: 10 yards
Effect Area: 1 creature or 2x2 yard terminus area (see be-
FEAR low)
Duration: Instantaneous
Discipline: Death, Shadow Ritual Components: At least two of the following—1) a
Prerequisites: Magical Arts: Death or Shadow level 3 pinch of brimstone/sulphur; 2) a bowl or brazier of fire; 3)
DL: 10 for a single target / 15 for an aura around magician a sun-bleached bone; 4) being inside (or atop) a volcano.
Stamina Cost: 2 / 3 A Dragon-scale or the tooth or tongue of a Nether-hound
Casting Time: 1 action grants an additional +1 bonus to ritual castings of this spell.
Range: 10 yards or 5 yard-radius around mage
Effect Area: 1 living creature or 5 yard-radius around Details/Description—
mage The magician evokes a mighty rush of fire and wind, target-
Duration: 1 minute ing either a single target within range (the DL 10 version)
Ritual Components: At least two of the following—1) or shaping the blast to end in a 2x2 yard terminus. The 2x2
Horn or tusk from a bull, boar, or mammoth; 2) an intact yard area can be anywhere the sorcerer wishes it as long as
human or humanoid skull; 3) four black candles; 4) being it is within the spell’s range. The spell halts, going no further
in most regions of Gorgotha, the Shadowlands, the Xar- when it strikes a target or ends in the terminus effect.
konian Wastes, or the Forbidden Lands. A tooth, claw, or Affected creatures must succeed in an Acrobatics resis-
horn from a Dragon or a weapon once wielded by a Wraith tance roll, to dodge out of the way, with the DL being the
grants an additional +1 bonus to ritual castings of this spell. mage’s Magical Arts roll result. Those failing take 1 Health
point of fire/heat damage per point of failure. Maximum
Details/Description— damage is 10. Armor is only half-effective against this spell
A successful casting of this spell causes a deep feeling of (that is, targets use only half their armor ratings).
dread and terror to form quickly within the heart(s) of ei- Note that this spell does not normally cause materials
ther one living creature (the DL 10 version) or all living to ignite, unless there are some especially combustible sub-
creatures within 5 yards of the magician (the DL 15 version). stances (oil, cotton, lard, etc.) in the effect area. GM dis-
All such targets must then succeed in a Resolve (resist fear) cretion.
roll or become Intimidated for one full minute or until the
casting sorcerer is out of sight. If this resistance roll is failed Critical Success:
by 10 or more, then target is Terrified instead. Creatures 1) You expend two Stamina less than normal.
with Physiques of +20 or greater are immune to this spell. 2) You also knock your target(s) prone, unless they have a
in a Resolve roll versus a DL set by the magician’s Magical solve (their choice) roll versus a DL set by the magician’s
Arts roll result. Failure means that the intruding creature Magical Arts roll result. A failure means that the subject
is Terrified, and must flee away from the Ghost-fence for believes the Glamour and will act accordingly. Thus, a horse
at least one minute’s time. This effect is not strictly visual, may shy away from a sudden loud noise or illusory fire, or
so sightless creatures gain no advantage here. Furthermore, a dog might flee from an illusory wolf or panther. Note
a sleeping magician is immediately awakened mentally by that Glamour does no actual harm to those believing in the
an intruder crossing his or her Ghost-fence, making this is a illusion, acting upon their minds and senses only (and not
preferred spell of wilderness travelers. their physical bodies).
If a Terrified creature is harmed in its flight from the If the Glamour is not especially believable or is partic-
Ghost-fence, then it gains another immediate Resolve roll ularly far-fetched (such as a crocodile in the frozen North
versus the same DL to throw off the fear. Also, creatures or smoke where there is no fire), then the GM is free to
thusly Terrified by a Ghost-fence will not willing try to cross rule that a +2 or +5 bonus applies to the resistance roll.
the barrier again (unless bodily forced to somehow or mag- Obviously, those succeeding in their Perception or Resolve
ically mind-influenced) until the spell’s duration is ended. rolls discern the illusion, or delusion, for what it truly is.
Those succeeding in their Resolve rolls to cross over a Furthermore, if a creature succeeds in the resistance roll,
Ghost-fence barrier can do so easily, without even perceiv- and communicates to his or her fellow allies that the spell
ing any real effect, and are thusly immune to this particular is illusory, those allies gain another such resistance roll the
Ghost-fence for its entire duration. following round (at the same DL). A second failure, how-
ever, is final unless the circumstances change enough for the
Critical Success: GM to warrant another roll (such as an ally clearly walking
1) You expend two less Stamina points. across an englamoured pit without falling in, etc.).
2) The spell’s duration is doubled. Glamour can also be used to enhance one’s appearance,
3) Intruders failing their Resolve rolls are Cowering instead granting a +1 bonus to the subject’s Magnetism for the DL
of Terrified. 10 version, a +2 bonus for the DL 15 version, and a +3 bo-
nus for the DL 20 version of the spell. It could also be used
Critical Failure: for disguises or even stealth, appearing to cloak the subject
1) You expend two additional Stamina points. in camouflage or in shadow, granting him or her a +2 bonus
2) You are Stunned for one round per point of critical fail- to Disguise or Stealth for the DL 10 and DL 15 versions and
ure, as a wave of dread passes through you. a +5 bonus for the DL 20 version.
3) You acquire the Obsession (haunted places) or Phobia
(haunted places) weakness, your choice, both minor ver- Critical Success:
sions. 1) You expend two less Stamina points.
2) The spell’s duration is doubled.
3) You create an especially realistic illusory effect, causing
enemy observers to become Stunned for 1 full round.
GLAMOUR 4) If using Glamour to enhance an ally, the ally gains an
additional +2 bonus to Magnetism, Disguise, or Stealth for
Discipline: Shadow the spell’s duration.
Prerequisites: Magical Arts: Shadow level 1
DL: 10 for an audible or olfactory effect / 15 for a visual Critical Failure:
effect / 20 for all three effects 1) You expend two additional Stamina points.
Stamina Cost: 1 / 2 /3 2) You are Blinded for one round per point of critical fail-
Casting Time: 1 action ure.
Range: 20 yards 3) You gain the Madness, Obsession (Shadow-world), or
Effect Area: Up to a 3x3 cubic-yard area Phobia (Otherworld) weakness—your choice of which
Duration: 1 minute one, all minor versions.
Ritual Components: At least two of the following—1)
Bowl or brazier of smoke (but no fire); 2) being in an area
of heavy mist or fog; 3) a pinch of silver or crystal dust; 4)
being in most regions of Innis Avalarn or the Shadowlands. GLAMOUR FIRE
A lock of hair from a Nymph, Satyr, or Sluagh grants an
additional +1 bonus to ritual castings of this spell. Discipline: Fire, Shadow
Prerequisites: Magical Arts: Fire or Shadow level 3
Details/Description— DL: 10 for a 3x3 yard area / 15 for a line of up to 10 yards
This spell creates false, or illusory, impressions or sensations, long
be they smell, taste, or sound (the DL 10 version)—or sight Stamina Cost: 3 / 4
(DL 15 version)—or all of them combined (DL 20). If done Casting Time: 1 action
convincingly and “realistically” enough, those witnessing Range: 15 yards
the glamourous effect must succeed in a Perception or Re- Effect Area: 3x3 yard area or a straight line up to 10 yards
long
Effect Area: 1 object no larger than a wagon or 1 creature an additional +1 bonus to all ritual castings of this spell.
no larger than Physique +20
Duration: 1 hour Details/Description—
Ritual Components: At least two of the following—1) This spell enables a magician to temporarily curse another
Several drops of blood; 2) a tool used once by a master creature, causing him or her to suffer a -1 penalty to all die
craftsman; 3) a broken rib or femur bone; 4) being with- rolls and Defense (the DL 10 version) or a -2 penalty to all
in the ruins of Prydon or Galagodsin City. A vial of Troll’s die rolls and Defense, as well as a -1 to Luck (DL 15 version).
blood or lock of hair from a Duergar-king grants an addi- The target receives a Resolve skill roll to resist a Hex
tional +1 to ritual castings of this spell. spell, the DL being set by the magician’s Magical Arts roll
result. If this resistance fails, the effects last for one hour.
Details/Description—
When this spell is successfully cast, an object’s or creature’s Critical Success:
durability is enhanced and improved. For the DL 10 version, 1) You expend two less Stamina.
this means one object improves in quality by one “step”— 2) The spell’s duration is doubled.
that is, a poor-quality item becomes average, an aver- 3) You affect another creature within 2 yards of the original
age-quality object becomes exceptional, and an exceptional target if you so desire.
item becomes master-crafted. (No item can be improved to
heroic-quality or greater with this mere spell.) Critical Failure:
If cast on a willing creature, his or her Physique and Vigor 1) You expend two additional Stamina points.
improves by +1 for the one-hour duration, thusly temporar- 2) In a quirk of fate, you accidentally hex yourself, causing
ily increasing any statistic affected by these two Attributes you to suffer -1 to all die rolls for one round per point of
(such as Health, Stamina, certain skills, etc.). critical failure.
Since tracing a rune-like sigil on the object or creature is 3) You acquire the Phobia (of cursed regions—minor) or
usually part of the casting this spell, a magician possessing Tainted weakness, your choice of which.
the Rune Magic talent always enjoys a +1 to his or her
Magical Arts roll when casting this spell, whether ritual or
spontaneous.
HOMUNCULUS
Critical Success:
1) You expend two less Stamina points.
Discipline: Earth, Life, Water
2) If cast on a master-crafted object, it actually becomes Prerequisites: Alchemy level 3, Healing Arts level 1, and
heroic-quality for the duration. Magical Arts: Earth, Life, or Water level 7
3) A second object on the target’s person is likewise affected DL: 20
as well4) If cast on a creature, his or her Physique and Vigor Stamina Cost: 5
improves by +2 instead of +1. Health Cost: 2 (1 of which is permanent)
Casting Time: 10 minutes
Critical Failure: Range: Touch
1) You expend two additional Stamina points. Effect Area: 1 bowl or similar vessel
2 If cast on a creature, it feels a sudden rush of discomfort Duration: Permanent (see below)
and suffers -1 to Physique and Vigor. Ritual Components: Must have a bowl (or similar ves-
3) You gain the minor Obsession (of engineering or smith- sel) and a vial of magician’s own blood (which causes the
ing) weakness. Health damage), plus at least two of the following—1) A
tooth from any humanoid; 2) A lock of hair from any hu-
manoid; 3) Yoke from a raw egg. A piece of a Golem or
lock of hair from a Simulacrum grants an additional +1 bo-
HEX nus to ritual castings of this spell.
Discipline: Death, Shadow
Details/Description—
Prerequisites: Magical Arts: Death or Shadow level 1
Using advanced life-creation theories, such as from a Simu-
DL: 10 for a minor hex / 15 for a major hex lacrum spell (among other half-forbidden sorceries and al-
Stamina Cost: 1 / 2 chemia), this spell enables a magician to effectively “bring
Casting Time: 1 action to life” a small Homunculus. This is a familiar-like creature
Range: 10 yards animated from the alchemist-sorcerer’s own blood and tis-
Effect Area: 1 living creature sue, which swiftly grows from the blood-filled bowl used
Duration: 1 hour in the working of this potent spell. Since the creature is an
Ritual Components: At least two of the following—1) offshoot of the mage’s own being, the magician forfeits a
Broken horseshoe; 2) a broken or shattered rabbit’s foot; permanent point of Health (the other expended Health
3) a burnt or withered shamrock; 4) being inside a known point returns per normal means).
defiled temple or sacred space. A drop of blood from a Me- A Homunculus is extremely loyal to its creator/master,
dusa or pinch of dirt from where a Banshee once trod grants
Critical Failure: 4) If the mage desires, the icy shards and pillars also deal 5
1) You expend two additional Stamina points. points of Health damage to those captured within.
2) Your hands become numbed with extreme cold, causing
you to suffer a -1 penalty to all manual skill rolls (combat, Critical Failure:
lock-picking, crafting, etc.) for one minute per point of crit- 1) You expend two additional Stamina points.
ical failure; 3) You take 1 point of Health damage per point 2) You are Stunned for one full round due to an extreme
of critical failure. chill that runs through you.
4) You acquire the Obsession (cold environments) or Pho- 3) You suffer 1 point of Health damage per point of critical
bia (ice-based creatures) weakness, your choice, both minor failure.
versions. 4) You gain the Obsession (fire or heat) or Phobia (cold
environments) weakness, your choice of which, both major
versions.
ICE PRISON
Discipline: Water ICE WALL
Prerequisites: Magical Arts: Water level 7 and Crafting
level 1 Discipline: Water
DL: 15 for a small (2x2 yard) area / 20 for a large (4x4 Prerequisites: Magical Arts: Water level 5
yard) area DL: 10 for a straight wall / 15 for a dome or hemisphere
Stamina Cost: 3 / 5 Stamina Cost: 3 for a straight wall / 4 for a dome or
Casting Time: 1 action hemisphere
Range: 10 yards Casting Time: 1 action
Effect Area: 2x2 yard area or 4x4 yard area Range: 15 yards
Duration: 1 hour Effect Area: 15-yard long line or dome up to 3 yards’
Ritual Materials: At least two of the following—1) Small radius around magician
chunks of ice or snow; 2) A crystal prism; 3) A piece of Duration: 1 minute
manacle or iron-bar from a dungeon; 4) being within an icy Ritual Components: At least two of the following—1)
cavern or ice-dragon’s lair. The remains of an Ice-Demon, Bowl or chalice of icy water or snow; 2) A piece of stone or
Frost Giant, or Rathkiri yields an additional +1 bonus to mortar from a castle wall; 3) Being inside a sub-arctic cavern
ritual castings of this spell. or anywhere on the isle-continent of Ragnagard. A lock of
hair from a Frost Giant or piece of hide from an Ice Worm
Details/Description— grants an additional +1 bonus to ritual castings of this spell.
This powerful spell enables a magician to call forth pillars
and sturdy shards of ice from the ground, thrusting quickly Details/Description—
upward to imprison any creatures in the effect area. The This potent spell causes a sudden wall of ice and solid snow
surrounding terrain, however, must contain at least some to appear, formed from the very air (perhaps assisted by
snow, ice, or permafrost for the spell to function. Creatures any nearby sources of snow, ice, or water). The rampart of
caught within the effect area must succeed in an Acrobatics ice can be made up to 15 yards in total length and 5 yards
roll versus a DL set by the mage’s Magical Arts roll result, (15 feet) in height, or instead can be created as a hemispher-
success meaning the creature dodges away at the last mo- ical dome centered on the magician. Any creature in the
ment. direct area of this line (or the radial edge of the hemisphere)
Those failing their Acrobatics rolls are captured within must succeed in Acrobatics skill rolls, against a DL set by the
the icy pillars and giant shards, which form a crude and, mage’s Magical Arts roll result, or take 1 point of Health
literally, cold prison cell. There are small holes, cracks, and damage per point of failure (maximum 5 points). If the
window-lets, however, and thus a successful DL 25 Acro- creature’s Physique is +0 or less, it is also knocked prone.
batics (contortions) skill roll, as an action, enables a cap- Characters or creatures attempting to climb an Ice Wall
tured creature—of Physique +5 or less—to escape. It is also must succeed in a DL 25 Athletics roll to clamber over, or
possible to damage an Ice Prison, from either outside or in the case of a hemispherical dome, on top (or complete-
within, against a Defense of 10 and 50 Health points per ly over). The wall or dome can bear up to approximately
square-yard. If at least 50 Health damage is dealt, then a one ton, or up to a dozen average-sized humanoids (or a
large enough hole for a creature of Physique +5 or less can single Physique +20 creature). Hacking through the wall or
escape. Against fire effects, the Ice Prison has only a Defense hemisphere is possible, even if slow and difficult—axes and
of 5. mauls being the most effective tools/weapons.
Ritual Components: At least two of the following—1) of a life-like statue or idol; 4) Being inside a chamber where
Water from a recent bath; 2) Three white or green can- a Golem was once created. The remnants of an Earth Ele-
dles; 3) A pinch of brain matter; 4) Fingernail shaving of mental or heart of a Vampire or Troll yields a +1 bonus to
a known madman. A lock of hair from a Dark Sidhe noble ritual castings of this spell.
or a Doppelganger grants an additional +1 bonus to ritual
castings of this spell. Details/Description—
This incredible spell enables a magician to temporarily an-
Details/Description— imate, or bring to life, a singular object. For the DL 10 ver-
This spell causes temporary memory loss in a living subject, sion, the object must be relatively small (from the size of a
the events of the last hour being washed away. As such, a goblet or dagger to a treasure chest or battleaxe), while the
Mind Wash spell might be particularly useful in blanking a DL 15 version can animate larger-sized objects (as great in
guardsman’s brain regarding a theft or abduction, or per- size as a man-sized statue or chariot). The object must be
haps to ease a friend or innocent bystander of some espe- free-standing and not attached to a greater object or struc-
cially horrible occurrence. ture, which would prevent it from operating independently.
Unwilling targets of this spell receive a Resolve roll The animated item is under complete control of the
(against a DL set by the mage’s Magical Arts roll result) sorcerer, although if an enemy magician attempts to wrest
to resist the effects of this spell. If failed, the past hour of control of it then the higher Magical Arts roll result wins
the subject’s memory is erased, although after the one-hour out, the DL being set by the original mage’s roll. Most ani-
duration expires, the memories will return immediately (in- mated objects can move (unless of a design prevent such—
cluding possibly recalling the magician using Mind Wash on GM discretion) up to their Mobility ratings, which takes an
the subject in the first place). action on the animating mage’s turn. Furthermore, the con-
Note that this spell is not potent enough to cause enemy trolling magician can also have the object attack, the item in
sorcerers to suddenly forget their spells or mighty warriors question using its Brawling skill (see below) or the mage’s,
their battle maneuvers, but instead, suppresses short-term whichever is higher.
memories from the past hour prior to the spell’s casting. Animated small objects have the following statistics:
Critical Success: DZ Agility -2, Physique -4, Vigor -2, Intellect --, Mag-
1) You expend two less Stamina points. netism --, Willpower --; Health 2, Mobility 4, Stamina --;
2) The spell’s duration is doubled. Armor 0-8 (depending if paper, wood, stone, or metal);
3) The target also forgets long-term memories for one min- Brawling -2 (maximum damage 1-5 depending on ma-
ute, which includes talents and skills (which are all tempo- terial).
rarily reduced to “level zero”), but not racial abilities.
4) If a willing subject, one of the subject’s Weaknesses is Animated medium objects have the following statistics:
cured or lessened to a minor version (this can only occur
once ever in the subject’s lifetime). DZ Agility -3, Physique -2, Vigor +0, Intellect --; Mag-
netism --; Willpower --; Health 6, Mobility 5, Stamina
Critical Failure: --; Armor 0-9 (depending if paper, wood, stone, or met-
1) You expend two additional Stamina points. al); Brawling +0 (maximum damage 3-7 depending on
2) An extreme headache causes you to become Stunned for material).
one full round.
3) Intense confusion inflicts the Distraction condition on Animated large objects have the following statistics:
you for one round per point of critical failure.
4) You gain the Addiction (any), Obsession (any), or Mad- DZ Agility -4, Physique +0, Vigor +2, Intellect --; Mag-
ness (any) weakness—your choice of which—all minor ver- netism --; Willpower --; Health 12, Mobility 6, Stami-
sions. na --; Armor 0-10 (depending if paper, wood, stone, or
metal); Brawling +2 (maximum damage 5-10 depend-
ing on material); AP +1 if solid stone or metal.
OBJECT ANIMATION While focusing on this spell, the mage is still free to
use his or her second action on something else, such as a
Discipline: Earth, Life physical attack, movement, or whatever—casting another
Prerequisites: Magical Arts: Earth or Life level 5 spell would cause the Animated Object to fail since it re-
DL: 15 for a small object / 20 for a large object quires focus (unless the magician has the Dual Focus talent).
Stamina Cost: 2 / 3 Note also that when animated objects are brought to zero
Casting Time: 1 action Health, they are damaged enough to break the temporary
Range: 10 yards enchantment of the spell—twice maximum Health in dam-
Effect Area: 1 small or large object (see below) age means the item in question is destroyed.
Duration: 1 minute (or focus)
Ritual Components: At least two of the following—1) Critical Success:
Several drops of blood; 2) A pinch of gem dust; 3) A piece
Critical Success:
1) You expend two less Stamina points.
2) You “see” exacting details on a potential action up to 48
hours in the future.
3) You gain such future insight as to receive a free Luck point
to use within the next 24 hours.
Critical Failure:
1) You expend two additional Stamina points.
2) You experience a sudden and disturbing dream-vision,
causing you to become Distracted for one round per point
of critical failure.
3) You make wildly inaccurate conclusions when reading
OMEN-READING the omens (of which you must convincingly role-play).
4) You gain the Addiction (pink lotus, purple lotus, or oth-
Discipline: Fire, Shadow, Water er mind-affecting “drug”) or Obsession (omens) weakness,
Prerequisites: Magical Arts: Fire, Shadow, or Water lev- your choice, both minor versions.
el 1
DL: 10
Stamina Cost: 2 OTHERWORDLY PORTAL
Casting Time: 1 minute
Range: Self Discipline: Death, Life, Shadow.
Duration: Instantaneous Requirements: Willpower +1 and Magical Arts: Death,
Ritual Components: At least two of the following*—1) Life, or Shadow level 9
Three small rune-stones; 3) Four rune or ogham sticks; 3) A DL: 20 for a small portal / 30 for a large portal.
pair of dice or carved bones; 4) A bowl of fire or water; 5) Resistance: None.
Fresh animal entrails. The knucklebones of an old crone, the Stamina Cost: 5 for small portal / 7 for large portal
mask of a high priestess of Romega, or the eye of a Cyclops Casting Time: 2 actions
grant an additional +1 bonus to ritual castings of this spell. Range: 10 yards
Effect Area: 2x2 or 4x4 yard opening
Details/Description— Duration: 1 minute
Sometimes known as an Augury, a successfully performed
Ritual Components: At least three of the following—1)
Omen-reading spell enables a magician to predict the most
Being within a circle of sacred standing stones; 2) Being be-
gainful future regarding a potential action or direction.
tween two great oak or yew trees; 3) Being inside a crys-
That is, a good or favorable omen. Note that the sorcer-
talline cave; 4) Being within a cairn or covered tomb. Rit-
er must have at least one of the components mentioned
ual castings of this spell performed on a solstice or equinox
above even for the non-ritual, one-minute version of the
grant an additional +1 bonus to the Magical Arts roll.
spell*. When casting Omen-reading, the mage gazes into
the bowl or at the patterns formed by the bones, sticks,
Critical Failure:
1) You expend two additional Stamina points.
RAIN OF ACID
2) You become suddenly and incredibly thirsty, suffering -1
Discipline: Air, Water, Death.
to all die rolls for the next minute.
Prerequisites: Alchemy level 2 and Magical Arts: Air,
3) You acquire the Obsession (fire or ice) or Phobia (fire or
Water, or Death level 9
deep water) weakness, your choice, both minor versions.
DL: 15 if outdoors / 20 if indoors
Stamina Cost: 4 / 6
Casting Time: 1 action
QUICKENING Range: 15 yards
Effect Area: 5x5 yard area
Discipline: Air, Fire, Life Duration: Instantaneous (see below)
Prerequisites: Magical Arts: Air, Fire, or Life level 5 Ritual Components: At least three of the following—1)
DL: 15 for self / 20 for another creature Bowl or crucible of acid; 2) Pint of stagnant or polluted wa-
Stamina Cost: 3 / 4 ter; 3) Corroded piece of metal; 4) Being anywhere within
Casting Time: 1 action the Shadowlands, Gorgotha, or the Forbidden Lands (in the
Range: Self or Touch far East). The severed tongue of a Basilisk or a high-born
Effect Area: 1 living creature Golden Sslir grants an additional +1 bonus to ritual versions
Duration: 5 rounds of this spell.
Ritual Components: At least two of the following—1)
Three red or purple candles; 2) Pinch of lightning-struck Details/Description—
sand or wood; 3) The feather of a falcon or sparrow. A lock This potent and horrifying spell allows a magician to create
of hair from a Storm Titan or the feather of a Giant Eagle an instant rain of acidic liquid originating from a point as
grants an additional +1 to ritual castings of this spell. low as 10 feet above the ground or as high as 30 feet above
the ground (mage’s choice). Thus, in a tight tunnel with
Details/Description— ceilings only, say, six feet high, this spell would not func-
This spell enables a magician creature to become “quick- tion. All creatures within this 5x5 square-yard effect area
ened,” literally charging his body with extra life or elemen- must succeed in an Endurance skill roll (versus a DL set by
tal force. Quickening can also be cast on another willing the Magical Arts roll) or suffer 2 points of acid damage
creature, who must be alive, but the DL to successful cast per point of failure. Maximum damage is 20 Health points.
this version is 20 instead of 15. Armor is only half-effective.
When successfully cast, the magician (or other creature) Creatures failing by 10 or more also reduces the Protec-
temporarily increases his or her Defense and Initiative by tion Rating of any armor, helmet, or shield currently worn
+2. The subject also gains 3 actions per round, instead of or wielded by 1, and also reduces its quality by one “step.”
the normal 2, although if this additional action is used to For example, exceptional-quality armor becomes average,
make an attack or cast a spell, it is done at a -5 penalty due average becomes poor, and so on. A critical failure on the
to the haste. Endurance roll means, in addition, the acquisition of the
Note that if cast on another creature (that is, not the Disfigured weakness (assuming the target survives the dam-
magician him/herself), the recipient must succeed in a DL age in the first place).
10 Endurance roll or become Stunned for one round after
the spell’s duration expires; on a critical failure, the subject Critical Success:
is Sickened instead for one hour. This is due to the physical
Critical Failure:
1) You expend two additional Stamina points.
2) An icy chill runs through you, causing you to become
Stunned for one round.
3) You gain the Obsession (cold regions) or Phobia (ice-
storms) weakness, your choice, both minor versions.
RAVENOUS SUMMONING
Discipline: Air, Life
Requirements: Magical Arts: Air or Life level 7 and Ani-
mal Handling level 1
DL: 15 for a 5-yard radius around magician / 20 for a 5x5
yard area out to range
Stamina Cost: 3 / 4
Casting Time: 1 action
RAIN OF ICE Range: Self or 20-yard range (see below).
Effect Area: 5 square-yard area, either centered around
Discipline: Water magician or out to 20-yard range
Prerequisites: Magical Arts: Water level 5 Duration: 5 rounds
DL: 10 if outdoors / 15 if indoors Ritual Components: Raven skull or feathers, black soot
Stamina Cost: 2 / 3 or ink, a piece of a standing stone or a yew tree. A lock of
hair from a member of the Raven Circle or a feather from
Casting Time: 1 action
a Giant Raven or Tenku grants an additional +1 bonus to
Range: 15 yards
ritualized versions of this spell.
Effect Area: 5x5 yard area
Duration: Instantaneous (see below)
Details/Description—
Ritual Components: At least two of the following—1) Upon successfully casting this spell, the magician summons
Bowl or chalice or water; 2) Several shards of crystal or
forth a black murder of ravens—some 100 or so in num-
glass; 3) Three arrowheads or knives; 4) Being inside an ice
ber—which immediately attack anyone within the effect
or glacial cave. A few icy remnants from an Ice-demon or a
area (other than the summoner) in a fierce and ravenous
bone from a Death-master of Anderok grants an additional
manner. Such creatures caught within this 5-yard effect area
+1 bonus to ritual castings of this spell.
at the beginning of their turns in the Initiative order, must
succeed in an Acrobatics skill roll (versus a DL set by the
Details/Description—
magician’s Magical Arts roll) or suffer 1 point of Health
Using the moisture in the surrounding environment, this
damage per point of failure. Maximum damage is 5 points
spell enables a magician to summon forth a sudden and
per round, and targets’ armor ratings are considered half
powerful release of ice and sleet from above any creatures
effective against this spell.
or objects within the effect area. Note that this must be
Furthermore, if the creature fails the Acrobatics roll by
either outdoors (the DL 10 version) or indoors (the DL 15
10 or more, then the creature is also Partially Blinded (-2
version), the latter needing at least 10 feet of ceiling height.
to die rolls and Defense) until at least 5 Health points are
Creatures within the effect area must succeed in an Ac-
healed.
Details/Description— Details/Description—
Also known as a Sirocco, this spell enables a magician to A successfully cast Scry Ward spell allows a magician to
call forth a whirling mass of grit and sand, either a 3x3 yard shield a 5x5 yard area (the DL 10 version) or a singular
“sand devil” (the DL 10 version) or a 6x6 yard “cyclone” creature from mystical forms of detection, such as Far-sight,
(DL 15 version). The former is also 3 yards in height while See The Unseen, and Sense Corruption spells for example.
the latter is 6 yards high. A Sandstorm spell only functions However, this is not automatic, as a rival mage (or super-
if the surrounding terrain is primarily desert, wastelands, or natural creature with such powers) must equal or surpass
sandy beachhead. It might also work in other areas, such as a DL set by the Scry Ward caster’s Magical Arts roll result
an extremely dusty chamber, at the GM’s discretion. in order to penetrate this warding-spell. Failure to do this
Creatures caught within the effect area must succeed in means the enemy or rival fails to “see” through the Scry
an Endurance roll—against a DL set by the mage’s Mag- Ward spell, effectively seeing or sensing little more than a
ical Arts roll result—or suffer 1 point of Health damage “grey fog” or a “solid black veil”.
per point of failure. Maximum damage is 10 per round. If cast on an individual creature, the subject in question
Even those succeeding in this resistance roll are still Partially can move about (and is not stuck in one defined area), any
Blinded until they leave the Sandstorm’s effect area. The outsiders attempting to detect him or her getting the same
summoning magician can move the Sandstorm up to 10 results as mentioned above unless exceeding the Scry Ward-
yards per round as one action, which requires focus. (Oth- er’s Magical Arts roll result. Otherwise, the simpler version
erwise, without maintaining focus, the spell lasts for only of this spell only blocks or shields an immobile 5x5 yard
one round.) area,
Disciples of Zanthalah, an elite order of sorcerers who
follow the teachings of Zanthalah the Great (a now-de- Critical Success:
ceased magician from the eastern continent of Hassan), gain 1) You expend two less Stamina points.
a +1 bonus to learn and cast this spell. 2) Even quasi-divination spells are blocked, such as Men-
tal Message (if so chosen), Dream-walking, or even Instant
Critical Success: Travel.
1) You expend two Stamina points less. 3) The spell’s duration is doubled.
2) The spell’s effect area is doubled. 4) The spell’s effect area is doubled or two creatures are
3) The Sandstorm can be moved up to 15 yards per round warded instead of merely one.
1
Critical Failure: DL: 10
1) You expend two additional Stamina points. Stamina Cost: 1
2) You are Stunned for one round. Casting Time: 1 action
3) You are Blinded for one round. Range: Self
4) You acquire the Obsession (eavesdropping) or Phobia Effect Area: 10-yard radius around magician
(paranoia) weakness, your choice, both minor versions. Duration: 1 minute
Ritual Components: At least two of the following—1)
Crystal prism; 2) Handful of rose petals; 3) Three white
SEE THE UNSEEN candles. A lock of hair from an angelic being or virginal
Sidhe noble yields an additional +1 bonus to ritual versions
Discipline: Air, Life, Shadow of this spell.
Prerequisites: Magical Arts: Air, Life, or Shadow level 1
DL: 10 Details/Description—
Stamina Cost: 1 A successful casting of this spell enables a magician to discern
Casting Time: 1 action whether creatures, objects, or even spaces/locales them-
selves are corrupted or tainted (in the diabolical sense). De-
Range: Self
mons, or all sorts, almost always emanate a strong aura of
Effect Area: 10-yard radius around magician
taint and true evil, while most Vampires and Ghouls (and
Duration: 10 minutes
other “greater undead”) generally do as well. Lycanthropes
Ritual Components: 1) At least two of the following—1) often do as well, as do Trolls, Giants, Hobgoblins, Goblings,
Three lit white candles; 2) A pearl or crystal; 3) Being and some Dark Sidhe.
most anywhere on Innis Avalarn or in the Twilight Forest Humans typically do not detect as corrupted unless they
of Lithilor. A pinch of grave-dust from a known Vampire’s
possess the Tainted weakness. An exception here might be a
tomb or a lock of hair from a Sidhe noble yields an addi-
human, or humanoid, with both the Honorless and Kinslay-
tional +1 bonus to ritual castings of this spell.
er weaknesses or one who is an Oath-breaker of a major
oath or multiple oaths. (GM discretion here.)
Details/Description— Note that anointed priests of Saint Paladyr (Truthkeep-
This spell enables a magician to sense the presence of all
ers) gain a +1 bonus to their Magical Arts skill roll when
invisible, incorporeal, or otherwise normally unseen crea-
casting this spell, assuming they know the spell.
tures and objects with the effect area. It also penetrates the
essence of illusory effects, allowing the mage to intuit or
Critical Success:
“see through” glamorous spells and similar things, effective-
1. You expend one spell point less.
ly automatically succeeding in any Perception or Resolve
2. You discern the precise reasons as to why the target is
rolls against these for the spell’s duration.
corrupted or tainted (assuming it is in the first place).
Note, however, that See The Unseen grants no addition-
3. Gaining some mystical insight, you gain a +1 bonus to
al skill in detecting mundanely hidden objects or creatures,
your Defense and all attack rolls against the target(s), for
such as those using the Stealth skill or otherwise hidden one minute, if it should come to blows
from plain sight.
Critical Failure:
Critical Success: 1. You expend an additional Stamina point.
1) You expend one less Stamina point. 2. You become light-headed and Sickened for one minute
2) The effect area is doubled. per point of critical failure.
3) The spell’s duration is doubled.
3. You acquire the Phobia (of Tainted creatures) weakness,
4) You gain precise knowledge of each creature or object in
minor version.
the effect area.
Critical Failure:
1) You expend two additional Stamina points. SENSE UNDEAD
2) You are Partially Blinded for one round.
3) You gain the Blind, Obsession (disguises or hiding), or Discipline: Death, Life
Phobia (air or shadow-based creatures), your choice of Prerequisites: Magical Arts: Death or Life level 1
which, the latter two being minor versions. DL: 10
Stamina Cost: 1
Casting Time: 1 action
SENSE CORRUPTION Range: Self
Effect Area: 15-yard radius around magician
Discipline: Death, Life, Shadow Duration: 10 minutes (or focus)
Prerequisites: Magical Arts: Death, Life, or Shadow level Ritual Components: At least two of the following—1)
SERPENT STAFF
SHADOW REAPER
Discipline: Earth, Life
Prerequisites: Magical Arts: Earth or Life level 5 and An- Discipline: Death, Shadow
imal Handling level 1 Prerequisites: Magical Arts: Death or Shadow level 5
DL: 10 for one held club or staff / 15 for up to three sticks DL: 15
or branches in a 3x3 yard area Stamina Cost: 3
Stamina Cost: 2 / 3 Casting Time: 1 action
Casting Time: 1 action Range: 10 yards
Range: Self or 10 yards Effect Area: 1 shadow cast by a creature of Physique +20
Effect Area: Self or 3x3 yard area or less
Duration: 1 minute Duration: Instantaneous
Ritual Components: At least two of the following—1) Ritual Components: At least two of the following—1)
Staff or wand of oak, rowan, or alder; 2) Strip of snakeskin; Four black candles, two which are lit and two which are
3) A handful of eggshells; 4) Pieces of a cocoon. A lock of not; 2) A handful of ash or soot; 3) A blood-smeared blade.
hair from a shape-shifting creature or a drop of venom from A pinch of dirt from where a Shadow-daemon or Shad-
a Medusa yields an additional +1 bonus to all ritual castings ow-wraith passed over grants an additional +1 bonus to
of this spell. ritual castings of this spell.
Details/Description— Details/Description—
When this spell is successfully cast, one club or staff held This rare and ominous spell allows a sorcerer to effectively
by the magician transforms into a venomous viper (the gain control of another creature’s shadow, turning it against
Critical Failure:
1) You expend two additional Health and Stamina points.
SIMULACRUM 2) You lose one permanent Health or Stamina point (your
choice).
Discipline: Life 3) You gain a major version of the Obsession (immortality
Prerequisites: Magical Arts: Life level 10 or power) weakness.
DL: 25
Stamina Cost: 6
Health Cost: 3
Casting Time: 1 minute
SLUMBER
Range: Touch (created creature appears within Touch
Discipline: Death, Life, Shadow
range)
Prerequisites: Magical Arts: Death, Life or Shadow level
Effect Area: 1 square-yard space adjacent to magician
3
Duration: 1 year or until dismissed or destroyed
DL: 10 for a single target / 15 for a 2x2 yard area
Ritual Components: All three of the following—1) A vial
Stamina Cost: 2 per creature affected
of the magician’s own blood; 2) lock of magician’s own
hair; 3) magicians birth/true name inscribed on a bone, Casting Time: 1 action
stone, or stick of oak. A piece of a Golem or Doppelganger Range: 10 yards
grants an additional +1 bonus to ritual castings of this spell. Effect Area: 1 living creature
Duration: 1 minute
Details/Description— Ritual Components: At least two of the following—1)
This rare and highly advanced spell enables a magician to A handful of sand; 2) A large feather; 3) A pendulum or
create a facsimile, or simulacrum, of him/herself. During the crystal. A Purple Lotus or Pink Lotus petal or the tongue of
casting time, the created simulacrum creature grows out of a Siren yields an additional +1 bonus to ritual castings of
this spell.
Critical Failure:
SUMMON PLAGUE 1) You expend two additional Stamina points.
2) You inflict yourself with a minor contagion, causing the
loss of 1 point of Vigor for one hour (or if cured with a DL
Discipline: Air, Death
25 Healing Arts roll beforehand).
Prerequisites: Vigor or Willpower +0, and Magical Arts:
3) You gain the Madness, Phobia (disease), or Tainted
Air or Death level 7
weakness, your choice of which, the former two major ver-
DL: 15 for a lesser plague / 25 for a greater plague
sions.
Stamina Cost: 3 / 5
Casting Time: 1 action
Range: 30 yards
Effect Area: 10x10 square-yard area or half-mile square SUMMON STORM
area
Duration: 1 hour Discipline: Air, Water
Ritual Components: At least two of the following for Prerequisites: Willpower +0 and Magical Arts: Air or
a lesser plague or three for the greater version—1) Several Water level 7
half-rotten bones; 2) A handful of festering dung or a bowl DL: 15 for a modest storm / 25 for a large storm
of urine; 3) A half-gallon of the mage’s own blood (dealing Stamina Cost: 3 / 5
2 points of Health damage); 4) Being with the Wastes of Casting Time: 2 actions
Xarkon (across the sea in the East). A piece of rotting flesh Range: 50 yards
from a Ghoul or plague-bearing demon yields an additional Effect Area: 50x50 yard or half square-mile area
+1 bonus to ritual castings of this spell. Duration: 1 minute
Ritual Components: At least two of the following—1)
Details/Description— Lightning-struck wand of ash or oak; 2) A bowl of water;
This potent, if morally wicked spell, summons forth a terri- 3) A piece of a shipwreck; 4) Being most anywhere off the
ble plague-like disease. This epidemic strikes either a 10x10 coast of Gorgotha. A lock of hair from a Storm Titan or an
yard area (the DL 15 version) or a half square-mile (the DL Angel of Vengeance grants an additional +1 bonus to ritual
25 version). Most plant-life in the effect area will wilt and castings of this spell.
become blighted, as well as most of the smaller forms of
fauna (with less than -5 Physiques). Details/Description—
All other creatures must succeed in an Endurance roll This potent spell conjures forth a moderate-sized (the DL 15
versus a DL set by the sorcerer’s Magical Arts roll result version) or large storm (DL 25 version) in a 50x50 yard or a
or gain the Severely Diseased condition. Each stage is one half-mile square area, respectively. The storm contains light-
hour in length over a course of eight hours (see the Con- ning, thunder, driving rain and hail, and high winds, causing
ditions entry under Chapter 17—Actions & Combat). Fur- any creature in the effect area to succeed in an Endurance
thermore, for every 5 points of Health damage a victim roll—versus a DL set by the mage’s Magical Arts roll re-
succumbs to, one point of Magnetism is also lost due to the sult—or suffer 1 point of both Health and Stamina damage
horrible purple-black bolls, sores, and seeping puss brought per point of failure. Maximum damage is 5 per round, and
on by this horrid spell. armor is half-effective. This roll must be repeated for every
The effect area of Summon Plague remains effective for round that a creature remains in the spell’s effect area. If the
one hour’s time, meaning that any creature entering that Endurance roll fails by 10 or more, then the creature is also
area must succeed in the above-mentioned Endurance roll knocked prone by the buffeting winds unless its Physique is
for every minute spent within. It does not move, not by +10 or greater.
the mage’s will nor by high winds. Obviously, the effects of Creatures with soft cover (such as a tent, thatched hut,
being diseased (as mentioned above) can last much longer
ruined building, etc.) gain a +2 bonus to their Endurance roll result) or become Deafened for one round per point of
rolls, while hard cover (a shallow cave opening, a well- failure. Maximum 10 rounds. Note that even allies within
built cottage, etc.) yields a +5 bonus to this roll. Full cover, the 5-yard aura are affected, so the sorcerer must be wise.
such as that from a stone castle, well-built temple, or be-
low-decks of a finely built ship, might grant immunity to the Critical Success:
spell’s effects with the GM’s discretion. 1) You expend two less Stamina points.
Note that over-use of Summon Storm, particularly the 2) The effect area is doubled to 2 targets or a 10-yard radius
heavy storm version (and especially on innocent bystand- centered on mage.
ers), might earn the magician the Honorless or possibly 3) If the DL version, the target is also Stunned for one full
even the Tainted weakness—GM adjudication applies. round; if the DL 15 version, 5 points of Health damage is
delivered in addition.
Critical Success:
1) You expend two less Stamina points. Critical Failure:
2) The spell’s duration is doubled. 1) You expend two additional Stamina points.
3) The spell’s effect area is doubled. 2) You are Stunned for one full round.
4) Maximum damage increases to 10 Health and Stamina. 3) You are Deafened for one round per point of critical
failure.
Critical Failure: 4) You acquire the Disfigured weakness, from internal fa-
1) You expend two additional Stamina points. cial burns, or the Phobia (thunderstorms) weakness, your
2) You are Stunned for one full round. choice of which, both minor versions.
3) You acquire the Obsession (destruction), Phobia
(storms), or Tainted weakness, your choice of which, all
major versions. TIDAL WAVE
Discipline: Water
THUNDEROUS BLAST Prerequisites: Willpower +0 and Magical Arts: Water
level 7
Discipline: Air, Water DL: 15 for a great wave / 20 for a massive wave
Prerequisites: Magical Arts: Air or Water level 5 Stamina Cost: 3 / 4
DL: 10 for a bolt of lightning / 15 for a radial blast Casting Time: 1 action
Stamina Cost: 3 / 4 Range: 30 yards
Casting Time: 1 action Effect Area: 50 or 150 yard length of water, 20 yards in
Range: 20 yards or Self height
Effect Area: 1 target or a 5-yard radius centered on ma- Duration: 1 round
gician Ritual Components: At least two of the following—1)
Duration: Instantaneous A bowl or chalice of sea water; 2) Large nautilus shell; 3)
Ritual Components: At least two of the following—1) A handful of salt mixed with a handful of sand. A lock of
Piece of wood from a lightning-struck tree; 2) A vial of rain- hair from a Storm Titan or the fingerbone of a high priest
drops; 3) A piece of glass. A lock of hair from a Storm Titan of Prydonis grants an additional +1 bonus to ritual castings
or from the Basileus of Prydon yields an additional +1 bo- of this spell.
nus to ritual castings of this spell.
Details/Description—
Details/Description— This mighty spell is capable of calling forth a great 50-yard
The DL 10 version of this spell allows a magician to call long wave (the DL 15 version) or a massive 150-yard long
forth a bolt of lightning, shooting it swiftly toward a single wave (DL 20 version), either of which can be up to 20
target. If a creature, the creature must succeed in an Ac- yards in height at the magician’s behest. The tidal wave
robatics roll (against a DL set by the mage’s Magical Arts forms from as far away as 30 yards (the spell’s range) and
roll result) or suffer 1 point of Health damage per point of moves at a rate of up to 30 yards during its one-round du-
failure. Maximum damage is 15 and armor is only half-ef- ration. Any creature caught in the wave’s effect area must
fective. If the target-creature fails the Acrobatics roll by 10 succeed in an Athletics (swimming) roll—against a DL set
or more, then it is also knocked prone unless its Physique is by the mage’s Magical Arts roll result—or suffer 1 point of
+10 or greater. Health damage per point of failure. Furthermore, the crea-
The DL 15 version enables a sorcerer to send forth a sud- ture is knocked prone, and if failing the roll by 10 or more,
den blast of electricity from his or her body which auto- also Stunned for one round. Maximum Health damage here
matically throws any creature down prone within the effect is 10 for a great wave and 15 for a massive wave. The result
area (5 yards) unless its Physique is +15 or better. Further- is the same whether in the water or on a shoreline (up to
more, the creatures in question must also succeed in an En- 50 or 150 yards inland, respectively), and armor is only half
durance roll (versus a DL set by the magician’s Magical Arts effective.
Small waterborne vessels, such as rowboats, fishing
DL: 10 to summon to hand / 15 to conjure onto a weapon Prerequisites: Magical Arts: Death, Earth, or Life level 5
Stamina Cost: 2 / 3 DL: 15 for a 2x2 yard area / 20 for a 4x4 yard area
Casting Time: 1 action Stamina Cost: 2 / 3
Range: Touch Casting Time: 1 action
Effect Area: Magician’s hand or held weapon Range: 15 yards
Duration: 1 minute Effect Area: 2x2 or 4x4 yard area
Ritual Components: At least two of the following—1) A Duration: 1 minute
drop of snake or spider venom; 2) Fingerbone or severed Ritual Components: At least two of the following—1)
hand; 3) A piece of a weapon that was used by a known An intact skull; 2) Tail of a rat; 3) Pinch of dried dung; 4) A
assassin. A drop of venom from a Basilisk, Oni-spider, or piece of a hornet’s nest. A stinger, mandible, or pincer from
Xurian Serpent grants an additional +1 bonus to ritual cast- a Giant Spider or Giant Scorpion yields an additional +1
ings of this spell. bonus to ritual castings of this spell.
Details/Description— Details/Description—
The magician conjures an oily poisonous substance onto ei- This spell enables a magician to call forth a swarm of ver-
ther one of his hands (the DL 10 version) or a single held min, such as maggots, flies, worms, cockroaches, small rats,
weapon (DL 15 version). The former requires a successful and the like, which then bite and sting and otherwise annoy
Brawling roll to succeed if attacking a target with Venom- (and harm) all creatures within the effect area. Such crea-
ous Touch, while the latter requires a successful Weaponry: tures must succeed in an Endurance roll—against a DL set
Melee roll. Both are resolved in the usual ways, against the by the mage’s Magical Arts roll result—or suffer 1 point of
opponent’s Dodge or Parry Defense. Health damage per point of failure (maximum damage of
A successful strike means the target must then succeed in 5). Furthermore, if the victim fails this resistance roll by 10
an Endurance (resist poison specialty) roll—versus a DL set or more, he or she is also Blinded or Sickened (magician’s
by the mage’s Magical Arts roll result—or immediately gain choice) for one full round. This roll must be made for every
the Moderately Poisoned condition. The poisonous effect round a creature is within the effect area.
runs its course in one hour’s time should the target fail his As one action, the sorcerer can cause the swarm to move
or her resistance roll. In addition, if the DL 10 version of the up to 5 yards (or 10 yards as two actions). This requires fo-
spell, the target also takes 1 point of punching damage per cus on the sorcerer’s part; otherwise, the swarm will simply
point of success over its Defense to a maximum of 5 points stop moving forward, although it will still continue to harm
(or 10 if the Heavy Hitter talent is possessed by the mage). creatures in its effect area until the spell ends. Note that ar-
If the DL 15 version, then Health damage is dealt as well in mor only counts as half value against a Vermin Swarm spell.
the usual manner via weapon type.
This spell does not function on ranged weapons, but Critical Success:
only on hand-held melee weapons and the mage’s very 1) You expend one less Stamina point.
own hand. Note that a magician’s own Venomous Touch 2) The spell’s duration is doubled.
does no harm to his hands, although the magical poison of 3) The effect area is doubled.
a rival sorcerer could still affect him or her. Constant use of 4) Maximum damage from the swarm improves to 10.
this spell could cause the magician to gain the Honorless,
or perhaps even the Tainted, weakness given GM adjudi- Critical Failure:
cation. 1) You expend one additional Stamina point.
2) You take 1 point of Health damage, per point of critical
Critical Success: failure, from several summoned verminous creatures that
1) You expend two Stamina points less. vanish after one round.
2) The spell’s duration is doubled. 3) You acquire the Honorless or Phobia (rats or insects)
3) The target gains the Strongly Poisoned condition for one weakness, your choice, the latter being a minor version.
hour instead.
WINTER’S BREATH
Discipline: Air, Water.
14
Requirements: Vigor +0 and Magical Arts: Air or Water
level 5
DL: 10 for a single target / 15 for a 3x3 yard terminus at
COSMOLOGY &
end of range THE SEVEN MAGICS
Stamina Cost: 2 / 3 The cosmology and deep beliefs of the Savage Kingdoms
Casting Time: 1 action world is nearly as varied as the races, cultures, and deities
Range: 10 yards. which spawned them. There is no one “truth,” despite what
Effect Area: 1 single target or 3x3 yard terminus within some may tell you, and even those learned enough in the
range ancient arts of magic-craft or are otherwise of privileged
Duration: Instantaneous knowledge do not know for certain of any one “absolute
Ritual Components: At least two of the following—1) truth,” or any truths (or truth) for that matter.
being on a glacier or iceberg in winter; 2) an ice-sickle or Most human scholars, particularly those from more
ball of snow; 3) a predatory beast’s tooth or tongue. A ancient and/or traditional cultures, agree that there have
tooth or lock of hair from a Frost Giant or a tooth or scale been, thus far, five Ages that have gone before in the histo-
from an ice-breathing Dragon gain an additional +1 bonus ry of the known, mortal world. The first being the Age of
when casting ritual versions of this spell. the Gods, a time of both elemental and spiritual warfare,
when sometimes deity strove against deity. Secondly, came
Details/Description— the Age of Giants, the alleged spawn of the Elder Deities
This scarce, but potent, spell causes a magician’s very breath (though it is the Titans that can more readily claim this
to become as cold and frosty as deepest winter, nearly mim- fact), followed thirdly by the Age of Dragons, a notable
icking an ice-breathing wyrm. All creatures affected—either era where the mighty drakes and wyrms swam up from the
a single target or those caught within a 3x3 yard terminus at Dragon Sea and made much of the world their terrorized
the end of the spell’s range—must succeed in an Endurance subject. Fourthly, there was the Age of Faerie, which saw
skill roll (versus a DL set by the mage’s Magical Arts roll the Eluna Sidhe, Goblings, and others come into the Earth-
result) or suffer 1 Health point of cold/ice damage per point world, and then finally, there is the current time, the Age
of failure. Maximum damage is 15 points and targets’ armor of Man. Some have reckoned, though, that a new age has
ratings are considered halved against Winter’s Breath. begun since the last Cataclysm, often dubbed the Age of
Furthermore, for every 5 points of Health damage suf- Gorgons.
Rhodon: Virtually the opposite of Oridon, this was be- Eluna Qualae: Meaning “primal light” in the tongue of
lieved to have once been the paradisal Island of the Gods. the Elves, an allusion to Nature as a living, sentient, force.
Supposedly, it was located in some faraway region of the It can also be paraphrased to mean “essence,” for the es-
Sea of Prydonis, or perhaps a “higher plane” (such as the sence—life force—of nature can be found in things worthy
Over-world) overlapping the sea, and contained massive (things devoid of Nature are therefore unworthy). It might
palaces of white and gold marble, pearl, gold, and gems— be said that Eluna Qualae is the sum-total of all the Seven
the houses of the Gods. Only great heroes could ever find Magics in known reality.
Rhodon, and even then it usually required a physical death
first. Eluna Dol: Roughly translated as “primal dark” or “primal
void” in the Elvish language, this is the Unseelie (Dark Elf)
Fragnir’s Halls: A Northern belief that after an earth- belief that Darkness was first and foremost, and is therefore
ly death a brave, valorous, and honorable warrior might more ancient, more wise, and more powerful than Light.
make his way to the great halls of Fragnir, god of battle, the The Dark Elves allegedly discovered this “truth” when they
sea, and luck. Here, allegedly the mead and food is plenty, were driven underground after the Breaking of Arvelindor
and mock battles are fought daily. over 3,500 years ago.
Signa’s Hearth: Another Northern tradition where it is MAJOR RELIGIONS & FAITHS
believed a gentle and honorable soul might travel to the The Savage Kingdoms milieu is filled with many ancient and
great hearth of Signa, goddess of the sun, healing, and colorful cultures, and religion, faith, and belief play a very
motherhood. It is here, which might be somewhere in the important part of these societies. Some religions are still
Over-world, that warmth and song are in endless supply. very primal, even barbaric, while others show some signs
of “evolving” into urbane, temple-based faiths. A few, still,
The Grey Realm: Also known as the Grey Waste, this is fall somewhere in between or cannot be so easily classified.
supposedly the divine realm of Anderok, Northern god of
death, winter, ravens, and wolves. If it truly exists, it would AGATHON—A major deity in the pantheons of both
be found in the Underworld (or perhaps some borderland Lorinthia and Prydonia, Agathon is regarded as a god of
between there and the Shadow-world). Souls wander here, battle, conquest, blood, and competition. As such, he is
half-frozen and forlorn, awaiting a chance to be recalled as sometimes referred to as The Crimson God. Only male
undead. priests (called Templars) serve his sect, almost always dress-
ing in deep-red robes over cuirassed armor. Agathon’s sym-
Innis Avalarn: A Western, mostly Gaernic, belief in a bol is usually a red spear. In some regions of the Lorinthian
mist-shrouded island that exists somewhere between the Empire, Agathon is known as “Argathon”.
Mortal and Faerie World. As such, it simultaneously oper-
ates in several dual realms at once—land and sea, mortal ANDEROK—A deity closely associated with death, win-
and immortal, storm and calm, etc. It is said by the Druids ter, and black magic, Anderok is the patron god of Mulovia
that only the courageous and honorable may find this place (where he is worshipped even above Fragnir). His common
in the far northwestern seas. symbols are wolves and ravens, and more specifically a ra-
ven with blood dripping from its beak or a white wolf,
Innis Nor: Meaning “island of night” in the Gaernic sometimes treading over a frozen skull. The priests of An-
tongue, this is allegedly a forlorn, storm-racked island, derok are a secretive lot, allowing no anointed women,
uncharted by mortal sailors, where the worst of men are and wield great power in the kingdom of Mulovia.
sent—thieves, oath-breakers, kin-slayers, and the mad and
Tainted. The Norish also believe in this place, perhaps hav- ATORES—The Prydonian bull-god, a deity associated with
ing heard many tales from the Gaerns and Brythians, which the sun, time, order, and precision. In ancient Rhodonian
can only be found at night. (pre-Prydonian) legend, Atores was the prize scarlet-hued
bull of Prydonis, and the sea-god charged the mighty bo-
Venta Titherus: Or “city of great wealth” in the Lorinthi- vine with pulling the “sun chariot” across the sky every day
an tongue, this is an ancient belief, perhaps even pre-Impe- to light the mortal world. Only male priests are known in
rial, in a great city made of gold that wealthy and successful this ancient sect.
souls go to after their worldly demise. If it truly exists, it
BRAN FINNON—A relatively minor god whose main and far between in the North (where such a person is often
popularity seems to now be in western Brythia and much very quickly hounded and dispatched).
of Faerland (in the Emerald Islands), Bran Finnon is most
associated with roads, travel, horses, and story-telling, and LLYWELLA RAVENDARK—Or simply Llywella, this is a
as such, is highly revered by bards and other entertainers. dark and primal deity, a goddess of night, the lesser moon,
His most common icon seems be that of a galloping horse ravens, crows, and black magic. Sometimes called the Dark
or a blue-green horseshoe, and if he has any priests at all, Goddess or “goddess of night,” her primary priesthood
they are of the Druidic Order. consists of Druids, although it is fairly known that a semi-se-
cretive cult has spun off from that order well over five
BRIANNON—Often called the “mother-goddess” or “the centuries ago. Llywella’s most common symbols are three
triple goddess,” Briannon is the unofficial queen of the crows flying in a circle, or a simple black ring or circlet.
Western pantheon, the nature-based deities of the Gaernic
peoples. She is most associated with the moons (especially LUCCIA—A goddess of love, lust, and the arts (particularly
the Greater Moon), plants, animals, and healing. Some- the performing arts), Luccia’s sect consists only of priestess-
times she is seen as a beautiful maiden, sometimes a mother, es, most of whom are physically attractive. In the Lorinthian
occasionally an old crone, but often all three at once. Her Empire, she takes on more of a seductive quality, and her
common symbols are doves, sparrows, and wrens, or a full priestesses are often trained lovers, acrobats, and musicians.
moon. The goddess’ primary symbol is a lyre tied with pink, flow-
ing ribbons.
CORMAC—This is perhaps the chief male deity of the
West, nearly rivaling Briannon in popularity and influence. MYRASTEA—Once highly revered on the island of My-
It is mainly men who revere Cormac most, for he is a god rasteus, Myrastea (or Myrates) is an amazon-like goddess
of strength, battle prowess, and hunting. As such, he is of- of war, hunting, beasts, and the element of earth. When
ten associated closely with beasts, especially boars and stags the island of Myrasteus all but sunk in the last Cataclysm,
(representing strength and agility), and like Briannon, his which some believe triggered the Gorgon Wars, most of her
priests are always Druids. The most common symbols of followers perished along with over half of the island itself.
this deity are a red hammer or a red-tipped spear.
NIPALOS—Mostly a minor deity in Lorinthian, this god
FRAGNIR—The chief god of Norlund and the Northern of night, thieves, harlots, and the lesser moon is revered
realms in general, a deity concerned with luck, fate, war, somewhat more in most of the Prydonian Isles. His main
and the sea. There are few dedicated priests to Fragnir—for symbol is an owl, or an owl superimposed against a sphere
most Northern priests are semi-shamanic and more or less (representing a moon), and his sect is comprised of both
serve the entire pantheon—but those few who in existence priests and priestesses. Most of these clergy were, or still
are almost always warriors (or retired elderly warriors). are, thieves, harlots, or assassins.
The most common symbol associated with Fragnir is a dou-
ble-bladed battleaxe. ORSEUS—Revered much more deeply by the Prydonians
(especially those from the Central Isles) than by the Lor-
GAELRITH—An ancient deity of the sea, and often also inthians, Orseus is worshipped as a god of knowledge,
associated with fate, death, luck, and storms. Generally as- culture, wisdom, and prophecy. As such, he is also a deity
sumed to be a goddess (or simply without gender), Gael- of writing, fine art, and philosophy, and only male priests
rith’s only known priests are the shamanic Druids. Her only serve in his temples. His main symbol is a lion with a sealed
known religious symbols are a swirling whirlpool or a wa- scroll lying between its front paws.
ter-logged skull, and the colors of dark grey and grey-green
seem to be sacred to her followers. PRYDONIS—The chief god of the Prydonians, but barely
recognized in the Lorinthian Empire (save for the south-
GORGOTHON—Perhaps more demon than god, and ern-most provinces), Prydonis—who gave his name to an
maybe even more myth than reality, Gorgothon is often entire culture and near-endless collection of islands—is a
called the Still-Born God (or Lord of Oridon, the World deity of the sea, water, life, death, and fate. His sect is pop-
Under-sea). Legend has it he was still-born on the Isle of ulated wholly by male priests, and his main symbols are a
Rhodon, and after being cast into the sea, washed ashore nautilus shell or blue-green trident.
on Gorgotha where he later “created” the gorgons. A small
cult to Gorgothon is said to exist. ROMEGA—A goddess of magic, mystery, and dreams, re-
vered in both the Prydonian Isles, and perhaps to only a
JORL (yorl)—A fairly minor god comparatively, Jorl is a slightly lesser extent, the Lorinthian Empire. Often believed
deity of fire, trickery, and sometimes even theft and murder. to be the bride of Prydonis, the sea-god, Romega’s mysteri-
In short, he is most associated with disorderly things, al- ous sect only allows for priestesses only, most of whom don
though many smiths pray to him for mastery of fire and the masks and black robes outside the temple. Her symbol is a
turning out of masterful crafts. Thieves might also revere crescent moon with three stars.
Jorl, and murderers and kin-slayers, but they are often few
SANTAGO—Worshipped almost exclusively by the coastal cerned with combat, hunting, athletic prowess, and person-
people of Esmandos, Santago is revered as a deity—often al honor and glory. Though it is male Chenari who revere
assumed male—of tempests, lightning, and the sea. As such, him most, virtually all cat-folk admire him at least to some
many sailors appease him before embarking on voyages, degree. Amrashi’s main holy symbol seems to be a red sun-
while some scholars believe this god to be a kind of antith- orb with four claw-marks in the middle, and his shamans
esis to the Gaernic deity, Gaelrith. can be male or female.
Magical Arts options for the Acolyte talent: Air, Fire,
SARDONA—An ancient earth-goddess “adopted” by the Death, Life.
Lorinthians and Prydonians, perhaps from a more savage,
conquered tribe. Regardless, Sardona is a deity associated BALDAK—One of the major deities of the Duergar pan-
with plants, animals, spring, and harvest, and is also a mi- theon, he is known by the Dwarves of the East every bit as
nor death-goddess. Her most common religious symbols well as those of the West. Baldak is a god of warfare, honor,
are a silver sickle or a bundle of wheat, and only priestesses and survival, and is also associated with the dead and the
serve her. “after-world” of Bel Mordain. Baldak’s primary symbols are
a bearded skull with two crossed axes, and his priests are
SIGNA—The chief-goddess of the North, often believed said to be male Duergar.
to be Fragnir’s wife in the pantheon. Some ancient lore Magical Arts options for the Acolyte talent: Death,
claims, instead, that she is his sister, while a few others still Life, Shadow.
say that Signa is Fragnir’s mother. In any case, she is gener-
ally believed to be a gentle goddess, a deity associated with DURADIN—Although not quite as popular as the bat-
the sun, dawn, spring, home, and hearth. As such, mostly tle-god Baldak, Duradin is still considered a major divinity
women pray to her, and all of her priestly servants are fe- among the Duergar of the West and those across the great
male. Her most common symbols are a red-gold sun or a sea. He is, after all, a god of mining, smith-craft, and ar-
hearth-fire. tisanship, and is even associated with thunder. Duradin’s
chief holy symbol is a hammer atop an anvil, and his sect is
TITHERIUS—Only truly worshipped and recognized in comprised mainly of male priests.
the Lorinthian Empire, this is a major deity of wealth, com- Magical Arts options for the Acolyte talent: Air,
merce, gold, and trade. Also called the Golden God, he is Earth, Fire, Life.
also associated with craftsmanship and engineering, and his
priests (all male) are often skilled smiths and merchants as ELUNA DOL— Roughly translated from the Sidhe tongue
well. The most common icons of Titherius are three coins as “primal darkness,” belief in the Eluna Dol means that
or a merchant’s scale. darkness came before light and that only the greatest truths
can be found in that hidden medium. The Dark Sidhe, or
TORAK—The chief hero-god of the Thorakkians (across Dark Elves, are the primary followers of this “sect,” which
the Dragon Sea in extreme northern Astagonia), this deity seems to represent a force rather than any anthropomor-
associated with the sun, blood, fire, and survival is known phic deity.
also in Valnarok and even some regions of Kor and possibly Magical Arts options for the Acolyte talent: Air, Wa-
Urland. Like in the West, Torak’s primary sacred symbol is a ter, Shadow.
blood-red orb or hammer, and his only priests are war-like
shamans. ELUNA QUALAE—Likely meaning “primal essence” or
Magical Arts options for the Acolyte talent: Earth, “primal light” in the Sidhe language, the Eluna Qualae is
Fire, Death. a deep and ancient belief that light shows the truth, un-
veils the hidden, and reveals all treachery and dishonor. It is
VRADDEN—An ambiguous deity, for it is widely believed also faith in the magical and mystical, and casting one’s fear
that Vradden is either without gender or is both male and away from such. This is the primary spiritual tradition of the
female. Regardless, this god/goddess is concerned with law, Eluna and Wild Sidhe.
justice, and rune-lore, for it is said that Fragnir retains Vrad- Magical Arts options for the Acolyte talent: Earth,
den as his scribe and rune-master. This deity is also associ- Fire, Life, Shadow.
ated with vengeance, and though he/she has very few (if
any) dedicated priests, those who do favor Vradden often ELUNAR—Mainly a tradition of the Eluna Sidhe, and not
don grey robes or wear a symbolic “holy” rune on their so much the Wild or Dark Sidhe, the Elunar are ancestral
foreheads. Elves that some belief ascended to godhood. With names
like Telendrion, Celenor, Illuriel, and others, these were
MAJOR NON-HUMAN DEITIES once great heroes from the early ages of Sidhe dominance,
Since non-human player-characters are optional in the Sav- from the time of Arvelindor and before.
age Kingdoms RPG, the major divinities and religions of Magical Arts options for the Acolyte talent: Air, Fire.
these storied peoples appear here in a separate chapter.
SHAMANTA—One of several “under-deities” of Amrashi,
AMRASHI—The chief god of the Chenari, a deity con- chief god of the Chenari. Even still, Shamanta is well-re-
15
100 bc = 10 sc = 1 gc.
Every 100 coins a character carries, regardless of coinage
type, equals 1 Bulk (see below).
Note: For players choosing a Calling, they receive the
coinage mentioned in that Calling’s description instead. The
GEAR & SUPPLIES above is only for PCs without a Calling.
Weapons designed for hand-to-hand use are, naturally, considered melee weapons. Characters wielding such arms use
the Weaponry: Melee skill when making attack rolls. (The only exception here is the Agile Weaponry talent which
allows Agility instead for Light weapons.) Note that all melee weapons have a reach of 1 yard unless it says otherwise
in the table below:
*Medium weapons, when wielded in both hands, gain +1 to maximum damage and AP.
**Rarely seen beyond Esmandos, this is a precursor to the rapier and used for thrusting only.
***Statistics are for when mounted upon a forward-moving steed; otherwise, if wielded on foot, use war-spear
stats.
****These statistics apply to virtually all types of polearms, from glaives to halberds and beyond.
*****An unarmed strike, which could also be a head-butt, elbow, etc. Uses the Brawling skill, but suffers -2 to the
roll if against an armed opponent (unless attacker has 4+ skill levels in Brawling).
Bows, crossbows, thrown weapons, slings—and even whips and scourges—are all capable of attacks at distance.
These use the Weaponry: Ranged skill.
*Upon a successful Weaponry: Ranged roll, the target is grappled and can attempt to escape as an action with a
successful Acrobatics or Brawling roll (DL is the attacker’s attack roll result).
Sometimes objects, not manufactured as actual weapons, can serve as tools for violence and protection. Note that
improvised weapons inflict a -2 penalty to the wielder’s Weaponry: Melee attack roll (unless he or she possesses
the Improvised Weaponry talent).
*On a successful ranged attack roll, the target is grappled if Physique +7 or less; target can escape as one action
against a DL set by the attacker’s roll result.
**All damage is considered fire damage; an unlit torch has a maximum damage rating of 2.
WEAPON QUALITY
Like other items, weapons can be produced with varying
degrees of skill and resources. The above-listed weaponry
assumes average-quality; for other levels of quality, see be-
low.
Exceptional-quality weapons: +1 to maximum dam-
age and cost 2x the base cost (or a minimum cost of 10
sc). Exceptional-quality weapons are also less likely to be
broken or shattered, but are not of high enough quality to
hold permanent enchantments.
Exceptional-quality ammunition (arrows, bolts,
and sling stones): 8-20 (d20) recovery chance, and cost
2x the base cost. OTHER WEAPON COMPOSITIONS
Most weapons in the SK known world are forged iron or
Master-crafted weapons: +1 to AP, +1 to max dam-
steel, though most weapon halts (or clubs or staves) are sol-
age, and cost 5x base cost (or a minimum cost of 30 sc).
id wood such as ash, elm, cherry, and even oak or pine. On
Note that the +1 to AP only applies to weapons with a
rare occasions, however, the player-characters might stum-
base maximum damage rating of 10 or better. Master-craft-
ble upon weaponry made of rarer substances, for better or
ed weapon are also extremely difficult to break or shatter
worse. Details for such things are as follows:
and are candidates for permanently enchanted items. As
BONE: Weapons made of bone are rare among the
such, some might have an additional magical power, such
as bursting into flame, producing ice or lightning, causing more civilized human and human-like cultures, but not un-
bleeding wounds, and countless other possibilities. common in regards to some of the brutish creatures of the
known world—Ogres, Trolls, and others still. A bone weap-
Master-crafted ammunition (arrows, bolts, and
on would cost about two-thirds the listed price for a normal
sling stones): +1 to AP, 5-20 (d20) recovery chance, and
weapon and would suffer a -2 penalty to AP (minimum of
cost 5x base cost.
0) as well as to maximum damage. Slashing weapons are
Heroic-quality weapons: +1 to skill roll, +1 to AP, nigh impossible to craft from bone, bludgeoning and pierc-
+5 max damage, and are essentially priceless. Weapons of ing weaponry being the most viable.
this rare quality are often enchanted and are nearly impos- BRONZE/COPPER: Weapons comprised of these
sible to break or shatter. Heroic-quality weapons are mas-
somewhat softer, or less sturdy, metals inflict a -1 penal-
ter-crafted items that have been enchanted with a unique
ty to AP and to maximum damage. Furthermore, they are
power (or multiple lesser powers), or are weapons that
damaged if the wielder’s attack roll is a critical failure; if the
Armor includes mail and other forms of body armor, as well as shields of varying sizes and helmets. When donning
armor, all types are added together in regards to Protection Rating, Mobility Penalty, and Skill Penalty (see below for
further information). For example, a character might have body armor, a shield, and a helmet, which would add alto-
gether to produce one Protection (or Armor) Rating.
Note that you can layer soft leather, hard leather, and padded gambeson beneath greater/heavier forms of armor
to gain a +1 additional bonus to Protection Rating, but at an additional -1 to Mobility and Skill Penalty. This is the only
type of armor that “stacks”.
*This type of armor is rarely, if ever, found in a typical armorer’s shop and is instead crafted specifically, by commission,
by Duergar smiths and then usually only for Duergar specifically.
**-1 to Perception skill rolls instead of the usual asterisked skills (e.g. Acrobatics, Athletics, etc.).
Bulk x: How bulky or heavy the item in question is, per a war-helm would have a total ProtRtg of 2.
the Encumbrance rules (see below). SkillPen: A penalty applied to any skill roll designated
C: An abbreviation for ‘Common’, this type of armor by an asterisk (e.g. Acrobatics, Athletics, Brawling, Magical
item can be found in 80% of towns and cities of some note Arts, Stealth, etc.) when wearing this type of armor. Skill
or size. Penalties are cumulative, so a character in, say, hard leather
Cost: This the typical cost, in silver coins, for an aver- armor and bearing a medium shield would suffer a total of
age-quality version of the item. The price might vary de- -4 to asterisked skill rolls.
pending upon region and supply-and-demand per the GM’s R: An abbreviation for ‘Rare’, the armor item in ques-
discretion. tion can be found in 20% of towns and cities of note.
E: Short for ‘Exotic’, this item is available in only about U: Short for ‘Uncommon’, this item is available in rough-
10% of towns and cities of note. ly 40% of towns and cities of any note.
Phy x: This constitutes the minimum Physique required Vig x: The minimum Vigor attribute needed by the
for the wearer in order to avoid an additional -2 to Mobil- wearer before suffering -2 to Stamina.
ity and Skill Penalty.
Prestige: This type of armor is extremely prestigious, Exceptional-quality armor: Suffers one less Skill Pen-
and so those wearing such gain a +1 boost to their Renown alty and costs 2x normal price. Exceptional-quality armor
ratings. is uncommon as such is generally produced by only skilled
ProtRtg: Short for ‘Protection Rating’, this is how much armor-smiths.
damage is absorbed or deflected on a successful attack to Master-crafted armor: Suffers one less Skill Penalty
the wearer. For example, a strike dealing 7 points of Health and one less Mobility penalty. Costs 5x normal price and
damage against a character wearing average-quality brigan- only found in selective locations. Master-crafted armor in-
dine armor would absorb/deflect 3 points of it, and so the creases the rarity or frequency by one “level”; that is, if
wearer would take only 4. Note that only half Protection chain hauberks are of U (Uncommon) scarcity in most re-
Rating is applied against acid, fire, ice, and lightning attacks gions, then master-crafted chain hauberks would therefore
(and any fall from up to 10 feet). Protection Ratings are rate as R (Rare). This type of armor is capable of holding
cumulative, so a character in, for example, hide armor and a permanent enchantment and is generally made only by
GEAR & SUPPLIES 263
SAVAGEIII
KINGDOMS
master-smiths. the usual leather, iron, or steel. Such armors would be rare
Heroic-quality armor: Suffers two less Skill Penalty, indeed as shown below:
one less Mobility penalty, and gains +1 protection rating. BONE: Some high priests of Anderok are known to
Costs 15x normal cost, though essentially priceless (and where armor-like adornments made primarily of bone, as
seldom for sale). Heroic-quality armor (and shields and are those occasionally from primitive or savage cultures.
helmets) are either master-crafted items of greater enchant- Bone armor would cost about two-thirds the listed price for
ment or are armors worn, or utilized, by highly renowned normal armor of its type, and would suffer a -1 penalty to
heroes of olde. The scarcity rating of heroic-quality armor Protection Rating as well as an additional -1 to Skill Penalty.
increases by two “levels” (for example, an average-quality BRONZE: Back in the Age of Rhodon, bronze armor
large shield rated as U, which is Uncommon, would be E for was relatively common, although it never really took
Exotic in regards to heroic-quality). hold in the North (which stuck mainly to leather, hide, or
Legendary armor: Suffers two less Skill Penalty, two nothing at all). However, antiquated bronze breastplates,
less Mobility penalty, and gains +2 protection rating. These greaves, and even helmets are still on rare occasion utilized,
items are priceless and never for sale on the open market, if although they suffer a -1 penalty to Protection Rating and
at all. Legendary armor items always have a magical charac- an additional -1 to Skill Penalty when compared to more
teristic or two, whether it is to provide protection from fire normal armor as those listed. On rarer occasion, copper or
to the wearer, +2 to the wearer’s Luck, or a host of other even silver chainmail might be found, but the same penal-
possibilities. ties apply.
Poor-quality armor: Suffers one additional Skill Pen- Whenever an effect occurs which damages armor, bronze
alty and -1 Protection Rating if chain shirt or greater. Costs armor always loses one additional point of Protection Rat-
60% of normal value. (Protection Rating brought to zero ing as it is prone to breakage and cracking.
means Destroyed.) Poor armor is either terribly crafted or SILDARIL: Armor plated in star-metal is very rare, a
represents a previously damaged item. craft usually only known by the Sidhe or certain Duergar
clans. In such cases, both the Mobility Penalty and Skill Pen-
OTHER ARMOR COMPOSITIONS alty of the armor type in question is reduced by one. Such
As mentioned above in regards to weapons, armor might armors would cost at least 10 times the regular amount listed
sometimes be comprised of another material other than in Chapter 15—Gear & Equipment. In the even rarer event
Helmets
War-cap and chainmail coif 2 actions 1 action
War-helm/full helmet 2 actions 1 action
Shields
Buckler, Small Shield 1 action 0 action
Medium Shield 1 action 0 action
Large Shield 1 action 0 action
*By spending only half the allotted time, you can get most of your armor on yielding you -1 to Protection Rating,
an additional -1 penalty to Mobility, and an additional -2 penalty to asterisked Skills. This is due to the armor flap-
ping around a bit since not all straps will be secured, etc.
***If you have the necessary skill levels in Alchemy to make this, then you pay only half cost at character creation.
Max
WEAPON AP Cost Bulk Other Notes
Dmg
Ballista, Light 35 5 100 24 R; Range 70/140/280; fire every other rnd
Ballista, Heavy 45 8 200 40 E; Range 90/180/360; fire every 3 rounds
Catapult, Light 40* 6* 175 28 R; Range --/120/240; fire every 3 rounds
Catapult, Heavy 50* 9* 300 44 E; Range --/200/300; fire every 5 rounds
Cauldron, Burning Oil 25 5 60 20 R; 2x2 yard effect area; holds 15 gallons
Battering Ram, Light 35 6 75 40 U; Team of at least 6; Reach 2
Battering Ram, Heavy 55 10 150 60 R; Team of at least 12; Reach 3
Flaming Arrow +2 +2 2 0* U; Every 20 is Bulk 1; -5 to each range ctgry
Ramming Prow (ship) 50 10 200 +20 R; +10 Bulk to ship; Min. Mobility 10 to use
Siege Tower (covered) -- -- 200 140 R; 200 Health points; Armor Rating 6
16
Physique +3 0-12 13-24 25-36
Physique +4 0-14 15-28 29-42
Physique +5 0-16 17-32 33-48
Physique +6 0-18 19-36 37-54
Physique +7 0-20 21-40 41-60
CRYSTAL SHIELDS
Only a few of these are known to exist, and the art of
their making of their making is thought to be long lost to
antiquity. They were, some say, crafted by the Dark Sidhe
in the early years of Lithilor, not long after the Breaking
of Arvelindor and the terrible Shadow War that created
the Shadowlands. The bearer of a Crystal Shield, said to be
dz +1 bonus to Alchemy and Herbalism skill rolls comprised of both diamond and a mystical stone existing
dz +1 bonus to Magical Arts (all disciplines) skill rolls only in the Otherworld, cannot only see through it almost
like glass, but the shield itself is nearly unbreakable, save
dz The possibility of learning up to five new magical
perhaps by a successful Shattering Blow from a Heroic or
spells, each one requiring from 5 to 9 skill levels in the Legendary quality weapon (or by a creature with a Phy-
appropriate Magical Arts discipline (GM discretion); the sique of +30 or greater).
reader must still have the necessary skill requirements to A bearer of a Crystal Shield, which is counted as medium
learn and cast these spells. shield for game purposes, gains the following benefits when
employed in battle:
dz Pay one point less for the Magic Affinity and Sanc-
tum Magic talents dz +3 to Protection Rating
dz After being in the possession of a mortal reader for dz If used to bash or otherwise strike with, a Crystal
a week’s time, the bearer gains the Obsession (magical Shield has an AP of 1 and maximum damage of 15.
272 GEAR & SUPPLIES
SAVAGEIII
KINGDOMS
dz +1 bonus to all Magical Arts: skill rolls tiful and potent baubles appear in varieties of the four ele-
ments, with sometimes a fifth oriental element (wood) and
perhaps even a sixth one—akasha, the element of spirit—
DRAGON SPHERES known primarily in the East. Air crystals are usually light
It is thought that up to nine of these orb-like objects are, or blue topazes or sapphires and yield to the bearer a +1 bonus
were, in existence at one point. Regardless, the annals of to Magical Arts: Air skill rolls; Earth crystals are black or
ancient history record these enchanted items to have been deep yellow affairs which grant a +1 bonus to the bearer’s
created toward the end of the Age of Dragons, well over Magical Arts: Earth skill rolls; Fire crystals are usually rubies
five millennia ago. Some claim the Eluna Sidhe of Arvelin- or garnets that give the bearer a +1 bonus to Magical Arts:
dor crafted these beautiful, round, iridescent objects (vary- Fire skill rolls; Water crystals are often blue-green emeralds
ing in dimension from fist-sized to skull-sized), while some or aquamarines granting a +1 bonus to Magical Arts: Water
tales whisper that the Duergar of Thrimnor did so due to skill rolls to their bearers.
their love/hate relationship with Dragon-kind. In fact, the Should the rare Wood crystal be found (brown or green
two factions may very well have worked together on the agate), it would grant +1 to Magical Arts: Earth skill rolls
crafting of these Sphere, or at least some of them, and there when specifically dealing with trees or wooden object; if
is some minor written documentation that has survived the near-elusive Spirit Crystal be located (always a diamond
supporting this claim. or opal), it would yield to the bearer a +1 bonus to Magical
A Dragon Sphere attracts true dragons and draconic crea- Arts: Death, Life, and Shadow skill rolls.
tures alike, though the former are most obsessed with them. Furthermore, each Elemental Crystal has a secondary
They are beautiful to behold, after all, like a night-black (and in extremis) use, in that when thrown against a hard
opal sometimes scintillating white, sometimes pink-gold, surface, the crystal shatters and releases the elemental en-
other times deepest purple with splashes of emerald or deep ergy within. All creatures in the 2x2 yard blast-radius must
red. Often, they oscillate through all of these pallets, which succeed in a DL 20 Acrobatics roll or suffer 2 Health points
can have a potent effect upon the mind of a wyrm—a true of damage per point of failure. Damage is lightning dam-
Dragon, or draconic creature, must succeed in a DL 20 or age for Air Crystals, fire damage for Fire Crystals, and ice
25 Resolve roll (depending on whether or not the Sphere damage for Water Crystals. Earth and Wood Crystals also
is a greater or lesser version) or become Beguiled by it (per knock prone targets failing their Acrobatics rolls unless their
the spell) and its possessor. Dragon-kind is both allured and Physiques are +10 or greater. As for an Akashic (Spirit) Crys-
enraged by Dragon Orbs and so such items will either be tal, 5 points of Stamina damage is also dealt to those failing
coveted as treasure or sought to be destroyed (and possibly their Acrobatics rolls to dodge aside. Throwing ranges are
the wielder along with it). 5/10/15 and, since the Crystal is destroyed, this ability has
Furthermore, bearing a Dragon Orb yields the following but one use. Note that the fragmented shards are essentially
abilities to its possessor, whether human, dragon, or other- valueless.
wise:
dz +1 bonus to all Defenses versus Dragons and Dra- PORTALS & STANDING STONES
Though a fair number of these are in existence throughout
conic creatures
the known SK world, they are not magical objects in the
dz Able to mind-speech (telepathy) with true Dragons traditional sense. However, many of them are attuned to
only; this costs 1 Stamina point per minute of use and the magic and sorcerous rituals, the varying times of the years
communication is two-way often increasing or decreasing their power depending on
dz +2 to any Magical Arts: Shadow skill rolls when moon-phases, seasons, solstices, equinoxes, and a host of
other situations.
attempting a spell to manipulate a true Dragon or Dra- A portal, or Otherworldly Gate, often leads to some re-
conic creature (such as Beguile, Fear, Slumber, etc.); if the gion of the Otherworld, usually the Shadow-world (also
bearer knows the true name of a Dragon (and possesses known as the Faerie Realm or the Mirror-world). However,
the True Name talent), this bonus increases to +5. there are rare instances where a portal-way leads to the
Nether-world (also known as the Hell-world) or, rarer still,
dz All true Dragons (of Middle-age or greater) within the Over-world (also called the Heavens or Celestial Para-
a half-mile of a Sphere are aware of its presence and dise). Some portals lead only to one location, while others
might seek to possess it or destroy it. An Orb-bearer cast- switch between destination-points depending upon season,
ing a Scry Ward spell can block this detection for the du- moon positioning, time of year, or sometimes even time
of day.
ration of the spell. Draconic creatures, such as Basilisks or
An Otherworldly Gateway is sometimes marked by a cir-
Wyverns, can only sense a Dragon Orb within 50 yards. cle of standing stones, also known as a nemeton (the actual
portal being the middle or perhaps one of the actual stone
pillars). Some are merely menhirs or burial cairns and these
ELEMENTAL CRYSTALS especially lead to the Nether-world, which some call the
Rare, though not overly unique, these enchanted crystals Hell-world or the Under-world. Even still, the occasional
might be found almost anywhere in the West as well as portal-way might be an unseen gateway between two yew
beyond the Dragon Sea in the East and South. These beau-
GEAR & SUPPLIES 273
SAVAGEIII
KINGDOMS
trees, which are particularly associated with death or trans- here when performing ritual spells. Also, on moonless
formation, or even a large mirror of great antiquity or an nights and the night of the winter solstice, some whisper
enchanted pool or pond. Some portals are one-way affairs, that a portal can be had to the Netherworld. Further-
while many are two-way operations. This is primarily up
more, it is said that spilling blood within the stone circle
to the GM and the purposes of his story, though some ma-
jor known ones are briefly hinted at in Section VI—A Brief can sometimes bring forth dark beings willing to make
Gazetteer. As mentioned in Chapter 14—Cosmology & The infernal pacts.
Seven Magics, time might run differently in the Otherworld, dz In Cymredd, just east of the so-called capital of
either faster or slower in relation to the mortal plane (or Cymreth. These fairly large stones are arranged more
Earth-world).
Standing stones, as previously mentioned, are mostly in an oval design and are made of dark grey granite.
ancient affairs usually involving a ring or circle of massive Druidic symbols and ancient Sidhe-letters are cut into
stone pillars. Usually, these pillars are granite, though crystal most of the standing stones and a menhir can be found
and obsidian versions have been known. The Druidic Or- in the middle of the circle (where legend has it a pow-
der and other magical societies often gather at these sacred
erful chieftain was buried). Mages gain a +1 bonus to
sites, for more often than not they are known to amplify
one’s magical skill or grant additional benefits (such as bo- Magical Arts: Death, Life, and Shadow skill rolls here,
nuses to certain types of Magical Arts, additional Stamina and members of the Circle of Ravens often gather here
for working magic, enhanced healing or Stamina recovery, when the Druids aren’t present. In addition, those with
etc.). In addition, much lore supports that some of these an-
Second Sight gain a +2 bonus to their Resolve rolls to
cient sites are magically linked by aligning themselves with
various ley-lines that allegedly run throughout the land (call force a vision and some say that a gateway to the Oth-
by some “dragon paths” or “faerie roads”). Again, all this is erworld opens here every equinox and on nights of the
largely up to each individual GM with some brief guidance Greater Full Moon.
from the Cosmology and Gazetteer chapters. Furthermore, dz Of the coast of Esmandos, just inside the tree-line
some stone circles (or nemetons) are so famous that they
and mostly out of sight of ships sailing along the coast.
appear on maps, including some of the ones included in
this very book. This place boasts two concentric circles of great stones,
Some examples of famed or well-known stone circles in the inner ones smaller than the outer ring. Sidhe-marks
the West as well as what benefits (or drawbacks) they might can be faintly detected on most of the stones, in addi-
provide:
tion to what some believe are Titanic runes. Regardless,
performing ritual spells here gain another +1 to Magical
dz On Innis Gaern, between the tribal kingdoms of
Arts: Air, Earth, and Water skill rolls and some say that
Faerland and Cael. In fact, these massive standing stones,
one can see twice as far somehow when inside this stone
known locally as the Nine Fomori (since they look like
circle. Legend also has it that a Storm Titan, a member of
ugly giants turned to stone), yield a +1 bonus to Magical
that ancient race, lies buried beneath the bluish standing
Arts (all disciplines) skill rolls when performing a ritu-
stones.
al spell. Despite their somewhat ominous appearance,
these stones also grant +1 to Stamina when inside the
dz In Gorgotha, near the farthest tip of the southwest-
ern peninsula, a circle of crude, but massive, standing
stone circle itself. A black basalt altar broods in the mid-
stones. All thirteen stones are carved in the rough likeness
dle. Some say a portal to the Otherworld can be found
of giants or gorgonic monsters, and no writing or other
on solstices or equinoxes.
symbology can be found on them (in fact, the stone is
dz In north-central Norlund, southeast of Bragna, a
virtually impossible to mark or scratch). Fire does not
circle of stones known as the Wyrm Stones (or Althing
burn here and an unknown wind often blows through.
Moot). Here, a +1 bonus to Magical Arts: Air, Fire, and
An gigantic altar-like stone broods in the middle, though
Water can be gained for all those performing ritual spells.
without bloodstains. Those performing ritual magic here
In addition, a portal can occasionally be found open to
gain a +2 bonus to Magical Arts: Death skill rolls and a
the Otherworld or one can be potentially opened for
+1 bonus to Magical Arts: Air; a -2 penalty is suffered
Instant Travel and the like. Local clans often gather here
to Magical Arts: Fire rolls. Some believe a pact with the
for an althing, a general council meeting.
fallen god, Gorgothon, can be made here.
dz In northern Mulovia, a large circle of standing
stones known as the Ravens’ Dance. Here, ravens often
roost giving a dark ambience to the place and a rotting
marshland is not far away. Thus, a +1 bonus to Magical
Arts: Earth, Death, and Shadow skill rolls can be gained
17
for that matter—the player should at first describe what he
or she is doing (e.g. searching an area, repairing an item,
performing a ritual spell, training an animal, etc.) and then
see if the GM asks for a skill (or other) roll. For better im-
mersive storytelling, PCs should add some brief descriptive
before the GM allows any die rolls—doing so can also help
ACTIONS & COMBAT to “cue” the GM into giving you a roll indicative of what
your character was described as doing.
Players should never make a roll without first announc-
At the heart of the SK combat system are Actions, which are ing what it is about, or getting the okay from the GM, as
precisely that—things you can opt to do in, not only a bat- this can be confusing and might sometimes come across as
tle scene, but any similarly paced action scene. Where much borderline dishonest. The Game Master is the final arbiter
of the game plays out in “narrative time,” which can often regarding skill rolls (and other die rolls) in the game.
real time in regards to dialogue scenes, combat is played
out in rounds. One round lasts approximately six seconds,
ACTION TYPES EXPLAINED
with characters getting two actions per round, though only
one of these can be an attack action. Also, you can only
Attack: This is any action which causes damage to another
cast one spell in any given round as well (spells that cause a
creature or forces the creature to do something against his
target to gain a resistance roll are considered attacks).
or her will, such as a Slumber spell, Beguile spell, or the like.
Some actions cost 0 actions (free actions), although do-
You can only take one attack action in any given round,
ing two of them in the same round counts as one. Note the
apart from a Luck point or the Swift Actions talent. Also,
Swift Actions talent grants three actions in a given round
you can only use one Stamina-costing maneuver in a given
and this third action can be of any type, as can the first
action; for example, you couldn’t use Precision Strike at the
round of combat after gaining a critical success on Initiative
same time as, say, Berserker Rage.
(see the Initiative derived trait above).
At the top of a combat round, or similar action scene,
Initiative is rolled by both the PCs and the GM (who con- Cast Spell: This is the act of casting a spontaneous (that is,
trols the potential enemy). The Initiative order goes from non-ritual) spell. You can only cast one spell in any given
highest to lowest, with player-characters and their adver- combat round, apart from spending a Luck point or by way
saries taking their turns in sequence. For example, Alric gets of the Swift Actions talent (or the first round of combat af-
a 21 on Initiative and goes first in the round, while the PCs’ ter critically succeeding an Initiative roll). Note that if you
enemies go next with a 16, followed by Lucella with a 14 spend an action on a spell that fails to manifest, you could
and Gareth with a 3. Players simply state to the GM what then make a second spell attempt in the round as a second
action their characters are taking, adding as much narrative action if you so choose.
spice as they choose (without taking up too much time—
there will be others waiting for their turns, after all). Disengaging: Withdrawing, or disengaging, from melee
combat—while within the weapon reach of an active op-
Free Reactive Attacks: Some actions, when done within ponent—costs one action since you are making a guarded
weapon reach of an active and hostile opponent, warrant tactical retreat. It would then cost a second action to move
free reactive attacks against the action-taker. For example, away. Otherwise, one can simply flee melee without tacti-
turning to flee from combat (instead of actively disengag- cally disengaging, but doing so grants the opponent a free
ing) opens one up to a free reactive attack, as does loading reactive attack is he so chooses.
a crossbow or climbing a wall or tree. GM discretion and
common sense applies here. As a reminder, note that free Dismount Steed: Dismounting from a horse, or similar
reactive attacks are always rolled with a -2 penalty since steed (or stepping from a cart or wagon), costs one action.
they occur with lightning speed. However, with a successful DL 15 Animal Handling roll, you
can do this as a free action.
ACTION RESOLUTION
In Savage Kingdoms, a single roll of a d20 is used to resolve Free Attack: Also known as a reactive attack, this is when a
all actions and other means of interacting with the world combatant leaves melee without tactically disengaging (see
(and others in it). The player, or GM, rolls one twenty-sid- Disengaging above) granting an opponent a “free attack” if
ed die and adds a modifier (located on the character sheet he or she so chooses. Free reactive attacks are at a -2 penalty
or similar “stat block”). The result is then compared to a to the attack roll since the moment happens so quickly.
Difficulty Level (DL) number—a result equaling or exceed-
ing this number is a success in regards to whatever action Load Crossbow: It takes one action to load a crossbow
was being attempted (slashing a foe with a sword, climbing bolt, assuming the crossbow is already at hand and not
a wall, picking a lock, casting a spell, etc.). DLs can range stowed in, say, a saddlebag or the like.
anywhere from 5 (a simple task) to 35 (a heroic task), and
all numbers in between. Mount Steed: Mounting a horse, or other steed (or wagon
Before making a skill roll—or any other type of die roll, or cart), costs one action. However, with a successful DL 20
Animal Handling skill roll, you can do so as a free action. this takes an action.
Move (Tactical): This action enables a creature or charac- *Actions designated as ‘0 actions’ are free actions which
ter to move anywhere from one yard to his or her Mobility are swift or simple enough not to count toward an actual ac-
in yards. Note that you may continue to move up to your tion. However, if you take two ‘0 action’ actions in the same
Mobility rating after, for example, spending a second ac- round, this counts as one action.
tion making an attack (see the Mobility trait above).
STATIC ACTIONS
Move (Run): This is where a character or creature moves Actions that are assumed to be happening—such as dodg-
double their Mobility in yards, which costs two actions. ing or parrying an attack (that is, using one’s Dodge or
Parry Defense)—are considered Static Actions. This could
also be done with the Perception skill wherein 10 + the
Move (Sprint): Costing two actions, this enables a crea-
character’s Perception skill modifier becomes a static DL
ture or character to move triple their Mobility. This, how-
by which the GM can secretly roll Stealth against without
ever, costs the sprinter a Stamina point if moving through
tipping off the PCs. (This is called Static Perception and
a battlefield or similar hazardous or hostile zone and might
is considered an Optional Rule and therefore up to each
also impose a DL 10 Acrobatics roll depending on terrain.
individual GM whether or not it gets used).
Failing such a roll would see the creature fall prone halfway
In short, a Static Action is something that is always a
through the sprint.
constant number—or DL—for an opponent to roll against,
such as in the case of a melee attack (Dodge or Parry De-
Move (Climb): This is a move action wherein a creature
fense) or a creature sneaking up on a player-character using
moves, upward or downward, to its Mobility in feet (or
its Stealth versus the PC’s Static Perception.
one-third Mobility in yards). Moving twice this amount
costs 2 actions and may require a DL 10 Athletics (climbing)
CONDITIONS
skill roll at the GM’s discretion.
Conditions, or status effects, are occurrences that charac-
ters (or their enemies) might experience during the course
Move (Swim): This form of movement represents mov- of an adventure, battle, or even just daily life. The follow-
ing through water at least as deep as half the height of the
ing are the more likely conditions that the typical might
swimmer. This movement is half the creature’s Mobility in
face, although note that rare or unique effects—per the
yards as one action, or full Mobility as two actions (which
GM’s discretion—might produce specific conditions not
may require a DL 10 Athletics (swimming) skill roll).
found below.
Blinded, Completely: A creature denied the entirety of
Move (Stealthily): When utilizing the Stealth skill, it is its visual senses is completely blinded, and thus suffers a -5
one action to move half one’s Mobility (in yards). Howev- penalty to its Defense, Perception skill rolls, attack rolls,
er, characters may attempt to move up to their full Mobility and to all Agility-based skill rolls. This condition also rep-
at a -5 penalty to Stealth rolls as one action, or no penalty resents utter darkness.
for two actions.
Blinded, Partially: When a creature is partially denied
his or her sense of sight (such as one eye being destroyed
Nock Arrow: This is a free action if the bow is already at or sand kicked in face, etc.), a -2 penalty then applies to
hand (if not, then it is one action). the Blinded creature’s Defense, Perception skill rolls, and to
all attack rolls until the condition passes (if ever).
Persuade: This is the act of persuading another creature Cowering: This is the epitome of fear-based conditions,
to do something, such as surrender, listen to negotiations, wherein a creature is so frightened that he or she stops do-
flee, attack, or whatever. This costs at least two actions if ing anything (taking no actions) and drops into a ball, un-
in combat, but in actuality could last as long as a minute to manned and unmade. The effects of Cowering end when
an hour or more (GM discretion). If specifically persuading the object of this intense fear moves out of earshot and
using intimidation, then this only costs 1 action but counts line of sight. However, the subject is still Terrified of the
as an attack action since the target gets a Resolve roll to creature for the next 24 hours. Deep despair could also be
resist the effects of the Intimidated condition. represented by this condition.
Cover, Light: Creatures laying prone, or behind a wall
Reaction: This is an out-of-turn action wherein a character (or in a ditch) up to their knees—or behind a thin tree
reacts to something, such as an opponent turning his back or very narrow pillar—are considered to have Light Cov-
to flee, an attack using the Retaliating Strike talent, and er, which grants them +2 to their Dodge Defense against
such. As such, it does not count against a character’s or ranged attacks. Furthermore, they may attempt the Stealth
creature’s actions during its turn in the Initiative order. A skill (though with no additional bonuses).
player-character may only take one out-of-turn Reaction Cover, Medium: A creature behind a wall up to its waist,
per round, short of spending a Luck point for a second behind a door slightly ajar, or behind a reasonably wide
action. tree, gain a +2 bonus to the Defense against both melee
and ranged attacks. Additionally, they may attempt Stealth
Use Talisman: Like casting a spontaneous (or battle) spell, rolls at a +2 bonus.
278 GAMEPLAY & GAME MASTERING
SAVAGEIII
KINGDOMS
Cover, Heavy: Characters behind a wall up to their its Defense and all die rolls.
chins, behind a castle’s arrow-slit, or behind an extremely Falling: This is falling from a height of at least 10 feet,
wide tree or large vehicle such as a wagon, are grant- which puts the character Distracted and Off-Guard during
ed a +5 bonus to their Defenses against both melee and the fall itself. The sudden stop at the end of a fall causes 4
ranged attacks, as well as to Stealth skill rolls. If they are points of damage for the first 10 feet, 6 points for the next
completely covered by a solid surface, such as behind a 10 feet, 8 points for the 10 feet after that, and so on. Thus,
stone wall with no openings or inside a closed stone sar- for example, a fall from 30 feet would cause 18 points of
cophagus, then obviously, they can’t be struck at all save Health damage. Only half armor rating is counted against
perhaps by the most heroic of Shattering Blows or some falling damage, and then only for the first ten feet. If a
feat of sorcery. falling character or creature succeeds in a DL 15 Acrobatics
Deceased: Characters and other once-living creatures skill roll, then the first 10 feet of damage is negated. In some
are considered deceased (dead or slain) when they reach cases, the GM may allow a DL 20 Athletics or Initiative
half their Health in negative points. For example, a char- roll, a success meaning the character has grabbed a hold of
acter with 18 Health would be deceased at -9 Health. something (a ledge, a hand hold, a branch, etc.) at the very
Slain creatures are dead weight in regards to porting them last instant.
and are therefore considered 6 + their Physiques in re- Fatigued: If a creature drops to half its Stamina points, it
gards to Bulk. A player with a slain character must start is then considered Fatigued and suffers a -2 penalty to De-
a new character, although there are very rare magics in fense and all die rolls. Note that the effects of Fatigued and
the SK world capable of restoring a character back to life Staggered do not stack.
(often at great cost). Grappled: This is being physically held against your will,
Deafened, Completely: A creature completely denied whether via an opponent’s successful Brawling attack roll,
its ability to hear suffers a -2 penalty to its Defense, Per- the webbing of a Gigantic Spider, being caught be a net-
ception skill rolls, Performance skill rolls, and to all Mag- trap, or the like. A grappled character must spend an action
ical Arts rolls (unless the character possesses the Power of to break free of whatever is holding it, and if against a
Silence talent). creature, this counts as an attack action. Grappled creatures
Deafened, Partially: One that is partially deafened suf- may attempt an attack against its grappling host by only
fers a -1 penalty to Perception, Performance, and Magical with natural weapons (i.e. claws, teeth, fists, etc.) or a dag-
Arts skill rolls (barring the Power of Silence talent). ger/knife already in hand. Because of the awkwardness and
Diseased, Moderately: A moderately diseased crea- lack of power such an attack generates by being grappled,
ture suffers a -2 penalty to Defense, Mobility, Stamina, a -2 penalty is applied. Creatures adjacent gain a +2 bonus
Mobility, and all die rolls. This lasts from one to eight to strike grappled creatures as well as creatures doing the
days. After each day, the victim must succeed in an Endur- grappling, as they are essentially considered Distracted.
ance roll (the DL being equal to the initial DL) or gain the Helpless: This is a creature asleep, unconscious, or other-
Diseased (Severely) condition. wise completely immobile. Helpless creatures can be slain
Diseased, Severely: Severely diseased creatures suffer automatically with two actions, although note that the As-
a -5 penalty to Defense, Stamina, Mobility, and all die sassin talent reduces this to but one action.
rolls. This lasts for one to eight hours. After each hour, Hindered: This is the second degree of encumbrance,
the victim must succeed in an Endurance roll (the DL is which slows a character down to half his or her Mobility
the initial DL of the disease) or fall comatose. If the next as well as inflicting -2 to Defense and all die rolls. The Hin-
Endurance roll fails, or the previous Endurance roll was a dered condition could also apply to difficult or challenging
critical failure, the victim dies. terrain, such as waist-high water, thick mud, deep snow,
Distracted: A creature that has its attention elsewhere debris fields, and the like.
suffers a -2 penalty to Perception rolls against any distur- Inebriated, Mildly: The creature suffers -2 to Defense
bances beyond its attentive focus. This might be a person and all die rolls, but gains a +1 bonus to Endurance (pain)
viewing a mesmerizing performer, keeping watch on a skill rolls.
specific cave or tree (and not as much elsewhere), and Inebriated, Heavily: The creature suffers -2 to Defense,
the like. Initiative, Mobility, Stamina, and all die rolls; however, he
Dying: If a character’s Health drops to zero or less, and or she gains a +1 bonus to Endurance (cold and pain) skill
isn’t at the Deceased level (that is, half his or her Health rolls.
in negative points), then he or she is considered Dying. Intimidated: This is a fear-based effect which causes
Dying also gains the Unconscious and Helpless conditions those affected to suffer a -2 penalty to all die rolls (but not
unless the character makes the necessary Endurance roll Defense). If an Intimidated creature delivers a noticeable
(explained in the Health entry) to remain conscious. Even wound to the source of the intimidation, then the Intimi-
still, he or she suffers a -5 penalty to Defense, Mobili- dation condition ends immediately. Note that if a current-
ty, Stamina, and all die rolls, and bleeds out one Health ly Intimidated creature is Intimidated again (by the same
point per minute until healed or Deceased (i.e. negative source), then the effects scale up to Terrified.
half maximum Health). Mounted: This is, naturally, being astride a horse or similar
Exhausted: When a creature reaches 0 Stamina points, steed. Such a “condition” enables the rider to move faster
then it is considered Exhausted and suffers a -5 penalty to and gain a high-ground bonus of +1 against all opponents
on-foot, save for those whose Physiques are +7 or greater. Sickened: This also represents nausea or mild poisoning
Riders struck by weapons while mounted must succeed in and therefore inflicts a -2 penalty to Defense and all die
an Animal Handling roll versus a DL of 5 + the amount rolls. Usually lasts for one hour or until cured with a suc-
of damage taken (before armor is applied) or be knocked cessful DL 15 Healing Arts roll.
from the mount. (This could lead to falling damage if the Staggered: When a character is brought to half his or her
steed or vehicle is moving faster than a trot.) Health, then he or she is considered Staggered and suffers a
Obscured, Heavily: This condition could mean anything -2 penalty to Defense, Mobility, and all die rolls. Note that
from heavy fog, torrential rainfall, or near-darkness. Crea- the effects of Staggered and Fatigued do not stack.
tures in a Heavily Obscured area gain +2 bonuses to Stealth Stunned: This condition forces a character to take only
skill rolls, but suffer -5 to sight-based Perception rolls and a one action per round, as well as suffer -2 to his or her De-
-2 penalty to Weaponry: Ranged rolls. fenses and all die rolls. Stun effects usually last only a single
Obscured, Lightly: A condition representing modest fog, round, though special circumstances can sometimes cause
a moderate rain-shower, or perhaps dim or shadowy illu- this condition to last longer.
mination. Creatures in a Lightly Obscured area may use the Terrified: Another fear-based effect, essentially a “step
Stealth skill (even if there is no hard cover about), although up” from Intimidated. Terrified creatures may not move
they also suffer a -2 penalty to Perception rolls. closer to the source of their terror and fright, and if they so
Off-guard: Creatures caught unawares or by surprise are choose, may move as far away from it as possible. Once
considered Off-guard, and thus have a flat Defense of 10 out of line of sight (or hearing range) of the terrifying crea-
against all incoming attacks. If the creature’s regular De- ture, this effect then changes to Intimidated. If for some
fense is lower than 10, then it is used instead. reason the subject is Terrified again by the same creature,
Outnumbered: When a creature is outnumbered, his op- then the effects move up to Cowering.
ponents gain a +1 bonus to their attack rolls equal to how Unconscious: Sleeping creatures, and those bleeding out
many allies are helping out. For example, if two foes are (usually), are considered unconscious. Those under this
surrounding a single opponent, then each one gains a +1 condition are also considered Helpless (see above). Sleep-
bonus to their melee attack rolls. Three helping out would ing characters still gain a Perception skill roll (hearing spe-
be a +2 bonus to each combatant, four helping is +3 each, cialty), though this is at a -5 penalty unless the Light Sleeper
etc. Maximum bonus +5. The Wolfpack Tactics talent dou- talent is possessed. Waking up from slumber, or other forms
bles these bonuses (to a maximum bonus of +6 for three or of unconsciousness, requires one action (if in combat) as
more assistants). the waking creature’s mind and senses fight to adjust. (The
Poisoned, Moderately: A creature moderately poisoned Light Sleeper talent enables waking up as a free action.)
suffers -2 to Defense, Mobility, Stamina, and all die rolls. Wounded, Severely: If a character drops to zero (or less)
This can last from one to four hours. At the end of each Health, but not at half negative Health (which would be
hour, the victim must succeed in an Endurance (the DL is death), and makes his or her Endurance roll to remain con-
the original resistance DL) roll or suffer one point of Health scious, then he or she gains the Severely Wounded condi-
damage per point of failure; on a critical failure, the victim tion which equates to a -5 penalty to all die rolls, as well as
falls comatose and will die after an hour if failing another to Defense, Mobility, and Stamina.
Endurance roll.
Poisoned, Strongly: A creature strongly poisoned suffers THE COMBAT ROUND
a -5 penalty to Defense, Mobility, Stamina, and all die rolls. When battle breaks out, or some similar heart-throbbing
This can last from four to twelve hours. At the end of each action scene (such as a chase through city streets, a dense
hour, the victim must succeed in an Endurance roll (the DL forest, etc.), time-measurement then switches to rounds.
is the original resistance DL) or suffer one point of Health A combat round is approximately six seconds, meaning
damage per point of failure; on a critical failure, the victim that ten rounds comprise roughly a minute. Battle could be
dies. anything from a skirmish to a duel, though large-scale con-
Prone: The creature is off its feet and laying on the ground. flicts—such as sieges—play out on a different and grander
Opponents within reach gain +2 to their melee attack rolls scale with a combat round equaling one minute.
against prone targets. A prone target can make an attack (or If combat is initiated, the GM and each player-character
cast a spell) from a prone position, but at a -2 penalty (save makes an Initiative roll, which is simply 1d20 plus one’s Ini-
for shortbows and already-loaded crossbows). It takes one tiative modifier (Agility + Willpower plus occasional other
action to stand up from a prone position which also invites modifications). The GM records his creatures’ or NPCs’ Ini-
a free reactive attack by any nearby foes within weapon tiative score(s) as well as every player-characters’, with the
reach. highest score acting first in the combat round followed by
Raining (Heavily): Characters caught in a heavy down- the next highest and so on. Note that it is possible to crit-
pour suffer a -2 penalty to Magical Arts, Perception, Per- ically succeed—and critically fail—Initiative, as mentioned
formance, and Weaponry: Ranged rolls. Sight distance is earlier in this book.
also cut to about ¼ normal at best. However, attempting To reiterate, if a PC scores 20 or more over the oppo-
Stealth in a heavy rain yields a +2 bonus as it is considered nent’s Initiative result, then that player-character gets three
Light Concealment. This condition could also represent actions in the opening round (and only the opening round)
heavy fog. instead of the normal two actions. This can also occur is a
monster or enemy NPC scores 20 or more over the highest
280 GAMEPLAY & GAME MASTERING
SAVAGEIII
KINGDOMS
total of the player-characters’. A critical failure is just like MAKING AN ATTACK
with skill rolls: a natural 1 whose final modified result is 10 When you choose to make an attack against a foe, in most
less than the enemy’s means that only one action can be cases, this will be a Brawling, Weaponry: Melee, or Weap-
taken in the opening round for the roller of the critical fail- onry: Ranged skill roll. This depends on whether you are
ure. A modified result of zero or less on an Initiative roll— punching, kicking, or grappling the target (or some similar
just like with a skill roll—also produces a critical failure. unarmed assault), or employing a hand-held melee weapon
or launching a weapon as a missile. There are occasions that
Optional Rule (Re-rolling Initiative Every Round): other skills serve as attack rolls, such as Alchemy or any of
As an option that helps make combat even more chaotic the seven Magical Arts.
and unpredictable, the GM could rule that all combatants Unarmed and armed melee attacks—that is, attacks
re-roll Initiative at the beginning of each combat round (or against an opponent with a hand-held weapon (general-
perhaps every other round—GM’s discretion). This also ly from one to three yards away depending on the Reach
prevents some degree of meta-gaming wherein everyone of the weapon in question)—go against the opponent’s
seems to know, in an out-of-game sense, who is always next Dodge or Parry Defense (opponent’s choice). However, if
in the Initiative order. However, note that this method will the opponent is unarmed, his or her Parry Defense is at a -2
slow things down somewhat as new Initiative scores are penalty (this penalty is negated if 4 or more skill levels in
rolled and recorded at the start of each new round. Brawling is possessed).
Ranged attacks are made against a target’s Dodge De-
HOLDING ACTION fense, although the Parry Missiles talent allows a target to
You can hold, or delay, your actions in combat by simply use his or her Parry Defense against ranged assaults (except
taking your turn at whatever point you desire after your spells). Shields are considered part of one’s armor—and
normal turn in the Initiative order. If the round passes, provide Armor Rating bonuses—so they come into play
however, and you still haven’t taken your turn (that is, your after a successful attack against targets’ Defenses (just like
two actions), then it is lost for that round—you can’t “save all armor does), be it Dodge or Parry. Note that all ranged
up” actions for later rounds. For example, Ulric has a 16 on weapons, both thrown and propelled, have a short range,
Initiative, but chooses to hold his actions (that is, his turn) in medium range, and long range statistic designated as, for
order to see what might happen later in the combat round. example, “20/40/60.” These numbers represent yards and
This could be because he wants to wait for an opponent to all ranges up to the first number listed refer to short range
poke his head out from around a tree, for an ally’s spell to (no penalty to the Weaponry: Ranged attack roll), distances
manifest first, or a host of potential reasons. up to the second number are considered medium range (a
When choosing to hold or delay your action, your Ini- -2 penalty to the Weaponry: Ranged roll), and distances up
tiative score becomes one higher than the creature’s that to the third number are long range (suffering a -5 penalty
you’re “interrupting.” For example, Ulric is delaying his ac- to Weaponry: Ranged rolls).
tion to throw a handaxe at a Gobling when (or if) it sticks
its head out from around a tree. If the Gobling’s Initiative Reach Weapons: Most melee weapons have a Reach sta-
was, say, 12, then Ulric’s Initiative would now become (or tistic of 1 (meaning they can strike opponents within one
“12+” and the Gobling’s “12-“ instead of his original 16. yard away), while a select few have Reach ratings of 2 or
One can never increase one’s Initiative score in the turn even 3 (and thus capable of striking foes up to two or three
order. Furthermore, one cannot take one action and hold yards away, respectively). Also, if an enemy comes within
the second one for later in the round, as this gets way too the reach of a Reach 2 or 3 weapon, the wielder of the
unnecessarily complicated. Besides, remember that a com- longer weapon gains a free reactive attack (at the usual -2
bat round is only about six seconds, so things are happening penalty for such things). For example, Sunhilde wields a
fast and hectic with little time to plan out perfect calcula- longsword and charges a foe armed with a war-spear. Since
tions. a longsword only has a Reach of 1 and a war-spear has
Reach 2, the enemy would get a free reactive attack as she
Forming A Shield Wall or A Making Concerted closes the distance. An exception to this would be if Sunhil-
Charge: To fall into a shield-wall, phalanx, or similar for- de chooses to attack the war-spear itself, perhaps to disarm
mation—or to make a group charge—every character in- it or even to damage (or break) it.
volved simply holds his or her Initiative until the lowest Note that Reach 3 weapons attacking targets immediate-
member of the unit’s Initiative count comes up. For exam- ly adjacent to them (that is, within a Reach of 1 yard) suf-
ple, Ulric (Initiative 21), Talon (Initiative 13), and Brynjar fer a -2 penalty, since the wielder must “choke up” on the
(Initiative 8) all want to form a shield-wall against an on- weapon’s grip in a slightly awkward and less lethal manner.
coming enemy. To do this, they would all simply “hold
their Initiative” (or delay) until Brynjar’s Initiative count Using Ranged Weapons Within An Enemy’s Me-
of 8 comes up in the combat round and then take their lee Reach: It is possible to throw a dagger or javelin, or
collective actions of forming up in a defensive line. This, loose an arrow or bolt, while engaged in the melee reach
of course, would then change Ulric’s and Talon’s Initiative of an opponent. However, doing so suffers a -2 penalty
count to 8 for the remainder of the skirmish or until one of due to the ranged attacker being harassed by the close-up
them decided to Hold/Delay Initiative again. target. (Imagine nocking, drawing, and loosing an arrow
while someone stabs at you with a sword or spear.) Note,
A Note About Horse Movement: As can be seen in Damage From Spells Or Similar Effects: Spells that
Chapter 21—Animals & Gigantic Animals, horses and simi- cause direct Health damage follow the same rules for weap-
lar equines have their Mobility traits divided into three cate- on damage—that is, the Magical Arts roll result (if success-
gories which make use of common equestrian terminology: ful) is applied against either the target’s Dodge Defense or
Trot, Canter, and Gallop. A trot is considered the mount’s against the target’s Acrobatics (usually) roll result, with the
base Mobility, while a canter is the horse’s Mobility x2 and difference providing the base Health damage. For example,
a full gallop is Mobility x3. It takes but one action for a a Fiery Blast spell cast with a Magical Arts: Fire result of 22
rider to attain a Trot speed when mounting a steed, but it would cause 7 points of damage against a target with a
requires two actions to attain a Canter or Gallop. A critical Dodge Defense (or Acrobatics roll) of 15.
success on an Animal Handling roll, however, might reduce
the action cost by one with the GM’s discretion. Armor Against “Energy” Effects: Only half one’s total
Armor Rating is applied toward the effects of acid, fire, ice,
DEALING COMBAT DAMAGE or lightning. For example, if a character has a total Armor
The term “damage” almost always applies to Health, mean- Rating of, say, 5, then he or she would only have an ef-
ing that a number of Health points are subtracted from the fective Armor Rating of 2 against a Conjure Acid globule.
affected target’s Health trait on a successful weapon (or Armor Ratings round down just as all calculations do in
Interrupting A Spell-caster: Battle spells that cost one Improvised Weapons: A tree-branch, a broom, a log
action to cast (which are most of them) are too quick to from a fire, a length of iron chain—these are all consid-
interrupt by an opponent while locked in melee, although it ered forms of improvised weaponry when wielded in an
is possible to interrupt one that requires ‘focus’ (listed in the offensive manner. In brief, when a character uses an object
individual spell entry) or one needing one minute or more not specifically manufactured for the purpose of killing, a -2
to complete (such as ritualized spells). In these latter cas- penalty to the Weaponry: Melee roll is suffered.
es, the magician must succeed in a Magical Arts or Resolve Throwing an improvised weapon—such as a helmet,
book, large rock, a skull, or even a flaming torch—also in-
Mounted Travel: Naturally, when characters are mount- Mounted Travel: If mounted when attempting to be
ed, they use their steeds’ (or vehicles’) Mobility ratings in- sneaky, use either the steed’s Stealth skill or the rider’s Ani-
stead of their own. The average horse has a trotting Mobili- mal Handling skill to modify the roll.
ty of 17, which is around 34 miles in day across open terrain
in fair weather. Carts and wagons slow horses, oxen, and Aboard Ship: This would represent a captain of a vessel
other draft animals’ Mobility ratings down by 5 (although who is tacking against the wind or a crew not employing
they can certainly carry a lot). oars in the water in order to deliberately arrive a bit later
(or by way of stealth).
Aboard Ship: When aboard a sea-going vessel, river-gal-
ley, or other waterborne vehicle, the miles-per-day speed RELENTLESS MARCHING
is five times the vessel’s Mobility rating in miles. For a riv- Player-characters, just like some military-based units, can
er-going boat or barge, the water’s flow-speed yields the elect to travel beyond the normal ten-hour a day model.
travel-rate, though if rowed or sailed (instead of merely For every hour beyond ten hours, each character loses 1
sculled or “poled”) an additional 10-20 miles per day could Stamina point unless he or she can succeed in an Endur-
be managed. In short, the average sailing vessel makes 100 ance skill roll (mounts automatically fail this roll since they
miles in a 10-12 hour day, if the weather is decent and the are bearing burdens). Skill penalties for wearing armor also
wind is average, or half that in poor weather or low winds. apply in this case. The DL for this Endurance roll is 10 for
An oared or rowed vessel can make this mileage as well, if the first hour over ten, 12 for the second hour beyond ten,
not a bit more, but the rower’s must be in good physical 14 for the third hour, and so on. A critical success means a
condition and preferably trained as a team. If over half the point of Stamina is regained, while a critical failure means
standard allotment of rowers is missing, then only about that the character takes 1 point of Health damage per point
half the projected travel-pace is attained. of critical failure due to a fall, stepping into a hole, running
into brambles, or whatever. Armor only counts as half here.
FORCED MARCH—This is a travel-pace sometimes used He or she also automatically gains the Fatigued condition,
with military troops (be they afoot or mounted), armed or if already below half Stamina, the Exhausted condition
patrols, or perhaps merchants in hurry to get to one stop to instead.
the next. If PCs choose this rate of travel at the beginning of
1—RAVINE: The PCs have come to a ravine or shallow 5—POISONOUS PLANTS: The travelers have come
chasm blocking their path. They may either go around it, upon an area of poisonous plants (or merely one major
which costs them 5-10 miles (GM discretion) of travel dis- or monstrous one), although this is less likely to occur in
tance for the day, or attempt a DL 15 Athletics roll (per sub-arctic to arctic regions. With a successful DL 15 Herbal-
character) to climb through it. Success here avoids losing the ism roll, the plants or herbs can be detected as what they
5-10 miles’ distance, but a failure means 1 point of damage are; otherwise, a failure means that each character must suc-
per point of failure (only half armor rating applies) from ceed in a DL 15 Endurance roll or gain the Mildly Poisoned
stumbling, falling, rolling, and the like. A critical failure condition. A failure by 10 or more inflicts the Strongly Poi-
means, in addition, 1 point of Health damage per point of soned condition instead. If the Herbalism roll is critically
critical failure. succeeded, the character notices also a rare quasi-magical
herb growing nearby, such as one of the types of lotuses,
2—DEEP RIVER: The PCs have come to a deep part of Faerie-wort, Barrow-weed, or the like. The GM can choose
a river, or rapid waterfall, and may either choose to go or randomize.
around it, costing them 5-10 miles of travel distance for
the day, or attempt an Athletics roll to swim across it or 6—AVALANCHE: In snowy regions, this could be snow
a Crafting roll to create a crude raft (taking 10 minutes). or ice, but in warmer climes this might represent rocks or
Success avoids the 5-mile loss while a failure means 1 point mud, especially if in a mountainous area. The avalanche
of Stamina loss per point of failure. A critical failure means can be detected before it begins with a successful DL 20 Per-
that the character has been swept down-river and an action ception roll, with a success meaning that the PCs gain a +5
Weather conditions can also affect travel, while also bringing a measure of verisimilitude and believability to the set-
ting. At the beginning of each travel day (somewhere around dawn), the GM can roll randomly below for the day’s
weather or simply chose it. If opting for the former, roll 1d20:
1 Unseasonably cold, 100% chance of precipitation. This is generally sleet or snow in the northerly
regions. See the Blizzard entry above.
2 Unseasonably cool, 70% chance of precipitation. This is usually snow or sleet in the Northlands. See
the Obscured condition.
3 Cool temperatures, very high winds, 70% chance of precipitation. At sea, would likely be a tempest.
4 Slightly cool temperatures, windy, overcast, 50% chance of precipitation. Possible tempest at sea.
5 Moderate temperatures, breezy, mostly cloudy, 40% chance of precipitation.
6 Moderate temperatures, slightly cloudy and still, 30% chance of precipitation.
7 Moderate temperatures, slightly cloudy and still, no precipitation (little wind at sea).
8-9 Moderate temperatures, clear skies and very still, no precipitation (doldrums at sea).
10-11 Moderate temperatures, clear skies, very little wind, 20% chance of precipitation.
12-13 Moderate temperatures, cloudy skies, some wind, 20% chance of precipitation.
14 Moderate temperatures, mostly cloudy, high winds, 30% chance of precipitation.
15 Moderate temperatures, very cloudy, breezy, 50% chance of precipitation.
16 Moderate temperatures, clear skies, windy, no precipitation.
17 Slightly warm temperatures, some wind, 30% chance of precipitation.
18 Warm temperatures, very high winds, 50% chance of precipitation (thunderstorms). See the Obscured
condition.
19 Unseasonably warm, 70% chance of precipitation (thunderstorms very likely). See the Raining (Heavi-
ly) condition.
20 Unseasonably hot, high winds, 100% chance of precipitation (lightning storms). See the Raining (Heavily)
condition.
18
Shadow-wraith (1 to 3 in total)
17—Wyvern (usually only 1 to 2 in total number)
18—Dryad or Rusalka (50% chance of either; only 1 to
2 individuals in total)
19—Human (50% brigands, 30% merchants, 20% sol-
diers; 3 to 20 in total)
20—Other (Dead-knight, Leshi, Banshee, Sabertooth,
Fire Giant, etc.) DOWNTIME ACTIVITY
Even though player-characters engage in hearty adventures,
CREATURES SUB-TABLE 3 (TROPICAL &
like all people they require some down-time on occasion.
SUB-TROPICAL):
This might be time for rest, recuperation, wintering, visiting
kin, tending to sect or order duties, courting, and more.
01-02—Snake (75% swarm of normal snakes or 25%
For every even-numbered Advancement, it is strongly
chance of Giant Viper)
suggested that the PCs take at least a week to a month of
03-04—Nymph (usually numbering 1 to 5 in total) Downtime. This helps reflect a more believable passage of
05-06—Satyr (typically from 1 to 5 appearing) time. For even more believability, characters could be per-
07-08—Centaur (often from 1 to 8 in total) suaded to “winter over” during the harsher cold months,
09-10—Hobgoblin (usually 2 to 12 in total) taking perhaps three months of Downtime. This is largely
11-12—Minotaur (typically 1 to 5 appearing in total) up to the GM and campaign circumstances.
13-14—Medusae (generally from 1 to 2 appearing) A single Downtime Action takes either one week or one
15-16—Human (50% brigands/pirates, 30% mer- month, the exact unit of time here depending on where the
chants/sailors, 20% soldiers) PCs are located—a small village might take one month for
17—Manticora (50% tail spikes or 50% scorpion tail) a single Downtime Activity, while a larger settlement might
18—Chimaera (usually only a lone specimen) allow the outcome of a Downtime Action in the course of
19—Hydra (typically 2 to 6 heads) but a week. GM discretion certainly applies here, but it is
20—Other (Fire-Dragon, Sslir, Chenari, Demon, Sea suggested no more than three Downtime Activities during
Serpent, etc.) one Downtime phase regardless of how much time the
player-characters take. Savage Kingdoms should be primar-
Note that these encounter tables are, as you can see, ily about in-the-moment action and adventure and less so
quite generic and are only there to give the GM something about passive inactivity and idle backdropping.
to go by if he or she hasn’t created more detailed random The following outlines the most likely Downtime Activ-
tables, perhaps based on terrain and even specific kingdoms ity options for PCs:
or territories. Please see the Gazetteer section for more spe-
cifics on the various flora, fauna, and denizens of the vari- ASSASSINATION: This is the illegal or illicit slaying of
ous realms and territories of the SK known world. a specific personage. The player-character makes a Disguise,
CURING/HEALING: For characters who are bad- HUNTING: Such activity represents spending time in
ly wounded, diseased, suffering a long-term injury, some the wild hunting or trapping prey, and can even represent
similar debilitation, this option is available. For every week foraging or gathering rare herbs. The PC attempts a DL
spent pursuing this Downtime goal, the PC attempts either 10 Survival roll with every point of success representing a
a Healing Arts (if the character is curing him/herself) skill roll number of silver coins earned (from sold meat, furs, ant-
or a Persuasion (if searching for NPC healers) roll. The DL lers, etc.); alternately, instead of coinage, the character can
is 15 in both cases, or the DL of whatever the affliction is if choose to gain an exceptional-quality fur cloak or armor
known. If successful, the PC is healed of all wounds (after instead, the former yielding a +1 bonus to Endurance (re-
the week) or one ailment or condition. Note that Weak- sist cold) rolls and the latter serving as per exceptional soft
nesses can be gotten rid of, but the player-character must leather. PC’s choice as to which. Alternately, this could also
spend a number of talent points equal to the bonus point represent bounty-hunter work with the silver coinage being
gain of the Weakness in question; however, on a critical suc- the only options for success.
cess (that is, a result of 35 or higher), one physical Weakness
can be dispelled without cost with the GM’s approval. MERCENARY/WARFARE: This is sell-sword work,
serving as a temporary mercenary, active militia, or some
ENTERTAINMENT/HOSTING: An activity involv- other form of war-craft. The PC attempts a DL 10 Weapon-
19
and setting (see above), but also writing out any notes nec-
essary—NPC names and stats, a potential plot outline (with
sub-plots), the PCs’ primary talents or weaknesses, etc.
The more you know about the rules and setting, generally
speaking, the less prep-time you will need.
20
at specific times and allegedly causing such great events as
births, deaths, and even cataclysms.
dornian horses, particularly the mighty destriers, with the breads, cheeses, and rose or bloodthorn-spiced teas are
ever-flowing Empire River providing the southern bor- favorites as well.
ders of the kingdom. The River of Tears cuts through the Notable Characters: Gareth Silverhawk, current
realm’s center, running predominantly north to south, and high-king of Aradorn; Duke (King) Wulfred of the West-
the Dragon Sea itself provides Aradorn’s eastern-most bor- fold; Duke (King) Aetheldor of the Eastfold; Duke Willem
der. In the northeast, the Bloodthorn Forest gives way to of Palador; Queen Aredwyn Silverhawk; Grand Arch-priest
hills and crag-lands, which eventually become the Goblin Belemor of Saint’s Haven; Malagorn the Mad; Lady Tristana
nesting-grounds of Nirgul and, further still, the Sanctuary of Galenton.
Mountains. The southwestern reaches of Aradorn are low Heraldry & Symbology: The standard of the cur-
plains which eventually yield to the marshlands of Grey- rent high-king is a silver or white hawk, talons extended,
moor. upon a burgundy field. The Knights of the Sword and the
Major Cities & Settlements: Palador is the Rose are identified by their burgundy surcotes and shields
high-capital of the all Aradorn, the high king’s seat. When with a rose entwined around a sword emblazoned upon
no high-king is in rule, Palador is still quite important as the them. King Wulfred is known for a red wolf-head upon a
the eastern borderlands. To the north is fairly dense forest, associated with Duke Colton, and a green harp on a field
mainly pinewood, and hills, occasionally proving enough of silver or white represents the Emerald Harp, often fairly
of a hindrance to raiding North-men. Southward, lies Llyn prevalent across the realm.
Llyr, a massive “inland sea,” and some river-country that Enemies & Allies: Brythia has many enemies and ri-
eventually gives way to the savage lands of Cymredd. vals, namely the Norish to the north, who constantly raid
There are also moor-like wetlands along the southwestern down into Queen Elspeth’s realm via both land and sea,
tip of coastal Brythia. and the Gaernic folk of the Emerald Islands to the west
Major Cities & Settlements: The city of Cor- (but slightly less so). Even the wild Cymreddi to the south
rington, on the western shores, is the capital, and as such, is are problematic, with occasional raids and border skirmish-
often called the Queen’s Seat. A great port and harbor can es, and the client-kingdom of Caernia has proven fairly re-
be found here, protected by sturdy stone battlements to bellious of late. Aradorn is perhaps Brythia’s only real and
defend against pirates, particularly Norish-men and Esman- constant ally.
dians. Saxford mostly commands the west-central regions, a Primary Imports: Exotic woods, silver, copper, iron,
large crossroads town. In the south broods Edenglas on the precious gems, exotic stone, fine cloth, ivory, horses, cattle,
misty shores of Llyn Llyr, and over forty leagues south of perfumes.
Corrington on the coast can be found Firthport. Primary Exports: Ships, pinewood, hardwood, gold,
Denizens, flora, & fauna: Stags are often seen tin, semi-precious gems, crystal, leather goods, sheep, food-
in the woodlands of the realm, as are black bears, boars, stuff, sea goods, herbs.
pheasants, and other wild animals. Salmon and pike swim Coinage & Currency: Brythia mints and stamps its
in many of the rivers. In the winter, white lotus can occa- own coins, which must be approved by the Queen or one
sionally be found by the lucky, or Faerie-wort, and both her assigned agents, although trade and barter in the coun-
pines and hardwoods (particularly oak and maple) are fair- try is still fairly prevalent. The most common bronze coin of
ly common. Trolls are sometimes seen in the northern and the realm is called a Hundrey, the silver coin a Silvertenth,
western reaches, and on occasion a Hob-gobling war-band and the gold piece a Crown (or Gilden).
or pack of Great Wolves might be spotted coming up out Climate & Weather: Brythia is generally a cloudy
of Cymredd, or worse, the Shadowlands.
and somewhat misty realm, which only adds to its mystery.
Food & Drink: Brythians tend to eat a great deal In the late autumn and all through the winter, it is quite
of pheasant, boar, and seafoods (mainly crab and seabass), cold, though the southern portions endure much easier. In
although eel and even bear meat is not unheard of and the early spring and late fall, it rains a great deal, sometimes
Denizens, Flora, & Fauna: Great and ancient trees pinewood, precious gems, magical objects, musical instru-
grow here often dominating the landscape, mostly oaks, ments, leather goods.
maples, elms, ashes, and birches (and the occasional tower- Coinage & Currency: The realm of Celendoril mints
ing pine). The golden beechwood is native to these wood- and stamps its own currency, with the most common bronze
lands only, as is the silvery moon-birch tree. Great stags, (or copper) coin being called an Eluran, the silver coin a Li-
boars, bears (both brown and black), and lynxes hunt the thar, and the gold piece a Celenar. Trade and barter exists in
Celenothien Forest, along with the occasional strange deni- some of the woodland villages, and oaths and promises of
zen such as Trolls, Red Caps, Hobgoblins, and Great Eagles. goods and services still carry a good deal of value.
An Eluna Sidhe patrol is not uncommon, and often they are Weather & Climate: Celendoril is a temperate to
not even detected by outsiders until at least a day or two of sub-arctic land, with the springs and summers being fair
stealthy observation has passed. and warm and the winters often quite cold with moderate
Food & Drink: The Sidhe of Celendoril generally en- snowfall. The Celenothien Forest, however, provides a nat-
joy light meats, such as suckling pig in honey or apple-spice, ural cloak against much of this, although in truth, all weath-
or quail or river-fish ladled over with strawberry or blueber- er—fair or foul—is generally agreeable to the average Eluna
ry sauce. Boar and deer is occasionally had as well, though Sidhe, as they are children of nature and the outdoors.
deep-cooked and always lathered in almond, plum, grape, Common Customs: Most Celendorien Sidhe sing
or lavender sauces. Many fruits and vegetables are also pre- songs to their children and to the sun when it sets, the lyrics
ferred, though rarely breeds and cheeses, such as apples, ancient and of Other-wordly origin; in fact, music in general
pears, grapes, lemons, and melons. Light ale is occasionally is highly revered and much magical theory is based on it as
partaken, but the favorite by far is Sidhe-wine, a luxurious well. Some humans believe that to receive a gift from an
elixir of fruit, berry, and herbs. Elf (Sidhe) that you could be bound into service or “fey-
Notable Characters: King Telendrien Starbringer and touched”; in response, some Fair Folk believe that befriend-
Queen Lothariel hold court at Silendor, although their po- ing a human or receiving aid from one can cause ill fortune.
litical and social power is more symbolic than literal. The Most elderly Sidhe (those who have lived over 400 years)
sage and magician Sildar the Wise is said to still live near seek a way to the Other-world where it is widely believed
Nothirien, as does the great warrior-knight Corendil Star- that the Fair Folk cannot die there, or in the very least, age
rider. Gildarion the Smith, famed craftsman, dwells on the even slower. Elven twin births are almost unheard of, but
outskirts of Silendor. when they occur, they are looked upon as auspicious affairs,
Heraldry & Symbology: The kingdom of Celendoril and often one of the children is given up, either sent to the
itself is usually represented by a seven-pointed gold star on Otherworld or taken to the edge of a human territory and
a violet field, although most Sidhe families have varying left there (owing to the tales about “changeling” children).
coats-of-arms, from eagles to twin moons to bows and Common Sayings: “May we meet again in the next
crossed arrows and many more designs. The once famous world,” “May the Light of the Seven guide your journey,”
Wind-riders, who rode gigantic eagles, bore sky-blue ban- “A human may have cause to be foolish, but a goblin is a
ners with silver wings on them. fool without cause,” “A swift steed, a strong bow, and a fine
Enemies & Allies: Celendoril has few direct enemies, song!”, “Forget not the lesson of Arvelindor.”
mainly out of elegant long-term diplomacy and the fact
that the Sidhe-realm is slowly fading, its people passing
back into the Other-world or simply allowing themselves
to perish of advanced age in the mortal world. Yet, Goblins
occasionally raid the Celendorillien woodlands and there
has been a quiet resentment with the Duergar-kingdom of
Uldarak for past disagreements. And even after nearly three
and a-half millennia, Celendoril and Lithilor (to the south)
are still estranged of one another.
Major Imports: Iron, copper, spices, exotic woods,
sheep, horses, pearl, precious stone, and sea goods.
Major Exports: Steel, gold, silver, tin, hardwood,
GETHRAX LITHILOR
This is the realm of Gethrax the Great, called Terengethrion
in the Sidhe-tongue, a great fire-dragon allegedly residing
in a vast lair in the midst of the Bloodrock Mountains. In
his younger days, Gethrax forged a veritable empire—com-
prised mainly of Hobgoblin warriors and the occasional
human cultist-spy—and used military might and subterfuge
to bring even greater treasure hoards into his fold, as well
as acquiring yet more fear and respect in the greater mor-
tal world. In present-times, his “kingdom” is dwindling (for
some say the great wyrm slumbers for moons at a time
now), but the power of his name is still a reckoning force.
GORGOTHA
bands dwelling apart (and hopefully without notice) from Stags, boars, wolves, and wild-cats can be found here too,
the ruling Lithilori Dark Sidhe. Lithilor, and the vast Twilight and hawks and eagles, some being from the mortal world
or Shadowwood Forest, can be found east of Esmandos and some oft-times finding their way here from the Oth-
and nestled, half-hidden, against the protective peaks of er-world. Naturally, Dark Sidhe hunters and war-bands can
the Bloodrock Mountains. Whispers claim, however, that be found in virtually all parts of this land, as can Red Caps,
the rumored Fey-citadels of Lithilor are nearly impossible to Satyrs, Banshees, Harpies, and other Fey and even gorgonic
find, especially to those without invitation. creatures.
Language: The native tongue of Lithilor is, of course, Food & Drink: Much like the Eluna Sidhe of Celen-
Sidhe, for even after nearly 3,500 years of division, the doril, the (mostly) Dark Sidhe of Lithilor enjoy venison,
Eluna and Dark Sidhe still speak the same basic tongue suckling pig/boar, and even the occasional duck, goose,
(there are some dialectal differences, however). The Gob- or river-salmon covered in apple, grape, or lemon sauce.
lin-tongue is often known by the Lithilori too, as well as Sweet-breads are also enjoyed, and unlike the Celendo-
occasionally a local human language or two, such as Esman- riens, light or spiced cheeses are partaken on occasion, and
dian or Cymreddi. the wealthier lust often for truly exotic fare, such as lamb-
Religion: The Dark Sidhe of Lithilor still maintain their heart, stag-tongue, or rose or lemon-spiced lynx or wolf
ancient belief in the Eluna Qualae, the Primal Source of All meat. A near-magical elixir of red lotus and faerie-wort is
Things (that humans often simply call Nature), but over occasionally served as a semi-fermented tea.
time, they’ve learned to hold a “newer” force in higher Notable Characters: Prince Sildarien Leafstrider and
authority: the Eluna Dol, the Primal Dark, for they know Princess Lithariel Rutharien are the reigning sovereigns of
that darkness came before light. In addition, the Lithilori Lithilor, where, interestingly enough, neither officially uses
hold their ancestors in high regard as well, as near deities the titles of king or queen, respectively, perhaps out of
(especially if they did great heroic deeds), and once held some ancient deference to Arvelindor of olde. Noriendir
certain animals and beast-spirits in high regard and as “lesser Shadowraven is the renowned commander of The Shadow
incarnations” of the Eluna Qualae. Knights, a covert order of warrior-assassins. Also, there is
Geography: The realm of Lithilor is primarily situat- Talendar the Star-maker, elite craftsman and sorcerer.
ed within the Twilight Forest, a vast woodland also known Heraldry & Insignia: The sovereign banner of Prince
as the Shadowwood (primarly in the north where it en- Sildarien and Princess Lithariel features a white (or silver)
croaches into the Shadowlands). Lithilor’s eastern borders swan, with a crescent moon both above and below, one a
are obvious and protective—the rocky reaches of the field of dark blue. The swan is from House of Rutharien and
Bloodrock Mountains themselves. Several great rivers run the duel moons emblazon is influenced by Prince Sildarien.
through Lithilor, tumbling down from the red peaks of the The heraldry of The Shadow Knights is well-hidden, but it is
Bloodrocks, namely the Shadowblight and the Redwine. In thought to be that of two dark silver crescent moons, facing
the northern borderlands, of course, there are the Shadow- each other but offset, on a half-field of black (at the top)
lands proper, a grim reminder of eons past and powerful and white (at the bottom).
spells better left unspoken, a land of broken plains, twisted Enemies & Allies: Lithilor has no real allies, mostly
trees, and forlorn moors. because it is a highly secretive realm (in addition to the rel-
Cities & Settlements: Shadowspire is rumored to be ative haughtiness of the Dark Sidhe). However, it has de-
a highly secretive capital of sorts, the primary seat of the veloped loose ties with southern Esmandos in recent times,
ancient royal houses of Lithilor. Yet, there is also said to be but such an alliance seems mercurial at best. As for foes,
a place called Sildarildor, or “place of star metal,” where Celendoril far to the north remains a distant rival, if only
the best smiths in all the known world dwell. Lastly, there through ancient tales, as the Breaking of Arvelindor was so
is some evidence that one of the once-famed Sidhe sky-cita- very long ago. Creatures from the Shadowlands occasion-
dels might still be in use here, either still hovering airborne ally wander into the forests of Lithilor, and even the rare
by ancient wind-magic or settled on a hidden mountain Druithi raiding-band might dare risk the northern bound-
plateau. aries of this Sidhe-realm. Hobgoblin marauders will also
Denizens, Flora, & Fauna: Pines and hardwood find their way down into Lithilor from time to time, and
trees are both in abundance in the forest-lands of Lithilor, tales claim of Sidhe magicians making deals with the dragon
particularly rowan, birch, beech, oak, elm, and alder. A rare Terengethrion himself.
and near-magical type of willow-tree, called the Ghost- Major Imports: Gold, precious gems, pearl, exotic
wind, can be occasionally found here as well, rumored to animals, copper, exotic furs, exotic spices, occasional slaves.
have the power of foresight and even whisper-like speech. Major Exports: Silver, semi-precious gems, tin, iron,
sometimes in the forests and marshlands, and at least one hostile. Perhaps the greatest concern of civilized Lorinthia
small nation of Sidhe is said to exist deep in the Elderwood. are the border territories, especially the Bloodrock Moun-
Food & Drink: Lorinthians love their wine, of vir- tain regions where gorgonic things occasionally pour out
tually all varieties, and some of the finest of such fare is into the fertile lands below.
cultivated in the central and southern provinces. Most drink Major Imports: Hardwood, silver, furs, leather
wine that has not been strained, although some nobles and goods, exotic beasts, slaves, cattle, silk, satin, iron, precious
other wealthy folk might have their wine strained of all gems, exotic herbs.
non-liquid components. Light ale is somewhat popular in Major Exports: Softwood, ships, sea goods, pearl,
the northern regions, probably influence from Aradorn or semi-precious gems, glass, tilework, clay, copper, tin, steel,
far Brythia. Bread is a major staple food, of various forms, slaves, sponge, seaweed, spices, alchemical goods, vellum,
as are some cheeses, honey, fish-eggs, seaweed soups, and exotic stone.
duck and other fowl. Common spices are garlic, oregano, Climate & Weather: The provinces of the empire
mustard, pepper, and sea-salt. are vast, and so the general climate and weather patterns
Notable Characters: Octavius V is the current em- are varied. In the north, though, the winter moons may
peror, a fairly young and ambitious man who rules the most bring light snowfall a time or two, though the central and
powerful society in all the West from the Imperial Palace south regions rarely, if ever, see such a sight. In contrast, the
in Lorinthius. Praetor Braccus of Midunium is highly popu- southern provinces are very warm in the summer months,
lar and powerful, as is Praetor Septarius of Tyrius and High and the humidity of the southeastern coast can be near-
Governor Justinian of Galadium. Grand Templar Honorius ly unbearable. The primary rain-season is the early to mid
is arguably the most potent priest in all Lorinthia, though spring, but summer showers are common and a secondary
Grand-master Tyberian the Golden-armed runs a close sec- rainy season often shows itself in late autumn. Windy days
ond. Commander-General Marcus of the Iron Legion is a on the Dragon Sea coast are common, and cloud-cover and
very shrewd and physically powerful war-leader, and the fog is usual for the northwest.
she-gladiator Attica of Hibernium is a popular commoner. Common Customs: Slavery is acceptable in the Em-
Heraldry & Insignia: The Imperial State itself is pire, though more often than not, such human chattel is
generally represented by a golden three-headed eagle on a treated with a fair amount of care and respect. Free-men
scarlet field, each head representing the three original prov- unable to pay off debts can even sell themselves into slav-
inces of Lorinthia. However, newer insignia have featured a ery until their debts (and any suitable interest) are satisfied.
five-headed eagle, but this is not yet in common circulation. Only humans, preferably those as recognized citizens of the
The emperor’s personal symbol is a purple lion on a golden Empire, have full rights within the cities and provinces, with
field, and this is often associated with immediate members even the haughty Side being regarded as “second citizens”
of his family as well. Eagles, gold circlets, and lions, in fact, or worse. A free person born to parents of Imperial citi-
are fairly common insignia in the whole of the Empire, as zenship is automatically considered a citizen of the Empire,
they are closely associated with the major deities of Arga- although citizenship can be earned (or bought) by outsid-
thon, Titherius, Luccia, the Imperial Royal Family, and the ers on occasion, as there are many benefits to such status.
military legions. Lorinthians almost always have three names, a first name
Enemies & Allies: The Lorinthian Empire has many (or nomen), a second or middle name (which usually de-
rivals, if not all-out enemies. Yet, many remain distant notes order of birth), and a place or family name (unless
about such feelings, for the Imperial Legions (of which there a slave or very poor). Male citizens are rarely conscripted
are said to be as many as twenty—a full legion is 5,000 into military service, save perhaps as auxiliary troops, as
troops), consist of well-equipment and well-trained profes- the Lorinthian legionnaires are paid professional soldiers. A
sional fighting-men. Nonetheless, Aradorn is a near-enemy purple-trimmed toga denotes nobility, while a red or gold-
rival, particularly after the mostly bloodless takeover of one trimmed one usually means a priest.
of its old territories by Lorinthia, and the land of Saint Pal- Common Sayings: “Red for the fire and blood god!”,
adyr is one of the very few realms that might stand any “Glory to the emperor!”, “What a barbarian does in a
chance against the emperor’s forces. The Prydonian Repub- month, a Lorinthian does in a day,” “For gold and glory,”
lic, what’s left of it, is a competitive rival, but not openly “What is done today echoes for eternity,” “A bronze for
particularly near (or in) the forested areas or snow-covered Enemies & Allies: The Winter Kingdom has many
hills. Ravens, in particular, gather and roost in coastal eyries enemies, for the philosophy and scheming politics of that
in, or near, the Bay of Ravens. Meanwhile, Great Wolves realm anger many neighboring peoples, but the most ma-
(or the White Wolves of Anderok) roam most of the land, jor of them is Skathia (with their patron sun-goddess) and
especially in the north, and terrible things like Goblings Aradorn (though somewhat far away). The Korite horse-
(Goblins), Blood Caps, and Ice Demons can sometimes be clans were mortal opponents of the Mulovians, but over a
encountered, and Wraiths, Dread-knights, and of course century ago, the latter wiped the horse-barbarians from the
Ghouls and Vampires, are not entirely rare (in fact, one oft- hinterlands, destroying most of them and driving the rest,
sought method of Mulovian immortality is to become a quite literally, across the Dragon Sea (and likely back to their
Vampire). As for fauna, several wild and useful herbs grow original homeland in makeshift boats). As for allies, some
in the Ravenmist Forest, and oak, maple, ash, cedar, and Mulovian nobles will hire Goblin scouts and assassins from
pine trees are fairly common. Nobles breed black roses, a Nirgul, a Goblin-realm in the hilly woodlands between Ara-
common symbol of Mulovian knighthood or peerage, and dorn and Mulovia, and Lorinthian and Azirian merchants
on very rare occasion, white lotus might be found. are almost always welcome (usually for a stiff levy).
Food & Drink: Mulovians, particularly the nobility, Primary Imports: Silver, copper, spices, exotic herbs,
have a renowned local drink called slavka, made from po- wine, ale, precious gems, tin, slaves, alchemical goods, ex-
tatoes and special herbal roots. It “burns” to drink it too otic sea goods, silk.
fast, and is a favorite in cold weather (most of the time) to Primary Exports: Gold, semi-precious gems, marble,
one’s self warm. Also, there is a drink called black slavka crystal, sea goods, slavka, cheap wine, slaves, timber, satin,
(or blood slavka), which can generally only be afforded by furs, leather goods.
the wealthy. Said to be comprised of death lotus essence Coinage & Currency: The most infamous coin in
and human (or other) blood. Most of the commoners stick Mulovia is probably the Iron, which is almost literally a
with mead or light to medium ales, and if they can afford it, piece of iron (with a small traces of copper), serving essen-
watered wine. One of the main food staples for Mulovia is tially as a bronze piece. Then there is the Vladnar, a silver
shrimp, often served live with garlic or honey-sauce, as well coin, which outside of Mulovia is worth usually only half as
as halibut and grey crab. Boar and chicken are also popular, much as other silver currencies. The Czarka is the primary
as is yam-glazed partridge, potato stew, and garlic-spiced gold coin of Mulovia. Mulovian merchants will accept most
nutbread. any foreign coin, usually based on their weight and quality,
Notable Characters: Vortimir Von Zurik, current although it is forbidden to accept any silver piece other than
king of Mulovia (who many suspect of being a vampire); the Vladnar. Among the much poorer commoners, trade
Ivana Ruseloff, countess of southeastern Mulovia; Morti- and barter is prevalent or the occasional exchange of Iron
gern Von Strauss, count and czar of northern Mulovia; Vik- pieces.
tor Von Glanovich, count of western Mulovia; Vladimir the Climate & Weather: Since it is often referred to as
Pale, Death-lord and grand high-priest of Anderok; Boris the Winter Kingdom, Mulovian winters last for a good five
Snowraven, gypsy-lord and rogue. months. The autumn is at least three solid moons as well,
Heraldry & Symbology: House Von Zurik, the cur- and spring a couple of months at best. Summer is all but
rent royal house, flies a white leaping wolf insignia on a extinct in Mulovia, save perhaps on the southeastern pen-
black field, although the king’s personal heraldry is usually insula, below the Bay of Ravens, where occasional warm
three rampant white wolves on a field of midnight blue. winds are felt and the snows only remain for about four
House Von Strauss shows a black wolf’s head on a white or months out of the year (instead of five or six). In the mid-
grey field, while House Von Glanovich is noted for a black spring and early winter, rain is heavy, although there are
rose on a scarlet red field. Ivan Ruseloff, called the Black few weeks that pass in a year without some rain, mist, or
Countess, sports a wolf’s body with a raven’s head and snow. Strangely, though Mulovia is south of Skathia, it is
wings on a purple field, while the once-royal Von Mulov said by many that the former realm is overall more frigid
family flies three ravens on a bone-white field. than the latter.
typical Prydonian, although the commoners often water it Coinage & Currency: Prydonia accepts most any
down as to be more affordable. Light ales and beers are also form of currency recognized by the Prydonian Republic,
appreciated here to some degree, and more exotic drinks— with the Merkon being the standard unit of coinage (a sil-
such as Sidhe-wine or Elixir of Rhodon (a part-herbal, ver piece). There is also the bronze piece, called a Deka
part-alchemical concoction)—are consumed by the nobility (perhaps more copper than bronze), and the Zykas, a gold
and others of wealth. Swordfish, flounder, eel, squid, and coin. There is even a platinum piece in circulation (called a
octopi, are common staples, often covered in olive sauce, Rhodonas), minted in Neopos as well as parts of Orices and
plum spice, or slivered oranges. Chicken, pork, and beef are once in Prydon itself, although they are quite rare (but each
often eaten as well. worth about five gold zykas). In the smaller villages, trade
Notable Characters: Rhodoneus VII is the current and barter exists, though it is not so common.
Basilius, which is to say that he is the grand high-magus and Climate & Weather: The summers on Prydonia are
over-king of Prydon, Prydonian, and the Prydonian Repub- quite hot, although pleasant sea-winds from virtually all di-
lic. Customarily, the grand high-magus (the highest of the rections provide some respite. The winter moons, of course,
high priests) of Prydonis ascends to the throne of the Pry- provide some milder temperatures, and the spring and au-
donian empire. Meridon the Myrastean is a champion glad- tumn sees a fair amount of rainfall. Tempests, squalls, and
iator and athlete, residing in Apopolos. Jazores the Wise, even the occasional hurricane is always a potential threat,
high priest of Prydonis, is a famed resident of both Hippo- not only to fishermen and sailors, but inland locations as
cles and half-sunken Prydon. The legendary oracle, Orphe- well. Weather in the central Bay of Romega region is a bit
an, maintains a tiny island in the Bay of Romega which a more stable, although even that great body of water gets its
few chosen acolytes maintain even after his alleged death. fair share of storms and gales.
Heraldry & Symbology: The Basilius’ royal and Common Customs: As most other Prydonian peo-
holy insignia is a silver trident above a line of blue water ple, it is a customary show of respect and petition to the
on which sits a golden lily. Meridon the Myrastean often chief-god Prydonis to toss a sacrifice into the sea before go-
bears the symbol of his now-defunct people, a deep blue ing on a voyage (this sacrifice is either the blood-letting of
tidal wave on a field of silver. Jazores the Wise usually dis- a lamb, goat, or sheep or a giving of a votive offering of
plays three white owls perched atop the prongs of a blue- gold, silver, or gems). Priests of Prydonis often carry a tri-
green trident. Generally speaking, Prydonians prefer oce- dent around as a symbol of their station, and some wear a
anic-themed heraldry, and occasionally owls, bulls, lyres, silver-scaled corselet to represent fish-scales. Within the city
or harps. of Prydon, it is forbidden to capture any fish or sea-mam-
Enemies & Allies: The island-kingdom of Prydonia mal—one must go further out to sea, beyond the seven
has many allies, particularly those associated with the Pry- harbors, to engage in any fishing or hunting. When praying
donian Republic, such as Neopos, Orices, and occasionally or making an offering, many Prydonians (especially priests
independent city-states. Even the Lorinthian Empire—more of Prydonis) face south in the supposed direction of ancient
notably the southern coastal provinces—often serve as al- Rhodon, the legendary island of the Elder Deities (priests of
lies, albeit nominally. Prydonia has few direct enemies, al- Atores are exceptions since they often pray facing east or
though Lorinthia has been such in various times in the past west, the pathway of the sun). The worship of Gorgothon
as have the “outer islands,” such as Athelon, Miurga, and is expressly forbidden in the city of Prydon, and in most
on occasion, Sardonia (i.e. those often unsworn to the Pry- settlements and regions of the island—this can be punis-
donian Republic). heable by permanent exile or even death. Many women
Primary Imports: Copper, semi-precious gems, iron, make pilgrimages to the shores of the Bay of Romega to
exotic timber, exotic spices, exotic herbs, leather goods, submerge their new-born babies in the waters, since the bay
horses. is often equated to a divine womb, the birthing canal of the
Primary Exports: Gold, silver, tin, precious gems, goddess of mysteries and magic Herself.
bronze, marble, charcoal, olive oil, wine, scrolls/books, Common Sayings: “May the sea bring bounty to your
ships, chariots, pearl, sea goods. kin and death to your enemies,” “Never suffer a gorgon to
in flight on a black field. The emblazon of Clan Silverfist is, ing, and to have one’s beard cut extremely short (or gone
of course, a silver (or white) fist on a red field. The Stoneaxe altogether) is an extreme insult to the Thrimnori’s honor.
clan uses a grey axe on a black and blue counter-changed Duergar warriors are huge believers in honorable single
field, and Clan Flamebeard utilizes heraldry featuring red combat to address insults and other affronts to one’s honor.
flames over a black anvil on a golden field. Duergar seldom, if ever, haggle and are typically offended
Enemies & Allies: The Duergar clans of Thrimnor if someone else attempts such behavior. Some Duergar fe-
generally have allies in the humans of Skathia, at least mer- males can grow partial beards, which are usually just chin-
cantile-wise. Mulovia was an occasional ally in the past, beards or long, sometimes braided, sideburns. Duergar from
mostly made through gifts of gold in exchange for silver, this realm—and likely all realms for that matter—prefer to
and even northern Aradorn has been a friend in the past. wear dark or muted color clothing, such as grey, brown,
As for enemies, Thrimnor must endure the occasional Mu- dark blue, dark green, olive, or black. Many Thrimnorian
lovian betrayal or oath-breaking, as well as the occasional Duergar melt acquired treasures down, and in return new
Troll raid, Hobgoblin invasion, or the uprising of a draconic things are re-forged. There are several “deep trade secrets”
spawn of Valathrax (and therefore Glorindurax). known by the Duergar, things that even the most jaded of
Primary Imports: Gold, copper, leather goods, Dwarves would not tell to outsiders. A Duergar warrior
herbs, spices, cattle, horses, ponies, amber, timber, wood keeps much of the spoils from battle, not only as a point of
goods, wheat, and barley. pride, but also not wanting various items and objects not to
go to waste. Thrimnori burn their dead on pyres, although
Primary Exports: Silver, gold, iron, tin, steel, herbs,
some of their renowned dead are entombed in solid mar-
precious gems, semi-precious gems, exotic stone, metal
ble, granite, or even gemstone.
goods, furs.
Common Sayings: “Live hard and die fast,” “For
Coinage & Currency: The kingdom of Thrimnor Thrimnor and honor!”, “May the shade you find be a drag-
mints a silver coin called a Beldar, as well as a heavy, octag- on overhead,” “Why go over the mountain when one can
onal gold piece known as Glorinak. It once pressed a cop- go through it?”, “The only trustworthy Troll is a dead Troll,”
per coin too, but they’ve since fallen out of style and for- “There is sanctuary in the mountains,” “Gold breeds power,
eign ones are often accepted anyway. Thrimnor merchants but duty breeds honor.”
will take about any type of coinage so long as it is of quality
base metal. Duergar will barter for trade or services, but it
is generally considered an insult to haggle with one. Oaths
and pledges are important too, and sometimes can be used TORIN
for “purchase” of goods and wares.
Climate & Weather: The general climate of Thrimnor
is temperate to borderline sub-arctic. The mountain heights
provide cool springs and autumns, but quite frigid winters,
with snowfall common as well as cold rain, sleet, ice, and
the occasional blizzard. However, the interiors of most
peaks here are temperate and pleasant, yet another reason
Dwarves prefer to build underground (or at least in part).
Almost all of the mountain tops counted in the Thrimori-
an realm are snow-capped, most of them year-round, and
spring thaws can cause the occasional flashflood downriver.
Common Customs: It is fairly common for a Duergar
out in the world at large to say little, for keeping secrets
(especially smithing or mining secrets) is a cultural more
indeed. It is rude to touch a Duergar’s beard without ask-
ZUROG
GEOGRAPHICAL LOCATIONS Continent, given thus by Prydonian scholars not long after
The following contains some basic information on most of the time of the Rhodonians. Other names include Garnea
the major (and minor) geographical locales known in Ast- and Ulfheim.
agonia, the Western Continent. Bay of Ravens: A vast bay nearly large enough to be
considered a small sea, this place of strange currents and a
Agrilon: A fairly small island in the Sea of Prydonis, goodly measure of sea-trade can be found off the eastern
north of Prydonia proper and well south of Gorgotha and coast of Mulovia and the southern shores of Skathia. Many
the imperial shores of Lorinthia. A strange and ancient ru- ravens roost here in the high coastal cliffs.
ined city is said to exist here, a place of strange portents and Blackhart Forest: A vast woodland covering much of
often the ill fates of sailors past. western and central Brythia, this forest was once (and still is
Astagonia: The most common name for the Western to some extent) prime hunting-grounds for Brythian nobles,
21
gy used in the creature “stat blocks” below:
Attacks: This is listed as ‘Attack: Bite +4’ or ‘Attack: Long- BEAR, ARCTIC (CL 4, Animal)
sword +5’ or something similar, according to the creature’s Also known as polar bears or ice bears, these ursine beasts
mode of attack. If an “or” appears between two attack can easily reach the size and weight of horses and some-
modes, then only one attack—of the creature’s choice—can times even more. Armed with mighty claws and teeth pow-
occur in a single action. If an “and” appears between two ered by muscular jaws, an arctic bear is capable of much
listed attack forms instead, then the creature can make two destruction if its anger is roused (easily done if in the bear’s
attacks (or in some cases three) as a single attack action. territory or when defending its young).
Maximum damage and any Armor Piercing rating appears Naturally, arctic bears are white or dirty-white in color-
here as well. ation, their fur blending in with their snowy environments.
They are also gifted with a thick layer of fat which protects
Defense: If only one type of Defense is listed, then the them from the cold and even assists them somewhat in the
creature in question has no way of using the other. For ex- water.
ample, if only ‘Dodge’ is listed, then the creature has no
Parry Defense. Attributes & Derived Traits—
Skills: Only skills with actual skill levels applied to them Magnetism +1 Stamina 17/8
appear here; otherwise, an untrained (or “unleveled”) skill Willpower +1 Health 32/16
is merely an Attribute roll. For example, Agility for no skill
Agility +2 Initiative +2
Physique -3 Attack: Talons +2 (max dmg 10)
Vigor +1 Defense: Dodge 14
Intellect -4 Mobility: Fly 32, Ground 7
Magnetism +1 Stamina 13/6
Willpower +0 Health 5/2
dz Flight: Eagles can swoop down at targets below, dz Carry Rider: A Riding Horse can bear a single
gaining a +2 bonus to their claw attacks if flying at least rider (or even two riders) whose Physiques total no
20 yards (as an action) before the attack; if the target greater than +6; if bearing more than this, or gear to-
creature has a Physique of -4 or less, the eagle can carry taling more the Bulk 18 (or Bulk 22 with saddblebags),
it off in its talons. An eagle can make a 90-degree turn in then the Horse can move no faster than a Trot; of bear-
flight as one action (or a full 180 as two actions) ing twice these numbers, the Horse is reduced to zero
dz Gouging Talons: If an eagle scores 10 or more Mobility.
over the target’s Defense with its talon attack, then it dz Gallop: Riding Horses can reach full galloping
can cause the Blinded (Partially) condition to the crea- speeds after two actions (one full round); they can reach
ture if it so chooses. It is a DL 20 Healing Arts skill to cure a canter, too, after two actions, though a trot is but one
the temporarily effect; otherwise, the creature’s eyesight action (two trot actions would be a canter). It costs a
restores after 5 Health points of healing. A critical suc- horse 1 Stamina point per half-minute (5 rounds) to run
cess could cause permanent blindness in one eye at the at a full gallop.
GM’s discretion.
Talents (all): Tireless.
Talents (battle): Defensive Dash (in-flight only), Rushing Weaknesses: Cannot speak/read/write. Phobia (of large
Attack. fires and loud noises—minor). A rider attempting to fight
Talents (all others): Night-sighted. while astride a Riding Horse must succeed in a DL 15 Animal
Weaknesses: Cannot read/write/speak; animal-level intel- Handling roll when coming to within 5 yards of an armed
ligence; Phobia (of fire—minor). opponent or a beast of Physique +8 or greater; failure
Key Skills: Acrobatics +4 (in-flight +6), Brawling +2 means the mount hesitates, costing two actions; a critical
(swooping +4), Endurance +1, Perception +2 (sight +4), failure means the mount rears, throwing the rider prone
Persuasion +1 (intimidation +4), Stealth +3, Survival +2. unless he immediately succeeds in a DL 20 Acrobatics roll.
Possessions: Eagles occasionally have shiny trinkets in their Skills: Acrobatics +2 (leaping +6), Brawling +4, Endurance
nests, such as 1-20 bc, 1-6 sc, and a gemstone or small piece +4, Perception +1 (hearing +3), Persuasion +0 (intimida-
of jewelry (worth 2-20 sc). 1-3 eaglets might also be avail- tion +2), Resolve +1, Survival +0.
able, which could bring as much as 20-30 sc for each one; Possessions: Usually none, though if domesticated a riding
or instead, 1-4 eggs (worth 8-10 sc each). saddle (of average to exceptional quality) and/or saddle-
bags might be present, as well as 1-3 days of feed and/or
water. There might even be goods inside the saddlebags,
such as clothing, rope, tools, rations, or a knife.
HORSE, RIDING (CL 2, Animal)
These are saddle-broken equines specifically trained to bear
a rider, be it for long distances or for quick sprints (or gal-
lops). Most are brown in coloration, though a good por- LION (CL 3, Animal)
tion of them can be found in black, white, chestnut, blonde, Known mostly in the southern realms of the West, though
or some variety thereof. Riding steeds will receive a saddle originating from the East and South (on the continent of
and bit-and-bridle harness without much fuss, though they Emanju), lions were brought across the Dragon Sea by
will balk at loud noises and the smell of blood, and thus are far-traveling merchants seeking to trade in exotic goods.
normally useless in direct mounted combat (see Warhorses Thus, a fair number can be found in the Lorinthian Empire
below). and the Prydonian Isles, usually as gladiatorial fodder or
Note that horses move primarily in three modes: trot the property of wealthy nobles who desire terrifying (and
(normal Mobility), canter (double trot speed as two ac- effective) guards to their estates.
tions), and gallop (three times trot speed as two actions). An angry lion can easily take down a cow, horse, or sev-
eral stout men. They are efficient hunters, although they
Attributes & Derived Traits— can sleep upwards of eighteen hours in a day in order to
break down the meat in their gullets.
Agility +1 Initiative +0
Attributes & Derived Traits—
Physique +6 Attack: Hoof +3 (max dmg 8); or Bite
(max dmg 5)
Agility +2 Initiative +3
Vigor +2 Defense: Dodge 12
Physique +5 Attack: Claws +5 (max dmg 15); and Bite
Intellect -4 Mobility: Trot 17, Canter 34, Gallop 51 +5 (max dmg 15)
Magnetism +0 Stamina 13/6 Vigor +2 Defense: Dodge 14
Willpower +0 Health 26/13
Intellect -4 Mobility 25 the target’s Defense with its tusk attack, the creature is
knocked prone if its Physique is +7 or less; if Physique
Magnetism +1 Stamina 15/7
+2 or less, then it is knocked back a yard as well. This is
Willpower +1 Health 24/12 in addition to any damage dealt.
Armor 0 (none) dz Trampling Charge: Instead of a tusk attack, a
mammoth can choose to trample instead, often being
Special Abilities— frightened enough to do so in stampeding fashion; if the
trample attack succeeds, the target is knocked prone if of
dz Attack Routine: A Lion can make one claw at- Physique +7 or less.
tack and one bite attack, as one action, with no penalty.
dz Pouncing Strike: When a Lion moves at least 5 Talents (all): Bullish Charge, Shattering Blow.
yards toward a target in a straight line, and succeeds in Weaknesses: Cannot speak/read/write; animal-like intelli-
a claw attack, it can then then knock the target prone gence; not overly aggressive; Phobia (of large fires—minor).
unless said target’s Physique is +6 or better. The Lion Skills: Acrobatics +1, Brawling +8, Climbing +2, Endurance
then gets an immediate bite or rear claw attack against +6 (resist cold +8), Perception +1, Persuasion +1 (intimida-
the prone target. tion +7), Resolve +2, Stealth -3, Survival +1, Swimming +4.
Possessions: None, though on rare occasions, a small trin-
Talents (battle): Leaping Strike, Rushing Attack. ket stuck in its hide or in its gullet (a coin or two, a small
Talents (all others): Night-sighted. gem, an exceptional-quality arrowhead, etc.).
Weaknesses: Cannot speak/read/write; animal-level intel-
ligence (but cunning); Phobia (of large fires—minor).
Skills: Acrobatics +4, Brawling +5, Climbing +5, Endurance PANTHER (CL 2, Animal)
+4, Perception +2 (hearing +3), Persuasion +1 (intimidation Sleek and muscular hunting cats, these felines are typically
+5), Resolve +3, Stealth +4, Survival +2. found in the southlands (or all the way over on the isle-con-
Possessions: None, though occasionally incidental trinkets tinent of Mezca) where they prefer warmer climates. How-
in den, such as a few coins, an exceptional-quality weapon, ever, more than several have been reported in the tem-
a bauble worth 2-20 sc, etc. perate and even sub-arctic regions northward, where they
might be known as cougars or mountain-lions.
Panthers can be quite aggressive, especially when de-
MAMMOTH (CL 5, Gigantic Ani- fending their young or their hunting grounds, and can also
be dangerous when hungry.
mal)
Still in existence in the extreme northern reaches of the Attributes & Derived Traits—
western continent of Astagonia, mostly where the savage
Thorakki (and Frost Giants) dwell, as well as the far north
Agility +3 Initiative +3
of Hassan, the eastern continent. Some whisper that they
can also be found in the isle-continent of Ragnagard, at “the Physique +1 Attack: Claw +4 (max dmg 8); and Bite
top of the world”. +4 (max dmg 8)
Mammoths are often hunted for their ivory (tusks), hides, Vigor +1 Defense: Dodge 14
fat, and meat, often requiring a team of hunters working in Intellect -4 Mobility 21
unison to have any chance of felling such mighty (if often
Magnetism +0 Stamina 13/6
gentle) beasts.
Willpower +0 Health 14/7
Attributes & Derived Traits— Armor 0 (none)
Agility +3 Initiative +4
Physique +7 Attack: Claws +8 (max dmg 15); and Bite
+8 (max dmg 20/AP 2)
Vigor +3 Defense: Dodge 15
Intellect -4 Mobility 30
Magnetism +2 Stamina 16/8
Attributes & Derived Traits— Willpower +1 Health 30/15
Armor 0 (none)
Agility +2 Initiative +2
Physique -4 Attack: Talons +2 (max dmg 2); or Beak Special Abilities—
+2 (max dmg 1)
Vigor +0 Defense: Dodge 13 dz Piercing Bite: If a Sabertooth scores 10 over the
target’s Defense with its bite attack, the target is partially
Intellect -4 Mobility: Ground 8; Flight 24
impaled and grappled; the Sabertooth can then imme-
Magnetism +0 Stamina 11/5 diately follow up with a rear claw attack as part of the
Willpower +0 Health 4/2 same action. The target may attempt to escape the hold
Armor 0 (none)
of the Sabertooth’s jaws with a successful DL 18 Acrobat-
ics or Brawling roll (as an action).
Special Abilities— dz Tooth-breaking: If a Sabertooth scores 15 or
more points of damage against a target with at least 2
points of armor, one of its fang-like teeth breaks off in
dz Flight: Ravens can fly up to 24 yards as one ac-
the target; this is moderately painful to the Sabertooth,
tion, or double this as two actions. They can make a
inflicting a -2 penalty to all upcoming bite attacks (and
180-degree turn as part of one movement action. Every
-1 to its Armor Piercing), but the creature with the bro-
10 minutes of flight costs a Raven 1 Stamina point.
ken-off tooth in it suffers a -2 penalty to Mobility and
dz Mimicry: A Raven can imitate most natural -2 to all die rolls until an action is used to pull it out. A
sounds in the wilderness, requiring a successful DL 10
successful DL 10 Healing Arts roll, as an action, negates
Perception or Survival skill roll for others to discern the
the aforementioned penalties.
falsehood. They can even be taught a few words of a
language with a DL 15 Animal Handling success over the
Talents (battle): Leaping Strike, Rushing Attack.
course of a week or so.
Talents (all others): Night-sighted, Tireless.
Talents (battle): Defensive Dash (in flight only). Weaknesses: Cannot speak/read/write; animal-level intel-
ligence (but cunning); Phobia (of large fires—minor).
Talents (all others): Night-sighted, Tireless.
Skills: Acrobatics +5, Brawling +8, Climbing +6, Endur-
Skills: Acrobatics +3, Brawling +2, Endurance +2, Percep-
ance +6, Perception +2 (hearing and smell +3), Persuasion
tion +3 (sight +4), Resolve +2, Stealth +3, Survival +1.
+2 (intimidation +7), Resolve +3, Stealth +4, Survival +2,
Swimming +5. a Great Spider web and a DL 13 Physique roll (two ac-
Possessions: None, though incidental trinkets are not un- tions) to escape such webs.
common in a Sabertooth’s den, such as an exceptional or
master-crafted weapon (or shield), 1-20 bc, 1-10 sc, and pos- Talents (battle): Leaping Attack, Rushing Attack.
sibly a jeweled bauble (worth 2-20 sc). Talents (all others): Night-sighted, Tireless.
Weaknesses: Phobia (of fire or dense smoke—minor),
Tainted; cannot speak/read/write.
SPIDER, GIANT (CL 3, Gigantic An- Skills: Acrobatics +4 (balance +6), Brawling +3, Climbing
+9, Endurance +2 (resist poison +4), Perception +1 (sight
imal) and touch +3), Persuasion -2 (intimidation +5), Resolve +3,
Monstrous arachnids dwelling primarily in the sub-tropical Stealth +4, Survival +1 (caves and forests +2), Swimming
or tropical regions, but occasionally seen in temperate zones +3.
or even—in extreme cases—sub-arctic areas. Great Spiders Languages: None.
are often ravishingly hungry and will eat just about any- Possessions: None, although the occasional incidental
thing, including humanoids. Most are web-builders whose items might be found within a Great Spider’s web, such as
webs are capable of snagging victims of above-average size an exceptional-quality weapon or shield, a gem or piece of
or strength. jewelry (worth 2-20 sc), and possibly 1-10 sc and/or 2-20
It is possible to harvest Great Spider venom, although its bc.
potency only remains for about three days. Its toxicity can
be prolonged, however, if used to make a vial or two of
Moderate Poison via the Alchemy skill (counting as half the
material cost in silver coins). VIPER, GIANT (CL 4, Gigantic Ani-
mal)
Fortunately rare, Giant Vipers are massive varieties of the
common viper shown below. These great serpents are terri-
ble to look upon and can be quite dangerous to those wan-
dering into underground areas or forlorn woodlands. Giant
Vipers almost always dwell alone, although the occasional-
ly pairing is not unheard of. The following statistics could
also apply to most any type of gigantic poisonous snake.
Agility +2 Initiative +1
Physique +1 Melee +3 (Bite, dmg +0/10)
Vigor +0 Defense: Dodge 14
Attributes & Derived Traits—
Intellect -4 Mobility: Ground 19; Climbing 14
Magnetism -2 Stamina 13/6
Agility +2 Initiative +3
Willpower +1 Health 14/7
Physique +3 Melee: Bite +5 (max dmg 10 plus poison*)
Armor 0 (none)
Vigor +2 Defense: Dodge 14
Weaknesses: Cannot read/speak/write; animal-like intel- Weaknesses: Cannot speak/read/write; animal-level intel-
ligence. ligence.
Skills: Acrobatics +3, Brawling +6, Endurance +5, Percep- Skills: Acrobatics +2, Brawling +7, Endurance +4, Percep-
tion +1 (hearing and smell +2), Persuasion +0 (intimidation tion +1 (hearing and smell +2), Persuasion +1 (intimidation
+3), Resolve +2, Survival +1, Swimming +5. +5), Resolve +2, Survival +1, Swimming +5.
Possessions: None, although the horse’s owner (if any) Possessions: None, although its owner (if any) will likely
will likely have a war-saddle, saddlebags, 1-3 days of feed, have a war-saddle, saddlebags, 1-3 days of food, 1-2 days’
1-2 days of water, and on rare occasion, hard leather to water, and possibly a weapon (flail, lance, greatsword, etc.)
chain or scale barding. and maybe brigandine to chainmail or even plated barding.
Agility +0 Initiative +1
Physique +9 Attack: Hoof +7 (max dmg 12); or Bite
(max dmg 6)
Vigor +3 Defense: Dodge 12
Intellect -4 Mobility: Trot 19; Canter 28; Gallop 56 Attributes & Derived Traits—
Magnetism +1 Stamina 15/7
Agility +2 Initiative +2
Willpower +1 Health 32/16
Physique +0 Attack: Bite +2 (max dmg 10)
Armor 0-5 (none to chain barding or
plated barding) Vigor +1 Defense: Dodge 13
Intellect -4 Mobility 18
Special Abilities—
Magnetism +0 Stamina 12/6
22
Also known as Dire-wolves or “Children of Anderok” (par-
ticularly in Mulovia), these are mighty canines that often
match ponies for size. Found mainly in the north, Great
Wolves can be at least as aggressive as normal wolves—
especially if hungry or defending territory—and are even
more cunning and sinister. Most understand rudimentary
local tongues and it is rumored that a rare few have even SUPERNATURAL CREATURES
mastered human-like vocals. Great Wolves are considered
somewhat sacred in realms like Mulovia and are occasional- Monstrous beasts, demonic beings, fey, undead, and other
ly hunted for their thick, winter-resistant pelts. types of creatures whispered to haunt the desolate regions
of the known world. Some have Otherworldly origins and
Attributes & Derived Traits— are extremely rare, while others might only exist through
some terrible magic-craft or have been pushed to the hin-
Agility +0 Initiative +1 terlands of semi-civilized realms.
Physique +6 Melee: Bite +6 (max dmg 15/AP 1)
There are various types of supernatural creatures and
Other-worldly beings, but scholars and lore-masters tend to
Vigor +2 Defense: Dodge 13 narrow them down to the following somewhat convenient,
Intellect -3 Mobility 24 but seldom perfect, categories:
Magnetism +1 Stamina 16/8
DEMONS: These are the denizens of the Nether-world,
Willpower +1 Health 26/12
the “lower regions” of the Other-world, the “world be-
Armor 1 (natural fur/hide) yond the mortal realms.” Sometimes called devils, Neth-
er-spawn, or worse, demons are the embodiments of true
Special Abilities— evil almost always filled with lust, violence, and the need to
cause chaos, disorder, and general corruption. It is said that
dz Tripping Bite: If a Great Wolf scores 5 or greater even the most wicked mortal soul cannot compare with the
over a target’s Defense on its bite attack, then it auto- sheer evil nature of a demonic creature.
matically knocks the creature prone (in addition to do- Demons are often categorized, by sorcerers and scholars,
ing damage) if its Physique is +2 or less. into three types: Lesser, Greater, and Lords. For game pur-
dz Potential Rider: Great Wolves could, theoret- poses, demons of CL 7 or less are considered Lesser Demons,
ically, serve as mounts to humanoid creatures with at CL 8-12 are Greater Demons, and DL 13+ are assumed to
least a -2 Intellect who make a successful DL 20 Ani- be Demon Lords. Note that when a demon is slain in the
mal Handling roll. This would take at least a month of mortal world, its spirit immediately goes screaming back
training, however, and Great Wolves are known to be to the Nether-world, often with a hint of brimstone in the
ornery, violent, and wicked. air. Its mortal remains then quickly corrode away to little
more than dust, although certain demonic entities might
Talents (battle): Bullish Charge, Defensive Dash, Rushing leave some tracery component behind (see individual De-
Attack, Wolfpack Tactics. mon statistics).
Talents (all others): Grit, Night-sighted, Tireless.
Weaknesses: Honorless, Phobia (of large fires—minor), ANGELS: In the history of the SK world, demons and an-
Tainted; cannot read or write. gels are members of the same ancient and (essentially) im-
Skills: Acrobatics +3 (leaping +5), Brawling +6, Climbing mortal race. However, some eons ago, likely during the Age
+3, Endurance +4, Perception +2 (smell and hearing +3), of Gods, some demons began to turn from their dark and
Persuasion +1 (intimidation +6), Survival +2 (tracking +3), sinister ways, becoming an ascended form of their race that
Swimming +3. would become known as “angels.” These angelic beings
Languages: In rare cases, Great Wolves are known to be were still greatly outnumbered by their evil brethren, but
capable of crude speech, usually knowing the basics of the many of them were powerful or grew powerful in their de-
Sidhe tongue or some local human language. Even those cision to ascend to a higher sense of honor and morality. In
who do not speak are capable of understanding rudimen- fact, there is no such thing as a Lesser Angel—only ‘Greater’
and ‘Lord’ versions of them exist. well to summon forth an Air Elemental, the very air quick-
ened with the temporary pulse of an elemental spirit.
DRAGONS: Perhaps the penultimate apex creature when According to sorcerers and sages, Elementals are classi-
grown to ancient size and age, true dragons—those that fied into three general categories: Lesser, Greater, and Elder.
breath fire or ice (or on rare occasion, acidic spittle or even Their CLs, respectively, are 4, 7, and 10. When an Elemental
lightning) and take flight on great membranous wings—are is slain, it simply falls back into whatever base element it
a rare thing in this day and age in the known SK world. was, the “animus” (or spirit) released back into oblivion.
In fact, only about seven named dragons (or wyrms) exist
at present, though perhaps a handful of obscure scholars FEY: Often called Faeries or Faerie-folk in the north (par-
or seers might possess the names of a few others. These ticularly the northwest), or even “Other-folk” in less com-
known drakes are almost always middle-aged or older, El- monality, creatures of fey origin are inhabitants of the
der Wyrms of massive size, appetite, and ego. Fortunately, Other-world, the “mirror-world” beyond our own mortal
such magnificent beasts sleep three-quarters of their lives sphere. More specifically, they dominate the Shadow-world
away, hidden away in some forlorn lair, and few mortals region of the Other-world, perhaps the largest area of that
dare oppose them. reality. The most common fey-folk are the Sidhe, which are
Other types of creatures exist too that are akin to drag- often categorized in three sub-types—the Dark Sidhe, Eluna
ons, draconic beasts such as the Basilisk, Sea Serpent, and Sidhe, and Wild Sidhe—many of whom have been residents
Wyvern. Though perhaps not dragons in the truest sense, of the mortal realms for many centuries.
these beings are still relatively cunning, dangerous, and po- Other Fey pass into the mortal world as well, from time
tentially domineering. Some believe that Dragons first came to time, or even partially reside in our physical realm, per-
from the sea, either from some ancient seaborne race or by haps having knowledge of gateway “portals” from this
way of a fallen star that struck the Dragon Sea (hence its world to the next or simply possession the ability to travel
name) over seven millennia ago. back and forth at will. Such “greater fey” might be the Kel-
pies, Nymphs, Satyrs, Will O’ Wisps, and the like that are at
ELEMENTALS: Unlike in many other fantasy settings, Ele- least somewhat known to Men, while lesser types might be
mentals in the SK world are primarily creatures of the mortal called Fomori, Goblings, Hobgoblins, Red Caps, or worse.
sphere—that is, the Earth-world. The mortal realms, after Almost all fey creatures are harmed by cold-iron weap-
all, are comprised of the four classic elements—air, earth, ons, those implements hand-forged without the touch of
fire, and water—and thus when an Elemental being forms fire and the additives to make steel. Few, if any, know why
(which is often via a sorcerer’s spell or perhaps some great- this is the case, although some lore-masters have speculated
er magical occurrence) it is a semi-sentient spirit that lends that it is due to the fact that non fire-forged weapons are
temporarily life and animation to its host element. There- not native to the Other-world.
fore, a nearby river might yield a Water Elemental by way
of an Elemental Summoning spell or possibly some deeper GIANTS: Massive human-like beings from an ancient age,
and likely more ancient manner; a windy plain might serve that some believe are the direct descendants of the some of
UNDEAD: Not alive in the true sense of the word, though Talents (battle): Ambidexterity, Dual Blades, Shield Bash.
not entirely deceased either, these are the “waking dead” or Talents (other): Grit, Tireless.
the “re-risen,” epithets often used to describe such horrible Weaknesses: Mindless (can only follow the simple com-
animated corpses such as Animated Skeletons, Draugr, and mands of their “master”); cannot speak/read/write; Tainted.
Zombies, or worse still, those with a modicum of intellect Skills: Acrobatics +2, Brawling +2, Climbing +2, Endur-
and a driving will to destroy the living and dominate the ance +2, Perception +0 (sense living within 10 yards +10),
world of Men. This latter category, that some might call Persuasion -2 (intimidation +4), Resolve +0, Swimming -2,
“greater undead,” are such foul things as Ghouls, Grave- Weaponry: Melee +2, Weaponry: Ranged +2.
wights, Vampires, Wraiths, and more.
Possessions: Usually tattered or rusty harnesses of armor,
It is known that some types of undead beings are only af-
and a half-broken or rusty shortsword, spear, polearm, or
fected by silvered weapons or consecrated water (holy wa-
battleaxe; on rare occasion, a shield or weapon might be
ter), and in some rare cases, pure water, sunlight, garlic, or
exceptional-quality and each might carry 1-10 bc and/or 1-2
the presence of certain holy icons particularly those of Saint
sc in a rotting belt pouch.
Paladyr or Signa. Certain incorporeal creatures are bound
to a specific area or object or might not be able to cross
running water, among other supernatural flaws. Creatures
not-meant-to-be will almost always possess a weakness or DRAGON, MIDDLE-AGED (CL 12,
two for heroic opponents to potentially exploit. Dragon)
The Age of Dragons has long passed, and yet still, wyrms
and other draconic creatures remain in the known world,
ANIMATED SKELETON (CL 2, Un- though rare they are indeed. Some scholars and lore-mas-
ters claim that only perhaps a dozen dragons of middle
dead) age (that is, from 100 to 300 years old) remain here in the
Humanoid skeletons usually reanimated by dark necroman-
Age of Man, which means surely no more than five Elder
tic spells, Animated Skeletons—or Skeletal Warriors—are
Wyrms—all named—are still in existence (such as the great
often used to guard sacred tombs, crypts, or some other
Terengethrion or Valnathrax of the North). and fly off with creatures whose Physiques are +7 or
Dragons and their ilk are capable of mass destruction, lower, given a successful claw attack.
not only with their breath weaponry, but with their great dz Fiery Breath (or Icy Breath): Middle-aged
bulk, swinging tails, and grinding teeth and claws. Their Dragons can, for the cost of 4 Stamina points, breathe
scales are nearly equal to the best forged armor and, despite forth a blast of searing flame up to 30 yards long and
their incredible bulk, wyrms (as they are often called in the ending in a 4x4 yard terminus; all creatures within this
north) can be swift flyers. Their kind is so ancient and alien line or terminus must succeed in a DL 22 Acrobatics roll
that Dragons are without gender—all middle-aged or older or suffer 2 points of fire damage per point of failure
dragons are capable of laying a clutch of one to a half-doz- (maximum damage is 25). A critical failure means that
en massive eggs about every three or four years. two pieces of important equipment belonging to the tar-
The typical Dragon is vain, calculating, and greedy, with get are also destroyed, plus the target catches fire until
few (if any) paying heed to any real code of honor save the end of his next turn, taking an additional 4 points
for their own. They do not believe in most deities, instead of fire damage unless two actions are spent to smother
presuming themselves to be virtually divine in their own the flames. Armor only counts as half effective. Note
right. Though often wicked, they would prefer to negotiate that some dragons are ice-wyrms, in that they breathe
for what they want instead of mindless slaughter and ruin. forth a blast of ice and frost instead of fire (same statistics
Such, however, is occasionally necessary and is then carried otherwise).
out in total and complete draconic fashion. dz Fire Resistance (or Frost Resistance)*: Mid-
dle-aged Dragons take 5 points less damage from fire
Attributes & Derived Traits— and heat related effects. Ice-wyrms take 5 points less
cold damage instead.
Agility +2 Initiative +5 dz Flight: A Middle-aged Dragon can fly up to 40
yards as one action, or twice that as two actions; it can
Physique +20 Melee: Claw +17 (mx dmg 15/AP 2); and
Bite +17 (20/AP 3); and Tail +15 (10) make a 90-degree turn as one action or a 180-degree
turn as two actions. Middle-aged Dragons expend 1
Vigor +7 Defense: Dodge 14; Parry 27
Stamina point per two minutes of flight.
Intellect +1 Mobility: Ground 20; Flight 40 dz Terrible Presence: All Middle-aged Dragons nat-
Magnetism +5 Stamina 25/12 urally emit a 15-yard radius of fear and majesty around
them, forcing all onlookers (or those hearing the drag-
Willpower +3 Health 62/31
on’s roar) to succeed in a DL 15 Resolve (resist fear) roll
Armor 6 (natural scales)* or become Intimidated. Those critically failing this roll
are Terrified instead.
Special Abilities—
Talents (battle): Bullish Charge, Defensive Dash (in flight
dz Carry Prey: A Middle-aged Dragon can snatch only), Shattering Blow.
dz Fiery Breath: Young Dragons can, for the cost of Special Abilities—
3 Stamina points, breathe forth a blast of searing flame
up to 20 yards long and ending in a 3x3-yard terminus; dz Elemental Immunities: Elementals are immune
6 (natural rocky hide); Talents: Bashing Blow, Crushing tion +4), Resolve +2.
Blow, Shattering Blow; Athletics +7, Endurance +8, Per- Languages: Understands basic commands of the summon-
suasion +1 (intimidation +10), Resolve +6, Survival +2. ing magician.
Possessions: None.
Special Abilities— AGI +2, PHY +5, VIG +5, INT +0, MAG +2, WIL +2;
Initiative +4, Touch Attack +9 (max dmg 17), Defense:
dz Elemental Immunities*: Elementals are im- Dodge 14; Mobility 17, Stamina 21/10, Health 27/13;
mune to despair, disease, hunger, pain, sleep, stuns, and Talents: Hit and Run, Retaliating Strike, Shattering Blow;
thirst. Fire Elementals only take half damage from nor- Acrobatics +4, Athletics +9 (cannot swim), Brawling +9,
mal non-enchanted weapons, and no damage from fire- Endurance +7*, Perception +1 (sense carbon-based crea-
based effects. Water and ice-based spells deal half dam- tures +10), Persuasion +2 (intimidation +10), Resolve
age to them. They are destroyed (extinguished) when +6, Stealth +0.
they fall to zero Health.
dz Igniting Touch: Fire Elementals can ignite flam-
mable objects with which they come in contact; they ELEMENTAL, WATER Lesser (CL 4,
may do this to creatures as well by scoring 10 or more
over the target’s Defense. In this latter case, the creature Elemental)
takes an additional 3 points of fire damage every round As mentioned briefly above, elementals are “given life” by
until two actions are spent putting the flames out. temporary spirits which inhabit the source elemental, in this
dz Shape-shifting: A Fire Elemental can change its case, water and surf.
form from a campfire-sized flame to a serpentine col-
umn and all shapes in between. This takes one action Attributes & Derived Traits—
and costs it 2 Stamina points.
Agility +2 Initiative +2
Talents (battle): Break The Wall, Crippling Attack. Physique +0 Attack: Watery Fist +3 (max dmg 5)
Talents (all others): Night-sighted, Tireless.
Vigor +3 Defense: Dodge 12
Weaknesses: Cannot read, write, or speak; rudimentary
intelligence. Fire Elementals cannot stray more than 10 yards Intellect -4 Mobility: Ground 12; Swimming 18
from their source-element (i.e. campfire, bonfire, brazier, Magnetism -1 Stamina 15/7
etc.) and are unable to cross water, mud, or a groundless
Willpower +0 Health 15/7
expanse more than three yards across. Flasks or waterskins
of water deal 3 points maximum damage on a successful Armor 0 (but only takes half damage from
normal weapons)*
Weaponry: Ranged attack; the jet-blast version of the Con-
jure Water spell deals 1 point of Health damage for every
point the elemental fails its Acrobatics rolls to dodge (versus Special Abilities—
the mage’s Magical Arts skill roll). Maximum damage 10.
Skills: Athletics +5 (cannot swim), Brawling +3, Endurance dz Elemental Immunities: Elementals are immune
+5*, Perception +0 (in fire +10), Persuasion +0 (intimida- to despair, disease, hunger, pain, sleep, stuns, and thirst.
Water Elementals in specific only take half damage from
normal weapons although lightning-based effects deal are possible (though quite stocky and muscular, particularly
full damage. They cannot stray more than 10 yards from in this case).
their source element (such as a river, lake, sea, pool, etc.) A Fomori might have an extra arm or leg, or perhaps an
and cannot navigate groundless expanses more than one additional mouth or ear, though the “bonus” body parts
yard across. Elementals are destroyed if brought to zero seldom functional and only serve to make the creatures
Health. even more disturbing and loathsome.
dz Shape-shifting: Water Elementals may change
their forms from a quivering pool of water to a watery Attributes & Derived Traits—
humanoid shape and all forms in between. This costs
one action and 2 Stamina points. Agility +0 Initiative +1
Physique +6 Attack: War-club or War-spear +7 (max
Talents (battle): Rushing Attack. dmg 20/25); or Fist/Kick (max dmg 10)
Talents (all others): Grit, Night-sighted.
Vigor +3 Defense: Dodge 13; Parry 17
Weaknesses: Cannot speak, read, or write; rudimentary
intelligence. Water Elementals take full damage from light- Intellect -2 Mobility: Ground 17; Swim 12
ning-based effects. Magnetism -2 Stamina 18/9
Skills: Athletics +2 (swimming +10), Brawling +3, Endur-
Willpower +1 Health 27/13
ance +5, Perception +0 (in water +10), Persuasion -1 (intim-
idation +3), Resolve +3. Armor 1 (tough skin)
Languages: None, but can understand the basic commands
of summoning magicians. Special Abilities—
Posesssions: None.
dz Deformed Appearance: All creatures within 10
yards of a Fomorian (and able to see it) must succeed in
GREATER WATER ELEMENTAL (CL a DL 16 Resolve roll or become Intimidated. If this roll
7, Elemental) fails by 10 or more, then the creature is Terrified instead.
Greater Water Elementals use the above statistics save for All Fomorians have at least one major mutation or de-
the following changes: formation, such as three arms, three legs, three eyes, two
mouths, etc., which most mortal beings find off-putting.
AGI +2, PHY +3, VIG +4, INT -3, MAG +0, WIL +1; Ini- dz Dooming Gaze: About 1 in 4 Fomorians have
tiative +3, Fist Attack +6 (max dmg 10), Defense: Dodge one large baleful eye that can target one specific crea-
13; Mobility: Ground 15/Swimming 22; Stamina 18/9, ture in any given round (costing an action and 2 Stami-
Health 22/11; Talents: Disarming Strike, Tireless; Acro- na points), forcing it succeed in a DL 16 Endurance roll
batics +3, Athletics +5 (swimming +13), Endurance +6, or become Stunned for one full round. Characters may
Perception +1 (in water +11), Persuasion +0 (intimida- state that they are averting their gaze, but this causes a
tion +6), Resolve +4. -2 penalty to their Defense and any attack rolls for every
round of such activity.
ELDER WATER ELEMENTAL (CL 10, dz Watery Regeneration: If a Fomorian submerg-
es itself in sea water as two actions, it instantly heals
Elemental) 5 Health points and another 5 Health points per hour
Elder Water Elementals use the above statistics as well save after that. This only functions once every 12 hours.
for the following changes:
Talents (battle): Bashing Blow, Bullish Charge, Impaling
AGI +2, PHY +6, VIG +5, INT -2, MAG +1, WIL +2; Thrust, Pugilistic Follow-up.
Initiative +4, Fist Attack +9 (max dmg 15), Defense: Talents (all others): Grit, Intimidating Physique,
Dodge 14/Parry 17; Mobility: Ground 18/Swimming 27; Night-sighted.
Stamina 20/10, Health 29/14; Disarming Strike, Tripping Weaknesses: Does not speak well; cannot read/write;
Attack, Shattering Blow, Tireless. Athletics +7 (swimming Honorless, Phobia (large fires—minor), Tainted.
+15), Brawling +9, Endurance +7, Perception +2 (in wa- Skills: Acrobatics +3, Brawling +7, Endurance +5, Percep-
ter +12), Persuasion +1 (intimidation +9), Resolve +5. tion +0 (hearing and smell +2), Persuasion -2 (intimidation
+6), Resolve +4 (resist glamour +5), Stealth +2, Surviv-
al +1, Swimming +7, Weaponry: Melee +7, Weaponry:
FOMORIAN (CL 5, Fey, Giant) Ranged +1.
These horribly twisted and deformed humanoids are some- Possessions: Usually a war-club or war-spear, often a crude
times called the “Accursed of Gaelrith,” for they are believed dagger or handaxe (poor to average in quality), sometimes
to be both blessed and cursed of the sea-goddess Gaelrith, 1-2 javelins, mangy fur pelt (worth 1-10 sc), a war-club or
one of the major “druidic deities” of the Far West. Fomo- war-spear, a piece of somewhat crude jewelry (worth 2-20
rians can stand eight feet tall or more, but their race is so sc).
varied and non-uniform that those standing but six feet tall
Special Abilities— Physique +1 Melee +4 (Claw, max dmg 10; and Bite,
max dmg 10)
dz Cold Resistance*: Frost Giants take 5 points less Vigor +2 Defense: Dodge 14
damage from all cold-based effects. Intellect -2 Mobility 12
dz Knockdown Blow: If a Frost Giant scores a Magnetism -3 Stamina 15/7
successful attack on an opponent, the creature is auto-
matically knocked prone if its Physique is +5 or less; if Willpower +1 Health 16/8
Physique +0 or less, then the target is also knocked back Armor 0 (none)
one yard. This occurs even if armor absorbs all damage.
Special Abilities—
Talents (battle): Armor Acclimation, Bullish Charge,
Heavy Hitter, Pugilistic Follow-up, Punishing Charge, Shield dz Flesh-eater: A Ghoul will gorge itself on human-
Bash, Shattering Blow, War-cry. oid flesh, preferring the meat of humans and Sidhe over
Talents (all others): Grit, Night-sighted. others. Thus, a Ghoul must succeed in a DL 15 Resolve
Weaknesses: Obsession (battle, gold, or jewels—mi- roll to resist stopping to feast upon a newly fallen corpse
nor) and Tainted, and sometimes Honorless, Kin-slayer, or even in the midst of battle*.
Oath-breaker. dz Plague-bearer: A living creature harmed by
Skills: Acrobatics +2 (in snow/ice +3), Animal Handling a Ghoul’s claw or bite attack must succeed in a DL 13
+1, Appraisal +0, Brawling +12, Climbing +6, Endurance Endurance skill roll or become Sickened 1 minute later.
+5 (resist cold +10), Language +0, Lore +1, Perception +2 It requires a successful DL 18 Healing Arts roll to cure
(in snow/ice +3), Persuasion +2 (intimidation +10), Resolve this condition apart from a Cure Ailment spell or sim-
+4 (resist fear +5), Sailing +0, Survival +2 (in snow/ice +3), ilar magic. Otherwise, it runs its course after an hour.
Swimming +10, Weaponry: Melee +12, Weaponry: Ranged A critical failure of the Endurance roll means the victim
+1. is Moderately Diseased instead potentially up to four
Languages: Giant-speech, plus one of the following— hours (with another DL 13 Endurance roll to overcome
Dragon-speech, Troll-speak, or one local human tongue. this condition once every hour).
Possessions: Hide/fur cuirass, chain shirt, or scale hauberk dz Undead Immunities: Ghouls are immune to dis-
(at least Physique +7 to wear), sometimes a war-cap or me- ease, paralysis, poison, and sleep, but can still be affect-
Special Abilities—
23
Intellect +0 Mobility: On foot 11, Mounted 25
Magnetism +0 Stamina 13/6
Willpower +0 Health 15/7
Armor 4-5 (padded gambeson to mail and
medium shield)
Agility -1 Initiative +1
COMMONER, Merchant (CL 2-3) Physique +0 Attack: Dagger, Staff, or War-club +1; or
Merchants and traders are often the life-blood of a thriving Sling or Thrown Dart +0
economy, and most civilized and semi-civilized lands have a
fair amount of mercantile traffic. These statistics might also Vigor +0 Defense: Dodge 10; Parry 11
represent a minor scholar or courtier. Intellect +1 Mobility 9
Magnetism +0 Stamina 14/7
Attributes & Derived Traits—
Willpower +2 Health 12/6
Armor 0 (none)
Agility -1 Initiative +0
Physique +0 Attack: Dagger or Shortsword +1; or
Special Abilities: See Caernian, Cymreddi, or Gaernic ra-
Crossbow +0
cial and Druidic Order abilities.
Vigor +0 Defense: Dodge 9; Parry 11
Intellect +1 Mobility 9 (but sometimes mounted) Talents (mystical): Priest, plus two of the following—
Magnetism +1 Stamina 12/6
Acolyte, Blood Magic, Familiar, Evil Eye, Extended Ritual,
Herbal Magic, Magic Affinity, Sanctum Magic, Second Sight.
Willpower +1 Health 11/5
Talents (all others): Two of the following—Beast Com-
panion, Draw The Line, Healer’s Touch, Mountaineer, Tire-
less, Woodsman.
Agility -1 Initiative +0 ers. The lower echelons are usually occupied by Brothers or
perhaps above-average lay-priests. This stat block might also
Physique +0 Attack: Trident +2 (max dmg 21); or Jave-
serve well for a monk-like hermit or semi-mystical woods-
lin +0 (max dmg 15)
man. See the ‘Advancement’ statistics below for more expe-
Vigor +1 Defense: Dodge 10; Parry 12 rienced Truth-keepers.
Intellect +0 Mobility 9
Magnetism +1 Stamina 15/7
Attribute & Derived Traits—
Willpower +1 Health 12/6
Agility -1 Initiative +0
Armor 1 (light scale corselet)
Physique +0 Melee +1 (dagger, club, or staff)
Special Abilities: Usually Prydonian racial traits and Priest Vigor +0 Defense: Dodge 9; Parry 11
of Prydonis order abilities. Intellect +1 Mobility 9
Magnetism +0 Stamina 13/6
Talents (mystical): Priest, plus three of the following—
Acolyte, Enchant Talisman, Extended Ritual, Far-reaching Willpower +1 Health 11/5
Magic, Focal Object (pearl or staff), Magic Affinity, Second Armor 0 (none)
Sight.
Talents (all others): Two of the following—Educated, Special Abilities: Usually Aradornian racial traits.
Mariner, Rhodonite Blood, Willful Persuasion.
Weaknesses: One of the following—Obsession (the sea or Talents (all): Acolyte or Priest, plus three of the follow-
storms), Phobia (enclosed spaces), Zealot. ing—Acolyte, Apprentice, Artisan, Farmer, Meditative
Skills: Acrobatics +0, Alchemy +1, Animal Handling +2, Trance, Healer’s Touch, Second Sight.
Athletics +1, Crafting +1, Endurance +2, Healing Arts +3 Weaknesses: Oathbound (to the order), plus zero to one
(long-term care +4), Herbalism +1, Language +1, Lore +2, of the following—Obsession (meditation or reading/writ-
Magical Arts: Life +4, Magical Arts: Water +4, Perception ing), Illegitimate, Lame, Maimed, or Zealot (of Saint Pala-
+1, Persuasion +3, Resolve +4, Sailing +2, Survival +1, dyr).
Weaponry: Melee +2, Weaponry: Ranged +0. Skills: Animal Handling +1, Crafting +3, Healing Arts +3,
Languages: Prydonian and one of the following—Lorin- Herbalism +2, Language +3, Lore +3, Magical Arts: Life +3,
thian, Esmandian, Old Rhodonite. Perception +2, Performance +1, Persuasion +2, Survival +2,
Spells Known: Four of the following—Conjure Fog, Con- Weaponry: Melee +1, Weaponry: Ranged +0.
jure Lightning, Conjure Water, Cure Ailment, Freezing, Heal Languages: Brythian, plus one or two of the following—
Wounds, Melting, Repair, Warding. Lorinthian, Mulovian, Skathian, Sidhe.
Possessions: Scale corselet/vestments (-1 skill penalty), sea- Spells Known: Sense Corruption, plus one of the fol-
green robe, sash or belt, belt pouch, sandals or soft boots, lowing—Beast-speak, Consecration, Cure Ailment, Heal
exceptional-quality trident or staff, dagger or knife, 2-20 Wounds, Repel Undead, Sense Corruption, Warding.
bc, 1-10 sc. Possessions: Simple burgundy mantle/robe, sandals or soft
buskins, rope or simple leather belt, dagger or club (some-
Advancement— times a staff), scroll or small book, 1-6 bc.
APPENDIX A—
EXPERIENCE POINTS &
ADVANCEMENT
Player-characters earn 1 Experience Point (XP) per hour of
actual game-play. The GM may reward a bonus XP to a
player for especially in-depth roleplaying, some major act
of heroism, or some other deserving feat. Thus, for exam-
ple, a four-hour gaming session would produce 4 XP for
each player-character at the table plus a possible bonus
point for a total of 5 XP. It is suggested to make the bonus
point well-earned and should not happen all the time.
There are a couple of ways to handle the bonus XP situ-
ation. One is to have every player vote, secret ballot style, resentation of the bonus XP as it occurs in the session—this
about who they thought did the best roleplaying for the ses- might be a token, coin, or whatever.
sion, with the recipient of the most votes gaining the bonus Note that PCs with henchmen, familiars, or bonded
XP. This method takes the pressure off the GM, although the beast companions advance these sidekicks at half the rate of
GM might provide any tie-breaking votes (or simply allow the character. For example, if Sir Talon earns, say, 5 XP for a
the tying players to both keep the bonus XP). A second game-session, then his henchman (a squire) would earn half
viable method is having the GM hand out a physical rep- of this, rounded down, for 2 XP.
Table 8-1: EXPERIENCE POINTS & ADVANCEMENT
XP Adv.# Attribute Luck Renown Talent Pts Skill Pts Max Skill Lvl
0 0 * * * * * 3
10 1 +0 +1 +0 3 5 3
20 2 +0 +1 +1 2 5 4
35 3 +1 +1 +0 3 5 4
50 4 +0 +1 +1 2 5 5
70 5 +1 +1 +0 3 5 5
90 6 +0 +1 +1 2 5 6
115 7 +1 +1 +0 3 5 6
140 8 +0 +1 +1 2 5 7
170 9 +1 +1 +0 3 5 7
200 10 +0 +1 +1 2 5 8
235 11 +1 +1 +0 3 5 8
270 12 +0 +1 +1 2 5 9
310 13 +1 +1 +0 3 5 9
350 14 +0 +1 +1 2 5 10
395 15 +1 +1 +0 3 5 10
440 16 +0 +1 +1 2 5 10
490 17 +1 +1 +0 3 5 10
540 18 +0 +1 +1 2 5 10
595 19 +1 +1 +0 3 5 10
650 20 +0 +1 +1 2 5 10
MAGNETISM: -1 temp:
INITIATIVE LUCK RENOWN PARRY DODGE
Agi + Wil 5 + Int or Mag Mag + 1/10 Age 10 + Melee Weaponry 10 + Acrobatics
WILLPOWER: +0 temp: +0 4 1 17 12
TALENTS (10) SKILLS (25 + Int)
Talent Name Stam TPcost Skill Name Key Attr. Skill level Other TOTAL Specialties (+1)
Troll-born -- 3 Acrobatics* Agi +0 2 [+ 2 ]
Quick Healer -- 1 Alchemy Int -2 [+ -2 ]
Animal Handling Mag -1 2 [+ 1 ] Mammoths. +2 w/ Bears
Champion -- 1
Athletics* Phy +4 1 [+ 5 ]
Totem Animal (bear) -- 2 +4 3 1 8
Brawling* Phy [+ ] Head-butt
Beast Companion -- 2 Crafting Int -2 [+ -2 ]
Intimidating Physique -- 2 Disguise Mag -1 [+ -1 ]
Endurance Vig +2 2 1 [+ 5 ] Resist Pain, Racial**
Berserker Rage 1 1
Healing Arts Int -2 [+ -2 ]
Pugilistic Follow-up 1 2 -2 -2
Herbalism Int [+ ]
Language Int -2 [+ -2 ]
Lock-picking Agi +0 [+ 0 ]
Lore Int -2 [+ -2 ]
Magical Arts: Air* Wil +0 [+ -- ]
Magical Arts: Earth* Wil +0 [+ -- ]
Magical Arts: Fire* Wil +0 [+ -- ]
Magical Arts: Water* Wil +0 [+ -- ]
Magical Arts: Life* Vig +2 [+ -- ]
Magical Arts: Death* Vig +2 [+ -- ]
Magical Arts: Shadow* Int -2 [+ -- ]
Perception Int -2 2 [+ 0 ]
Performance Mag -1 [+ -1 ]
Persuasion Mag -1 1 [+ 0 ] Intimidation +5
Resolve Wil +0 2 [+ 2 ]
Sailing Int -2 1 [+ -1 ]
Sleight of Hand* Agi +0 [+ 0 ]
WEAKNESSES (+5) 0
Stealth* Agi +0 [+ ]
Phobia (of Fire—Minor) +1 Survival Int -2 3 1 [+ 2 ] Hunting
SPELLS KNOWN
Spell Name Discipline DL StamCost Page No.
Total 5
Unencumbered Hindered Burdened
WEALTH
Bronze: Silver: 10 Gold:
Gems Qty Value
Gems Qty Value
Jewelry Value
Special Crude holy symbol of Torak (necklace) Value ?
HENCHMAN/BEAST
Name Yngva Type Arctic Bear Cub
Agi +1 Phy +2 Vig +4 Int -4 Mag +1 Wil +1
Health 20 10
( ) Init +2 Mob 16 Ren 0 Stam 17 ( 8 )
Age 1 Ht -- Wt -- Gender F Earned XP 0
ORDER/SECT ABILITIES
BACKGROUND/DESCRIPTION
Eye Color Black Hair Black (long) Skin Green Tint
Birthdate Autumn Birth Rank 1st Siblings None
House/Clan Name None Status
LANGUAGES Enemies/Rivals Icebear clan, Bloodsnow clan.
Language/Dialect Native Written
Allies/Friends Very few.
Thorakki Yes No
Goals/Motivations Perhaps earn a living as a mercenary or seek
high adventure in the Southlands; become a clan-chieftain later in life.
Personality Traits Grim, violent, lusty, barbaric.
NotesGorag's mother died giving birth to him, an event which made his rugged
life in the frozen wastes even harder as his father loathed him for a long while.
© Copyright 2020 Fire In The Head Productions
MAGNETISM: +2 temp:
INITIATIVE LUCK RENOWN PARRY DODGE
Agi + Wil 5 + Int or Mag Mag + 1/10 Age 10 + Melee Weaponry 10 + Acrobatics
WILLPOWER: +1 temp: -1 8 9 11 9
TALENTS (10) SKILLS (25 + Int)
Talent Name Stam TPcost Skill Name Key Attr. Skill level Other TOTAL Specialties (+1)
Acolyte -- 1 Acrobatics* Agi -2 1 [+ 1 ]
Priest -- 1 Alchemy Int +3 3 [+ 6 ] Oils
HENCHMAN/BEAST
Name Type
Agi Phy Vig Int Mag Wil
Health ( ) Init Mob Ren Stam ( )
Age Ht Wt Gender Earned XP
ORDER/SECT ABILITIES
Priests of Titherius (god of wealth and commerce): BACKGROUND/DESCRIPTION
Silver Acolyte rank; gain bonuses already added to Eye Color Brown Hair Bald Skin Tan
Renown and several skills; gain a silver-dyed toga. Birthdate Late Summer Birth Rank 2nd Siblings 4
House/Clan Name Octavian Status Widower
LANGUAGES Enemies/Rivals Beggars and thieves, generally speaking.
Language/Dialect Native Written
Allies/Friends Most legionnaires and local magistrates.
Lorinthian Yes Yes
Goals/Motivations To gain much wealth and influence; enjoy the best
Prydonian No Yes life (and the gods) have to offer; perhaps become a senatori in the future.
Old Rhodonite No Yes
Personality Traits Greedy, cunning, carnal, somewhat lazy.
Gorgonic No No
Notes Marcus desires good food, wine, and fine clothing more than most
Mezcan No No anything save for social (and mystical) power.
© Copyright 2020 Fire In The Head Productions
MAGNETISM: +0 temp:
INITIATIVE LUCK RENOWN PARRY DODGE
Agi + Wil 5 + Int or Mag Mag + 1/10 Age 10 + Melee Weaponry 10 + Acrobatics
WILLPOWER: -1 temp: +2 6 4 11 17
TALENTS (10) SKILLS (25 + Int)
Talent Name Stam TPcost Skill Name Key Attr. Skill level Other TOTAL Specialties (+1)
High-born -- 5 Acrobatics* Agi +3 3 1 [+ 7 ] Balance, Racial**
Language Int +1 [+ 1 ]
Lock-picking Agi +3 2 [+ 5 ]
Lore Int +1 3 [+ 4 ]
Magical Arts: Air* Wil -1 [+ -- ]
Magical Arts: Earth* Wil -1 [+ -- ]
Magical Arts: Fire* Wil -1 [+ -- ]
Magical Arts: Water* Wil -1 [+ -- ]
Magical Arts: Life* Vig +1 [+ -- ]
Magical Arts: Death* Vig +1 [+ -- ]
Magical Arts: Shadow* Int +1 [+ -- ]
Perception Int +1 2 [+ 4 ] Hearing, Racial**, +2 Poison
Performance Mag +0 [+ 0 ]
Persuasion Mag +0 [+ 0 ] Bluffing, Torture
Total 3
Unencumbered 0-5 Hindered 6-10 Burdened 11-15
WEALTH
Bronze: Silver: 20 Gold: 3
Gems Qty Value
Gems Qty Value
Jewelry Value
Special Value
HENCHMAN/BEAST
Name Type
Agi Phy Vig Int Mag Wil
Health ( ) Init Mob Ren Stam ( )
Age Ht Wt Gender Earned XP
ORDER/SECT ABILITIES
BACKGROUND/DESCRIPTION
Eye Color Grey Hair Black Skin Pale
Birthdate Mid-winter Birth Rank 3rd Siblings 2
House/Clan Name Von Strauss Status Self-exiled
LANGUAGES Enemies/Rivals House Von Glanovich
Language/Dialect Native Written
Allies/Friends Some gypsies and priests of Anderok
Mulovian Yes Yes
Goals/Motivations To seek revenge against Count Von Glanovich of
Brythian No Yes whom abducted her against her will; become a successful and feared assassin.
MAGNETISM: +2 temp:
INITIATIVE LUCK RENOWN PARRY DODGE
Agi + Wil 5 + Int or Mag Mag + 1/10 Age 10 + Melee Weaponry 10 + Acrobatics
WILLPOWER: +0 temp: -1 7 10 15 10
TALENTS (10) SKILLS (25 + Int)
Talent Name Stam TPcost Skill Name Key Attr. Skill level Other TOTAL Specialties (+1)
Squire -- 1 Acrobatics* Agi -1 1 [+ 0 ]
Knight -- 1 Alchemy Int -1 [+ -1 ]
Animal Handling Mag +2 3 [+ 5 ] Horses, Racial**
Elite Affiliation (Order of
Athletics* Phy +2 1 [+ 3 ]
the Sword and Rose) -- 2
Brawling* Phy +2 1 [+ 3 ]
Sacred Oath -- 2 -1 [+ -1 ]
Crafting Int
Armor Acclimation -- 1 Disguise Mag +2 [+ 2 ]
Mounted Charge 0-1 1 Endurance Vig +1 3 [+ 4 ] Disease
Performance Mag +2 [+ 2 ]
Persuasion Mag +2 1 [+ 3 ] Diplomacy
WEALTH
Bronze: 10 Silver: 25 Gold: 1
Gems Qty Value
Gems Qty Value
Jewelry Value
Special Silvered holy symbol of St. Paladyr Value 10 sc?
HENCHMAN/BEAST
Name Challenger Type Light Warhorse
Agi +1 Phy +7 Vig +3 Int -4 Mag +0 Wil +1
Health 28 14
( ) Init +2 Mob 18+ Ren 5 Stam 15 ( 7 )
Age 4 Ht -- Wt -- Gender M Earned XP 0
ORDER/SECT ABILITIES
Knights of the Sword and the Rose: BACKGROUND/DESCRIPTION
Knight-errant rank: Gain light warhorse, mulberry Eye Color Hazel Hair Sandy Skin Light
and white surcote and cloak; +2 to Persuasion rolls Birthdate Mid-spring Birth Rank 1st Siblings 1
House/Clan Name Whitehart Status Fostered
LANGUAGES Enemies/Rivals Known enemies of the church and crown.
Language/Dialect Native Written
Allies/Friends Truthkeepers of Saint Paladyr, House Whitehart.
Brythian Yes Yes
Goals/Motivations To rise in the service of the order and to perhaps
Lorinthian No Yes someday retire as a modest lord with a small hide of land and a loyal wife.
Sidhe No Yes
Personality Traits Just, idealistic, energetic, pious.
Notes Gareth was a lad fostered to House Whitehart. He learned the trade of
a knight's squire, eventually becoming a semi-elite knight himself.
© Copyright 2020 Fire In The Head Productions
MAGNETISM: temp:
INITIATIVE LUCK RENOWN PARRY DODGE
Agi + Wil 5 + Int or Mag Mag + 1/10 Age 10 + Melee Weaponry 10 + Acrobatics
WILLPOWER: temp:
Acrobatics* Agi [+ ]
Alchemy Int [+ ]
Animal Handling Mag [+ ]
Athletics* Phy [+ ]
Brawling* Phy [+ ]
Crafting Int [+ ]
Disguise Mag [+ ]
Endurance Vig [+ ]
Healing Arts Int [+ ]
Herbalism Int [+ ]
Language Int [+ ]
Lock-picking Agi [+ ]
Lore Int [+ ]
Magical Arts: Air* Wil [+ ]
Magical Arts: Earth* Wil [+ ]
Magical Arts: Fire* Wil [+ ]
Magical Arts: Water* Wil [+ ]
Magical Arts: Life* Vig [+ ]
Magical Arts: Death* Vig [+ ]
Magical Arts: Shadow* Int [+ ]
Perception Int [+ ]
Performance Mag [+ ]
Persuasion Mag [+ ]
Resolve Wil [+ ]
Sailing Int [+ ]
Sleight of Hand* Agi [+ ]
WEAKNESSES (+5)
Stealth* Agi [+ ]
Survival Int [+ ]
Weaponry: Melee Phy [+ ]
Weaponry: Ranged Agi [+ ]
* Skill Penalty for any armor applies
SAVAGE KINGDOMS III
Character Sheet
Page 2
EQUIPMENT WEAPONS
Item Bulk Qty Weapon Type Skill mod Max dmg Other Stats
ARMOR
Armor Type Prot Rtng Mob Pen Skill Pen Quality
SPELLS KNOWN
Spell Name Discipline DL StamCost Page No.
WEALTH
Bronze: Silver: Gold:
Gems Qty Value
Gems Qty Value
Jewelry Value
Special Value
HENCHMAN/BEAST
Name Type
Agi Phy Vig Int Mag Wil
Health ( ) Init Mob Ren Stam ( )
Age Ht Wt Gender Earned XP
ORDER/SECT ABILITIES
BACKGROUND/DESCRIPTION
Eye Color Hair Skin
Birthdate Birth Rank Siblings
House/Clan Name Status
LANGUAGES Enemies/Rivals
Language/Dialect Native Written
Allies/Friends
Goals/Motivations
Personality Traits
Notes
This handy-dandy reference chart displays all Favored Talents in regards to race, culture, and calling. It does not, however, reflect
talent point discounts gained by other means, such as elite affiliations or certain talents themselves. Remember that no talent can
be reduced by more than two points from its base cost—a talent with a base cost of 4 could only be reduced to a cost of 2, at
most, for example. Also, please check the prerequisites for each talent before selecting them since some require specific accom-
plishments or might not be available at all to player-characters of certain races, cultures, or backgrounds.
BATTLE TALENTS
Talent Name Base Cost Favored For
Cymreddi, Esmandian, Lorinthian, Prydonian (Outer Isles); Dark Sidhe, Wild Sidhe, Gold
Agile Weaponry 3
Sslir, Green Sslir, Red Sslir; Assassin, Gladiator, Thief.
Cymreddi, Esmandian, Gaernic, Mulovian, Prydonian (Central Isles); Dark Sidhe, Wild
Ambidexterity 3 Sidhe, Golden Sslir, Green Sslir, Red Sslir; Assassin, Berserker, Craftsman, Gladiator, Pirate,
Hunter, Soldier, Thief.
Armor Acclimation 3 Aradornian, Duergar; Knight, Noble, Soldier.
Caernian, Cymreddi, Esmandian, Norish, Prydonian (Outer Isles), Skathian; Duergar, Sol-
Back To Back 3
dier.
Bashing Blow 3 Aradornian, Caernian, Norish, Skathian, Thorakkian; Duergar; Berserker, Knight, Soldier.
Battle Muse 3 Brythian, Caernian, Gaernic; Bard, Shaman.
Aradornian, Caernian, Cymreddi, Esmandian, Gaernic, Mulovia, Norish, Prydonian (Outer
Battle Senses 3
Isles), Thorakkian; Chenari; Berserker, Hunter, Seer.
Battle-dancer 3
Caernian, Cymreddi, Gaernic, Norish, Thorakkian; Duergar; Berserker, Gladiator, Pirate,
Berserker Rage 3
Shaman.
Blade-honing 3 Duergar; Assassin, Craftsman, Soldier.
Blind-fighting 3 Dark Sidhe; Assassin, Gladiator, Hunter, Seer, Shaman, Thief.
Break The Wall 3 Caernian, Cymreddi, Gaernic, Norish, Thorakkian; Chenari, Duergar; Berserker.
Bullish Charge 2 Aradornian, Caernian, Norish, Skathian, Thorakkian; Duergar; Red Sslir.
Careful Aim 2 Brythian; Eluna Sidhe, Wild Sidhe, Hunter.
Choke Hold 3 Prydonian (Outer Isles); Red Sslir.
Cleaving Blow 2 Skathian, Thorakkian; Chenari, Red Sslir; Berserker, Knight, Soldier.
Closequarters Ar-
2 Brythian, Wild Sidhe; Hunter, Soldier.
chery
Concentrated De- Aradornian, Brythian, Esmandian, Lorinthian, Mulovian, Skathian; Eluna Sidhe; Bard, Heal-
2
fense er, Knight, Noble, Priest.
Cymreddi, Esmandian, Lorinthian, Mulovian, Prydonian (Outer Isles); Chenari, Dark Sidhe,
Crippling Attack 3
Wild Sidhe, Golden Sslir, Green Sslir, Red Sslir; Assassin, Gladiator, Pirate, Thief.
Crushing Blow 4 Caernian, Skathian, Thorakkian; Duergar; Berserker, Soldier.
Deadly Lunge 3 Brythian, Esmandian, Mulovian; Dark Sidhe; Gladiator, Noble, Pirate, Soldier.
Decapitating Strike 4 Cymreddi, Gaernic.
Cymreddi, Prydonian (Outer Isles); Chenari, Wild Sidhe, Green Sslir; Assassin, Gladiator,
Defensive Dash 2
Healer, Hunter, Shaman, Thief.
Aradornian, Brythian, Esmandian; Dark Sidhe; Bard, Knight, Merchant, Noble, Pirate, Sha-
Disarming Strike 3
man, Soldier, Thief.
BATTLE TALENTS
Talent Name Base Cost Favored For
Double-Arrow Shot 3 Brythian; Eluna Sidhe, Wild Sidhe; Assassin, Hunter.
Caernian, Mulovian, Norish; Chenari, Duergar, Red Sslir; Gladiator, Noble, Priest, Shaman,
Draw The Line 3
Sorcerer, Witch.
Esmandian, Thorakkian; Dark Sidhe, Eluna Sidhe, Red Sslir; Berserker, Gladiator, Pirate,
Dual Blades 3
Soldier.
Double Throw 3 Assassin, Gladiator, Hunter, Soldier.
Brythian, Prydonian (Outer Isles); Dark Sidhe, Eluna Sidhe, Green Sslir, Red Sslir, Alchemist,
Extreme Range 3
Assassin, Pirate, Hunter.
Fell-Handed 2 Aradornian, Norish, Thorakkian; Duergar; Berserker, Knight.
Brythian, Caernian, Gaernic, Lorinthian, Norish, Prydonian (Central Isles), Prydonian (Out-
Fending Stance 3 er Isles), Skathian; Chenari, Wild Sidhe, Red Sslir; Bard, Knight, Merchant, Noble, Priest,
Shaman.
Finessing Shot 3 Brythian, Esmandian, Lorinthian; Eluna Sidhe, Wild Sidhe, Green Sslir; Assassin, Hunter.
Aradornian, Brythian, Cymreddi, Esmandian, Gaernic, Lorinthian, Mulovian, Norish, Skath-
Gauge Opponent 3
ian; Eluna Sidhe; Bard, Gladiator, Knight, Merchant, Noble, Seer, Shaman, Soldier.
Brythian, Cymreddi, Prydonian (Central Isles), Prydonian (Outer Isles); Wild Sidhe, Gladia-
Haft And Staff 3
tor, Priest, Soldier.
Hated Foe 2 Aradornian, Brythian, Caernian, Gaernic; Duergar**; Berserker, Pirate.
Heavy Hitter 3 Thorakkian; Chenari; Berserker, Gladiator.
Hit And Run 3 Cymreddi; Wild Sidhe; Assassin, Hunter, Pirate, Thief.
Hold The Breach 2 Brythian, Caernian, Lorinthian, Skathian; Duergar; Knight, Soldier.
Aradornian, Caernian, Gaernic, Skathian; Duergar, Dark Sidhe, Eluna Sidhe, Wild Sidhe;
Honor Duel 3
Gladiator, Knight, Noble.
Horseback Archery 3 Dark Sidhe, Eluna Sidhe; Noble, Hunter.
Impaling Shot 3 Brythian, Lorinthian, Prydonian (Outer Isles); Dark Sidhe, Wild Sidhe; Pirate, Hunter.
Caernian, Cymreddi, Gaernic, Lorinthian, Mulovian, Prydonian (Central Isles), Prydonian
Impaling Thrust 3
(Outer Isles), Skathian, Thorakkian; Chenari, Dark Sidhe, Eluna Sidhe; Gladiator, Soldier.
Improvised Weap- Caernian, Cymreddi, Gaernic, Thorakkian; Duergar, Dark Sidhe, Wild Sidhe, Green Sslir,
3
onry Red Sslir; Berserker, Gladiator, Pirate, Soldier.
Brythian, Caernian, Esmandian, Lorinthian, Skathian; Chenari, Eluna Sidhe; Knight, Noble,
Inspiring Presence 3
Priest.
Kip 2 Chenari, Dark Sidhe, Eluna Sidhe, Wild Sidhe; Gladiator.
Cymreddi, Gaernic, Prydonian (Outer Isles); Dark Sidhe, Eluna Sidhe, Wild Sidhe; Assassin,
Leaping Strike 3
Berserker, Gladiator, Pirate, Shaman, Thief.
Meat Shield 2 Caernian, Norish, Thorakkian; Gladiator.
Mighty Ranged 3 Norish, Prydonian (Outer Isles), Thorakkian; Duergar, Red Sslir; Berserker, Soldier.
Mounted Charge 3 Aradornian; Knight.
Esmandian, Lorinthian, Mulovian; Dark Sidhe, Green Sslir; Assassin, Berserker, Gladiator,
Opportunistic Strike 3
Pirate, Soldier, Sorcerer, Thief.
Parry Missiles 3 Gladiator, Hunter.
Parrying Specialist 3 Knight.
BATTLE TALENTS
Talent Name Base Cost Favored For
Esmandian, Lorinthian, Mulovian, Prydonian (Central Isles), Prydonian (Outer Isles); Eluna
Precision Strike 3
Sidhe, Golden Sslir, Green Sslir; Gladiator, Noble, Soldier.
Brythian, Esmandian, Mulovian, Thorakkian; Chenari, Duergar, Dark Sidhe, Eluna Sidhe,
Pressing Attack 3
Red Sslir; Gladiator, Knight, Noble, Pirate, Soldier.
Pugilistic Follow-up 3 Caernian, Prydonian (Outer Isles); Chenari, Red Sslir; Berserker, Gladiator, Pirate, Soldier.
Punishing Charge 3 Caernian, Gaernic, Norish; Berserker, Soldier.
Retaliating Strike 3 Gladiator, Knight, Noble.
Cymreddi, Esmandian, Norish, Prydonian (Outer Isles); Eluna Sidhe, Wild Sidhe, Red Sslir;
Running Shot 3
Hunter, Shaman, Thief.
Cymreddi, Esmandian, Prydonian (Outer Isles), Thorakkian; Chenari; Berserker, Gladiator,
Rushing Attack 2
Pirate.
Severing Blow 3 Berserker
Shadowing Step 2 Mulovian; Dark Sidhe, Eluna Sidhe; Gladiator, Soldier.
Shattered Blow 3 Caernian, Norish, Skathian, Thorakkian; Duergar; Berserker.
Shield Bash 3 Caernian, Norish, Prydonian (Outer Isles), Thorakkian; Duergar; Gladiator.
Aradornian, Brythian, Gaernic, Prydonian (Central Isles), Prydonian (Outer Isles), Skathian,
Shield Rush 3
Thorakkian; Knight.
Shield Specialist 3 Knight, Soldier.
Lorinthian, Norish, Prydonian (Central Isles), Prydonian (Outer Isles), Skathian; Duergar;
Shield Wall 3
Soldier.
Siege Specialist 3 Brythian, Lorinthian, Mulovian, Prydonian (Central Isles); Noble.
Smiting Blow 3 Aradornian; Eluna Sidhe; Knight, Priest, Shaman.
Stabbing Arrow 3 Dark Sidhe, Wild Sidhe.
Brythian, Cymreddi, Esmandian; Chenari, Dark Sidhe, Eluna Sidhe, Wild Sidhe; Gladiator,
Swashbuckling 3
Hunter, Pirate, Thief.
Swift Withdraw 3 Knight, Soldier, Thief.
Tactician 3 Lorinthian, Prydonian (Central Isles); Knight, Noble, Soldier.
Tripping Attack 3 Caernian, Skathian; Chenari, Duergar; Knight, Gladiator, Noble, Pirate, Soldier.
Cymreddi, Esmandian, Gaernic, Prydonian (Outer Isles), Thorakkian; Chenari, Dark Sidhe,
Unarmored Fighting 3 Eluna Sidhe, Wild Sidhe; Berserker, Gladiator, Hunter, Pirate, Shaman, Sorcerer, Thief,
Witch.
Caernian, Cymreddi, Gaernic, Norish, Thorakkian; Chenari, Dark Sidhe, Eluna Sidhe, Wild
War-cry 3
Sidhe; Bard, Berserker, Noble, Pirate, Shaman, Soldier, Witch.
Brythian, Lorinthian, Prydonian (Central Isles), Skathian; Eluna Sidhe, Wild Sidhe; Hunter,
Warning Shot 3
Noble.
Web of Steel 3 Thorakkian; Dark Sidhe, Eluna Sidhe; Berserker, Gladiator, Soldier.
Cymreddi, Mulovian, Thorakkian; Chenari, Wild Sidhe, Red Sslir; Berserker, Hunter, Pirate,
Wolfpack Tactics 3
Shaman, Thief.
BLOOD TALENTS
Talent Name Base Cost Favored For
Angelic-blood 6 Aradornian, Skathian; Eluna Sidhe; Bard, Craftsman, Healer, Knight, Priest, Sage, Seer.
Mulovian, Thorakkian; Dark Sidhe, Golden Sslir, Green Sslir, Red Sslir; Alchemist,
Demon-blood 5
Assassin, Berserker, Pirate, Priest, Sorcerer, Witch.
Dragon-kindred 5 Duergar; Bard, Craftsman, Merchant, Noble, Priest, Sage, Shaman, Sorcerer.
Giant-blood 6 Gaernic, Norish, Skathian, Thorakkian; Berserker, Craftsman, Gladiator, Soldier.
Cymreddi, Mulovian; Assassin, Gladiator, Hunter, Merchant, Pirate, Shaman, Soldier,
Goblin-blooded 4
Thief, Witch.
Esmandian, Lorinthian, Prydonian (Outer Isles); Assassin, Gladiator, Pirate, Soldier,
Gorgon-blooded 5
Thief.
Lycanthrope 6 Caernian, Cymreddi, Mulovian, Thorakkian; Berserker, Hunter, Shaman, Witch.
Prydonian (Central Isles), Prydonian (Outer Isles); Bard, Gladiator, Healer, Noble,
Rhodonite-blood 5
Priest, Sage, Seer, Sorcerer.
Aradornian, Brythian, Caernian, Cymreddi, Esmandian, Gaernic; Bard, Craftsman,
Sidhe-blooded 6
Healer, Hunter, Merchant, Noble, Sage, Seer, Shaman, Sorcerer.
Sslir-blooded 5 Alchemist, Assassin, Gladiator, Pirate, Sage, Sorcerer, Thief, Witch.
Brythian, Caernian, Gaernic, Norish, Skathian, Thorakkian*; Berserker, Gladiator,
Troll-born 5
Shaman, Soldier.
Vampire-spawn 7 Mulovian; Assassin, Thief.
MYSTICAL TALENTS
Talent Name Base Cost Favored For
Aradornian, Brythian, Gaernic, Lorinthian, Mulovian, Prydonian (Central Isles),
Acolyte 3
Skathian; Healer, Priest, Sage, Shaman, Sorcerer, Witch.
Norish; Duergar, Eluna Sidhe, Golden Sslir; Berserker, Gladiator, Noble, Priest, Sol-
Battle Mage 3
dier, Sorcerer.
Beast-master 4 Wild Sidhe; Hunter, Shaman.
Blighter 3 Sorcerer.
Cymreddi, Esmandian, Lorinthian, Mulovian, Prydonian (Outer Isles); Dark Sidhe,
Blood Magic 3
Wild Sidhe; Priest, Shaman, Sorcerer, Witch.
Celestial Magic 3 Dark Sidhe, Eluna Sidhe, Wild Sidhe; Priest, Sage, Shaman, Sorcerer.
Counter Magic 3 Skathian; Healer, Priest, Shaman, Sorcerer, Witch.
Craft Potion 4 Dark Sidhe, Golden Sslir; Alchemist, Craftsman, Healer, Shaman, Sorcerer, Witch.
Create Spell 3 Sage, Sorcerer.
Brythian, Esmandian, Lorinthian, Prydonian (Central Isles), Prydonian (Outer Isles);
Cultist 3
Dark Sidhe, Golden Sslir; Alchemist, Bard, Merchant, Pirate, Priest, Sorcerer, Witch.
Dabbling Arcanist 3 Brythian, Mulovian, Prydonian (Central Isles); Alchemist, Pirate, Sage.
Mulovian; Assassin, Berserker, Gladiator, Healer, Pirate, Sage, Seer, Shaman, Soldier,
Death-touched 3
Sorcerer, Witch.
Dual Focus 3 Dark Sidhe, Eluna Sidhe, Golden Sslir; Priest, Shaman, Sorcerer, Witch.
Enchant Perm. Object 4 Duergar, Eluna Sidhe; Sorcerer.
Skathian; Eluna Sidhe, Wild Sidhe, Golden Sslir; Craftsman, Merchant, Priest, Sha-
Enchant Talisman 3
man, Sorcerer, Witch.
MYSTICAL TALENTS
Talent Name Base Cost Favored For
Energize Spell 3 Dark Sidhe, Eluna Sidhe; Sorcerer.
Esmandian, Gaernic, Mulovian; Chenari, Dark Sidhe, Golden Sslir; Bard, Noble, Seer,
Evil Eye 3
Shaman, Sorcerer, Witch.
Extended Ritual 2 Prydonian (Central Isles), Skathian; Duergar; Witch.
Cymreddi, Mulovian, Prydonian (Central Isles); Golden Sslir; Shaman, Sorcerer,
Familiar 3
Witch.
Far-reaching Magic 3 Prydonian (Central Isles); Golden Sslir; Assassin, Hunter, Pirate, Seer, Sorcerer.
Focal Object 3 Merchant, Priest, Sorcerer.
Ghost-sight 2 Healer, Priest, Seer.
Brythian, Mulovian, Prydonian (Central Isles); Golden Sslir; Alchemist, Noble, Priest,
Grimoire 3
Sage, Sorcerer.
Caernian, Cymreddi, Skathian; Wild Sidhe; Alchemist, Healer, Hunter, Shaman,
Herbal Magic 3
Witch.
Lingering Magic 2 Eluna Sidhe; Sorcerer.
Mage’s Touch 3 Dark Sidhe, Eluna Sidhe, Golden Sslir; Sorcerer.
Dark Sidhe**, Eluna Sidhe**, Wild Sidhe**, Golden Sslir*, Green Sslir; Shaman,
Magic Affinity 3
Sorcerer, Witch.
Meditative Trance 3 Duergar, Eluna Sidhe; Knight, Priest, Sage, Seer, Shaman.
Mystic Tattoo 3 Chenari, Wild Sidhe; Berserker, Pirate, Shaman, Sorcerer, Witch.
Mystic Trance 3 Priest, Sage, Seer, Shaman, Sorcerer.
Penetrating Magic 3 Mulovian, Prydonian (Central Isles); Dark Sidhe; Sorcerer.
Prydonian (Central Isles); Dark Sidhe, Wild Sidhe, Golden Sslir; Alchemist, Assassin,
Power Of Silence 3
Hunter, Sage, Sorcerer, Thief.
Aradornian, Cymreddi, Gaernic, Lorinthian, Mulovian, Prydonian (Central Isles),
Priest 2
Priest.
Ritual Sacrifice 3 Cymreddi, Gaernic, Mulovian; Golden Sslir; Priest, Shaman, Witch.
Rune Magic 3 Norish, Skathian; Duergar; Craftsman, Sorcerer.
Aradornian, Caernian, Gaernic, Norish, Prydonian (Outer Isles), Skathian; Chenari,
Sacred Oath 3
Duergar; Knight, Noble, Priest.
Sanctum Magic 3 Caernian, Lorinthian; Sage, Shaman, Sorcerer, Witch.
Cymreddi, Gaernic, Mulovian, Prydonian (Central Isles), Skathian; Eluna Sidhe;
Second Sight 4
Hunter, Priest, Sage, Seer, Shaman, Witch.
Song Magic 3 Gaernic, Skathian; Eluna Sidhe, Wild Sidhe; Bard.
Mulovian, Prydonian (Outer Isles); Dark Sidhe, Golden Sslir; Noble, Pirate, Priest,
Supernatural Pact 4
Sage, Shaman, Sorcerer, Witch.
Swift Ritual 3 Healer, Priest, Shaman, Sorcerer.
Totem Animal 3 Cymreddi, Gaernic, Norish, Skathian; Wild Sidhe; Berserker, Hunter, Shaman, Witch.
True Name 3 Noble, Priest, Sage, Seer, Sorcerer.
Aradornian, Lorinthian, Mulovian; Dark Sidhe, Golden Sslir; Assassin, Hunter,
Witch-hunter 3
Knight, Priest.
Words of Power 2 Prydonian (Outer Isles); Eluna Sidhe; Bard, Priest, Sorcerer.
SOCIAL TALENTS
Talent Name Base Cost Favored For
Adept 3 Golden Sslir; Noble, Sage.
Aradornian, Brythian, Lorinthian, Mulovian; Duergar, Golden Sslir, Green Sslir;
Apprentice 3
Alchemist, Craftsman, Healer, Merchant, Sage, Sorcerer, Witch.
Brythian, Gaernic, Lorinthian, Prydonian (Central Isles), Skathian; Duergar, Dark
Artisan 3
Sidhe, Eluna Sidhe; Craftsman.
Brythian, Caernian, Gaernic, Norish, Skathian; Eluna Sidhe; Healer, Merchant, Sage,
Bard 4
Shaman.
Bodyguard 3 Prydonian (Outer Isles), Skathian; Chenari, Red Sslir; Gladiator, Soldier.
Aradornian, Brythian, Esmandian, Lorinthian, Mulovian, Norish, Prydonian (Central
Captain 3
Isles), Prydonian (Outer Isles); Red Sslir; Noble, Pirate, Soldier.
Caravan Master 3 Lorinthian; Merchant.
Brythian, Caernian, Esmandian, Gaernic, Lorinthian, Mulovian, Norish; Dark Sidhe,
Carouser 2
Golden Sslir.
Brythian, Caernian, Cymreddi, Esmandian, Norish; Prydonian (Outer Isles), Skathi-
Champion 3 an, Thorakkian; Chenari, Duergar, Wild Sidhe; Berserker, Gladiator, Knight, Noble,
Soldier.
Courtesan 3 Esmandian, Lorinthian, Prydonian (Central Isles); Assassin.
Crusader 3 Knight, Noble, Priest, Soldier.
Cutting Figure 3 Bard, Knight, Noble.
Lorinthian, Prydonian (Central Isles); Golden Sslir; Berserker, Knight, Merchant,
Educated 3
Priest, Sage, Sorcerer.
Exaltation 3 Bard.
Famed 2 Norish; Gladiator, Knight.
Farmer 2 Aradornian, Gaernic.
Followers 3 Lorinthian; Golden Sslir; Knight, Noble, Priest, Seer.
Brythian, Lorinthian, Prydonian (Central Isles), Skathian; Eluna Sidhe, Golden Sslir;
Gift Of Tongues 3
Bard, Merchant, Priest, Sage, Seer, Sorcerer. Witch.
Gladiator 3 Lorinthian, Prydonian (Outer Isles); Chenari, Red Sslir; Gladiator, Soldier.
Gypsy 3 Esmandian, Mulovian; Bard, Merchant, Thief, Witch.
Henchman 4 Lorinthian, Mulovian; Golden Sslir; Craftsman, Knight, Noble, Priest.
Herald 3 Aradornian, Brythian, Mulovian; Eluna Sidhe; Bard, Knight, Noble, Sage, Soldier.
High-born 5 Brythian, Lorinthian; Golden Sslir*; Knight, Noble.
Holy Warrior 3 Aradornian; Knight, Priest.
Knight 3 Aradornian; Priest; Gladiator, Knight, Noble.
Legionarri 3 Lorinthian; Gladiator, Hunter, Soldier.
Brythian, Esmandian, Gaernic, Lorinthian, Mulovian, Norish, Prydonian (Central
Mariner 3
Isles), Prydonian (Outer Isles), Skathian; Merchant, Pirate.
Mentor 2 Lorinthian; Bard, Knight, Priest, Sage, Shaman.
Brythian, Caernian, Mulovian, Norish, Prydonian (Outer Isles); Berserker, Gladiator,
Mercenary 3
Healer, Knight, Pirate, Hunter, Soldier.
SOCIAL TALENTS
Talent Name Base Cost Favored For
Aradornian, Caernian, Gaernic, Norish, Prydonian (Outer Isles), Skathian; Duergar;
Militia 3
Gladiator, Soldier.
Mountaineer 3 Caernian, Norish, Skathian; Duergar; Berserker, Hunter, Shaman.
Porter 3 Duergar; Merchant, Soldier.
Brythian, Lorinthian, Mulovian, Prydonian (Central Isles); Eluna Sidhe, Golden Sslir;
Sage 3
Alchemist, Bard, Healer, Priest, Sage, Seer, Shaman, Sorcerer, Witch.
Scribe 2 Alchemist, Sage, Sorcerer.
Senatori 3
Squire 3 Aradornian, Brythian, Caernian, Mulovian, Skathian; Knight, Noble, Soldier.
Statecraft 3 Knight, Noble, Priest.
Street Rat 3 Brythian, Lorinthian; Pirate, Soldier, Thief.
Willful Presence 2
Aradornian, Brythian, Caernian, Cymreddi, Mulovian, Norish, Skathian; Dark Sidhe,
Woodsman 3
Eluna Sidhe, Wild Sidhe; Berserker, Hunter, Shaman, Thief, Witch.
SUBTERFUGE TALENTS
Talent Name Base Cost Favored For
Caernian, Thorakkian; Dark Sidhe, Wild Sidhe, Golden Sslir, Green Sslir; Assassin,
Dirty Tactics 3
Berserker, Gladiator, Pirate, Thief.
Faceless In A Crowd 2 Assassin, Thief.
Esmandian, Mulovian, Prydonian (Outer Isles); Chenari, Dark Sidhe, Eluna Sidhe,
Feigned Attack 3
Wild Sidhe, Green Sslir.
Esmandian, Mulovian, Prydonian (Central Isles); Golden Sslir; Bard, Priest, Sage,
Fortune Teller 3
Seer, Shaman, Sorcerer, Thief, Witch.
Gambler 2 Brythian, Esmandian, Lorinthian; Gladiator, Merchant, Noble, Pirate, Soldier.
Lorinthian, Mulovian, Prydonian (Central Isles); Golden Sslir; Assassin, Bard, Mer-
Gossip 2
chant, Noble, Priest, Sage, Sorcerer.
Aradornian, Caernian, Cymreddi,, Gaernic, Mulovian, Thorakkian; Chenari, Dark
Hunter 3 Sidhe, Eluna Sidhe, Wild Sidhe, Green Sslir; Assassin, Berserker, Hunter, Knight, No-
ble, Shaman, Witch.
Inquisitor 3 Noble, Priest.
Lampoon 3 Brythian, Gaernic, Norish, Skathian; Bard, Noble, Priest.
Poisoner 3 Cymreddi, Esmandian, Lorinthian, Mulovian; Golden Sslir, Green Sslir.
Brythian, Esmandian, Gaernic, Prydonian (Central Isles), Prydonian (Outer Isles),
Privateer 3
Skathian; Hunter, Merchant, Noble, Pirate, Soldier.
Caernian, Cymreddi, Esmandian, Gaernic, Norish, Prydonian (Outer Isles), Thorakki-
Raider 3
an; Chenari, Green Sslir.
Sapping Blow 3 Esmandian, Lorinthian, Mulovian, Green Sslir; Assassin.
Secret Strike 3 Cymreddi, Esmandian, Lorinthian, Norish; Chenari, Dark Sidhe, Green Sslir.
Esmandian, Lorinthian, Mulovian, Prydonian (Outer Isles); Dark Sidhe, Eluna Sidhe,
Seductive Dance 3
Golden Sslir; Bard, Healer, Shaman, Sorcerer, Witch.
Slaver 3 Lorinthian, Thorakkian; Golden Sslir; Merchant, Pirate.
SUBTERFUGE TALENTS
Talent Name Base Cost Favored For
Brythian, Esmandian, Gaernic, Lorinthian, Mulovian, Norish, Prydonian (Outer
Smuggler 3
Isles); Alchemist, Craftsman, Merchant, Pirate.
Tomb Robber 3 Mulovian; Green Sslir; Hunter, Merchant, Pirate, Sorcerer, Thief, Witch.
Torturer 2 Lorinthian, Mulovian; Golden Sslir; Assassin, Shaman, Sorcerer.
Trap-setter 3 Caernian, Cymreddi, Esmandian; Chenari, Duergar, Wild Sidhe, Green Sslir.
OTHER TALENTS
Talent Name Base Cost Favored For
Cymreddi, Esmandian, Prydonian (Outer Isles); Dark Sidhe, Eluna Sidhe, Wild Sidhe,
Agile Climber 2
Green Sslir.
Agile Rider 2
Animal Kinship 3 Cymreddi, Eluna Sidhe, Wild Sidhe; Bard, Healer, Hunter, Shaman, Witch.
Beast Companion 2/4 Aradornian, Cymreddi, Mulovian; Wild Sidhe; Hunter, Knight, Merchant, Shaman.
Caernian, Cymreddi*, Gaernic; Chenari, Wild Sidhe; Berserker, Hunter, Shaman,
Body-painting 3
Witch.
Chenari, Dark Sidhe, Eluna Sidhe, Wild Sidhe, Green Sslir; Berserker, Gladiator,
Cat-like Reflexes 3
Hunter, Pirate, Soldier.
Comeliness 3 Esmandian, Prydonian (Outer Isles), Skathian; Eluna Sidhe; Bard.
Commanding Voice 2 Duergar; Bard, Knight, Noble, Seer.
Destiny 4 Noble, Priest, Seer.
Double Specialty 2
Aradornian (Truthkeepers of Saint Paladyr), Gaernic (Druidic Order), Lorinthian
Elite Affiliation 2 (Priests Priests of Agathon, Priests of Atores, Priestesses of Luccia, Priests of Titheri-
us); Mulovian (Priests of Anderok); Pirate.
Fast Learner 3 Bard, Craftsman, Healer, Merchant, Sage, Shaman, Sorcerer, Witch.
Fey-touched 3 Aradornian, Caernian, Gaernic; Hunter, Seer, Shaman, Sorcerer, Witch.
Aradornian, Caernian, Gaernic, Skathian; Eluna Sidhe; Bard, Craftsman, Noble,
Fire In The Head 3
Sage, Seer, Shaman.
Caernian, Cymreddi, Gaernic, Prydonian (Outer Isles); Chenari, Dark Sidhe, Eluna
Fleet of Foot 3
Sidhe, Wild Sidhe; Assassin, Berserker, Healer, Hunter, Merchant, Thief.
Fortune’s Favor 2
Caernian, Norish, Prydonian (Outer Isles), Skathian, Thorakkian; Duergar, Red Sslir;
Grit 3
Berserker, Gladiator, Knight, Pirate, Soldier.
Healer’s Touch 2 Aradornian, Gaernic, Skathian; Eluna Sidhe; Bard, Healer, Priest, Shaman.
Aradornian, Brythian, Esmandian, Lorinthian, Mulovian, Prydonian (Outer Isles);
Heirloom 2/4
Duergar, Eluna Sidhe, Golden Sslir; Bard, Craftsman, Knight, Merchant, Noble,
Heroic Strength 3 Norish, Prydonian (Outer Isles), Thorakkian; Berserker, Gladiator.
Intimidating Physique 2 Norish, Thorakkian; Chenari, Red Sslir; Berserker, Gladiator, Soldier.
Prydonian (Central Isles), Duergar, Dark Sidhe, Eluna Sidhe, Wild Sidhe, Golden
Keen Memory 2
Sslir; Bard, Sage, Seer, Shaman, Sorcerer, Witch.
Light Sleeper 3 Cymreddi; Chenari, Green Sslir; Hunter, Knight, Merchant, Pirate, Shaman, Soldier.
OTHER TALENTS
Talent Name Base Cost Favored For
Cymreddi, Esmandian, Prydonian (Central Isles), Prydonian (Outer Isles); Dark
Limber 2
Sidhe, Eluna Sidhe, Wild Sidhe, Green Sslir.
Brythian, Esmandian, Prydonian (Central Isles), Prydonian (Outer Isles); Merchant,
Navigator 3
Pirate, Sage, Seer.
Night-sighted 3 Caernian, Cymreddi,
Pearl Diver 2 Prydonian (Central Isles), Prydonian (Outer Isles); Pirate.
Pious Faith 3 Aradornian, Skathian; Healer, Knight, Noble, Priest, Seer, Shaman.
Puzzle Master 3 Prydonian (Central Isles); Bard, Merchant, Sage, Seer, Sorcerer, Witch.
Quick Healer 3 Dark Sidhe, Eluna Sidhe; Berserker, Gladiator, Healer, Shaman, Soldier.
Aradornian, Brythian, Esmandian, Lorinthian, Prydonian (Central Islers), Prydonian
Rallying Speech 2
(Outer Isles); Bard, Knight, Noble, Priest.
Swift Actions 3
Time Sense 2 Duergar; Seer, Shaman, Witch.
Aradornian, Brythian, Cymreddi, Esmandian, Mulovian, Norish, Prydonian (Central
Tireless 3 Isles), Prydonian (Outer Isles), Skathian, Thorakkian; Craftsman, Gladiator, Healer,
Hunter, Knight, Merchant, Priest, Sorcerer.
Aradornian, Caernian, Norish, Prydonian (Outer Isles), Skathian; Chenari, Duergar,
Valorous 3
Eluna Sidhe, Red Sslir; Berserker, Knight, Noble.
Vigilant 3 Duergar, Wild Sidhe; Healer. Hunter, Knight, Soldier, Seer.
INDEX OF TABLES
INDEX
A Deceased (Condition) 277
Deafened (Condition) 277
Acrobatics (Skill) 131
Actions 274 Death Magic (Skill subset) 154
Advancement 374 Defense 19
Agility (Attribute) 17 Derived Traits 16
Air Magic (Skill subset) 153 Diseased (Condition) 277
Alchemy (Skill) 132 Disguise (Skill) 140
Anderok (Deity) 251 Distracted (Condition) 277
Animal Handling (Skill) 136 Downtime 296
Animals (Bestiary) 342 Dragon Sea (Gazetteer) 339
Aradorn (Gazetteer) 305 Dregnir Ice-wastes (Gazetteer) 339
Aradornian (Character Race) 22 Druidic Order (Order) 171
Agathon (Deity) 251 Duergar (Character Race) 44
Astagonia (Gazetteer) 338 Duradin (Deity) 253
Athelon (Gazetteer) 307 Dying (Condition) 277
Athletics (Skill) 137 E
Atores (Deity) 251 Earth Magic (Skill subset) 153
Attack (Action) 279 Elderwood Forest (Gazetteer) 339
Attributes 17 Eluna Dol (Deity) 253
B Eluna Qualae (Deity) 253
Elunar (Deity) 253
Baldak (Deity) 253
Bay of Ravens (Gazetteer) 338 Eluna Sidhe (Character Race) 47
Bel Mordain. See Halls of the Dead Emerald Harpers (Order) 173
Blackhart Forest (Gazetteer) 338 Emerald Islands (Gazetteer) 313
Blinded (Condition) 276 Empire River (Gazetteer) 339
Blood Disciples (Order) 167 Encounters 295
Bloodrock Mountains (Gazetteer) 339 Encumbrance 266
Bloodthorn Forest (Gazetteer) 339 Endurance (Skill) 141
Bone Isles (Gazetteer) 339 Esmandian (Character Race) 28
Bran Finnon (Deity) 251 Esmandos (Gazetteer) 315
Brawling (Skill) 138 Exhausted (Condition) 277
Briannon (Deity) 252 Experience Points 374
Broken Isles (Gazetteer) 339 F
Brythia (Gazetteer) 308 Faerland (Gazetteer) 314
Brythian (Character Race) 24 Falling (Condition) 277
Buccaneer Bay (Gazetteer) 339 Feywood Forest (Gazetteer) 339
Burdened 267 Finishing Blow (Action) 277
C Fire Magic (Skill subset) 154
Fragnir (Deity) 252
Cael (Gazetteer) 314
Caernian (Character Race) 25 Fragnir’s Halls 251
Cairn Hills (Gazetteer) 339 Free Attack (Action) 274
Callings 55 Frozen Sea (Gazetteer) 339
Casting a Spell (Action) 274 G
Celendoril (Gazetteer) 310 Gaelrith (Deity) 252
Character Aging 166 Gaernic (Character Race) 30
Character Death 17, 19 Game-Mastering 299
Character Races 21 Gethrax (Gazetteer) 317
Chenari, Emanjian (Character Race) 42 Giantwood Forest (Gazetteer) 339
Chenari, Mezcan (Character Race) 43 Gigantic Animals (Bestiary) 342
Circle of the Raven (Order) 169 Golden Crucible (Order) 179
Company of the Black Lion (Order) 169 Golden Legion (Order) 174
Cormac (Deity) 252 Golden Mountains (Gazetteer) 339
Cover (Condition) 276 Gorgotha (Gazetteer) 317
Cowering (Condition) 276 Gorgothon (Deity) 252
Crafting (Skill) 138 Grapple. See Brawling 138
Crimson Skull Pirates (Order) 181 Grappled (Condition) 277
Cymredd (Gazetteer) 312 Green Knights of Cormac (Order) 175
Cymreddi (Character Race) 26 Green Sslir (Character Race) 52
D Greymoor (Gazetteer) 339
Grey Mountains (Gazetteer) 339
Dal Ruatha (Gazetteer) 314
Dark Sidhe (Character Race) Grey Realm, The 251
H P
Halls of the Dead 251 Perception (Skill) 155
Healing, Natural 18 Performance (Skill) 156
Healing Arts (Skill) 141 Persuasion (Skill) 158
Health (Derived Trait) 17 Phylasteus (Gazetteer) 328
Helpless (Condition) 277 Physique (Attribute) 17
Herbalism (Skill) 142 Plains of Ascension (Gazetteer) 340
Hindered (Condition) 277 Poisoned (Condition) 278
Priestesses of Luccia (Order) 185
I Priestesses of Romega (Order) 187
Iceclaw Mountains (Gazetteer) 340 Priestesses of Signa (Order) 188
Ice Demon Glacier (Gazetteer) 340 Priests of Anderok (Order) 182
Icy Sea (Gazetteer) 340 Priests of Agathon (Order) 183
Inebriated (Condition) 277 Priests of Atores (Order) 184
Initiative (Derived Trait) 18 Priests of Nipalos (Order) 186
Intellect (Attribute) 17 Priests of Prydonis (Order) 186
Intimidated (Condition) 277 Priests of Titherius (Order) 189
Iron Legion (Order) 176 Prone (Condition) 278
Isles of Night (Gazetteer) 340 Prydonia (Gazetteer) 330
J Prydonian, Central Islander (Race) 36
Jai’a (Sslirian healing-elixir) 135 Prydonian, Outer Islander (Race) 37
Jorl (Deity) 252 Prydonis (Deity) 252
K Q
Knights of the Sword and Rose (Order) 177 Qualae, Eluna (Deity) 253
L R
Language (Skill) 147 Ragnagard (Gazetteer) 340
Life Magic (Skill subset) 154 Raining (Condition) 278
Lithilor (Gazetteer) 317 Ranged Attack (Action) 279
Llyn Llyr (Gazetteer) 340 Ranged Weaponry (Skill)
Llywella Ravendark (Deity) 252 Ravenwood Forest (Gazetteer) 340
Lock-picking (Skill) 148 Reaction (Action) 276
Lore (Skill) 149 Resolve (Skill) 159
Lorinthia (Gazetteer) 319 Rhodon 251
Lorinthian (Character Race) 31 Ritual Magic 150
Luccia (Deity) 252 Romega (Deity) 252
Luck (Derived Trait) 18 S
M Sacred Spaces and Sanctums 151
Magical Arts (Skill) 150 Sailing (Skill) 160
Magnetism (Attribute) 17 Sample Characters 376
Miurga (Gazetteer) 321 Sanctuary Mountains (Gazetteer) 340
Mobility (Derived Trait) 18 Sardona (Deity) 253
Monastic Order of Saint Paladyr 178 Sardonia (Gazetteer) 332
Mounted Combat 280 Scenes & Encounters 295
Mounted (Condition) 277 Sea of Prydonis (Gazetteer) 340
Mulovia (Gazetteer) 322 Seven Magics, The 249
Mulovian (Character Race) 33 Shadow Hand, The (Order) 190
Shadowlands (Gazetteer) 333
N Shadow Magic (Skill subset) 155
Neopos (Gazetteer) 324 Shadowwood Forest (Gazetteer) 340
Nether-world 250 Shadow-world 250
Nipalos (Deity) 252 Sickened (Condition) 278
Nochlyn Firth (Gazetteer) 340 Sidhe, Dark (Character Race) 46
Norish (Character Race) 34 Sidhe, Eluna (Character Race) 47
Norlund (Gazetteer) 325 Sidhe, Wild (Character Race) 49
Signa (Deity) 253
O Signa’s Hearth 251
Obscured (Condition) 278 Siren Isle (Gazetteer) 340
Off-Guard (Condition) 278 Skathia (Gazetteer) 333
Orders & Sects 167 Skathian (Character Race) 38
Orices (Gazetteer) 327 Skills 127
Oridon 251 Skill Specialties 130
Orseus (Deity) 252 Sleight of Hand (Skill) 161
Other-world 250 Sslir, Golden (Character Race) 51
Outnumbered (Condition) 278 Sslir, Green (Character Race) 52
Over-world 250 Sslir, Red (Character Race) 53
Look for The Savage East setting expansion coming in 2021, a companion to the
Savage Kingdoms III core rulebook!
Copyright 2020 Mike Yow and Fire In The Head Productions