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SAVAGEIII

KINGDOMS

CREDITS & GRADITUDE

CREATOR, AUTHOR, & DESIGNER


Mike Yow

GRAPHIC DESIGN, LAYOUT, & INTERIOR ART*


Michael Scott Phillips

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.

WEBSITES & SOCIAL MEDIA


Please visit www.savagekingdoms.net, www.facebook.com/savagekingdoms, and www.instagram.com/sav-
agekingdomsrpg

PRODUCTS & SALES


https://www.drivethrurpg.com/product/134082/Savage-Kingdoms
https://www.bonfire.com/store/the-savage-store
www.savagekingdoms.net

COPYRIGHT & LEGAL STUFF


Savage Kingdoms is © 2020 by Mike Yow and Fire In The Head Productions, and remains the intellectual and
legal property of such entities.

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
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SAVAGEIII
KINGDOMS

TABLE OF CONTENTS

Foreword and Introduction.............................................................................. pg. 4


Section I: THE SAVAGE KINGDOMS EXPERIENCE....................................... pg. 5
1. What’s Needed to Play Savage Kingdoms..................................................... pg. 5
2. Role-playing Game Basics............................................................................. pg. 6
3. Prologue.......................................................................................................pg. 7
4. Timeline....................................................................................................... pg. 12
Section II: CHARACTER CREATION............................................................ pg. 15
5. Character Creation....................................................................................... pg. 16
6. Character Races............................................................................................ pg. 21
7. Callings........................................................................................................ pg. 55
8. Talents.......................................................................................................... pg. 68
9. Weaknesses.................................................................................................. pg. 121
10. Skills........................................................................................................... pg. 127
11. Character Aging/Lifespan............................................................................. pg. 166-7
12. Orders and Sects......................................................................................... pg. 167
Section III: SPELLS & MAGIC........................................................................ pg. 191
13. Spells.......................................................................................................... pg. 193
14. Cosmology & the Seven Magics.................................................................. pg. 249
Section IV: GEAR & SUPPLIES...................................................................... pg. 255
15. Gear & Supplies.......................................................................................... pg. 256
16. Heroic, Legendary, & Enchanted Items........................................................ pg. 267
Section V: GAME-PLAY & GAME-MASTERING............................................. pg. 273
17. Actions & Combat....................................................................................... pg. 274
18. Downtime.................................................................................................. pg. 296
19. Game-mastering Savage Kingdoms.............................................................. pg. 299
Section VI: A BRIEF GAZETTEER.................................................................. pg. 303
20. The Savage West....................................................................................... pg. 304
Section VII: SAVAGE BESTIARY..................................................................... pg. 341
21. Animals & Gigantic Animals........................................................................ pg. 342
22. Supernatural Creatures............................................................................... pg. 352
23. NPC Templates........................................................................................... pg. 367
Section VIII: Appendices & Indices............................................................... pg. 373
Appendix A: Experience & Advancement.......................................................... pg. 374
Appendix B: Sample Characters & Character Sheet........................................... pg. 376
Appendix C: Quick Reference Talents Table...................................................... pg. 386
Index of Tables................................................................................................. pg. 395
Index............................................................................................................... pg. 396

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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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1
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

FOREWORD AND INTRODUCTION 7


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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.

2 GAME MASTER: The Game Master (or GM) is the narra-


tor and “rules master” of the game, sort of director, play-
wright, stage manager, and supporting actor all rolled into
one. He or she narrates what the PCs see, smell, hear, and
otherwise perceive, acting as moderator between the char-
ROLE-PLAYING acters and the setting. A good GM is a neutral and unbiased
one, a mediator who is not out to get the PCs, though nor
GAME BASICS is out to pat their backs at every turn. Instead, the Game
Master should work to present a challenging adventure
Most of you holding this book are probably familiar with for the player-characters to partake, all the while remain-
tabletop (or pen-and-paper) role-playing games, a hobby ing more or less neutral in his or her approach to these
that begin in 1974 (and to some degree before) with Dun- challenges and the overall experience. An overly difficult
geons & Dragons by E. Gary Gygax and Dave Arneson. and deadly campaign can be somewhat frustrating, while
D&D was the precursor and grandfather to all tabletop a way-too-easy one can prove a bit boring and pointless.
RPGs to follow, and the late 1970s and early 1980s flour- Good character development comes from challenges and
ished with them. In the 1990s, attention turned more to al- well-presented scenes (or encounters), something which,
most “art house” styled RPGs that proposed deeper delves in turn, develops great GMs. The most successful Game
into characterization, motivation, and overall storytelling. Masters are not only good storytellers who know the art
After a brief decline, the early 2000s brought tabletop of pacing, description, and maybe even some voice-acting,
RPGs back to some degree, despite the growing computer but also possess a deep familiarity of the rules, for it is the
GM whose judgement is final during game play.
8 FOREWORD AND INTRODUCTION
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KINGDOMS

CAMPAIGN: This term applies to an overarching sto-


ryline, usually played out in multiple game-sessions over
the course of a month, several months, or even a year or
more. There might be several “adventures” within a cam-
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paign, as well as myriad battles and interactions, all sup-
porting the overall story arc of the player-characters and
PROLOGUE
their possible allies and nemeses. Some RPG adventures “…at the dawn of the Age of Gorgons, the great con-
can be played in one four-hour session (or even less), tinent was torn asunder and in place of its once earthy
though these are not considered long-term campaigns. heart was naught but the endless sea. There arose Men, the
grand-children of the gods, and Fate would set their hands
GAME SESSION: A term referring to the typical 3-5 to many great and terrible things . . .”
hour session in which the players and GM gather togeth-
er to begin, or continue, the storied adventures of the THE AGE OF GODS (13,000 years ago)
player-characters. If a game-session were considered an In the beginning, the world was filled with gods, death-
episode or a chapter, then a campaign would be an en- less beings that mortal races would soon come to worship.
tire series or novel. Of course, some sessions are shorter These deities knew their power, knew their worth. Proud
than three hours and some are longer than five hours, and wrathful, they fought with one another, battled for
but those tend to be somewhat rare. In short, whatever control and dominance over the Earth-world. Eons these
works best for the GM’s game-group. wars went on, all but the blink of an eye to the gods, and in
the fighting and primal chaos there arose the great moun-
CHARACTER SHEET: This refers to the player-charac- tains and deep valleys of the world.
ter’s recorded statistics, which usually appear either on a The sea rushed in to fill the footprints of these mighty
physical paper character sheet (at the back of this book) immortals, creating lakes and rivers and treacherous marsh-
or a digital version thereof. This record sheet helps play- land. The forests were the fertile offspring of the gods, the
ers keep track of their character’s Health, Stamina, equip- trees the very children of the deities of earth and plow and
ment, and other aspects during their adventures, as well harvest. The great trees could speak then, in those mystical
as potentially other notes, sketches, or whatever else an days, and they were charged with the care of the lesser
individual player might find useful or interesting. While greenery, the plants, roots, and herbs of the world.
some GMs keep records of the PCs stats, treasure gained, Over millennia, some of the gods grew restless while
and the like, many do not, relying instead on the integrity others grew complacent. What was once relative harmony,
of the players and their character sheets. after most of the wars had been fought and settled, was
now decadence and sloth. A few gods rose above it all and
EXPERIENCE POINTS: Often abbreviated to “XP,” rallied forth, but most of them went about their separate
these are points awarded to player-characters by the GM paths, some to live on Earth-world in places like Rhodon,
on a session-by-session basis (see Advancement later on while others left the mortal realm entirely and sought do-
in this book). Experience points are a famed tool serving mains in other worlds.
to express how much a character has learned, and con- Art and culture grew, and with it came the challenge to
sequently, how much power and prestige he or she has press onward toward an unseen destiny, a Fate humankind
gained during the course of a campaign. Characters “ad- would not wrestle with for many eons to come. And with
vance” when they acquire a certain amount of XP, giving invention came also perversion, as with creation which be-
them possible improvements in attributes, talents, skills, gat destruction. Some gods created assistants, beings that
and other aspects of character development. would serve them dutifully and without question, and
these beings would later become known to Men as de-
D20: This is short-form for “die 20” or, more expressive- mons. The good demons became angels and their charge
ly, a twenty-sided die. In Savage Kingdoms, only d20s are would be to oppose their darker, fallen brethren whenever
used for action resolution. Even in combat, the attack roll they moved against humankind or the true, well-meaning
and damage roll—which many RPG players are used to— gods. And other creatures still, some wicked and some holy,
are all figured in one single roll of a d20. In general, the such as the gorgons, oni, and other fell spirits that some-
player rolls dice for his or her character’s actions, and the times moved among the carnal world.
GM rolls the dice for his or her NPCs and creatures. More As with all things, this Age would come to pass, as the
on action resolution and die rolls later on in this book. gods withdrew more and more from their material cre-
ation, the Earth-world, and so too would the demons and
gorgons and others retreat to the shadowy places of the
world and its many places beyond. But before all of god-
kind could leave the mortal stage entirely, there came upon
the world a time and era at which even the Age of the
Gods would quake and marvel.

FOREWORD AND INTRODUCTION 9


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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

10 FOREWORD AND INTRODUCTION


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KINGDOMS
of Giants would rise, each rivaling the other, and so the Like the demonic and angelic servants of the immortals,
Fire and Frost giants would enter into a terrible and vio- some dragons chose sides. A side of goodness and law and
lent conflict. Humans mostly hid from these gigantic and creation, opposed by a side of evil and chaos and despair.
titanic struggles, save for a few early-era heroes largely Chiefly, though, dragon-kind cared not for these divine
lost to us now, while the Duergar learned ways to combat philosophies, for most dragons held themselves to the same
their mightier adversaries. The Trolls were spawned too in echelons as the gods before them. They would do as they
this era, and it was these vicious quasi-giant beasts that the pleased, as befitting a deity of near-omniscient power, and
Dwarves strove against most. it would lead to a mighty conflict. Dragons winged in the
In the end, the known world was once again torn asun- high skies, dove down into the farthest abysses of the sea,
der, or so it surely seemed, to rival the ancient conflicts strove among the tall peaks and volcanoes, and war and
of the Elder gods themselves. But the world cooled and death and anarchy once again fell on Earth-world.
calmed, and since many giants and titans were slain, things The stage was set, however, and as the primal world
grew and early civilizations gained. Duergar kingdoms settled once again, its seas receded and its mountains, for
flourished, deep in the great mountain ranges of the world, a while, contained their angry fires. The dragons had one
and human-kind even built its first empires—Xarkon, Pry- weakness, if they had any at all, and that was their lack of
donia, and Tajahari. But that was not to last for long. procreation. Dragon-kind was without gender, an asexual
From the great sea they first came, like mighty serpents creation, and only a few were capable of laying their great
burrowing up from the depths below, to engulf the Earth- eggs, a process both magical and beyond comprehension.
world in their wrath of fire and ice and lightning. Massive A few eggs would manage to hatch, those that were not
of size and thought they were, wielding magic nearly as ter- destroyed by rival drakes, for if dragon-kind had another
rible as the gods’. And they called themselves the Dragons. weakness, then it was assuredly jealousy. And after that,
greed.
THE AGE OF DRAGONS (7,000 Years Ago) Some few has whispered that a few Dragons even
The first dragons were sea serpents, great worms that bur- learned to work with humankind, instead of always striving
rowed and undulated through the terrible waters like great against them, seeking them only for fodder or for plunder.
scaly spears. They ruled supreme in the Dragon Sea, and If such was ever true, then that Age had passed; for the
soon the lesser ocean-rivers besides, and even the occasion- greater part, dragon-kind was ever cruel and cunning and
al wandering god gave pass to the mighty drake and its terrible to behold. When wolves strove against Man in the
wide-ranging territory. wild, it was the Dragon that strove with all things. And this
But it would not take long for dragon-kind to adapt to remained true even with giants and titans, the old gods, still
other environs, and in less than a millennium, these mighty in the world.
reptilians had taken to land, breathing the air as the gods
once did, carving out great domains and lording their do- THE AGE OF FAERIE (3,500 Years Ago)
minion over them. Others took to dwelling in deep lakes Dragon-kind ruled, for a lack of a better term, for near-
or on towering peaks, or the very clouds themselves, and as ly four millennia. Or so go the preserved histories of the
time rushed by, like the gods, enmity and sloth and jealousy greatest empires. And though the Dragons never truly left
took root in the hearts of the dragons. the mortal world, nor died off from lack of procreation,

FOREWORD AND INTRODUCTION 11


SAVAGEIII
KINGDOMS

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-

12 FOREWORD AND INTRODUCTION


SAVAGEIII
KINGDOMS

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

FOREWORD AND INTRODUCTION 13


SAVAGEIII
KINGDOMS

4
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.

5,000 Years Ago—The bulk of humanity is enslaved by the


Sslir, a wicked race of serpent-folk allegedly from the East.
Wars and rebellions are common, but the Sslir are victori-
ous nearly all of the time, so great are their evil minds and
their powers of sorcery. The reptilian-folk have now grown
a vast empire, known in their tongue as Is’sirith.

3,500 Years Ago—The Age of Faerie (or Fey), where the


Eluna Sidhe, the Fair Folk, the first great race of the Sid-
he, entered through mystical portals from the Otherworld.

14 FOREWORD AND INTRODUCTION


SAVAGEIII
KINGDOMS
Most of them stayed, for some could not seem to return, al independence, another empire begins to rise across the
their magic now diminished, and soon after them came the Blood River to the north. Thus comes the Empire of the
Goblins and their dark ilk. Four Crowns, whose capital was Galagodsin, a massive for-
tress-city guarded by nearly 20,000 imperial soldiers.
3,200 Years Ago—The Breaking of Arvelindor, the great
Sidhe empire, caused by friction between noble-houses. The 700 Years Ago—A second great cataclysm strikes the Pry-
followers, or Children, of Dolifaen rebelled openly against donian Isles regions, causing much damage to Prydon, the
the Sidhe (or Seelie) Court, and after a terrible civil war, high capital itself, royal seat of the basileus. It takes years to
were eventually driven out and underground. The Shad- rebuild, although some of it never fully recovers.
owlands formed from this great war, where vast sorceries
were invoked, and to this day the lands there remained 650 Years Ago—Faerland becomes the largest tribal-realm
cursed and blighted. The Sidhe of Dolifaen become eventu- in the Emerald Islands, a region dominated by the Gaerns.
ally known as the Dark Sidhe, or Unseelie, and rebuked the Around this same time, another mighty tribe of Gaernic
sovereignty of the now-called Seelie Court. humans leaves Innis Gaern (the main Emerald Island) and
crosses the Nochlyn Firth to settle in the less populated parts
2,400 Years Ago—The city-states of Xarkon rise to prom- of Brythia. This becomes Caerndon, or as Brythia would call
inence in the East (the continent of Hassan), on the Xar- it, Caernia.
ian Peninsula, human-kind’s first great civilization. Pyra-
mid-building becomes an artform, and at its height, Xarkon 600 Years Ago—Pressured by the increasing power of
was comprised of nine kingdoms ruled by priest-kings Lorinthius, a great city-state along the eastern coast of Astag-
known as the Witch-lords. Humans have begun to throw onia (the Western Continent), the Aragonii people migrate
off the shackles of the Sslir. across the Dragon Sea is several great ships built, it is said,
with assistance from the Eluna Sidhe. Most make the voyage
2,100 Years Ago—Ar, one of the more prominent city- safely, and those survivors help found the holy kingdom of
states in southern-most Xarkon, is formed by the alliance of Tarnia.
three priest-kings. It eventually rebels against the northern
realms, citing its growing hatred of dark sorcery and de- 570 Years Ago (1 I.C.)—The Empire of Lorinthia becomes
mon-worship, eventually igniting the Shadow War, in which official, settled mainly by Prydonian explorers from the
the northern Xarkonians eventually lose, thusly forming the south. Ruled by its first sovereign emperor, Guldarius I, the
independent realm of Ar. Virtually all of northern Xarkon imperial throne is in Lorinthius, although several great cities
was destroyed, and to this day a blighted wasteland pre- and provincial capitals arise to nearly rival its splendor, such
vails. as Midunium, Aquae Civitas, Tyrius, and Octavium.

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

FOREWORD AND INTRODUCTION 15


SAVAGEIII
KINGDOMS
confederation of thanes, dukes, and petty kings. At times 9 Years Ago (562 I.C.)—Another massive cataclysm strikes
of great need, however, a high king would be elected by Earth-world, centered mainly, again, in the Sea of Prydonis
the nobility and high priests of St. Paladyr. To this day, only region, but felt throughout most of the known world. Gor-
three high-kings have been chosen, and then only for a gonic creatures pour out of Gorgotha, overrunning much
handful of years. of Lithilor and Esmandos, eventually cross the Bloodrock
Mountains. The Lorinthian Empire is said to be the last bea-
150 Years Ago—The ancient power of Xarkon returns, af- con of hope, but even most of its well-armed legions fall.
ter several of the long-dead Witch-lords had re-risen from Only through the intervention of the high-king of Aradorn
their blackened tombs, gathering forces and armies to their and his mighty cavalry, are the gorgons thrown back, and
banners. After an epic war involving no less than five na- even then with great losses.
tions, the War of Light and Shadow was over, and the dark
might of Xarkon was once again defeated. Shortly there- Present Era (571 I.C.)—A time of rebuilding for most
after, another powerful cataclysm shook the Earth-world kingdoms surviving the Gorgon Wars, and the default start-
once more, and the sea all but swallowed up Xarkon and ing time of most SK campaigns.
much of Arr.
Notes regarding abbreviations:
100 Years Ago—The Zaramese Empire is re-risen, and this A.A. = Age of Aradorn
new emperor, Al-Shadar the Great, is faced with much war F.Q. = First Queen
and rebellion as he re-conquers much of the “lost lands” of I.C. = Imperial Calendar
Old Zaramahd. M.R. = Mulovian Reckoning
S.Y. = Skathian Year

16 FOREWORD AND INTRODUCTION


SAVAGEIII
KINGDOMS
formation). A player-character cannot have more than 3

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.

INITIATIVE (Agi + Wil) LUCK POINT COSTS


Characters begin play with an Initiative trait equal to their You can do any of the following things when you expend
Agility attribute + Willpower attribute. This is added to the a point of Luck. None of these options require expending
d20 roll when Initiative is called for by the GM, which is an action, as they are simply forms of luck, fate, or divine
usually at the start of a combat scene. Initiative could also guidance. PCs cannot spend their own Luck for other char-
be used for other types of quick decisions or reactions to acters, save for their own Beast Companions, Familiars, or
stimuli, such as a street chase, woodland chase, attempting Henchmen. Whenever expend a Luck point, your Luck rat-
to react before a portcullis slams shut, etc. As such, though ing decreases by one.
Initiative is used mainly to track and organize combat, it can
also be used for similar action-based scenes. Ƿ Gain one reroll of the die. (You may take the high-
It is highly advised that Initiative not be rolled, particu- est of the two results.)
larly in a potential combat scene, until a player-character— Ƿ Add +5 to a die roll’s result (must be one of your
of their possible adversaries—makes a decided move to ini- own die rolls). If this is in combat, you can even deal
tiate (hence the term ‘Initiative’) battle. To this end, GMs damage beyond your weapon’s maximum damage rat-
should be careful not to let a player (or even a NPC) gain ing.
a free action simply because they said it first. Unless an op- Ƿ Take 5 points less damage from a successful attack
ponent has been caught Off-guard (that is, surprised), he or or harmful effect.
she will be wary of any potentially violent movement from Ƿ Gain an additional action in a combat/action
the other side—being the first to declare an attack doesn’t round (this action can be of any type.)
necessarily mean that the speaker’s character acts first. Ƿ Gain 5 points of Stamina back.
Critical Success: Characters and creatures can achieve a Ƿ Prevent your weapon or other object from becom-
critical success by scoring 20 or more over the opponent’s ing broken or otherwise ruined.
Initiative, which grants an additional action on the opening Ƿ Alter or invoke a minor thing in the course of play,
round of combat (or similar action scene) only. After this such as having a mentor show up, finding a useful (but
initial round, it returns to the normal two-action procedure. minor) item, locating a certain type of (minor) NPC, a
Critical Failure: Scoring 10 or more less than the foe’s lord or other important official happens to be home
Initiative, after a modified natural 1 is rolled, means that when visiting his/her castle, etc.
you can only take one action in the opening round. Af-
ter this initial round, however, things return to the normal MOBILITY (10 + Agi + Phy)
two-action system. Your Mobility trait is figured from 10 + Agility attribute +
Physique attribute. This base number represents a normal
LUCK (5 + Int or Mag) walk or guarded movement (in yards) in a 6-second round,
Player-characters begin play with a number of Luck points while running is x2 one’s Mobility and sprinting is x3.
equal to 5 + Intellect attribute or Magnetism attribute (not Swimming is half this value and Climbing is one-third the
both). When used, a Luck point is completely expended— base value (or the full Mobility rating in feet). Tumbling, an
they are not “recovered” (but more can be earned via Ad- Acrobatics skill option, is one-half base Mobility and crawl-
vancement and specific deeds done in-play). Only a maxi- ing would equate to one-quarter base Mobility.
mum of 3 Luck points can be spent per game-session, and Continued Movement: Note that if you spend an ac-
only 1 on a particular task. tion moving, and you have movement (in yards) left over
The “Luck Roll”: The Luck trait can also be used by after taking a second action, you can—if you like—continue
GMs as a means of determining situational things requiring moving up to your maximum Mobility as a continuance
little to no skill or control. For example, whether a PC re- of your first (movement) action. For example, Alric has a
membered a minor item, whether or not the opening to a Mobility of 10 and spends an action moving 6 yards to
tent was facing a certain way, etc. This is done by a simple engage an opponent in melee combat. He could then, if
1d20 roll and adding the character’s current Luck to the re- so desired, continue moving up to 4 more yards as a con-
sult. The DL in such cases should almost always be 10. tinuation of his first action after his attack action. Granted,
Divine Providence: Luck is heavily associated with the this would likely provoke a free reactive attack from Alric’s
divine and faith in the gods, and not just mere happen- adversary, but it’s still an option (see also the Hit and Run
stance. Thus, GMs could award an additional Luck point to battle talent).

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

TABLE 2-1: STAMINA POINT COSTS

Activity Stamina Cost


See individual spell entry (usually 1 to 5
Casting a magical spell
Stamina)
Crafting or repairing an object 1 Stamina per hour
Fighting (per minute of active combat) 1 Stamina
No sleep at all for one night -5 to Stamina the following morning
No sleep at all for two nights in a row -15 to Stamina the following morning
No sleep at all for three nights in a row Zero Stamina the following morning
Per additional hour of overland travel after 10 hours 1 Stamina
Per additional hour of hurried overland travel after 5
1 Stamina
hours
See individual talent entry (usually 0 to 2
Performing a battle talent
Stamina)
Performing a dance, song, or story 1 Stamina per hour
Only half normal sleep-time gained during the night -2 to Stamina in the morning
Rowing a boat 1 Stamina per half-hour
Running long distance (2x Mobility) 1 Stamina per half-hour
Sailing a ship in stormy waters 1 Stamina per half-hour
Sleeping in armor See Gear & Supplies chapter
Sprinting (3x Mobility) through, or in close proximity,
1 Stamina
of combat

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

TABLE 2-2: MASTER LIST OF PLAYABLE RACES

Culture/Nationality Brief Description


Aradornian Agrarian horse-based people known for their honor and chivalry
Brythian Known for their seafaring, archery, and tendency to scheming
Caernian Wild-eyed highlanders from a region now half-ruled by Brythia
Cymreddi Woad-painted savages skilled in hunting, scouting, and woodcraft
Gaernic Savage dwellers of the Emerald Islands associated with Faerie-folk
Esmandian A seafaring people often famously becoming pirates or swordsmen
Lorinthian Citizens of a great civilized empire often associated with scheming
Mulovian Dwellers of the “winter kingdom” often steeped in necromancy
Norish Northmen from the far northwest, often raiders and berserkers
Prydonian (Central Isles) The civilized island-folk of Neopos, Orices, Phylasteus, and Vean
Prydonian (Outer Isles) The less civilized island-folk of Athelon, Miurga, and Sardonia.
Skathian Semi-civilized North folk who hold a sun-goddess in high regard
Thorakkian Brutal barbarians from the far north often mixed with troll-blood

Optional Non-Human Brief Description


Chenari (Emanjian) Lion-like humanoids skilled in hunting, tracking, and fighting
Chenari (Mezcan) Jaguar-like humanoids skilled in climbing and covert skills
Duergar Sometimes called ‘Dwarves’, storied craftsmen and stoic warriors
Sidhe, Dark Most living in Lithilor, masters of stealth, trickery, and magic
Sidhe, Eluna Many dwelling in Celendoril, masters of magic and architecture
Sidhe, Wild Living in small woodland tribes, the hunters and scouts of the Sidhe
Sslir, Golden The noble and priest caste, gifted in alchemy, sorcery, and lore
Sslir, Green The hunter caste, skilled in stealth, infiltration, and assassin
Sslir, Red The warrior caste, well-versed in weapons, armor, and siege

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.

Blood: Angelic-blood, Sidhe-blooded.

Mystical: Acolyte, Priest (Truthkeeper of Saint Paladyr),


Sacred Oath, Witch-hunter.

Social: Apprentice, Captain, Farmer, Herald, Holy War-


rior, Hunter, Knight, Militia, Squire, Woodsman.

Subterfuge: None.

Other: Beast Companion (Horse or Pony), Fey-Touched,


Starting Absolute Healer’s Touch, Heirloom, Pious Faith, Rallying Speech,
Min Max Max Tireless, Valorous.
Agility -3 +3 +5
Physique -3 +3 +5 Favored Weaknesses: Geas/Taboo, Oath-bound, Obses-
Vigor -2 +4 +6 sion (chivalry, honor, or truth), Thin, Too Tall, Zealot (of
Intellect -3 +3 +5 Saint Paladyr).
Magnetism -2 +4 +6
Willpower -2 +4 +6 Starting Languages: Brythian is the native tongue of Ara-
dorn, plus one of the following if your Intellect is -1 or
Special Abilities better—Caernian, Druithi (a tribal dialect of Cymreddi), Lo-
rinthian, Old Aradornii, or Sidhe.
ǥ Faith & Piety: Aradornians receive a +1 bonus to
all Resolve rolls due to their typically deep faith in the Sample Names: Aelred, Aramor, Galen, Gareth, Peredur,
One Lone God, Saint Paladyr, and his arch-angels. Tristan, Willem (male); Aelrith, Aradwen, Elspeth, Engvid,
ǥ Agrarian Nature: Aradornian characters gain a Galena, Morgana, Tristana (female). Aradornians generally
+1 bonus to Animal Handling, Perception, and Sur- use “son of” naming schemes, though proper surnames are
vival skill rolls while in plains and forest terrain. often used for noble houses.

Cultural Item: Aradornian characters may begin play


Skill Specialties with one (or two by spending a point of Luck) of the fol-
All Aradornians, at character creation, get to choose 3 free lowing cultural items in addition to the more normal gear
skill specialties from the list below: they might purchase:

Animal Handling (Falcons or Horses) Ƿ Master-crafted riding saddle (grants +1 to Animal


Crafting (Blacksmithing, Farming, Illumination, or Handling rolls when riding horseback)
Woodworking) Ƿ Exceptional-quality embellished sword scabbard
Endurance (Resist Disease or Resist Pain) (grants +1 to your Renown when worn)
Healing Arts (Disease, Fresh Wounds, or Long-term Ƿ Exceptional-quality fur-trimmed cloak (grants +1
Care) to Endurance rolls versus cold effects)
Herbalism (Forests, Healing Herbs, or Plains) Ƿ Signet ring with heraldic device (of your house if
Lore (Folk, Heraldry, or Religion) high-born; otherwise, a liege-lord’s)
Perception (Empathy) Ƿ An exceptional-quality lance (+1 to maximum
Persuasion (Diplomacy or Intimidation) damage; breaks on a critical failure)
Survival (Camp-building or Direction-finding) Ƿ Silver-plated “rose and sword” symbol of St. Pala-
Weaponry: Melee (Greatsword, Lance, Longsword, or dyr (might help shunt evil creatures)
Quarterstaff) Ƿ Cold-iron knife (deals additional harm to most fey/
Weaponry: Ranged (Longbow or Spear) faerie creatures)
Ƿ Bloodthorn blossom, preserved (+1 bonus to
Favored Talents Healing Arts rolls; 3 uses/doses)
Ƿ Bastardsword, average-quality (often called a “sad-

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:

Animal Handling (Carts, Horses, Oxen, or Wagons)


Athletics (Aboard Ships)
Crafting (Blacksmithing, Carpentry, Ships, or Weapons)
Language (Decoding, Encryption, or Scribing)
Perception (Coastal, Urban, or Sea)
Performance (Lute or Oratory)
Persuasion (Bluffing or Diplomacy)
Resolve (Resist Charm)
The people of Brythia (BRITH-ee-ah) are generally tall, Sailing (Boats, River-barges, or Sailing-ships)
lean, fair-skinned, and fair-haired (usually with blue or blue- Weaponry: Melee (Flail, Greatsword, Longsword,
green eyes). They can be a shrewd lot, nearly rivalling the Spear, or Warhammer)
Lorinthians in their ability to scheme and grow empires, Weaponry: Ranged (Longbow or Light Crossbow)
considering themselves far more civilized than their neigh-
boring realms. Of late, Brythians have become a sea-peo-
Favored Talents
ple, rivalling the Esmandians to the south on the Sunset Sea.
For the past two centuries, the Brythians have been ruled
Battle: Battle Muse, Double-arrow Shot, Careful Aim,
by queens, King Alrick II being the last male sovereign. The
Close-quarters Archery, Concentrated Defense, Deadly
current ruling queen is Elspeth IV, a now-elderly woman
Lunge, Disarming Strike, Extreme Range, Fending Stance,
who is said to wear gilded masks due to the effects of a
Finessing Shot, Gauge Opponent, Haft and Shaft, Hat-
mysterious disease or curse. Dukes, earls, barons, and lesser
ed Foe (Cymreddi, Esmandians, or Norish), Hold The
lords support her in a crude form of feudalism.
Breach, Impaling Shot, Pressing Attack, Shield Rush, Siege
Brythian religion is similar to that of Cymredd and the
Specialist, Swashbuckling, Warning Shot.
Emerald Islands, with deities such as Briannon, Cormac,
Gaelrith, Bran Finnon, and Llywella Ravendark. More in-
Blood: Sidhe-blooded, Troll-born.
formation about Brythia can be found in Chapter 20—The
Savage West.
Mystical: Acolyte (of the Druidic Order), Cultist, Dab-
bling Arcanist, Grimoire.
Allowable Callings: Alchemist, Assassin, Bard, Craftsman,
Gladiator, Healer, Hunter, Knight, Merchant, Noble, Pirate,
Priest, Sage, Seer, Shaman, Soldier, Sorcerer, Thief, Witch. Social: Apprentice, Artisan, Bard, Captain, Carouser,
Champion, Gift of Tongues, Herald, High-born, Mariner,
Mercenary, Merchant, Sage, Squire, Statecraft, Woods-
26 CHARACTER CREATION
SAVAGEIII
KINGDOMS
man.

Subterfuge: Gambler, Lampoon, Privateer, Smuggler,


Street Rat.
CAERNIAN
The men and women of Caernia (once known as Caern-
Other: Heirloom, Inspiring Presence, Navigator, Rally-
ing Speech, Tireless, Willful Presence.

Favored Weaknesses: Enemy, Geas/Taboo, Illegitimate,


Infamous, Oath-bound, Oath-breaker, Obsession (ale, wine,
or the sea), Too Tall, Waif.

Starting Languages: Brythian is your native tongue, and


you also know one of the following if your Intellect is -1 or
better—Caernian, Cymreddi, Esmandian, Gaernic, Norish.

Sample Names: Aethelwald, Egbert, Eomund, Garron,


Kenrick, Osric, Willem (male); Alyssa, Bettina, Bretilda, Eg-
bertha, Engva, Marion, Wilma (female). Brythians typically
use “son of” and “daughter of” naming schemes or place
or occupational names. Noble houses, however, often pro-
duce surnames for members of that family.

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

ǥ Wild Affinity: Cymreddi receive a +1 bonus to


Acrobatics, Athletics, Perception, Stealth, and Surviv-
al rolls made in forests or marshlands.
ǥ Woad Warrior: Cymreddi characters pay two
points less for the Body-painting talent. Decorating the
body with blue (and other) dyes is a regular part of
Cymreddi culture.

Skill Specialties
Cymreddi characters receive 3 free skill specialties at charac-
ter creation that help reflect Cymredd culture and virtues:

Acrobatics (Balancing or Leaping)


Animal Handling (Dogs, Hawks, or Wolves)
Athletics (Climbing or Swimming)
Endurance (Resist Poison)
the “realm” or territory tends to bear the general name Herbalism (Healing, Poisonous, or Woad-making)
‘Cymredd’, although in the not-so-distant past, it was Perception (Forest, Hearing, Marshland, Sight, or Smell)
known as Gwyndion when an offshoot of the Managwynni Persuasion (Intimidation)
tribe was the most domimant. Stealth (Camouflage, Forest, or Marshland)
The Cymreddi live primarily in small woodland villag- Survival (Foraging, Forest, Marsh, or Hunting)
es, although some of the greater clans have great “caers” Weaponry: Melee (Clubs, Daggers, Handaxes, Spears,
(fortresses), some of which are quite ancient and are said to or War-clubs)
have been originally built by the Sidhe-folk. Caer Avallach, Weaponry: Ranged (Clubs, Slings, or War-darts/Jave-
Caer Llywellen, and Cymreth are several well-known ex- lins)
amples. They are a superstitious people for the most part,
distrusting written language and even, to a large extent,
Favored Talents
the sea.
Physically, the Cymreddi are typically of medium height
Battle: Agile Brawler, Agile Weaponry, Ambidexterity,
and build, with deep auburn or dark brown hair, fair-skin,
Back To Back, Battle Senses, Berserker Rage, Break The
and green-grey eyes. Most paint themselves with blue
Wall, Crippling Attack, Decapitating Strike, Defensive
woad, using swirling patterns and knotwork designs, which
Dash, Gauge Opponent, Haft And Shaft, Hit And Run,
help camouflage them in forest terrain and dedicate them
Impaling Thrust, Improvised Weaponry, Leaping Strike,
to the gods and the ancient fey spirits of field and stream.
Running Shot, Rushing Attack, Swashbuckling, Unar-
In real-world terms, the wild folk of Cymredd resemble the
mored Fighting, War-cry, Wolfpack Tactics.
Cymry (Celtic-Welsh).
More information about Cymredd can be found in
Blood: Goblin-blooded, Lycanthrope (Wolf—Dufannon
Chapter 20—The Savage West.
or Druithi tribe only), Sidhe-blooded.
Allowable Callings: Bard, Berserker, Craftsman, Gladi-
ator, Healer, Hunter, Merchant, Noble, Pirate, Sage, Seer,
Mystical: Blood Magic, Familiar (Owl or Raven), Herb-
al Magic, Priest (Druidic Order), Second Sight, Totem An-
Shaman, Sorcerer, Thief, Witch.
imal.
Attribute Array: Cymreddi player-characters must ar-
range their Attributes at character creation using the follow- Social: Bard, Champion, Woodsman.

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.

Other: Agile Climber, Animal Kinship, Beast Compan-


ion, Fleet of Foot, Light Sleeper, Limber, Tireless. ESMANDIAN

Favored Weaknesses: Addiction (woad), Geas/Taboo,


Oath-bound, Phobia (large fires or the sea), Savage, Short,
Zealot (of Dufaine—Druithi variant tribe only).

Starting Languages: Cymreddi is your native tongue, and


you automatically know a second tongue if your Intellect is
-1 or better (from among the following)—Brythian, Caerni-
an, Esmandian, Gaernic, Goblin-tongue, or Sidhe.

Sample Names: Bran, Cynwulf, Iain, Llewellyn, Madoc,


Mordryn, Taliesin (male); Branwen, Camren, Gwen, Gwyn-
edd, Morgana, Seren, Silura (female). Cymreddi generally
use ‘ap’ (meaning “son of”) or ‘verch’ (“daughter of”) af-
ter their first names, though renowned heroes and chief-
tains might have a title or epithet such as ‘The Black’ or
‘Wyrm-slayer’.

Cultural Item: You may choose one of the following items


at character creation (or two by spending a Luck point) to
compliment the rest of your gear:

Ƿ Cold-iron dagger (harms Faerie creatures better


than fire-forged iron or steel)
Ƿ Vial of special woad (grants +1 to Vigor for one
hour; two uses)
Ƿ Knotwork or animal motif tattoo of blue or black
ink (grants +1 to Renown)
Ƿ Small animal companion (crow, hare, or mouse;
knows 1 trick/level of Animal Handling)
Ƿ Two cold-iron tipped arrows or sling bullets (does
greater harm to Faerie creatures) The men and women of Esmandos are primarily a seafaring
Ƿ Ancient copper dagger of exceptional-quality (base people, although those dwelling more inland have a greater
dagger stats; +1 to your Renown) reputation for horsemanship and are known for their talent
Ƿ Talismanic fetish item (fish, boar, or wolf; +1 to for capturing (and domesticating) the wild Matica horses
Magical Arts: Life skill rolls) of the northwestern plains. They are a somewhat short or
Ƿ Sidhe-forged dagger or pair of arrows (exception- medium in height, with slight to medium builds, and usually
al-quality; +1 to max damage) with dark hair and light to dark brown eyes. Early medieval
Ƿ Solid bronze or silver-plated torc (+1 to your Re- Spain would be the closest real-world analog.
nown; worth 10 + 1d20 sc) Esmandians tend to be a passionate people, descendants
of the Esmandi tribes that fled the early tyranny of the Lorin-
General Code of Honor thian Empire. They tend to be quite good at sailing, riding,
and swordsmanship, but sometimes tend toward piracy and
Ƿ Avenge all clan-members slain unjustly, either by banditry. At present, Esmandos is not a completely unified
blood or ‘sarhaed’ (life-price). realm, and in fact, has two kings, each one vying for total
Ƿ Avenge serious personal insults, by single combat supremacy. Their primary deity is the sea-god, Santago, al-
or by physical competition. though many have also embraced several of the Prydonian
Ƿ Beware the writing of languages, for such words deities or even dark cults such as the Cult of Gorgothon.
can be captured or stolen. More information about to Esmandos can be located in
Ƿ Honor and obey clan and tribal chieftains, unless Section VI—A Brief Gazetteer.
they have shown to be corrupt.
Ƿ Honor and obey all tribal druids and shamans, un-

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.

Starting Absolute Other: Agile Climber, Heirloom (Saber, Shortsword, or


Min Max Max Ship), Inspiring Presence, Limber, Navigator, Night-sight-
Agility -2 +4 +6 ed, Rallying Speech, Tireless.
Physique -3 +3 +5
Vigor -2 +4 +6
Intellect -3 +3 +5 Favored Weaknesses: Addiction (Pink Lotus or Wine),
Magnetism -2 +4 +6 Enemy (Rival Sea-captain or Bounty Hunter), Illegitimate,
Willpower -3 +3 +5 Oath-breaker, Obsession (Pirating or The Sea), Phobia (Fire,
Sidhe, or Spiders).
Special Abilities
Starting Languages: Esmandian is your native tongue,
ǥ Equine Affinity: Esmandian characters gain a +1 plus one of the following of your choice if your Intellect is
bonus to Animal Handling skill rolls when mounted -1 or better—Brythian, Cymreddi, Old Esmandi, Prydonian,
on horseback. Gorgonic, Sidhe.
ǥ Nautical Affinity: Esmandians receive a +1 bo-
nus to Acrobatics, Athletics, Perception, and Sailing
Sample Names: Carlito, Domingo, Esmandes, Fernando,
Orlando, Ortiz, Raul (male); Bueniva, Carlita, Carmen, Es-
skill rolls while aboard any ship at sea.
meralda, Juanita, Maria, Rosa (female). Esmandians do not
usually have surnames unless they come from noble birth,
Skill Specialties in which case ‘De’ or ‘Del’ is often used in front of a last
Esmandian characters receive 3 free skill specialties at char- name (for example, Del Rosa, De Lorentis, etc.).
acter creation that help reflect Esmandian culture and vir-
tues: Cultural Item: You may choose one of the following items
at character creation (or two by spending a Luck point) to
Acrobatics (Balancing, Leaping, or Tumbling) compliment the rest of your gear:
Crafting (Appraisal, Bladesmith, Ships, or Wine)
Disguise (Merchant or Sailor) Ƿ Key to a heretofore unknown chest, coffer, or door
Lock-picking (Chests or Simple Traps) Ƿ One-quarter ownership of a small merchant ship
Perception (Empathy, Hearing, or Sight) (kept at an Esmandian port)
Performance (Dancing or Lute) Ƿ Skin or clay jar (one gallon) of fine Esmandian wine
Persuasion (Bluffing or Negotiation) Ƿ Jeweled dagger or shortsword, but missing several
Sailing (Coastal, Merchant Ships, or Warships) gems (worth 10 + 2d20 sc)
Sleight of Hand (Item Concealment or Pilfering) Ƿ Matica riding-horse, although it is Blind, Lame, or
Weaponry: Melee (Clubs, Daggers, Sabers, or Shorts- Tainted (your choice)
words) Ƿ Boots with hidden niche in the sole (DL 22 Percep-
Weaponry: Ranged (Daggers, Light Crossbows, or tion for others to notice)
Shortbows) Ƿ Map to a small cache of treasure (5d20 sc in po-
tential value)
Ƿ Signet ring with heraldic device (yours if high-born;
Favored Talents
some other lord’s otherwise)
Ƿ Average-quality saber or shortsword in disrepair
Battle: Agile Weaponry, Ambidexterity, Back To Back,
(DL 20 Crafting to make exceptional)
Battle Senses, Concentrated Defense, Crippling Attack,
Deadly Lunge, Defensive Dash, Disarming Strike, Dual
Blades, Finessing Shot, Flourishing Kata, Gauge Oppo- General Code of Honor
nent, Opportunistic Strike, Precision Strike, Pressing At-
tack, Running Shot, Rushing Attack, Swashbuckling, Un- Ƿ Honor your king, whomever be may be, for some-
armored Fighting. day he may have to pardon you.
Ƿ Honor your family or your crew, for someday they
may be called upon to save you.
Blood: Gorgon-blood, Sidhe-blooded.
Ƿ Respect women and children, all others worthy of
dotage and a chance at life.
Mystical: Blood Magic, Cultist, Evil Eye.

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

ǥ Cold Tolerance: Gaernic player-characters gain a


+1 ‘other’ bonus to Endurance rolls made against ice
or cold effects.
ǥ Fey Familiarity: Gaerns receive a +1 ‘other’ bo-
nus to Resolve skill rolls made to resist illusions (glam-
our) and mind-manipulation effects such as charm and
sleep.

Skill Specialties
Gaernic characters receive 3 free skill specialties at character
creation that help reflect Gaernic culture and virtues:

Acrobatics (Aboard-ship or Leaping)


Animal Handling (Cattle, Dogs, or Sheep)
Brawling (Grappling or Punching)
Crafting (Blacksmithing, Boats, or Leather)
Herbalism (Cooking, Healing, or Woad-making)
Lore (Bardic Tales, Faerie, or Religion)
Performance (Bodhran or Harp)
Persuasion (Bluffing or Intimidation)
Sailing (Rivers or Small Boats)
The Gaerns were once a powerful and widespread people, Survival (Fishing or Hunting)
barbarous and proud, and now relegated primarily to the Weaponry: Melee (Dagger, Longsword, Spear, War-
Emerald Islands of the far west. Their blood can be seen in club, or War-spear)
Caerndon and Cymredd as well, though other (if similar)
Weaponry: Ranged (Club, Javelin/Dart, or Sling)
tribes in the latter region have become more dominant.
They are fairly tall and of lean to medium build, typically
Favored Talents
with fair (often freckled) skin, red hair, and green eyes. A
fair few have Faerie or Sidhe blood in their veins.
Battle: Ambidexterity, Battle Muse, Battle Senses, Ber-
Faerland is the largest tribal realm in the Emerald Islands,
serker Rage, Break The Wall, Decapitating Strike, Fend-
with Cael and Dal Ruatha being the other two tribal king-
ing Stance, Gauge Opponent, Hated Foe (Brythians,
doms of any note. The ancient Western gods are promi-
Fomorians, or Norish), Honor Duel, Impaling Thrust, Im-
nently revered among the Gaernic folk—Briannon, Gael-
provised Weaponry, Leaping Strike, Muster The Horde,
rith, Bran Finnon, and Cormac primarily—whose priests are
Punishing Charge, Shield Rush, Unarmored Fighting,
the all-knowing Druids.
War-cry.
As a real-world comparison, the Gaerns approximate to
the Irish-Celts. More information about the Emerald Islands
can be found in Section VI—A Brief Gazetteer. Blood: Giant-blood (Firbolg), Sidhe-blooded, Troll-born
(Fomorian).
Allowable Callings: Bard, Beserker, Craftsman, Gladiator,
Mystical: Acolyte (Druidic Order), Evil Eye, Priest (Dru-
32 CHARACTER CREATION
SAVAGEIII
KINGDOMS
idic Order), Sacred Oath, Sanctum Magic, Second Sight, any high-kings who come to power.
Song Magic, Totem Animal (boar, stag, or wolf). Ƿ Drive away all enemy invaders from our shores, be
they Norish raiders or otherwise.
Social: Artisan, Bard, Champion, Farmer, Hunter, Mari- Ƿ Grant hospitality to all who ask of it, striking not
ner, Militia, Woodsman. even an enemy taking sanctuary within your house.
Ƿ Personal insults are to be paid in public apology,
Subterfuge: Hunter, Lampoon, Privateer, Raider, gift-givings, or blood (single combat).
Smuggler.

Other: Body-painting, Elite Affiliation (Emerald Harp), LORINTHIAN


Fey-touched, Fire In The Head, Fleet of Foot, Healer’s
Touch.

Favored Weaknesses: Cursed, Exiled, Oath-bound (to a


local chieftain or druid-priest), Obsession (ale, Otherworld,
or the sea), Phobia (enclosed spaces or Faeries), Zealot (dru-
idism or Fragnir).

Starting Languages: Gaernic is your native tongue, which


has a limited writing system. You also know one additional
language from the following if your Intellect is -1 or bet-
ter—Brythian, Cymreddi, Fomorian, Norish, Sidhe.

Sample Names: Caelric, Cagaran, Connor, Finn, Iain,


Liam, Niall (male); Ceira, Conna, Deirdre, Erin, Fionna,
Meghan, Mairead (female). Gaerns almost always use ‘mac’
(“son of”) and ‘ni’ (“daughter of”) after their first names,
though older or more renowned clans sometimes use ‘O’
before their surnames, such as O’Niall, O’Cael, or O’Leir.

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

ǥ Cold Tolerance: Mulovians receive a +1 bonus


to Endurance skill rolls to resist cold or ice effects.
ǥ Wintry Affinity: Mulovian characters gain a +1
bonus to Acrobatics, Athletics, Perception, Stealth,
and Survival rolls while in snow-covered terrain.

Skill Specialties
Mulovian characters receive 3 free skill specialties at charac-
ter creation that help reflect Mulovian culture and virtues:

Alchemy (Elixirs or Poisons)


Animal Handling (Dogs, Ravens, or Wolves)
Crafting (Appraisal, Magical Objects, or Silver)
Disguise (Merchant, Noble, or Peasant)
Endurance (Resist Cold or Resist Poison)
The men and women of Mulovia are a brooding, and often Language (Deciphering, Encryption, or Forgery)
conspiratorial, breed of humankind, dwelling in their snow- Lore (Arcane, History, Nobility, or Religion)
chilled land which has been so often dubbed the “Winter Magical Arts: Death (Any known spell)
Kingdom” by skalds and poets. Mulovians are also known Perception (Empathy, Hearing, or Smell)
as a mystical lot, and when compared with their tendency Persuasion (Bluffing or Intimidation)
for scheming and both rural and urban survival, they can Weaponry: Melee (Daggers, Longswords, Polearms, Sa-
be declared a vigorous race, with their patron deity, An- bers, or Spears)
derok—a god of death and winter—at the head of their
Weaponry: Ranged (Crossbows Daggers, or Whips)
general belief system.
Mulovians, physically speaking, tend to be somewhat
Favored Talents
tall in stature, though often lean, with pale skin-tones, grey
eyes, and dark hair. More often than not, this ebon hair col-
Battle: Amdidexterity, Battle Senses, Concentrated De-
or is not entirely natural, for many nobles darken their hair
fense, Crippling Attack, Deadly Lunge, Draw The Line,
artificially to honor (or imitate) their perception of their
Gauge Opponent, Impaling Thrust, Opportunistic Strike,
death-god, Anderok, who is also associated with ravens and
Precision Strike, Pressing Attack, Shadowing Step, Siege
black wolves.
Specialist, Wolfpack Tactics.
Vampirism is a legitimate pursuit for some nobles and
sorcerers, as a form of immortality, and other supernatural
beings, such as lycanthropes, are said to haunt Mulovia’s Blood: Demon-blood, Goblin-blooded, Lycanthrope
countryside. The culture itself is loosely based on real-world (Wolf), Vampire Spawn.
Romania from the early medieval period; more informa-
tion about Mulovia can be found in A Brief Gazetteer. Mystical: Acolyte, Blood Magic, Cultist, Dabbling Ar-
canist, Death-touched, Evil Eye, Familiar (Cat, Rat, or Ra-
ven), Grimoire, Penetrating Magic, Priest (of Anderok),
Allowable Callings: Alchemist, Assassin, Bard, Craftsman, Second Sight, Supernatural Pact (Demon or Vampire),
Gladiator, Healer, Hunter, Knight, Merchant, Noble, Pirate, Transfer Energies, Witch-hunter.
Priest, Sage, Seer, Soldier, Sorcerer, Thief, Witch.
Social: Apprentice, Captain, Carouser, Gypsy, Hench-
Attribute Array: Mulovian player-characters must ar- man, Herald, Mariner, Mercenary, Miner, Sage, Squire,
range their Attributes at character creation using the follow- Statecraft, Woodsman.

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.

Favored Weaknesses: Addiction (to slavka), Cursed, Ex- NORISH


iled, Heretic, Illegitimate, Indebted, Infamous, Kin-slayer,
Oath-breaker, Obsession (immortality or power).

Starting Languages: Mulovian is your native tongue, and


you know one more from the following if your Intellect
is -1 or higher—Brythian, Duergar, Goblin-tongue, Neth-
er-speech, Sidhe, Skathian.

Sample Names: Boris, Drago, Ivan, Piotr, Stefanov, Vlad,


Vladimir (male); Helga, Ivanova, Katya, Natasha, Nadia,
Olga, Petrova (female). Mulovians sometimes use ‘ov’ or
‘ova’ after their first names to denote “son of” or “daugh-
ter of,” though noble families will almost always make use
of the word ‘Von’ before their house-names (such as Von
Mulov, Von Strauss, etc.).

Cultural Item: You may choose one of the following items


at character creation (or two by spending a Luck point) to
compliment the rest of your gear—
The people of Norlund are roughly based on the Danish Vi-
Ƿ Silver-tipped arrow or bolt (does extra harm to ly- kings of real-world history, a savage sea-going culture based
canthropes; 75% retrieval chance) on raiding, war, and occasional merchant-craft. They tend
Ƿ Two cold-iron tipped arrows or bolts (does extra to be tall and sturdily built, with blonde hair, blue eyes, and
harm to faeries; 50% retrieval chance) pale or ruddy skin-tones. Almost all able-bodied men are
Ƿ Rune-carved femur bone or skull (+1 to Magical warriors to some degree, as are many of the women-folk.
Arts: Death spell ritual rolls) Norish (sometimes called Norlunders) hold the sea and
Ƿ Rusty average-quality saber (DL 15 Crafting to re- war god Fragnir most high in their belief-system, with Sig-
pair to exceptional quality) na (goddess of spring and healing), Jorl (god of fire and
Ƿ Preserved white lotus petals (yields a +2 bonus to craft), Vradden (god/goddess of justice and vengeance) and
Healing Arts rolls; three uses) Anderok (god of death and winter) generally following in
Ƿ Tattered cloak, boots, or shirt made of white wolf that order.
fur (+1 to Endurance versus cold) Norlund is not a unified kingdom as such, with several
Ƿ Korite-bred riding horse (+1 to Agility), but is Lame powerful jarl-kings having carved out their own realms in
or Tainted (your choice) this rugged, snow-clad territory. More information regard-
Ƿ Cape or shirt of raven feathers (+1 to Magical ing Norlund and its people can be found in Section VI—A
Arts: Air rolls when doing ritual spells) Brief Gazetteer.
Ƿ Mute slave, male or female (Agi +0, Phy +0, Vig
+1, Int +0, Mag -1, Wil +0) Allowable Callings: Bard, Berserker, Craftsman, Gladi-
Ƿ Wineskin or drinking horn filled with slavka (fer- ator, Healer, Hunter, Merchant, Noble, Pirate, Sage, Seer,
mented “potato-wine”) Shaman, Sorcerer, Thief, Witch.

General Code of Honor Attribute Array: Norish player-characters must arrange


their Attributes at character creation using the following
Ƿ Show respect to other nobles of higher station and guidelines—
power, particularly if fellow Mulovians.
Ƿ Show little to no respect to commoners, especially Starting Absolute
if slaves, serfs, or foreigners. Min Max Max
Ƿ If of a noble house, always place loyalty to it even Agility -3 +3 +5
above the Mulovian king. Physique -2 +4 +6

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.

Favored Weaknesses: Cursed, Enemy, Exiled, Geas/Ta-

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:

Alchemy (Elixirs, Oils, Prydonian Fire)


Animal Handling (Dolphins, Fish, Horses)
Athletics (Swimming)
Crafting (Appraisal, Book-binding, Gardening, Scribing,
Scrolls, Ships)
Healing Arts (Disease, Long-term Care, Poison)
Language (Deciphering, Encoding, Writing)
The people from what is commonly known as the “central Lore (Arcane, Geography, History, Philosophy, Religion)
isles” of the vast Prydonian island-realms are typically re- Performance (Dancing, Lyre, Oratory)
ferred to in accordance to their actual home-island. That is, Persuasion (Diplomacy)
Neoposians, Phylasteans, Oriceans, and Prydonians prop- Sailing (Boats, Coastal, or Triremes)
er, for these form the more civilized kingdoms of the once Weaponry: Melee (Daggers, Shortswords, Spears, Tri-
Prydonian Republic, a governing body still in half-existence dents)
(and whose religious and political center is the half-sunken Weaponry: Ranged (Composite shortbows, Javelins, or
city of Prydon). Crossbows)
Physically, Prydonians from the Central Isles are of me-
dium height and somewhat slight build, typically with curly Favored Talents
dark brown hair, brown eyes, and moderately sun-kissed
skin. They favor the ancient Greeks of real-world history, Battle: Ambidexterity, Fending Stance, Impaling Thrust,
but with a dash of Atlantean sentimentality. The typical Leaping Strike, Precision Strike, Shield Rush, Shield Wall,
Central Islander reveres Prydonis, the sea-god, above all Siege Specialist, Tactician, Warning Shot.
others, although such divinities as Orseus, Sardona, Aga-
thon, Atores, Luccia, and Nipalos are seldom forgotten, a
Blood: Gorgon-blood, Rhodonite-blood.
pantheon often referred to as the Elder Deities.
More information about the Prydonian Isles can be lo-
Mystical: Acolyte, Cultist, Dabbling Arcanist, Extended
cated in Section VI—A Brief Gazetteer.
Ritual, Familiar (cat, owl, or snake), Far-reaching Mag-
ic, Grimoire, Power of Silence, Priest (of Luccia, Nipalos,
Prydonis, or Romega), Second Sight, Supernatural Pact,
Allowable Callings: Alchemist, Assassin, Bard, Craftsman,
Words of Power.
Gladiator, Healer, Hunter, Merchant, Noble, Pirate, Priest,
Sage, Seer, Soldier, Sorcerer, Thief.
Social: Artisan, Captain, Courtesan, Educated, Gift of
Tongues, Mariner, Merchant, Physician, Porter, Sage,
Attribute Array: Prydonian player-characters must ar-
Statecraft.
range their Attributes at character creation using the follow-
ing guidelines—
Subterfuge: Fortune Teller, Gossip, Privateer, Seductive
Dance.
Starting Absolute
Min Max Max
Other: Keen Memory, Limber, Lotus Master, Navigator,
Agility -2 +4 +6
Pearl Diver, Puzzle Master, Rallying Speech, Tireless.
Physique -3 +3 +5
Vigor -3 +3 +5
Intellect -2 +4 +6
Favored Weaknesses: Cursed, Decadent, Enemy (ri-
val captain or merchant), Indebted, Infamous (defeated
Magnetism -2 +4 +6
sea-captain or disgraced philosopher), Oath-bound, Phobia
Willpower -3 +3 +5
(enclosed spaces, fire, or snakes).
Special Abilities
Starting Languages: Your native tongue is Prydonian, and
you may start with one of the following as well if your In-
ǥ Nautical Affinity: Gain a +1 bonus to Acrobat-
tellect is -1 or better—Lorinthian, Mezcan, Azirian, Esman-

38 CHARACTER CREATION
SAVAGEIII
KINGDOMS
dian, Old Rhodonian, Gorgonic.

Sample Names: Athelos, Myrathes, Nikos, Prydones,


Rhodonis, Theos, Xandros (male); Athelia, Charis, Dikaia,
Myrathea, Nika, Thea, Xandrea (female). Prydonians do
not use formal surnames, save perhaps for certain noble
houses, but often utilize “son of” or a place-names after
their first names.

Cultural Item: You may choose one of the following items


at character creation (or two by spending a Luck point) to
compliment the rest of your gear—

Ƿ Scroll written in an encrypted form of Old Rhodo-


nite (DL 20 Language to decipher)
Ƿ Weathered map (leads to a small trove if DL 20
Language or Lore roll is made)
Ƿ Bronze or copper tablet (reader gains a +1 bonus
to Lore if DL 15 Language is made)
Ƿ One-quarter ownership of bireme galley (usually
harbored somewhere on home island)
Ƿ Full ownership of a 4-6 man rowboat (usually har-
bored somewhere on home isle)
Ƿ Small gilded nautilus shell (worth 10 + 1d20 sc)
Ƿ Small trident made of blue-green coral (+1 to
Magical Arts: Water rolls, ritual spells only)
Ƿ Exceptional-quality coral knife (+2 to maximum
damage, but breaks on a natural 1 roll)
Ƿ Ancient scroll (your choice of +1 to Alchemy or
Magical Arts: Fire rolls, ritual spells only)

General Code of Honor

Ƿ Give a sacrifice to the sea (an animal or object


worth at least 5 sc) before every voyage
Ƿ Honor the captain/pilot of his vessel, unless he has
shown to be untrustworthy regard, they might be more akin to real-world Spartans or
Ƿ Protect all children, and women needing such, for Trojans. The people of these island-kingdoms also honor
they are the nation’s future the traditional Elder Deities of ancient Rhodon, although
Ƿ Honor and respect the Basileus, the sovereign lord Agathon (god of competition and war) is often held at least
of the Prydonian Republic as high as Prydonis.
Ƿ Honor and respect the ancient gods of Rhodon, More information about the various Prydonian Isles can
the forebears of the Prydonian people
be found in Section VI—A Brief Gazetteer.
Ƿ Never suffer a pirate to live (or go free), for they
are the bane of the civilized seas
Allowable Callings: Bard, Berserker, Craftsman, Gladia-
Ƿ Avenge all serious insults, by single combat or ac-
tor, Healer, Hunter, Merchant, Noble, Pirate, Priest, Sage,
ceptance of a public apology.
Seer, Soldier, Sorcerer, Thief, Witch.

Attribute Array: Prydonian player-characters must ar-


PRYDONIAN (Outer Islander) range their Attributes at character creation using the follow-
The human-folk of the Outer Prydonian Isles—that is, the ing guidelines—
island-realms of Athelon, Sardonia, Miurga, Torin, and Vean
(and a few smaller ones)—are more a war-like people than Starting Absolute
their Central Islander counterparts. Traditionally, these is- Min Max Max
lands have not been a part of the Prydonian Republic, or Agility -2 +4 +6
have all-out opposed it and gone to war against it. Physique -3 +3 +5
Like the Prydonians of the Central Isles, Outer Islanders Vigor -2 +4 +6
are loosely based in an ancient Greek analog, though they Intellect -3 +3 +5
tend to be slightly taller and often more muscular. In this Magnetism -3 +3 +5

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.

Other: Agile Climber, Fleet of Foot, Grit, Heirloom


(small ship or master-crafted weapon), Heroic Strength,
Limber, Navigator, Pearl Diver, Rallying Speech, Tireless,
SKATHIAN
The blonde and blue-eyed humans of Skathia are among
Valorous.
the most civilized of northern-folk, even if they were of-
ten raiding foreign shores not a century ago. Yet, they have
Favored Weaknesses: Cursed, Exiled, Geas/Taboo, Oath-
persevered and advanced, all the while becoming casual

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)

Special Abilities Favored Talents

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.

Other: Fire In The Head, Grit, Healer’s Touch, Inspiring


Presence, Pious Faith, Tireless, Valorous. THORAKKIAN
Favored Weaknesses: Addiction (white lotus), Enemy
(Bandit-king, Mulovian noble, or Thorakki chieftain), Oath-
bound, Obsession (honor or the sea), Too Tall, Zealot (of
Signa).

Starting Languages: Skathian is your native tongue, which


is both spoken and written. You also begin with a one of
the following languages as well if your Intellect is -1 or high-
er—Mulovian, Korite, Duergar, Giant-speak, or Old Valkari.

Sample Names: Erik, Gunther, Lars, Osric, Sven, Thor-


vald, Wulfric (male); Astrid, Erika, Ingrid, Hilda, Rifkin,
Sigfrid, Thora (female). Like most North-men, Skathians do
not have proper surnames (save for the rare noble-house),
but instead make use of “son of” or “daughter of” schemat-
ics or some kenning earned over time (such as “the Tall” or
“Duergar-friend”). The epitome of savage and brutal, the Thorakki clans of
the far north—well beyond even Skathia (and near the Ice-
Cultural Item: You may choose one of the following items Wastes of Fregnir)—virtually welcome interbreeding with
at character creation (or two by spending a Luck point) to Troll-kind, a trait most civilized men and women would
compliment the rest of your gear— surely abhor. As such, they increase the physicality of their
people, even if at the expense of mental acuity and social
Ƿ Preserved white lotus petals (+2 to Healing Arts approval. Most Thorakkians are raiders, marauders, merce-
rolls; 3 doses/uses) naries, and wild-wanderers.
Ƿ Copper sun-and-hearth sigil of Signa (+1 to Magi- More information about the Thorakkian clans, and their
cal Arts: Life rolls for ritual spells) brutal northern territories, can be found in Section VI—A
Ƿ Two silver-tipped arrows (deals extra damage to Brief Gazetteer.
vampires, lycanthropes, etc.)
Ƿ Silver-plated knife (deals extra damage to vam- Allowable Callings: Bard, Berserker, Craftsman, Gladi-
pires, lycanthropes, and the like) ator, Healer, Hunter, Merchant, Noble, Pirate, Sage, Seer,
Ƿ Ancient scroll scribed in Skathian (gain +1 to Herb- Shaman, Sorcerer, Thief, Witch.
alism or Lore rolls, your choice)
Ƿ White wolf or arctic bear pelt (+1 to Endurance Attribute Array: Thorakkian player-characters must ar-
rolls to resist cold/ice when worn) range their Attributes at character creation using the follow-
Ƿ Piece of mammoth tusk with crude designs (worth ing guidelines—
2d20 sc)

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

Social: Champion, Mountaineer, Woodsman.

Subterfuge: Dirty Tactics, Hunter, Raider, Slaver.

CHARACTER CREATION 43
SAVAGEIII
KINGDOMS

Non-Humans (optional) ing-based culture.


The non-human character options are optional in Savage ǥ Deadly & Quiet: Emanjian Chenari gain a +1 bo-
Kingdoms, since the setting leans somewhat toward sword- nus to Brawling, Stealth, and Survival skill rolls.
and-sorcery in its approach to a human-centric world where
most (if not all) other hominids are exceptional, ancient, ǥ Hunter’s Vision: Chenari see quite well in low
or otherwise mysterious. It is the deeds of humankind that light, and thus gain the Night-sighted talent for free.
tend to resonate most and its struggles against the dark and ǥ Distraction: Chenari must rest/sleep at least 10
forbidden. hours in a 24-hour period (unlike the standard 8 hours
However, if the GM is agreeable, the following of- for humans) in order to regain their Stamina. This will
fers playable humanoid races, from lion-folk to the Oth- likely slow down overland travel to some extent.
er-worldly Sidhe to the serpent-like Sslir (among others). If
allowed, GMs should only allow one (or perhaps two at
Favored Talents
most) non-human PCs in the adventuring party in order to
maintain the awe and rarity of these races.
Battle: Ambidexterity, Battle Senses, Break The Wall,
Cleaving Blow, Crippling Attack, Defensive Dash, Draw
The Line, Fending Stance, Heavy Hitter, Impaling Shot,
CHENARI (Emanjian) Impaling Thrust, Kip, Pressing Attack, Pugilistic Fol-
The Chenari of Emanju, the “southern continent” across low-up, Rushing Attack, Swashbuckling, Sweeping Strike,
the Dragon Sea (and south of the continent of Hassan), re- Tripping Attack, Unarmored Fighting, War-cry, Wolf-
semble great lion-folk. Primarily hunters, warriors, and sha- pack Tactics.
mans, Emanjian Chenari were first brought to the West not
more than two decades ago usually as gladiatorial slaves for Blood: None.
Lorinthian and Prydonian arenas. Chenari stand on two legs
as humans do, the males having manes very similar to their Mystical: Evil Eye, Mystic Tattoo, Sacred Oath.
leonine counterparts, and both genders boast tails that lend
extra balance. Their claws are retractable. Social: Bodyguard, Champion, Gladiator.
As a race mainly associated with the East and South,
more information about the Chenari—including the tribal
Subterfuge: Feigned Attack, Hunter, Raider, Secret
realms of Amrar and Chenashi—will appear in The Savage
Strike, Trap-setter.
East campaign expansion guide.
Other: Body-painting, Cat-like Reflexes, Fleet of Foot,
Allowable Callings: Berserker, Craftsman, Gladiator,
Inspiring Presence, Intimidating Physique, Light Sleeper,
Healer, Hunter, Merchant, Noble, Sage, Seer, Shaman,
Valorous.
Thief, Witch.
Favored Weaknesses: Enemy (former slave-master),
Attribute Array: Emanjian Chenari player-characters
Oath-bound, Obsession (hunting), Phobia (alchemy, deep
must arrange their Attributes at character creation using the
water, or sorcery), Savage.
following guidelines—
Starting Languages: Your native tongue is Chenari (which
Starting Absolute you know for free), plus you may choose one of the fol-
Min Max Max lowing languages if your Intellect is -1 or greater—Zunti (an
Agility -2 +4 +6 Eastern tongue from across the Dragon Sea), Zaramese (an-
Physique -2 +4 +6 other Eastern tongue), Prydonian, Lorinthian, Sslir, or Djann
Vigor -3 +3 +5 (a mysterious Eastern race).
Intellect -3 +3 +5
Magnetism -2 +4 +6 Sample Names: Amrar, Amru, Bruthra, Ghor, Karnu,
Willpower -3 +3 +5 Logra, Raaru (male); Amras, Amura, Ghora, Mura, Rahasta,
Shuta, Zhul (female). Chenari do not have proper surnames,
Special Abilities but often use “son of” or “daughter of” identifiers or an in-
dication of one’s tribe (such as Amras of the Luata pride).
ǥ Claw Attack: Chenari can make Brawling attacks
with their retractable claws which have a maximum Cultural Item: You may choose one of the following items
damage of 10. This can be either a primary attack (cost- at character creation (or two by spending a Luck point) to
ing one attack action) or used in conjunction with an- compliment the rest of your gear—
other attack mode. If the latter, then a -2 penalty ap-
plies to the Brawling skill roll. Ƿ A Jundar (Chenari great-shield; armor rating 3, -1
ǥ Fleet-footed: All Chenari receive a +1 to their Mobility penalty, -1 skill penalty, Bulk 1)
Mobility traits due to their physical anatomy and hunt- Ƿ One vial (3 doses/uses) of Chenari war-paint (one

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.

Sample Names: Amri, Amashu, Chenra, Maari, Nonju,


Shubat, Tasharu (male); Amari, Anasha, Chendi, Kaala, DUERGAR
Nonji, Tashara, Zuldi (female). Like their Emanjian kin, Mez-
can Chenari do not make use of proper surnames, instead
using “son of” naming schemes or pride-clan names.

Cultural Item: You may choose one of the following items


at character creation (or two by spending a Luck point) to
compliment the rest of your gear—

Ƿ A Chenari bolas, useful in hunting (Weaponry:


Ranged skill roll, no damage but target is entangled;
DL 15 Acrobatics or Physique to escape as an action;
range 10/20/30.
Ƿ One vial (3 doses/uses) of Chenari war-paint (one
application grants +1 Health and +1 Stamina; non-Che-
nari applying it must make a DL 10 Endurance roll or
suffer the Sickened condition for 1 hour; DL 20 Healing
Arts to remove effects earlier)
Sometimes called Dwarves by humankind (and not always
Ƿ A Chenari war-dart (exceptional-quality and also
to Duergar appreciation), this is a hardy and enduring
+2 yards of range per category)
race of short-statured, but incredibly stocky, people whose
Ƿ One vial (2 doses/uses) of Chundri (blade poison;
males grow impressive beards often kept in intricate braids
targets struck must make a DL 15 Endurance roll or
or worn down to ankle-level. Duergar are precise crafts-
suffer -2 to Agility, or completely paralyzed on a critical
men, especially of metal and stone, and make extremely
failure; Chenari gain a +2 bonus to this roll)
resilient warriors. Thrimnor and Uldarak are their primary
Ƿ A Jhuldar (Chenari war-spear; maximum damage
kingdom-holds.
20, AP 1, reach 2, average-quality)
Ƿ A shamanic icon of Amrashi or Shamanta (grants
Allowable Callings: Alchemist, Bard, Berserker, Crafts-
the Chenari owner +1 Luck and +1 to Healing Arts
man, Gladiator, Healer, Hunter, Knight, Merchant, Noble,
skill rolls)
Priest, Sage, Seer, Soldier, Thief, Witch.
Ƿ One skin/bladder of Zhinju (Chenari ale, three
pints; anyone drinking a pint of this potent beverage
Attribute Array: Duergar player-characters must arrange
must succeed in a DL 10 Endurance roll or suffer -1 to
their Attributes at character creation using the following
Intellect per point of failure; dropping to Intellect -5
guidelines—
means comatose for 12 hours; those succeeding gain
+1 to Vigor and Willpower and the use of the Second
Sight talent for one hour; Chenari get a +2 bonus to
Starting Absolute
the Endurance roll if they so choose. Min Max Max
Ƿ A Sslir skull, or set of Sslir teeth arranged as a neck- Agility -3 +3 +5
Physique -3 +3 +5
lace, which grants a +1 bonus to all Persuasion (intim-
Vigor -1 +5 +7
idation) rolls and Magical Arts: Death skill rolls when
Intellect -3 +3 +5
worn openly; however, the item also causes you to gain
Magnetism -3 +2 +4
the Savage or Tainted weakness (your choice of which,

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)

Blood: Dragon-kindred. General Code of Honor

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

SIDHE, DARK Special Abilities


Over three millennia ago, the Sidhe-folk of Arvelindor split
apart over differentiating opinions causing a great civil up- ǥ Star-sight: Can see in twilight or near darkness
rising known as the Shadow War. This tore apart the great as if it were bright daylight (but not in absolute dark-
kingdom, causing the Dark Sidhe (or Dark Elves) to split ness). Dark Sidhe can also see twice as far as the typical
apart from their Eluna Sidhe brethren. Over time, the Dark human.
Sidhe—whose main realm was Lithilor—would even begin
to appear physically different to some extent, with black ǥ Dream-trance: Dark Sidhe do not sleep, as mor-
hair, grey or pale skin, and violet-hued eyes. tal humans do, but instead drift off into a trance-like
More information about the Dark Sidhe, and their an- state (eyes often open, but still just as unconscious as
cient kingdom of Lithilor, can be located in Section VI—A any slumbering mortal creature) for at least six hours
(instead of the normal eight hours that most humans
Brief Gazetteer.
must have). During this time of dream-trancing, the Sid-
he’s might experience past memories as well as the oc-
Allowable Callings: Alchemist, Assassin, Bard, Craftsman,
casional glimpse into the future. As such, the GM might
Gladiator, Hunter, Knight, Merchant, Noble, Pirate, Priest,
give the occasional bit of information using a Sidhe
Sage, Seer, Soldier, Sorcerer, Thief, Witch.
character’s Dream-trance ability.
Attribute Array: Dark Sidhe player-characters must ar- ǥ Gifted of Magic: All Dark Sidhe gain the Magic
range their Attributes at character creation using the follow- Affinity talent for free, for they are naturally gifted in
ing guidelines— the magical arts and require little formal training in any
of it. To most Sidhe, “magic” is simply an extension of
Starting Absolute the natural world itself, the very source the Eluna Qua-
Min Max Max lae used to create the Otherworld and the Earth-world
Agility -2 +4 +6 (and beyond).
Physique -3 +3 +5 ǥ Shadow Mage: Dark Sidhe characters automati-

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

Ƿ Never honor the Seelie Court; only honor the


Other: Agile Climber, Cat-like Reflexes, Fleet of Foot,
edicts of the Shadow (or Unseelie) Court
Keen Memory, Limber, Quick Healer, Willful Presence.
Ƿ Never defend the helpless, for they are weak and
deserve annihilation
Favored Weaknesses: Cursed, Enemy, Geas/Taboo, Ƿ Humankind is but fodder to the true Sidhe
Kin-slayer, Oath-breaker, Obsession, Tainted, Waif. Ƿ Pain and suffering is life, and to cause it to others is
but the natural order
Starting Languages: Your native tongue is Sidhe, though Ƿ Indulge in vices and forbidden things; knowledge
Dark Sidhe (or Lithilorien) has its own slightly different di- can be found in pleasurable things.
alect (you can still communicate easily with all Sidhe, how-
ever). Additionally, if your Intellect is -1 or better than you
also know one of the following languages—Esmandian (if
from Lithilor), Cymreddi (if from Lithilor or the Shadow- ELUNA SIDHE
lands), Brythian (if from the Shadowlands or the North), Perhaps the most noble and majestic of the Sidhe sub-rac-
Goblin-tongue, or Nether-speech. es, they Eluna Sidhe (or Light Elves) typically stand at least
six and a half feet tall, with lean builds, golden hair, and
Sample Names: Cartheril, Ilunethor, Nirothien, Sarien, green or golden-green eyes. Their skin is generally quite
Sluathar, Tarthien, Tirien (male); Angwen, Darieth, Lithiel, fair and virtually flawless, and their fey natures belie their
Norelith, Sarilen, Sluathiel, Tarwen (female). Like their oth- Other-worldly origins. Celendoril is one of the last great

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

harness and saddle) General Code of Honor


Ƿ Leather skin or drinking horn of Sidhe-wine
(non-Sidhe drinking of it must succeed in a DL 10 En- Ƿ Honor the Seelie (or Summer) Court, and the lesser
durance roll or be beset by delusions and strange vi- courts of Celendoril and Lithilor
sions for 10 minutes per point of failure; this equates to Ƿ Honor and defend all Sidhe-folk, protecting even
the Stunned condition) other Fey beings as necessary
Ƿ Fey-leather or fine cloth tunic (+1 armor rating; no Ƿ Honor the ancient traditions of Faerie and the
Mobility penalty or skill roll penalty) Otherworld beyond
Ƿ A pair of fine leather shoes or boots (exceptional Ƿ Defend those worthy of defense; ignore fools and
quality; -2 penalty for others when trying to track you) vanquish villains
Ƿ 10-yard length of Sidhe-rope (exceptional quality; Ƿ Keep the balance of the Eluna Qualae; enable Na-
+1 to Athletics rolls when used for climbing; captives ture to exist, function, and provide.
tied up by this stuff face an additional +5 to the DL to
escape)
Ƿ A small nugget of Sildaril (Sidhe star-metal; +5 to
Crafting DLs to work/forge, but if successful can plate
WILD SIDHE
Of all the Sidhe sub-races, the Wild Sidhe—as their moni-
one Light weapon or up to 10 arrows/bolts; +2 to max-
ker might suggest—are the wilder and more primal of them
imum damage and +1 AP)
all. They place the natural world above all, revering ani-
Ƿ Beautiful traveler’s harp or flute (master-crafted mals and trees, while all the while functioning as excellent
quality; +1 to Performance skill rolls when played)
hunters, gatherers, and warriors. Many paint themselves in
Ƿ 3 silver-plated arrows (exceptional quality; causes intricate body-pigments (or even permanent tattoos), and
additional harm to certain supernatural creatures)
typically stand over six feet in height with lean, if some-
Ƿ Elegant crystal or semi-precious gem (exceptional what muscular, builds. They often have auburn-hued hair
quality; faint glow equal to candlelight in darkness)
and deep green eyes.
More information regarding the Wild Sidhe, and the Sid-

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.

Starting Languages: Your native tongue is Sslir, an ancient GREEN SSLIR


language with a complex flowing script for writing. Addi- With black and green scale patterns, though these colors
tionally, if your Intellect is -1 or better, you also know one are often morphed slightly due to chameleon-like powers,
of the following of your choice—Zaramese, Arran, Mezcan, the Green Sslir represent the hunter/assassin caste of the Ser-
Zunti, Azirian, Old Xarkonian, Chenari, Djann, or Neth- pent-folk race. As such, they are typically built slighter, but
er-speech. faster and more agile, than the other castes.
More information regarding the Green Sslir, and Sslirian
Sample Names: Aasiriss, Is’sir, Lis’rithiss, Nilsirix, Sirrax, culture in general, can be found in A Brief Gazetteer.
Ssirith, Xarisith (male); Aassira, Is’siri, Lis’rithsil’ris, Nilsira,
Sirri, Ssiritha, Xarssil (female). Golden Sslir, the ruling caste, Allowable Callings: Assassin, Craftsman, Gladiator, Hunt-
make use of house names (which are used as surnames), er, Pirate, Thief.
such as Issura, S’loona, Sslirath, or Xar’riss.
Attribute Array: Green Sslir player-characters must ar-
Cultural Item: You may choose one of the following items range their Attributes at character creation using the follow-
at character creation (or two by spending a Luck point) to ing guidelines—
compliment the rest of your gear—
Starting Absolute
Ƿ A small vial (2 doses) of Z’laru (an alchemical poi- Min Max Max
son; any creature imbibing it must succeed in a DL 15 Agility -2 +4 +6
Endurance roll or become completely paralyzed for 1 Physique -3 +3 +5
minute per point of failure; Sslir victims receive a +2 Vigor -3 +2 +5
bonus to resist this type of poison) Intellect -2 +4 +6
Ƿ A vial (2 doses) of Jai’a (an alchemical elixir; any Magnetism -3 +3 +5
Sslir imbibing it instantly restores 3 Health points and 3 Willpower -3 +3 +5
Stamina points; any non-Sslir must succeed in a DL 10
Endurance roll or suffer the Mildly Poisoned condition Special Abilities
for one hour; if successful, the drinker heals 3 Health
and 3 Stamina) ǥ Athletic: Green Sslir gain a +1 bonus to Acrobat-
Ƿ A Kurth’ra, a Sslirian bladed whip (maximum dam- ics (and therefore +1 to Dodge Defense) and Athletics
age 13; +2 to trip and disarm attempts; reach 3; uses skill rolls.
Weaponry: Ranged skill)
Ƿ A Noth’ra, a Sslirian bladed shield (armor rating ǥ Beast-bane: Sslir suffer a -1 penalty to Animal
2; maximum damage 10 when shield bashing; -1 Skill Handling rolls, as most beasts react nervously around
Penalty) the Serpent-folk.
Ƿ Sslir-silk mantle or robe (exceptional quality; armor ǥ Chameleon Camouflage: All Green Sslir re-
rating 1; no Mobility or Skill Penalty; does not stack ceive a +2 bonus to Disguise skill rolls when attempt-
with other armors) ing to appear as humans, and a +2 bonus to Stealth
Ƿ An alchemical/enchanted glow-stone (emits 5-yard rolls when in darkness, shadowy light, or underground
radius of heat-less light when uncovered; lasts for one environments.
year)
Ƿ Sslirian bead-mail corselet (armor rating 2; no Mo- ǥ Cold Susceptibility: Sslir suffer a -1 penalty to
bility penalty; -2 Skill Penalty; weighs 15 lbs; Bulk 0) Endurance rolls when resisting cold-based effects, and
take an additional point of damage against ice-based
General Code of Honor spells.

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.

Starting Languages: Your native tongue is Sslirian, an


ancient language with a complex script-like writing system.
Additionally, if your Intellect is -1 or higher, you may also
choose one of the following—Zaramese, Arran, Mezcan,
Zunti, Azirian, Chenari, or Djann.

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—

Battle: Extreme Range.


CALLINGS Blood: Demon-blood, Sslir-blooded.
Mystical: Craft Potion, Cultist, Dabbling Arcanist, Gri-
In Savage Kingdoms, a ‘calling’ is a sort of life path, some-
thing almost resembling classes in many other tabletop moire, Herb Magic, Silence Is Power.
RPGs. When creating your character, you may either choose Social: Apprentice (mystical), Sage, Scribe.
one of the Callings below or you can simply choose not to Subterfuge: Smuggler.
have a Calling and build your character in a more free-form Other: Elite Affiliation (Order of the Golden Crucible),
fashion (apart from your racial or cultural benefits). Fire In The Head, Keen Memory, Puzzle Master.
Note that, just as it is with Races and Cultures, a Favored
Talent reduces a talent’s cost by one point. A Favored Tal- Favored Weaknesses: Disfigured, Obsession (knowl-
ent appearing in both a character’s Race/Culture and Call- edge or power), Phobia (sorcery).
ing may be reduced by two points, though no talent can
ever be reduced by more than two points (unless it is a Skills: You start with 18 + your Intellect in skill points, plus
specific Racial Ability, such as Magic Affinity for Dark Sid- gain the following for free:
he and Eluna Sidhe). Similarly, a Favored Weakness awards
an additional bonus point, and per Favored Talents, can Alchemy level 2
be “stacked” with a character’s Race/Culture. However, no Crafting level 1
more than five bonus points can be acquired at character Endurance level 1
creation for taking Weaknesses, with the exception of a few Herbalism level 1
Blood Talents if possessed. Lore level 1
Sans Calling: Player-characters without specific Callings Perception level 1
begin play with 100 silver coins plus 10 per point of Re-
nown. They may, of course, choose any talents, weakness- Starting Gear: You begin with the following items, plus
es, and spend skill points in any way they see fit, although 10x your Renown in silver coins (minimum of 10 sc).
they will miss out on some talent “discounts” and might
not be able to afford some of the starting equipment as Soft boots or Sandals
shown below. Any race or culture is allowable for non-Call- Robe or Tunic
ing characters. Cloak or Leather apron
Belt or Sash
Belt Pouch or Leather Sack
ALCHEMIST Alchemist’s kit
Alchemeia, or alchemy, is a science-like mystical art largely Dagger or Staff
developed first in the East beyond the Dragon Sea. Some- Crossbow or Sling
times referred to as the “eighth magic” (in reference to the Quiver of 20 bolts or sling-stones
seven magical disciplines), alchemists became first known in One flask of Healing Salve or Moderate acid or Prydo-
the West among the Prydonian Isles and eventually the Lo- nian Fire
rinthian Empire. It then crept northward into Mulovia, and
to some minor extent in Brythia—and further westward
into Esmandos—though the remainder of Astagonia is gen- ASSASSIN
erally ignorant (or mistrusting) of the ways of alchemeia. In addition to professional killers, this life-path might also
The most famed institution for alchemists in the West is representspies or particularly shrewd (and deadly) emissar-
the Order of the Golden Crucible, which employs ancient ies. Assassins, after all, are skilled slayers, poisoners, and si-
Eastern methodologies in addition to new Western-based lent and covert perceivers of their targets and other things
approaches, while still weaving ritualized magic-craft in around them. Some assassins kill at great distances, utilizing
much of it as well. Other sects and organizations make use bows or crossbows as their preferred weapons of choice,
of alchemy, even if to some lesser extent, such as the fi- while others destroy their targets up-close, either by thrust-
ery priesthood of Agathon or the mysterious Priestesses of ing blade or poisoned drink.
Romega. Spies and similar sleuths are less violent, but every bit
as quiet, subversive, and unseen in their daily operations.
Race/Culture Requirement: Brythian, Esmandian, Lo- They perhaps rely more on cleverness and planning than
rinthian, Mulovian, or Central Prydonian Islander. (Option- the mere swiftness and raw strength of a traditional assassin.
al non-human races: Duergar, Dark Sidhe, Golden Sslir.) The Shadow Blade is perhaps the most renowned (or in-
Talent Requirement: Apprentice (alchemy) or Dabbling famous) of assassins’ organizations, an offshoot of the even

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.

Favored Talents— Race/Culture Requirement: Any, though rarely Thor-


akkian. (Optional non-human races: Dark Sidhe, Duergar,
Blood: Demon-blood, Goblin-blood, Gorgon-blood, Eluna Sidhe, Wild Sidhe.)
Sslir-blooded, Vampire-spawn. Talent Requirement: Bard (you must meet all prerequi-
Mystical: Death-touched, Far-reaching Magic, Silence Is sites). As this is considered a favored talent, you pay one
Power. point less for it.
Social: Courtesan, Gossip, Torturer.
Subterfuge: Assassin, Dirty Tactics, Faceless In A Crowd, Favored Talents—
Hunter, Poisoner, Sapping Blow, Secret Strike.
Other: Agile Climber, Fleet-footed, Night-sighted. Battle: Battle Muse, Concentrated Defense, Disarming
Strike, Fending Stance, Gauge Opponent, Tripping At-
Favored Weaknesses: Honorless, Obsession (death or tack, War-cry.
violence), Tainted. Blood: Angelic-blood, Dragon-kindred, Rhodonite
Blood, Sidhe-blooded.
Skills: You start with 18 + your Intellect in skill points, plus Mystical: Battle Mage, Cultist, Evil Eye, Song Magic,
gain the following skills for free— Words of Power.
Social: Carouser, Comeliness, Cutting Figure, Educated,
Acrobatics level 1 Exaltation, Gift of Tongues, Gypsy, Herald, Mentor, Sage.
Athletics level 1 Subterfuge: Feigned Attack, Fortune Teller, Gossip,
Disguise level 1 Lampoon, Seductive Dance.
Perception level 1 Other: Animal Kinship, Commanding Voice, Elite Affilia-
Stealth level 1 tion (The Emerald Harp), Fast Learner, Fire In The Head,
Weaponry: Melee level 1 Healer’s Touch, Heirloom (musical instrument), Keen
Memory, Puzzle Master, Rallying Speech.
Weaponry: Ranged level 1
Favored Weaknesses: Obsession (history, knowledge,
Starting Gear: You begin with the following items, plus
10x your Renown in silver coins (minimum of 10 sc)— or music).

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—

Battle: Ambidexterity, Bashing Blow, Battle Senses, Ber-


serker Rage, Break The Wall, Bullish Charge, Cleaving
Blow, Crushing Blow, Decapitating Strike, Dual Blades,
Fell-handed, Hated Foe, Heavy Hitter, Improvised
Weaponry, Leaping Strike, Opportunistic Strike, Pugilistic
Follow-up, Punishing Charge, Rushing Attack, Severing
Blow, Shattering Blow, Unarmored Fighting, War-cry, Though adventuring smiths and other craftsmen tend to be
Web of Steel, Wolfpack Tactics. a rarity, it is certainly not unheard of as master-crafters can
Blood: Demon-blood, Giant-blood, Lycanthrope (were- be in high demand among the various realms of the known
bear or were-wolf), Troll-born. world. Some craftspeople are blacksmiths or woodwork-
Mystical: Death-touched, Mystic Tattoo, Totem Animal. ers or stonecutters, while others could be leather-workers,
Social: Champion, Mercenary, Mountaineer, Woods- weavers, tailors and jewelers (among many other types).
man. The very term “journeyman”—an ancient piece of crafts-
Subterfuge: Dirty Tactics, Hunter, Raider. man’s jargon—represents a smith or other crafter making a
Other: Body-painting, Cat-like Reflexes, Fleet of Foot, journey, furthering knowledge of his trade in remote or far-
Grit, Heroic Strength, Intimidating Physique, Quick Heal- away places, sometimes serving under a master-craftsman.
er, Valorous. As such, the “adventuring craftsperson” is born.
Naturally, the Crafting skill is the primary focus of a
Favored Weaknesses: Disfigured, Oath-bound (to clan craftsman, but other skills and talents not as associated with
or tribe), Obsession (blood or plunder). craftsmanship are often learned by folk of this calling as
well. A craftsman—particularly a master or grand-master—
Skills: You start with 17 + your Intellect in skill points, plus might find permanent employment in the service of some
gain the following skills for free— lord or king, or have others seek him out from far reaches
of the known realms.

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.

Race/Culture Requirements: Aradornian, Brythian, MERCHANT


Mulovian, or Skathian. (Optional non-human races: Duer- Traders, or merchants, are often the life’s blood of many a
gar, Dark Sidhe, Eluna Sidhe). realm, bringing goods from faraway lands and bargaining
Talent Requirement: Knight (you must meet all the pre- for hard-to-get items. While the nobility might rule in the-
requisites). As this is considered a favored talent, you pay ory, it is the more common-blooded merchant who often
one less point for it. reigns supreme in the hearts and minds of the populace,
bringing news (and wares) from outlands like a mercantile
Favored Talents— messenger. Traders exist in virtually all cultures—some more
so than others—and even the somewhat barbarous North-

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.

Race/Culture Requirement: Any, although Cymreddi


and Thorakki traders are rare. (Optional non-human races:
Any, save for Wild Sidhe, Green Sslir, Red Sslir.)
Talent Requirement: Merchant. As this is considered a
favored talent, you pay one less point for it.

Favored Talents—

Battle: Disarming Strike, Fending Stance, Gauge Oppo-


nent.
Blood: Dragon-kindred, Goblin-blooded, Sidhe-blood-
ed.
Mystical: Cultist, Enchant Talisman, Focal Object.
Social: Apprentice, Bard, Caravan Master, Cutting Fig-
ure, Educated, Gift of Tongues, Gypsy, Mariner, Mer-
chant, Porter.
Subterfuge: Gambler, Gossip, Privateer, Raider, Slaver,
Smuggler, Tomb Robber, Trap-setter.
Other: Beast Companion, Fast Learner, Fleet of Foot,
Heirloom, Light Sleeper, Navigator, Night-sighted, Puz-
zle Master, Tireless, Willful Presence.

Favored Weaknesses: Obsession (rare items or wealth).


This path represents those born of privileged leadership, be
Skills: You start with 18 + your Intellect in skill points, plus it high-born by birthright or those fortunate enough to be-
gain the following skills for free— come ennobled later on in life. The noble class, depending
on the specific culture, offers ranks and titles such as baron,
Animal Handling level 1 baroness, count, countess, thane, jarl, duke and duchess,
Crafting level 1 prince and princess, and perhaps more. If the backbone of a
Language level 1 society is the common-folk, then surely the scheming mind
Lore level 1 of it is the nobility (and, by extension, royalty).
In the more barbarous realms, it is often enough to be
Perception level 1
a champion or a leader of a score of warriors to be recog-
Persuasion level 1
nized as “noble”, and an even greater feat to be considered
Sailing level 1 or Survival level 1
a chieftain or jarl. On occasion, attaining great notoriety
and leadership as a high priest, chief-shaman, or some other
Starting Gear: You begin with the following items, plus typically “non-noble” profession is enough to be consid-
10x your Renown in silver coins (minimum 10 sc)—
ered noble, and in some of the more civilized (or decadent)
kingdoms, certain titles might make one “ennobled” (such
Sandals or Soft Boots
as gaining knighthood or legally acquired land).
Tunic or Shirt
Those of noble ranks are expected to live up to their
Trousers or Breeches
titles and holdings, which means—in the very least—pro-
Cloak or Over-tunic
tecting their domains (and the greater realm at large) from
Leather Belt or Sash
invasion, border-raids, and other threats to the security of
Belt Pouch or Knapsack
the common people and the kingdom itself.
Belt Pouch or Leather Sack
Padded Gambeson or Soft Leather Jerkin (armor)
Race/Culture Requirement: Any. (Optional non-hu-
Dagger or Shortsword
man races: Any, except Green Sslir and Red Sslir.)
Shortbow or Sling or Staff

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.

Favored Weaknesses: Disfigured, Lame, Maimed, Hon-


orless, Oath-breaker.

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—

Battle: Concentrated Defense, Draw The Line, Fending


PRIEST Stance, Haft and Staff, Inspiring Presence, Smiting Blow.
Blood: Angelic-blood, Demon-blood, Dragon-kindred,
Rhodonite Blood.
Mystical: Acolyte, Battle Mage, Blood Magic, Celestial
Magic, Counter Magic, Cultist, Dual Focus, Enchant Tal-
isman, Focal Object, Ghost-sight, Grimoire, Meditative
Trance, Mystic Trance, Sacred Oath, Second Sight, Super-
natural Pact, Swift Ritual, True Name, Words of Power.
Social: Crusader, Educated, Followers, Gift of Tongues,
Henchman (acolyte or lay-priest), Holy Warrior, Inquisi-
tor, Mentor, Sage, Scribe, Statecraft.
Subterfuge: Fortune Teller, Gossip, Lampoon.
Other: Destiny, Healer’s Touch, Pious Faith, Rallying
Speech, Tireless, Willful Presence.

Favored Weaknesses: Oath-bound (to the sect), Obses-


sion (knowledge or power), Zealot.

Skills: You start with 18 + your Intellect in skill points, plus


gain the following skills for free—

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

SAGE Starting Gear: You begin with the following equipment,


Also known as Scholars or Lore-masters, this life-path sim- plus 10x your Renown in silver coins (minimum 10 sc) to
ulates a man or woman of great knowledge, perhaps edu- purchase any additional gear if you so choose.
cated formally at court, in temples, or at the feet of grand-
masters. Not all sages, however, are so properly taught, Sandals or Soft Boots
some having self-taught themselves a multitude of subjects Robe or Tunic
or learned—possibly in a trial-by-fire manner—in the wilds Cloak or Over-tunic
of some barbaric backwood. Belt or Sash
Sages are often sought after by rulers, pilgrims, and Belt Pouch or Scroll-case (bone or leather)
far-travelers (among others), typically in search of wise ad- Vial of black ink or Sheaf of blank parchment
vice or perhaps some long-lost cure or the true name of an Padded Gambeson or Shortsword
Otherworldly entity. Scholars prefer the safety of towers, Dagger or Staff
temples, and noble-sponsored keeps, more often than not,
although the occasional “adventuring” or wandering sage
is not unheard of. Lore-masters with a sense of wander-
lust might prove highly beneficial to an adventuring com-
SEER
Perhaps more known as Oracles in the southern realms,
pany (or mercenary unit), particularly with their advanced
Seers are those who “see beyond” and are often gifted in
knowledge in language, lore, and similar Intellect-based
Second Sight or some other mystical means of discerning
skills (sometimes including alchemy or magical arts).
omens, portents, signs, and dreams. A seer is often an older
Note that this life-path could also represent an Oracle
individual—someone who has witnessed much in the earth-
or Seer, which is generally a more mystically oriented sage
ly world (and Otherworld)—though this is not always the
perhaps skilled in Shadow-magic or gifted in Second Sight.
case. A specially gifted oracle might very well be a small
child, perhaps of angelic descent or some other magical par-
Race/Culture Requirement: Any, though Caernian,
entage, or a man or woman born blind or denied some
Cymreddi, Gaernic, Norish, and Prydonian (Outer Islander)
other physical sense or capability.
are rare. (Optional non-human races: Any, save Green and
Some seers are quite learned, perhaps being closer to
Red Sslir.)
sages or scholars than oracles, while others operate primar-
Talent Requirement: Sage, Scribe, or Second Sight (your ily on pure instinct and intuition. A few become priests as
choice of one), of which you must still meet all prerequi- well, and certain sects—such as the Priestesses of Romega
sites. Since these are considered favored talents, you pay or Priests of Orseus—practically groom those gifted in seer-
one point less for them. craft and the arts of divination.

Favored Talents— Race/Culture Requirement: Any. (Optional non-hu-


man races: Any, save Green and Red Sslir.)
Battle: None. Talent Requirement: Death-touched, Fortune Teller, or
Blood: Angelic-blood, Dragon-kindred, Rhodonite Second Sight.
Blood, Sidhe-blooded, Sslir-blooded.
Mystical: Acolyte, Celestial Magic, Create Spell, Dab- Favored Talents—
bling Arcanist, Death-touched, Grimoire, Meditative
Trance, Mystic Trance, Power of Silence, Sanctum Magic,
Battle: Battle Senses, Blind-fighting, Gauge Opponent.
Second Sight, Supernatural Pact, True Name.
Blood: Angelic-blood, Rhodonite Blood, Sidhe-blooded.
Social: Adept, Apprentice (mystical), Bard, Educated,
Mystical: Acolyte, Death-touched, Evil Eye, Far-reach-
Gift of Tongues, Herald, Mentor, Sage.
ing Magic, Ghost-sight, Meditative Trance, Mystic Trance,
Subterfuge: Fortune Teller, Gossip.
Second Sight, True Name.
Other: Fast Learner, Fire In The Head, Keen Memory,

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.

Sandals or Soft Boots Favored Weaknesses: Addiction (a type of lotus or


Breeches or Trousers woad), Blind, Lame, Oath-bound (to clan/tribal chief-
Robe or Tunic tain), Obsession (dreams or the Other-world).
Cloak or Shawl
Belt or 3-yard piece of rope Skills: You start with 18 + your Intellect in skill points, plus
Belt Pouch or Knapsack the following skills for free—
Scroll-case or Vial of black ink
Oil Lamp or Wax Candles(x2) Animal Handling level 1
Dagger or Staff Athletics level 1
Healing Arts level 1
Herbalism level 1
SHAMAN Magical Arts (death, life, or shadow) level 1
To the more “barbarian” cultures, shamans are those who Perception level 1
interpret dreams and the will of the gods, and who often Survival level 1
learn the ways of healing, herbalism, and the deeper eso-
teric knowledges of the spirit-world and beyond. They are, Starting Gear: You begin with the following items, plus
as such, the priests of these more primal cultures, attached 10x your Renown in silver coins (minimum 10 sc).
more to sacred groves and stone circles than artificial tem-
ple-houses. Sandals or buskins/moccasins
Though shamanic types are often fiercely independent Leather or plaid breeches or kilt
and found their belief systems more on an intuitive under- Shirt or necklaces of bones/teeth/feathers
standing of the natural (and supernatural) world, an occa- Leather belt or 3-yard length of rope
sional “order” or sect might arise from them, such as the Soft Leather jerkin (armor) or Buckler or Medium Shield
famed Druidic Order in the north and west. In truth, there Dagger or Club
are several subtly varying shamanic-druid sects, but for our Handaxe or Spear or War-club
purposes here, they are generally treated as one large con- Vial of woad (bluish body-paint) or Barrow-weed or
glomerate. Hemlock concoction.

Race/Culture Requirement: Brythian, Caernian,


Cymreddi, Gaernic, Norish, Thorakki. (Optional non-hu- SOLDIER
man races: all Chenari and Wild Sidhe.) Warriors are the strong backbone of almost every successful
Talent Requirement: Acolyte or Priest (Druidic Order, culture and its corresponding society, and those classified
but only if from western realms), for which you must still as soldiers—which might include men-at-arms, guardsmen,
meet all prerequisites. As these are considered favored tal- militia-men, legionnaires, and similar “rank and file” mil-
ents, you pay one point less for them. itary-folk—are most certainly its stalwart champions. Sol-
diers, after all, are the common warrior classes of virtually
Favored Talents—

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
SAVAGEIII
KINGDOMS
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)—

THIEF Soft boots or Sandals


Largely a covert profession or way of life, thieves might Tunic or Shirt
also be called “burglars”, “bandits”, or more generically, Trousers or Breeches
“outlaws”, perhaps depending on the matter in which their Belt or 3-yard piece of rope
subtle and oft-illegal methods are applied. Regardless, most Belt Pouch or Leather Sack
thieves choose this life-path because of either their low birth Cloak or Soft Leather armor or Hard Leather armor
or due to constant run-ins with the legal authorities of their Dagger or Shortsword
homelands; some are merely “good-natured rogues”, while Crossbow or Dagger or Shortbow
many others can be dangerous cutthroats, highwaymen, or Quiver of 20 arrows (or bolts) or Club
street thugs. Lock-picks (x2) or Blacksmithing tools
Thieves, burglars, and brigands generally share a few
commonalities, such as being skilled in stealth, subterfuge,
disguise, and perhaps other rare or borderline-legal gifts WITCH
such as lock-picking and bypassing mechanical traps. Somewhat similar to the shaman or sorcerer callings, witch-
es are practitioners of hedge-magic and often steeped in the
Race/Culture Requirements: Any, though more com- ways of folk lore as well as the more “learned” traditions
monly Esmandian, Lorinthian, and Mulovian. (Optional of magic-craft, herbalism, and ritualism. Male witches are
non-human races: Any, but more commonly Dark Sidhe often called ‘warlocks’, though the term ‘witch’ generally
and Green Sslir). applies to both genders and, again, refers to one seeking
Talent Requirement: Gypsy, Street Rat, Smuggler, or “outside” approaches to the sorcerous arts (particularly in
Tomb Robber (your choice of one), for which you must still the ways of curses, hexes, and other forms of mystical pro-
meet the prerequisites. Since these are considered favored tection).
talents, you pay one less point for them. Those advanced in witchcraft sometimes rise beyond
mere hex and ward magics, perhaps learning the weird
Favored Talents— ways of flight, invisibility, and seeing beyond what might
normally be seen. Many dabble in potion-making and, as
Battle: Agile Weaponry, Ambidexterity, Blind-fighting, such, some forms of alchemy and herbalism, and more than

CHARACTER CREATION 69
SAVAGEIII
KINGDOMS

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.

Race/Culture Requirements: Any, but rarely Lorinthian


or Central Islander Prydonian. (Optional non-human races:
Any, save Eluna Sidhe, Green Sslir, and Red Sslir.)
TALENTS
Talent Requirement: Acolyte, Apprentice (mystical),
Talents are one of the primary aspects of a player-character’s
Magic Affinity, or Second Sight. capability, representing special knacks, stunts, maneuvers,
or other rarities. At character creation, you have 10 points
Favored Talents— (or talent points) to “purchase” such talents, although if one
selects a weakness or two, the character could start with as
Battle: Draw The Line, Unarmored Fighting, War-cry. many as 15 points of talents (more on Weaknesses later).
Blood: Demon-blood, Goblin-blooded, Lycanthrope, Each race/culture has something called Favored Talents as
Sslir-blooded. well, which can be acquired at one point cheaper than the
Mystical: Acolyte, Blood Magic, Counter Magic, Craft listed base cost. Same with Callings if one is chosen at char-
Potion, Cultist, Death-touched, Dual Focus, Enchant Talis- acter creation. A Favored Talent reduces a talent’s cost by
man, Evil Eye, Extended Ritual, Familiar, Grimoire, Herb- one point, although no talent can ever be reduced by more
al Magic, Magic Affinity, Mystic Tattoo, Sanctum Magic, than two points unless specifically mentioned (for example:
Second Sight, Supernatural Pact, Totem Animal. Dark Sidhe and Eluna Sidhe gain the Magic Affinity talent
Social: Apprentice (mystical), Gift of Tongues, Gypsy, for free).
Sage, Woodsman. There are six general categories of talents—battle, blood,
Subterfuge: Fortune Teller, Hunter, Poisoner, Seductive mystical, social, subterfuge, and other. These are explained
Dance, Smuggler, Tomb Robber, Trap-setter. in further detail below. Each individual talent entry lists the
Other: Animal Kinship, Body-painting, Fast Learner, talent’s base point cost, any prerequisites required, and if
Fey-touched, Grit, Keen Memory, Night-sighted, Puzzle there is a Stamina cost to use the talent or not. As characters
Master, Time Sense. advance, they acquire more talent points (in addition to
other improvements) which, in turn, causes the character to
Favored Weaknesses: Albino, Obsession (knowledge grow and become increasingly more potent.
or power), Lame, Phobia (urban areas), Oath-breaker, Note that a talent with an asterisk next to its title refers
Tainted. to one that can only be taken after character creation with
GM approval and at least one month of Downtime (to rep-
Skills: You begin with 18 + your Intellect in skill points, plus resent training or some other form of adaptation).
the following automatically—
TALENT DESCRIPTIONS BY CATEGORY
Alchemy level 1 The following chapter details the various talents of the Sav-
Crafting level 1 age Kingdoms RPG, divided into the six categories of battle,
Herbalism level 1 blood, mystical, social, subterfuge, and other. Additional
Lore level 1 talents are likely to appear in upcoming supplements such
Magical Arts: Air, Death, or Shadow level 1 as The Savage East setting expansion book.
Resolve level 1
Survival level 1

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.

Sandals or Soft Boots


Breeches or Skirt/Kilt
Shirt or Tunic
Cloak or Over-tunic
Belt or 3-yard length of rope
Oil Lamp or Tallow Candles (x3)
Dagger or Staff
Crossbow or Sling
Pouch of 20 sling-stones or Quiver of 20 bolts

70 CHARACTER CREATION
SAVAGEIII
KINGDOMS

TABLE 2-3: BATTLE TALENTS

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.

Talent Cost Prerequisites


Agile Weaponry 3 Agility +0 and Weaponry: Melee level 1
Ambidexterity 3 Agility +0 and Brawling or Weaponry: Melee level 1
Armor Acclimation 3 Agi and Phy -1; Legionarri, Militia, Mercenary, Knight, or Squire
Back To Back 3 Weaponry: Melee level 2 and Perception level 2
Bashing Blow 3 Shattering Blow or Physique +2 and Weaponry: Melee level 2
Battle Dancer 3 Chenari or Sidhe or Gypsy; Acrobatics 5 and Weaponry: Melee 5
Battle Muse 3 Bard talent or Performance level 5
Battle Senses 3 Int +0, Perception level 3; Brawling or Weaponry: Melee level 2
Berserker Rage 3 Vigor +0 and must be of a barbaric war-like culture
Blade-honing 3 Crafting level 3 and Weaponry: Melee level 3
Blind-fighting 3 Perception level 2 and Brawling or Weaponry: Melee level 2
Break The Wall 3 Agility +1, Physique +1, and Willpower +0
Bullish Charge 2 Physique +1 and Brawling or Weaponry: Melee level 1
Careful Aim 2 Agility +1 and Weaponry: Ranged level 2
Choke Hold 3 Physique +0, Vigor +0, and Brawling level 4
Cleaving Blow 2 Physique +1 and Weaponry: Melee level 4
Close-quarters Archery 2 Agility +0 and Weaponry: Ranged level 3
Concentrated Defense 2 Willpower +0 and Weaponry: Melee level 1
Crippling Attack 3 Weaponry: Melee level 5 and Healing Arts level 1
Crushing Blow 4 Bashing Blow, Shattering Blow, or Weaponry: Melee level 8
Deadly Lunge 3 Agility and Physique +0 and Weaponry: Melee level 5
Decapitating Strike 4 Severing Blow talent and Weaponry: Melee level 10
Defensive Dash 2 Agility +2 and Mobility 10
Disarming Strike 3 Agility +1 and Weaponry: Melee level 3
Double-arrow Shot 3 Agility +1 and specialty with short, long, composite, or Sidhe bow
Double Throw 3 Agility +1 and specialty with any ranged Light throwing weapon
Draw The Line 3 Willpower +0; Magic Affinity talent or Magical Arts (any) level 1
Dual Blades 3 Ambidexterity talent or Weaponry: Melee level 5
Extreme Range 3 Physique +1 and Weaponry: Ranged level 3
Fell-handed 2 Agility or Physique +1 and Weaponry: Melee level 5
Fending Stance 3 Physique +0 and Weaponry: Melee level 4
Finessing Shot 3 Careful Aim talent or Weaponry: Ranged level 5
Gauge Opponent 3 Intellect +1, Perception level 3, and Weaponry: Melee level 3
Haft and Staff 3 Agi +0; Weaponry: Melee (Polearm, Spear, Staff, or War-spear spec) lvl 3
Hated Foe 2 Willpower +0
Heavy Hitter 3 Physique +1 and Brawling level 3
Hit And Run 3 Defensive Dash or Mobility 12 and Weaponry: Melee level 3
Hold The Breach 2 Physique +2 and Brawling or Weaponry: Melee level 3
Honor Duel 3 Magnetism +1 or Renown 6
Horseback Archery 3 Agility +1, Riding level 3, and Weaponry: Melee level 3
Improvised Weaponry 3 Agility +1, Physique +1, and Weaponry: Melee level 5
Impaling Shot 3 Agility +1 and Weaponry: Ranged level 7
Impaling Thrust 3 Agility +0, Physique +1, and Weapon: Melee level 2

CHARACTER CREATION 71
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Inspiring Presence 3 Magnetism +2 and Renown 10


Kip 2 Mobility 8 and Acrobatics level 3
Leaping Strike 3 Mobility 10, Weaponry: Melee level 3, and Acrobatics or Athletics level 5
Meat Shield 2 Brawling level 5
Mighty Ranged 3 Physique +1 and Weaponry: Ranged level 1
Mounted Charge 3 Animal Handling level 3 and Weaponry: Melee level 1
Opportunistic Strike 3 Cat-like Reflexes talent or Agility +1 and Weaponry: Melee level 3
Parry Missiles 3 Agility +1, Physique +0, and Weaponry: Melee level 5
Parrying Specialist 3 At least three Weaponry: Melee skill specialties
Precision Strike 3 Agility +1 and Weaponry: Melee level 5
Pressing Attack 3 Mobility 7 and Brawling level 6 or Weaponry: Melee level 6
Pugilistic Follow-up 3 Brawling level 3 and Weaponry: Melee level 3
Punishing Charge 3 Phy +1, Mobility 8, and Bullish Charge or Rushing Attack talent
Quick Withdraw 3 Agility +0 and Shadowing Step talent or Weaponry: Melee level 5
Retaliating Strike 3 Swift Actions talent or Agility +2 and Weaponry: Melee level 3
Running Shot 3 Agility +1 and Weaponry: Ranged level 3
Rushing Attack 2 Agility +0, Mobility 8, and Brawling or Weaponry: Melee level 1
Severing Blow 3 Cleaving Blow or Precision Strike, plus Weaponry: Melee level 8
Shadowing Step 2 Mobility 10, and Brawling level 3 or Weaponry: Melee level 3
Shattering Blow 3 Heroic Strength talent; or Phy +2 and Weaponry: Melee level 4
Shield Bash 3 Agi or Phy +0 and Brawling or Weaponry: Melee level 1
Shield Specialist 3 Agility and Physique +0, plus Weaponry: Melee level 5
Shield Rush 3 Physique +0, Mobility 7, and Weaponry: Melee level 1
Shield Wall 3 Physique -1 and Weaponry: Melee level 1
Siege Specialist 3 Intellect +1 and Alchemy or Crafting level 2
Smiting Blow 3 Magic Affinity, or Magical Arts: Fire or Life level 1; Holy Warrior or Pious Faith
Stabbing Arrow 3 Agility +1 and Close-quarters Archery talent or Brawling level 3
Swashbuckling 3 Agility or Intellect +1, plus Mobility 10 and Acrobatics level 3
Tactician 3 Intellect +1 and Magnetism -1
Tripping Attack 3 Weaponry: Melee level 5
Unarmored Fighting 3 Agility +0, Mobility 9, and Weaponry: Melee level 1
War-cry 3 Berserker Rage talent, or Performance or Persuasion level 3
Warning Shot 3 Finessing Shot or Weaponry: Ranged level 7
Web of Steel 3 Agility +1, Physique +0, and Weaponry: Melee level 5
Wolfpack Tactics 3 Agility +1 and Perception level 2

AGILE WEAPONRY hand—striking with each weapon once during a combat


Talent Point Cost: 3 round. This is all part of the same single attack action, and
Prerequisites: Agility +0 and Weaponry: Melee level 1 thus the second or “off-handed” attack roll is made at a -2
penalty. Note that you cannot benefit from a shield when
You may use your Agility attribute instead of your Physique wielding dual weapons (or cast spells, since you need at
to modify your Weaponry: Melee skill rolls when using least one free hand).
Light weapons only (e.g. clubs, daggers, shortswords, etc.). Additionally, you pay one point less for the Double
This does not include Brawling, however. Throw talent.

AMBIDEXTERITY ARMOR ACCLIMATION


Talent Point Cost: 3 Talent Point Cost: 3
Prerequisites: Agility +0, and Brawling or Weaponry: Prerequisites: Agi and Phy -1, and Legionarri, Militia,
Melee level 1 Mercenary, Knight, or Squire talent

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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KINGDOMS
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.

BLIND-FIGHTING CAREFUL AIM


Talent Point Cost: 2
Talent Point Cost: 3
Prerequisites: Agility +1 and Weaponry: Ranged level 2
Prerequisites: Perception level 2 and Brawling or Weap-
Stamina Cost To Use: 1
onry: Melee level 2
By expending a Stamina point, you can make a Weapon-
You are practiced at fighting without sight, detecting the
positioning of opponents by way of your other senses. As ry: Ranged attack into melee without suffering the normal
such, you do not suffer the -2 penalty to attack rolls for the -1 penalty for each ally engaged therein (and therefore no
Partially Blinded condition and only suffer a -2 penalty if chance of accidentally hitting said allies). This costs you a
Completely Blinded. This, however, only applies to oppo- Stamina point each time you make a ranged attack utilizing
nents within 3 yards of you—targets further away than this this talent.
suffer the full and usual penalties for blindness. This includes Note that you must still be able to at least partially see
both melee and ranged attacks. the target (that is, the target cannot be behind full cover).
Check the Cover condition for further details about shoot-
ing or throwing into melee.
BREAK THE WALL
Talent Point Cost: 3
Prerequisites: Agility +1, Physique +1, and Willpower +0
CHOKE HOLD
Talent Point Cost: 3
Stamina Cost To Use: 1
Prerequisites: Physique +0, Vigor +0, and Brawling level
4
You are skilled in this daring, if perhaps foolhardy, maneu-
ver renowned among many “barbarian” peoples, such as Stamina Cost To Use: 1
the Caernians, Gaerns, Cymreddi, and possibly the Norish
and Thorakki. When you gain a grappling hold (via the Brawling skill) on
By expending a Stamina point, you rush forward at a an opponent, whose Physique is no greater than +5 of your
shield-wall, or similar formation, and with an energetic own, you can then spend a second action to inflict a chok-
leap, plow into it in an effort to break it apart or at least ing maneuver on him. This deals the normal Health damage
knock a man or two down. This is represented by either for such things, plus one point of Stamina damage per point
an Acrobatics or Brawling skill roll, against the Defense of of Brawling success over the target’s Defense (maximum of
the poor shield-man you go directly against, with a suc- 5 points).
cess meaning that you have knocked your target back one Using this talent costs you one Stamina point per round
yard. If you score 5 over his Defense, you have knocked and counts as an attack action. Opponents may, of course,
him back two yards instead or have knocked him prone attempt to break the grappling hold (the DL being your
(your choice); if you score 10 over, then you also knock Brawling roll result) on their turns costing them one action.
a second man down adjacent to the target. Note that the
target’s Physique can be no greater than +5 of your own, CLEAVING BLOW
or otherwise he is not budged. Talent Point Cost: 2

74 CHARACTER CREATION
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KINGDOMS
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
SAVAGEIII
KINGDOMS
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
SAVAGEIII
KINGDOMS

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
SAVAGEIII
KINGDOMS
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
SAVAGEIII
KINGDOMS

IMPROVISED WEAPONRY prevented.


Talent Point Cost: 3 If you score 10 or more over the target’s Defense, then
Prerequisites: Agility +1, Physique +1, and Weaponry: you have—if you so choose—pinned the target to a nearby
object or even to itself (such as an arm pinned to its side)—
Melee level 5
forcing the victim to succeed in a DL 15 Endurance roll or
You are agile, strong, and skilled enough to wield impro- become Stunned for one round. It requires a DL 10 Physique
vised weapons—such as rocks, tools, chairs, torches, etc.— roll, as an action, for the target to “unpin” itself.
as well as manufactured ones. Thus, you do not suffer the Note that if an impaling shot does not outright slay the
usual -2 penalty for wielding (or throwing) an improvised target, this generally means that a fleshy part of the body
weapon. was struck or, more likely, its armor or equipment primar-
Improvised weapons generally have maximum damage ily. Lastly, creatures with Physiques of +15 or greater are
ratings of 5 to 10, depending on how large or sturdy the immune to the effects of this talent.
object is in question. None have Armor Piercing ratings or
any other special properties, and the range to effectively IMPALING THRUST
throw such an item is 3/6/9 (although a rock might be as Talent Point Cost: 3
good as 10/20/30 if the GM approves). Prerequisites: Agility +0, Physique +1, and Weaponry:
Melee level 2
IMPALING SHOT Stamina Cost To Use: 1
Talent Point Cost: 3
Prerequisites: Agility +1 and Weaponry: Ranged level 7 By expending one Stamina point and wielding a medium or
Stamina Cost To Use: 1 heavy thrusting weapon (such as a spear, lance, pike, etc.),
you can impale a target by scoring 5 or more over the op-
As a master of ranged weapons, you are able to place your ponent’s Defense. This enables you to do one of two things
shots (or throws) with such force and precision as to im- (your choice):
pale specific body locations. Thus, by expending a Stamina You can leave the weapon impaled in the opponent’s
point, you may attempt a Weaponry: Ranged attack roll at body (or armor), thus giving up control of the weapon but
a target, and if the result is 5 or more over the opponent’s inflicting a -2 penalty to Agility on the target. The weapon
Defense, then the missile has impaled him. can be removed by the target (or an ally) as an action, but
An impaling missile, which must be sharp or piercing this causes 2 additional points of Health damage; however,
(such as an arrow, javelin, spear, handaxe, or dagger), caus- by spending two actions and succeeding in a DL 15 Healing
es the victim to suffer normal Health damage plus a -2 pen- Arts roll, this extra damage can be avoided.
alty to all die rolls and to Mobility. The missile weapon can You can attempt to control the impaled opponent by
be removed as an action, but this causes 2 more points of succeeding in an opposed Physique roll, although if the
damage to the victim; for the cost of two actions, and a creature’s Physique is +5 greater than yours, you automati-
successful DL 15 Healing Arts roll, the extra damage can be cally fail this maneuver. A controlled creature can be moved

The High-King of Aradorn musters the horde during the Gorgonic Wars

CHARACTER CREATION 79
SAVAGEIII
KINGDOMS
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
SAVAGEIII
KINGDOMS
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.

CHARACTER CREATION 81
SAVAGEIII
KINGDOMS

PUNISHING CHARGE RUSHING ATTACK


Talent Point Cost: 3 Talent Point Cost: 2
Prerequisites: Physique +1, Mobility 8, and Bullish Charge Prerequisites: Agility +0, Mobility 8, and Brawling or
or Rushing Attack talent Weaponry: Melee level 1
Stamina Cost To Use: 1 Stamina Cost To Use: 1

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
SAVAGEIII
KINGDOMS

SHADOWING STEP SHIELD SPECIALIST


Talent Point Cost: 2 Talent Point Cost: 3
Prerequisites: Mobility 10, and either Brawling level 3 or Prerequisites: Agility +0 and Physique +0, plus Weapon-
Weaponry: Melee level 3 ry: Melee level 5
Stamina Cost To Use: 1
You are well-trained in the use of bucklers and shields, mov-
So focused are you on a single opponent in battle, that you ing them with quick, but fluid, motion against harrowing
may move up to one-quarter of your Mobility immediately opponents. Thus, any shield you employ gains an addition-
and out of turn (as a reaction) if an opponent disengages al +1 armor rating in your hands. Furthermore, you pay
from you and moves away. This is all you can do, howev- one point less for the Shield Bash, Shield Rush, and Shield
er—you cannot attack or take any other action. Note that Wall specialties.
this does not count against how far you can move on your
actual turn, nor does it change your Initiative order. Each
time you use this talent, you expend a Stamina point.
SHIELD RUSH
Talent Point Cost: 3
Furthermore, you pay one less point for the Quick With-
Prerequisites: Physique +0, Mobility 7, and Weaponry:
draw talent.
Melee level 1
Stamina Cost To Use: 1
SHATTERING BLOW
Talent Point Cost: 3 If armed with a shield, you can rush up to an opponent and
Prerequisites: Heroic Strength talent, or Physique +2 and gain one of the following benefits upon a successful Brawl-
Weaponry: Melee level 4 ing or Weaponry: Melee attack roll:
Stamina Cost To Use: 1 Drive him back one yard, if your Physique is within 2 of
your opponent’s Physique. If your Physique is twice that of
With a heavy hand and accurate eye, you know how to your target’s, then you push him back two yards or knock
come down hard on an opponent’s weapon or shield. By him prone (your choice).
expending a Stamina point, you make a Weaponry: Me- Pin his weapon or shield just enough to gain a +2 bonus
lee roll while wielding a Large or Medium weapon in both to any follow-up attack that round, which includes attacks
hands, and if you succeed against the opponent’s Defense, from adjacent allies (for that combat round only). Note
his weapon or shield is destroyed if the following criteria that your Physique must be no less than 2 of your oppo-
is met: nent’s Physique.
Your weapon must be exceptional-quality steel or other Every time you attempt one of these maneuvers, you
material of master-crafted quality expend one Stamina point.
The opponent’s weapon or shield must be predominant-
ly wood or of inferior metal (such as bronze, iron, or obsid-
ian), or be steel of average or less quality
SHIELD WALL
Talent Point Cost: 3
If the opponent’s weapon or shield is master-crafted
Prerequisites: Physique -1, and Weaponry: Melee level 1
quality, then your weapon would have to be of hero-
ic-quality or greater in order to shatter it Stamina Cost To Use: 0-1
Legendary quality weapons or shields are immune to this
ability. When you are standing next to at least one ally when both
of you are armed with shields (thus your shields touching
or even overlapping), you gain an additional +2 to your
SHIELD BASH armor rating. Furthermore, for every round in which you
Talent Point Cost: 3 spend a Stamina point, you can grant this bonus to your
Prerequisites: Agility or Physique +0, and Brawling or adjacent allies in the shield wall as well. Naturally, if you
Weaponry: Melee level 1 separate from your ally (or allies), these benefits are lost.
Stamina Cost To Use: 1

When armed with a buckler or shield (any size), you can


SIEGE SPECIALIST
Talent Point Cost: 3
make an off-handed attack with it at a -2 penalty after mak-
Prerequisites: Intellect +1, and Alchemy or Crafting level
ing an attack with your normal weapon (all as one action).
2
If, however, you attack with only the shield, then there is
no penalty to the attack roll. Maximum damage for any
You were likely raised in an advanced culture, understat-
shield, regardless of size, is 5 (or 7 if master-crafted).
ing the importance and lethal engineering of siege warfare
Every round that you utilize this talent, you must expend
(or else perhaps you served as a mercenary for a number
a Stamina point.
of campaigns), you gain either the ‘Engineering’ specialty
of the Crafting skill or the ‘Warfare’ specialty of Lore skill
(your choice), as well as a +2 bonus to any skill roll in-

CHARACTER CREATION 83
SAVAGEIII
KINGDOMS
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

So skilled at archery or other ranged combat are you, that


you can send your arrows, bolts, javelins, or whatever, dan-
gerously and impressively close to a target whereas to terri-
fy or impress. This works by expending a Stamina point and
(as an attack action) making a Weaponry: Ranged attack
roll against your target’s Dodge Defense, which forces the
creature to succeed in a Resolve skill roll (versus the DL set
by your attack roll) or become Intimidated toward you. If,
however, he fails his Resolve resistance roll by 5 or more,
then the target is Intimidated toward anyone clearly allied
with and within 10 yards of you. If the Resolve roll is failed
by 10 or more, then the target is either Terrified or takes 5
points of damage from the missile as well as the Intimida-
tion effect (your choice).
Note that, like all other forms of Intimidation, such ef-
fects end when the causer of the Intimidation effect is visibly
harmed by the intimidated creature or a nearby ally.

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
SAVAGEIII
KINGDOMS

TABLE 2-4: BLOOD TALENTS

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).

Talent Name Cost Prerequisites


Angelic-blood 6 Magnetism +0 and must be Human or Eluna Sidhe
Demon-blood 5 Must be Human, Dark Sidhe, or Sslir
Dragon-kindred 5 Duergar, Eluna Sidhe, or Sslir, plus Magnetism or Willpower +0
Giant-blood 6 Physique +2 and be of Human race
Goblin-blooded 4 Must be Human
Gorgon-blood 5 Must be Esmandian, Lorinthian, or Prydonian (Outer Islander)
Lycanthrope 6 Vigor or Willpower +0 and be of any Human ethnicity
Rhodonite Blood 5 Magnetism +0 and must be Prydonian or southern Lorinthian
Sidhe-blooded 6 Agility or Magnetism +0 and must be Human
Sslir-blooded 5 Must be Human of a non-arctic culture
Troll-born 5 Vig +1; Brythian, Caernian, Gaernic, Norish, Mulovian, Skathian, or Thorakki
Vampire Spawn 7 Must be Human

ANGELIC-BLOOD rolls. Furthermore, if your Intellect is +1 or better, you have


Talent Point Cost: 6 knowledge of the Nether-speech (or Demonic) language;
Prerequisites: Magnetism +0, and must be Human or Elu- if not, you can learn it later if you gain two levels in the
na Sidhe Language skill.
Lastly, you pay one point less for the Cultist, Magic Af-
Your heritage is rare and proud indeed, with the Oth- finity, Seductive Dance, and Supernatural Pact (demonic)
er-worldly blood of angels (those ancient demons who re- talents. If you have any of the following weaknesses—Ad-
fused to strive against mortal-kind) flowing through your diction (black lotus, blood, red lotus, or wine), Cursed,
veins. As such, your appearance is slightly altered—some Infamous, Obsession (carnal pleasures or power), Phobia
might even say enhanced—perhaps with a faint golden or (priests, silver, or sunlight), or Tainted—then you gain an
silver tinge to your skin, hair of white-gold, or eyes gleam- additional bonus point at character creation. If you have
ing with a subtle celestial light. two or more of these weaknesses, you still only gain the
Due to this bloodline, the starting range and absolute one bonus point.
maximum of your Magnetism attribute both increase by
one (in accordance to your base race or culture), and you
DRAGON-KINDRED
receive +1 to your Renown, a +1 bonus to Healing Arts,
Talent Point Cost: 5
Magical Arts: Life, and Resolve skill rolls. Additionally, if Prerequisites: Duergar, Eluna Sidhe, or Sslir, plus Magne-
your Intellect is +1 or higher, then you know the Angelic (or
tism or Willpower +0
Over-speech) language for free; if not, you can always learn
it later if you gain at least two levels in the Language skill. You have a very close affinity with dragons and their kin,
Lastly, you pay one point less for the Comeliness, Com- some perhaps even whispering that you have draconic
manding Voice, Inspiring Presence, Magic Affinity, and blood in your veins (albeit unlikely). As such, you gain a +1
Supernatural Pact (angelic) talents. bonus to your Renown as well as a +1 ‘other’ bonus to your
Magical Arts: Air, Fire, and Water skills. Additionally, you
DEMON-BLOOD gain either the ‘Resist Cold’ or ‘Resist Heat’ specialty of the
Talent Point Cost: 5 Endurance skill (your choice) and the ‘Dragons’ specialty of
Prerequisites: Must be Human, Dark Sidhe, or Sslir the Lore skill for free. Also, you know the Dragon-speech
language if your Intellect is +0 or better and pay one point
You are the product of an unholy union between the mor- less for the Cultist (any draconic cult), Magic Affinity, Su-
tal and the diabolical, likely having pointed or folded ears, pernatural Pact (dragon only), and True Name talents.
small horns, black nails, or a deep red or sooty tint to your Furthermore, if you ever come in contact with a true
skin (though these features are often quite subtle). Howev- dragon, you gain a +2 bonus to your Performance and
er, you also gain some major advantages over full-blood- Persuasion skill rolls when interacting with it, and if you
ed humans, such as the Night-sighted talent for free, the have the Obsession (treasure or power) weakness, you re-
‘Bluffing’ or ‘Intimidation’ specialty of the Persuasion skill ceive an additional bonus point for it.
(your choice), and a +1 bonus to Magical Arts: Death skill
86 CHARACTER CREATION
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KINGDOMS

GIANT-BLOOD your Magnetism decreases by one as well. You also gain


Talent Point Cost: 6 the ‘Smell’ specialty of the Perception skill for free, and
Prerequisites: Physique +2 and be of Human race pay one point less for the Agile Climber, Agile Weaponry,
Assassin, Night-sighted, Sapping Blow, and Secret Strike
Sometimes known in the Southlands as being “titan-born”, talents.
this rare blood talent represents a character’s exotic, and If of Hobgoblin (or Devil-goblin) ancestry, the starting
likely violent, heritage in relation to Giant-kind. This mainly range and absolute maximum of your Vigor attribute in-
includes Frost Giants (in the north), Fire Giants (in the mid- creases by one (in accordance to your base culture); the
lands), Storm Titans (in the south), and even Firbolgs (in absolute maximum of your Intellect attribute, however, de-
the west). One of your parents endured a tryst with one of creases by one. In addition, you gain the ‘Intimidation’ spe-
these mighty beings, producing you, or perhaps it is blood cialty of the Persuasion skill for free, and pay one point less
left over from a grandparent a generation prior. for the Choke Hold, Hold The Breach, Impaling Thrust,
Whatever the case, you are likely tall and sturdy of Grit, Night-sighted, and Pugilistic Follow-up talents.
frame, and might possess blue-white (Frost Giant) hair or
beard, reddish skin or soot-colored hair (Fire Giant), green- GORGON-BLOOD
ish skin or hair (Storm Titan), or red-orange hair or beard
Talent Point Cost: 5
(Firbolg). Whatever the case, you pay one point less for the
Prerequisites: Must be an Esmandian, Lorinthian, or Pry-
Bashing Blow, Bullish Charge, Cleaving Blow, Gladiator,
donian (Outer Islander)
Grit, Heroic Strength, Intimidating Physique, Meat Shield,
and Shattering Blow talents. Additionally, you gain +1 to Though you are no full-blooded gorgon, the part-human
your Renown, the absolute maximum of your Physique in- monsters of Gorgotha, you can still trace your tainted an-
creases by one, and if your Intellect is +0 or higher, then cestry to only a couple of generations removed. As such,
you know the Giant-tongue (if not, then you may learn it the starting ranges and absolute maximums of both your
later if you acquire two levels of the Language skill). Fur- Physique and Vigor attributes (as governed by your base
thermore, choose one of the following based on your base culture) increases by one; however, the starting range and
culture and homeland: absolute maximum of your Magnetism attribute decreases
by one. Furthermore, you gain either a natural attack (using
Ε If you are from northern lands, you are most likely your Brawling skill), such as a clawed hand or goring horn,
a descendant of Frost Giants, and thus gain a +2 bonus or a +2 bonus to Endurance skill rolls (your choice as to
to Endurance rolls to resist cold/ice effects. which). If the former, the maximum damage is 8, and you
Ε If you are from the midlands (near the Bloodrock suffer no penalty to the Brawling attack roll even if used in
Mountains), then you are most likely an offspring of conjunction with a one-handed melee weapon.
Fire Giants, and receive a +2 bonus to Endurance rolls Additionally, you pay one point less for the Grit, Magic
to resist heat/fire effects.
Affinity, Night-sighted, and Rushing Attack talents. If you
Ε If your homeland is in the southern realms (espe- possess the Honorless or Tainted weakness, you gain an ad-
cially the Prydonian Isles), then your bloodline most
ditional bonus point at character creation (but only the one
likely belongs to the Storm Titans and you therefore
bonus point, even if you have both of these weaknesses).
gain a +2 bonus to Endurance rolls to resist electrical/
Note that will likely experience some prejudice due to your
lightning effects.
Ε If, instead, you are from the far western reaches appearance (albeit as subtle as your gorgonic traits are likely
to be), particularly within the Prydonian Isles and in regions
(particularly the Emerald Islands), then you are proba-
adjacent to Gorgotha and the Bloodrock Mountains.
bly a spawn of Firbolgs and gain a +2 bonus to Resolve
rolls to resist glamour and illusion effects.
LYCANTHROPE
Talent Point Cost: 6
GOBLIN-BLOODED Prerequisites: Vigor or Willpower +0, and be of any hu-
Talent Point Cost: 4
man ethnicity
Prerequisites: Must be Human
Stamina Cost To Use: 2-4 (see below)
You have the blood of Goblin-kind in your veins, that an-
Some time ago, you were bitten or scratched by a were-
cient fey-derived menace to much of the civilized world,
beast, an accursed lycanthrope. You probably nearly died
especially in the West. However, you enjoy some advan-
because of this rare and terrible affliction, and were likely
tages (as well as some expected disadvantages) depending
driven out of your community, but yet somehow you man-
on the type of goblinoid to which you can trace your dark
aged to control this gift/curse to some extent.
ancestry.
Choose one of the following:
If a “true” Goblin (or Gobling, as they are often called
in the north), the starting range and absolute maximum
Were-bear—You were bitten by a werebear, and thus
of your Agility attribute increases by one (depending on
receive a +1 bonus to Brawling and Survival skill rolls.
your base culture); however, the absolute maximum of
Additionally, you gain the Night-sighted talent, +2 to

CHARACTER CREATION 87
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KINGDOMS
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
SAVAGEIII
KINGDOMS
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
SAVAGEIII
KINGDOMS

TROLL-BORN terrible creature—a Vampire—a servant of the night, a be-


Talent Point Cost: 5 ing both demonic and undead. As it sucked away much of
Prerequisites: Vigor +1 and be Brythian, Caernian, Gaer- your life-force, you in turn became a diabolical member of
nic, Norish, Mulovian, Skathian, or Thorakkian the waking dead, cursed with virtual immortality so long as
the warm blood of humans (or mammals) is drunk, usually
You are the rare offspring of human and Troll, the product violently from the still-thriving bodies of such creatures.
of a most unfortunate mating. Your ancient (and mostly Fortunately, you survived the first phase of vampirism
tainted) blood, however, might have been Fomorian in- as a slavering Ghoul, about which you barely remember,
stead, twisted troll-like creatures found mostly in the Em- and now—as of only a few weeks ago at most—you are
erald Islands. Whatever the case, the absolute maximum of considered a true Vampire. You are, however, still the thrall
both your Physique and Vigor attributes increases by one of a Greater (or Master) Vampire, the dark creature who
(in accordance to your base race/culture); however, the “turned” you in the first place. (See Chapter 22—Supernat-
absolute maximums of your Intellect and Magnetism de- ural Creatures for more about Ghouls and Vampires.) As
crease by one due to your slight dullness of mind and rather such, you still serve this vampiric master, at least indirectly,
brutish appearance (which is often slightly warty skin, black though you might be called upon by this Greater Vampire
or green nails, wiry or greenish hair, protruding brow, or in some capacity at some point. If you make the 13 kills that
unusually long arms). are required to progress to the next phase of vampirism—
Additionally, you gain a +1 bonus to all Endurance skill that of a Greater or Master Vampire—then you are free
rolls, receive the ‘Intimidation’ specialty of the Persuasion from your enthrallment. These kills must be done with your
Blood-drinking ability). Alternately, you can destroy your
skill, and pay one point less for the following talents: Bash-
master and be rid of your servitude in that manner.
ing Blow, Berserker Rage, Bullish Charge, Break The Wall,
In addition to the special abilities you gain as a Lesser
Cleaving Blow, Grit, Intimidating Physique, Night-sight-
Vampire (Undead, Blood-drinking, Terrible Presence, and
ed, and Shattering Blow. You actually pay two less points
Shape-shifting—see Chapter 22), you also receive the
for the Quick Healer talent.
Night-sighted talent for free and your absolute maximums
Lastly, if your Intellect is somehow +0 or higher at char-
for both your Agility and Physique attributes increase by
acter creation, you begin play knowing the Troll-speak lan-
one. You also acquire all the weaknesses of being a Vampire
guage; if not, you can learn it later if you so choose when
as well, such as Light Vulnerability, Susceptibility to Impal-
you acquire two levels in the Language skill. ing, Water Immersion, aversion to certain holy icons, and
the general disdain and loathing from most normal folk.
VAMPIRE SPAWN Note that this talent should be approached with a
Talent Point Cost: 7 healthy measure of seriousness and gravitas, and should
Prerequisites: Must be Human only be allowed with GM approval and discretion.

Not so long ago, on a fateful night, you were bitten by a

TABLE 2-5: MYSTICAL TALENTS

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.

Talent Name Cost Prerequisites


Acolyte 3 Intellect or Willpower +0
Battle Mage 3 Brawling level 3 or Weaponry: Melee level 3
Beast-master 4 Mag +1; Eluna Sidhe or Wild Sidhe race, or Animal Kinship talent
Blighter 3 Vigor or Willpower +0 and Magical Arts: Death or Life level 1
Blood Magic 3 Physique or Vigor +0 and Magical Arts: Death or Life level 1
Celestial Magic 3 Intellect +1, Lore level 1, and Magical Arts (any) level 3
Counter Magic 3 Agility +1, Willpower +1, and Magical Arts (any) level 6
Craft Potion 4 Alchemy level 3 and Magical Arts (any discipline) level 5
Create Spell 3 Intellect +2 and Magical Arts (any discipline) level 7
Cultist 3 Intellect or Magnetism +0
Dabbling Arcanist 3 Intellect and Willpower +0; Alchemy, Language, or Lore level 1

90 CHARACTER CREATION
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Talent Name Cost Prerequisites


Death-touched 3 Must have had a close call with death recently or in the past
Dual Focus 3 Agility or Willpower +1 and Magical Arts (any) level 8
Enchant Talisman 3 Rune Magic or Crafting level 1 and Magical Arts (any) level 5
Enchant Perm. Object 4 Craft Potion or Enchant Talisman, plus Magical Arts (any) level 10
Energize Spell 3 Vigor or Willpower +1 and Magical Arts (any) level 4
Evil Eye 3 Magnetism +0 and Magical Arts (any discipline) level 3
Extended Ritual 2 Willpower +0 and Magical Arts (any discipline) level 3
Familiar 3 Animal Handling level 1 and Magical Arts (any) level 1
Far-reaching Magic 3 Magical Arts (any discipline) level 5
Focal Object 3 Magnetism or Willpower +0 and Magical Arts (any) level 2
Grimoire 3 Int+0, Alchemy level 1, Language level 1, Magical Arts (any) level 1
Herbal Magic 3 Intellect +0, Herbalism level 2, and Magical Arts (any) level 1
Lingering Magic 3 Magnetism or Willpower +0 and Magical Arts (any) level 5
Mage’s Touch 3 Magnetism or Willpower +1 and Magical Arts (any) level 6
Magic Affinity 4 Intellect +0 or the Second Sight talent
Meditative Trance 3 Willpower +1 or Vigor +0
Mystic Tattoo 3 Vig or Wil +0 and Enchant Talisman or Magic Affinity talent
Mystic Trance 3 Magic Affinity or Meditative Trance talent
Penetrating Magic 3 Vigor or Willpower +0 and Magical Arts (any) level 3
Power of Silence 3 Magical Arts (any discipline) level 7
Priest 2 Magnetism +0 or Acolyte talent
Rune Magic 3 Crafting level 1, Language level 1, and Magical Arts (any) level 1
Sacred Oath 3 Willpower +0 and the Oath-bound weakness
Sanctum Magic 3 Acolyte, Apprentice, Dabbling Arcanist, or Magic Affinity talent
Second Sight 4 Willpower +1 or Perception level 3
Song Magic 3 Magical Arts (any discipline) level 3 and Performance level 3
Supernatural Pact 4 Magnetism +0
Swift Ritual 3 Intellect or Willpower +1 and Magical Arts (any) level 3
Totem Animal 3 Animal Kinship or Animal Handling level 1 and be from a barbaric culture
True Name 3 Song Magic or Words of Power and Magical Arts (any) level 8
Witch-hunter 3 Int or Wil +0, and Hated Foe, Hunter, or Magic Affinity talent
Words of Power 2 Magical Arts (any discipline) level 6

ACOLYTE* Prerequisites: Brawling level 3 or Weaponry: Melee lev-


Talent Point Cost: 3 el 3
Prerequisites: Intellect or Willpower +0 Stamina Cost To Use: 1 + spell’s base cost

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

CHARACTER CREATION 91
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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)

You had a close brush with a particularly powerful undead


creature in your past, or perhaps instead died for a few
moments—and thus experienced death—before a priestly
miracle (or some similar occurrence) brought you back to
life. Regardless of the exact event, you’ve acquired a dark
gift by way of this strange happening, gaining a +1 bonus to
all Healing Arts skill rolls and a +1 bonus to Resolve rolls
to resist Magical Arts: Death spells and the special abilities
of undead creatures.
In addition, for the cost of 1 Stamina point, you can fo-
cus your mind and spirit (as one action) to detect the pres-
ence of undead creatures, and their general number and
CULTIST* proximity, within a 30-yard radius.
Talent Point Cost: 3
Prerequisites: Intellect or Magnetism +0 DUAL FOCUS
Talent Point Cost: 3
You are a member of a semi-established underground cult,
Prerequisites: Agility or Willpower +1, and Magical Arts
such as the Cult of Gorgothon, the Draconic Brotherhood,
(any) level 8
or the Cult of Azrikoth (only the former included in this
book). This could also represent a splinter-sect, a breaking
As a near master of sorcery and magic-craft, you can focus
away from the accepted traditions of an established sect or
on two spells at one time without negating either one (most
similar mystical order (for example, the Order of the Ra-
magicians can only focus on one active spell at a time). For
ven-wolf in Mulovia). If your Renown is 10 or higher, you
example, you could have a Conjure Flame spell actively
could even start your own cult, but as is so often the case
going on one of your held weapons while an Ice Blade spell
with such matters, at your own risk. The GM will work with
emanates from a second drawn weapon.
you if go this route.
Note that a casting of a third focus-based spell negates
In addition, you gain a +1 bonus to Lore skill rolls and
the first (or oldest) of the two currently active spells.

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

Due to your natural gifting and training, the durations of


your spells are increased by +50%. This, however, requires
some additional concentration, and so you expend 2 ad-
GRIMOIRE ditional Stamina points when using this talent as part of a
Talent Point Cost: 3 spell-casting action or when performing a ritual spell. Note
Prerequisites: Intellect +0, Alchemy level 1, Language that spells with Instantaneous effects are not affected by
level 1, and Magical Arts (any) level 1 this talent.
Furthermore, if you fall unconscious or perish, any spells
Most magicians and sorcerers in the SK world use their pow- you have active remain in effect for a number of rounds
ers more intuitively and via memory, seldom writing down equal to your Magnetism or Willpower (minimum of one).
archaic formulas or astrological diagrams. You, however,
are the rare mage who prefers written versions of known MAGE’S TOUCH
spells, keeping a leather-bound book (or, optionally, a long Talent Point Cost: 3
scroll or old tablet, perhaps depending on your culture). Prerequisites: Magnetism or Willpower +1, and Magical
By expending an action to consult your grimoire, you

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.

MYSTIC TATTOO PENETRATING MAGIC


Talent Point Cost: 3
Talent Point Cost: 3
Prerequisites: Vigor or Willpower +0, and Magical Arts
Prerequisites: Vigor or Willpower +0, plus the Enchant (any) level 3
Talisman or Magic Affinity talent

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

100 CHARACTER CREATION


SAVAGEIII
KINGDOMS
representing a probable future (and not a foregone conclu- cretion): 1) attack you openly for your insolence, 2) break
sion). the pact with you, never to be summoned by you again and
also giving you the Oath-breaker or Phobia (of whatever
SONG MAGIC type of creature your pact-mate was), your choice of which;
or 3) you are summoned to its Other-worldly domain and
Talent Point Cost: 3
imprisoned or severely tortured, though likely not slain.
Prerequisites: Magical Arts (any discipline) level 3 and
Upon the successful DL 10 skill roll, the supernatural be-
Performance level 3
ing remains for five minutes plus one minute equal to your
Stamina Cost To Use: 1 + spell’s base cost Magnetism. It will do most anything you ask, especially ea-
ger to attack any nearby foe, bear some heavy burden, or
A style of magic-craft sometimes practiced by bards, skalds, perform some moderately laborious task. After this time, it
and other traveling minstrels and performers, this talent en- is gone as quickly as it came, vanishing often with a faint
ables a magician to cast spells by way of song or dance, odor of brimstone (demon), the glitter of fey lights (faerie),
something often called ‘spell-singing’ (qualoreth) by the a mist-like vapor (vampire), etc. However, note, that in the
Eluna Sidhe. Music and rhythm are the foundations of mag- case of a pact with a Dragon (which is almost always an
ic, after all, and some whisper that the true gods crafted the elder wyrm), you are magically summoned to it, brought
mortal-world with the “deep music” of the universe. before the mighty beast in the wink of an eye. You can then
Regardless, whenever you cast a spell, you can choose to parley with it in its lair, though you might be far from home
sing or sing-chant it instead which allows you to add half or far from your companions.
of your skill levels in Performance to your Magical Arts Note that, in all cases here, your pact is with something
skill roll. This costs you one additional Stamina point (in of a paragon of the creature’s race or type in general, such
addition to the spell’s base cost), and in addition to making as a greater demon, master vampire, elder dragon, etc.
your spells more potent, is a decent way to disguise your Also, if you summon your pact-ally for overly destructive or
working of magic (as a strange song in perhaps an ancient otherwise immoral reasons, such as razing an entire village
tongue) in regions where sorcery is deeply mistrusted. for little to no reason, you are apt to acquire the Tainted
weakness.
SUPERNATURAL PACT
Talent Point Cost: 4 SWIFT RITUAL
Prerequisites: Magnetism +0 Talent Point Cost: 3
Stamina Cost To Use: 2 Prerequisites: Intellect or Willpower +1, and Magical
Arts (any discipline) level 3
Not so long ago, you entered into a powerful agreement
Stamina Point Cost: 1 + the spell’s base cost
with a being from beyond the Earth-world, such as a de-
mon, vampire, or mighty wyrm. This pact was a willing
You are quick and precise with your ritualized spells, which
one, although you might have been duped somewhat by
enables you to complete a spell ritual in but 10 minutes
this supernatural bond-maker into thinking that such an
instead of the normal one-hour time. This costs you one
accord held no real power or that you no longer needed
additional Stamina point (in addition to the spell’s Stamina
outside assistance.
cost) and has no effect on Extended Ritual spells.
Choose one of the following: 1) Demon (or Angel), 2)
Dragon, 3) Faerie Lord, 4) Elemental (Elder), or 5) Vampire
(or other greater undead) lord. This is the type of creature TOTEM ANIMAL
to which you made this supernatural oath and may attempt Talent Point Cost: 3
to summon this being or creature up to once per week. Prerequisites: Animal Kinship or Animal Handling level
Calling this creature forth into the mortal world relies pri- 1, and be from a barbaric culture
marily on a token or talisman you were given at the initial
pact-making, which requires a successful DL 10 Magical Arts Perhaps like other members of your clan or tribe, you have
(any) or Persuasion skill roll, requiring one action and two a special affinity with specific type of animal. Among some
Stamina points. The pact-creature might even require some cultures, this totem is taken to a deeply spiritual level, per-
sort of favor—such as a human heart, blood, gems, jewelry, haps even believing that the type of beast in question is an
gold, or even a virgin maiden—especially if you have sum- ancestor reborn (a common Wild Sidhe belief). This totem
moned it thrice in the same month. animal must be selected from the following, likely influ-
If you critically succeed this roll, your pact-mate appears enced by one’s cultural traditions as well as one’s individual
and will go beyond its usual activity, being especially helpful tastes:
or even gifting you with a small token (although if especial-
ly corrupt—such as a demon, undead, and most dragons— Bear: You gain a +1 bonus to two of the following skills
the creature will likely have an ulterior motive behind this of your choice—Brawling, Endurance, or Survival. You
behavior). In the event of a critical failure, the creature still also pay one point less for the Beast Companion (bear),
appears (or you appear before it) but is quite angry at your Heroic Strength, and Intimidating Physique talents,
pitiful timing. It will then do one of the following (GM dis- and when interacting with animals of this type, receive a

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+2 bonus to any Animal Handling skill rolls. Stag: You gain a +1 bonus to either Acrobatics or Per-
ception skill rolls (your choice), as well as a +1 boost
Boar: You gain a +1 bonus to two of the following skills to your Mobility. Additionally, you pay one point less
of your choice—Brawling, Endurance, or Resolve. Ad- for the Beast Companion (stag), Defensive Dash, and
ditionally, you pay one point less for the Beast Com- Leaping Strike talents, and receive a +2 bonus to Ani-
panion (boar), Bullish Charge, and Grit talents, and any mal Handling rolls when dealing with deer, stags, and
Animal Handling rolls that you make while interacting elk.
with bovines of any type are at a +2 additional bonus.
Wolf: You gain a +1 bonus to two of the following skill
Eagle/Hawk: You gain a +1 bonus to either Acrobatics rolls of your choice—Endurance, Perception, or Surviv-
or Perception (your choice) skill rolls, as well as a +1 al. You also pay one point less for the Beast Companion
boost to your Mobility. You also pay one point less for (wolf), Leaping Strike, and Wolfpack Tactics talents,
the Beast Companion (eagle or hawk), Hit and Run, and when interacting with canine animals, receive a +2
and Rushing Attack talents, and when dealing with avi- bonus to any Animal Handling rolls that you might at-
an animals of any type, receive a +2 bonus to any Ani- tempt.
mal Handling rolls that you make.
Lastly, all totem animals grant a +1 bonus to a magi-
Mammoth: You gain a +1 bonus to either Brawling or cian’s Magical Arts skill roll when casting the Beast-speak,
Persuasion skill rolls (your choice), as well as a +1 boost Beast-summoning, and Beguile spells when influencing his
to your Health. You also pay one point less for the Bull- or her chosen animal type.
ish Charge, Keen Memory, and Intimidating Physique
talents, and any time you interact with a pachyderm-like TRUE NAME
animal, you receive a +2 bonus to your Animal Han- Talent Point Cost: 3
dling rolls. Prerequisites: Song Magic or Words of Power talent,
and Magical Arts (any) level 8
Horse: You gain a +1 bonus to either Animal Handling
or Perception (your choice) skill rolls, as well as a +1 Deeply imbedded in almost all magical lore is the power of
boost to your Mobility. You also pay one point less for one’s true name. Normally, this “true name” is a person’s
the Beast Companion (horse), Horseback Archery, birth-name, usually known only by the parents (or possi-
and Mounted Charge talents, and receive a +2 bonus bly a close sibling), and almost certainly by the attending
to your Animal Handling rolls when interacting with priest or shaman who was present during the birthing or
equine animals. naming-ritual. Your intimate studies of sorcery have taught
you the power of “name magic” and its potential hold over
Jaguar/Panther: You gain a +1 bonus to either Acro- another whose true name you know, granting you a +2
batics or Stealth (your choice) skill rolls, as well as a +1 bonus to your Magical Arts skill roll when casting a spell
boost to your Mobility. Furthermore, you pay one point against them. This must be a verbal-based spell, and so you
less for the Beast Companion (jaguar or panther), Leap- must speak or sing the spell (no silent casting).
ing Strike, and Night-sighted talents. You also receive a To know a person’s or other entity’s true name, you may
+2 bonus to Animal Handling rolls when dealing with attempt a Lore skill roll calculated from 40 minus the sub-
feline animals of any type. ject’s Renown. If you succeed, then you know his or her
true/birth name and can use this talent against them. If you
possess the Second Sight talent, you gain a +2 bonus to this
Raven: You gain a +1 bonus to two of the following
skills of your choice—Acrobatics, Perception, or Re-
Lore roll—there might be other ways to gain a small bonus
as well, such as exhausting research at a local temple-library,
solve. In addition, you pay one point less for the Beast
persuading a close kinsperson of the subject to reveal it, etc.
Companion (raven), Gift of Tongues, and Night-sight-
Lastly, if you possess the Blood Magic talent, and you
ed talents, and when interacting with ravens or crows,
have a drop of blood, fingernail trimming, spittle, or lock
receive a +2 bonus to any Animal Handling rolls that
of hair from the subject-creature in question, you receive
you attempt.
an additional +1 to your Magical Arts roll when casting a
spell against them. Note that these bonuses apply to both
Snake: You gain a +1 bonus to two of the following spontaneous (battle) spells and ritual spells alike.
skills of your choice—Perception, Sleight of Hand, or
Stealth. You also pay one point less for the Beast Com-
panion (viper), Intimidating Physique, and Poisoner WITCH-HUNTER
talents, and receive a +2 bonus to any Animal Han- Talent Point Cost: 3
dling rolls you make when interacting with all snake-like Prerequisites: Intellect or Willpower +0, and the Hated
animals. Foe, Hunter, or Magic Affinity talent

You are specially trained to hunt down and capture, or put

102 CHARACTER CREATION


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to death, sorcerers and “witches”—that is, magicians often By merely the power of your voice and the ancient mys-
thought as radical and heretical, and therefore often not tical words intoned, you can cast spells without need of
members of accepted religious sects or traditions. Alternate- hand gestures or other movements. This can be quite useful
ly, you simply despise virtually all practitioners of the mysti- if your hands are bound, wading into battle armed with
cal arts, regardless of affiliation or lack thereof. sword and shield, or you simply want to be more covert.
As such, you gain a +1 bonus to all Brawling and Weap- As such, whenever you cast as spell using Words of Power,
onry (Melee and Ranged) rolls whenever in combat with you do not suffer the usual -5 penalty for a lack of gestures
a known (or proven) mage of any sect, cult, order, or tradi- and subtle movements, although this does cost you 2 addi-
tion. You also receive either the ‘Magical Societies’ specialty tional Stamina points.
of the Lore skill or the ‘Detect Mage’ specialty of the Per- You may also attempt ritual spells without the listed ‘Rit-
ception skill, your choice. Lastly, you pay one point less for ual Components’, but such is done with a -5 penalty and
the Hunter and Inquisitor talents. still costs the additional two Stamina points. However, if
you also possess the Power of Silence talent, then this penal-
ty is lessened to only -2. Lastly, having the Words of Power
WORDS OF POWER talent qualifies you to pay one point less for the Exaltation,
Talent Point Cost: 2 Lampoon, Rallying Speech, and Song Magic talents.
Prerequisites: Magical Arts (any discipline) level 6
Stamina Cost To Use: 2 + spell’s base cost

TABLE 2-6: SOCIAL TALENTS

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.

Talent Name Cost Requirements


Adept 3 Elite Affiliation or Priest talent
Apprentice 3 Intellect or Willpower +0
Artisan 3 Intellect or Magnetism +0
Bard 4 Intellect +0, Magnetism +0, and Performance level 2
Bodyguard 3 Back To Back talent or Wil +0 and Weaponry: Melee level 3
Captain 3 Magnetism or Willpower +0
Caravan Master 3 Gypsy or Merchant talent
Carouser 2 Vigor +0
Champion 3 Famed talent; or Brawling, Weaponry: Melee, or Weaponry: Ranged 5
Courtesan 3 Magnetism +0
Crusader 3 Pious Faith talent, Zealot weakness, or Weaponry: Melee level 3
Cutting Figure 3 Magnetism +0 or Bard, Merchant, or High-born talent
Educated 3 Intellect +0 and be of a civilized culture
Exaltation 3 Magnetism +0 and either the Bard talent or Performance level 4
Famed 2 Renown 4
Farmer 2 Crafting and Survival level 1
Followers 3 Magnetism +1 and Renown 10
Gift of Tongues 3 Int +1, Language level 1, and Bard, Merchant, Sage, or Scribe talent
Gladiator 3 Agility or Physique +0 and Weaponry: Melee level 2
Gypsy 3 Esmandian, Mulovian, or Chenari
Henchman 4 Magnetism +0 or Renown 4
Herald 3 Intellect +0 and Lore level 1
High-born 5 Cannot have the Low-born weakness
Holy Warrior 3 Crusader, Knight, Pious Faith, or Priest talent
Knight 3 Squire talent and High-born talent or Weaponry: Melee level 3
Legionarri 3 Lorinthian (or other Westerner) and Mercenary or Weaponry: Melee 3

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Talent Name Cost Requirements


Mariner 3 Sailing level 1 and be from a seafaring culture
Mentor 2 Intellect or Magnetism +0
Mercenary 3 Physique or Vigor +0 and Weaponry (Melee or Ranged) level 2
Merchant 3 Int or Mag +0 and cannot have the Low-born or Savage weakness
Militia 3 Phy or Vig +0 and Weaponry: Melee or Weaponry: Ranged level 1
Miner 3 Physique or Vigor +0 and Crafting or Survival level 1
Mountaineer 3 Must be from a mountainous region
Porter 3 Physique and Vigor +0
Sage 3 Intellect +2, Lore level 3, and Language level 3
Scribe 2 Intellect +0 and Language level 2
Senatori 3 Int or Mag +1, Lorinthian of age 30, and High-born, Legionarri, or Priest
Squire 3 Physique or Vigor +0 and be from a knightly (or similar) culture
Statecraft 3 Intellect +0 and Lore level 1 and Persuasion level 1
Street Rat 3 Must be from an urban-based culture
Willful Presence 2 Willpower +0 and Persuasion level 1
Woodsman 3 Crafting and Survival level 1 and be from a forested homeland

ADEPT* Prerequisites: Intellect or Magnetism +0


Talent Point Cost: 3
Prerequisites: Elite Affiliation or Priest talent You have a natural-born gift for exquisite craftsmanship and
artistry, be it embroidery, carving, painting, sketching, forg-
You have advanced quite well in your duties and studies ing, building, or whatever the case. As such, you gain a +1
within your order, sect, or company, and so you may start ‘other’ bonus to Crafting skill rolls and may choose one
at one rank above the “entry level” rank of this organi- free Crafting specialty. Furthermore, all things you create
zation assuming you meet the requirements (see Chapter using this skill specialty increase in “market value” by +25%
12— Orders & Sects). (but also takes 25% longer). If you score 10 over the DL
with your Crafting roll to make something, you increase
the market value by +50% instead.
APPRENTICE*
Talent Point Cost: 3
Prerequisites: Intellect or Willpower +0 BARD*
Talent Point Cost: 4
At some point in your youth, or perhaps even some time Requirements: Intellect +0, Magnetism +0, and Perfor-
more recent, you were apprenticed to a craftsman, trades- mance level 2
man, entertainer, or even a mysterious sorcerer. Thus, you
gain a free specialty (of your own choosing) in one of the You served as an apprentice to a bard, skald, or court min-
following skills of your choice: Crafting, Lore, or Perfor- strel, or perhaps more rarely, even excelled in such a posi-
mance. tion yourself through a natural gift of lore, song, and lan-
Alternately, you served a more mystical apprenticeship guage. Whatever the case, you receive a +1 ‘other’ bonus to
and so may either take a specialty in Alchemy or gain access Language, Lore, Performance, and Persuasion skill rolls.
In addition, you gain a +2 bonus to your Renown and pay
to two Magical Arts disciplines of your choice. (Note that
you can never learn any other magical disciplines without one point less for the Battle Muse, Exaltation, Lampoon,
the Acolyte, Magic Affinity, or Priest talent—and certain Words of Power, and Song Magic talents.
orders with the Elite Affiliation talent—or special circum-
stances with GM approval.) If your Intellect is +1 or bet- BODYGUARD
ter, you also know one additional spell beyond the normal Talent Point Cost: 3
amount (see the Magical Arts skill entry). You must still Prerequisites: Back To Back talent, or Willpower +0 and
meet all prerequisites for each known spell and must have Weaponry: Melee level 3
at least an Intellect of +0 in order to perform magical arts
in the first place. You have a dutiful knack for guarding another’s person,
watching both their back and front against assassination at-
ARTISAN tempts and open assaults. As such, if you pledge yourself
Talent Point Cost: 3 to another individual—and thereby taking the Oath-bound
weakness (and gaining no bonus points for it)—this enables

104 CHARACTER CREATION


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you to give your charge +2 to Defense when you are within bonus to Endurance rolls to specifically resist inebriation, as
weapon reach of him. This lowers your own Defense, how- well as the ‘Carousing’ specialty of the Performance skill.
ever, by the same amount (2), although you can negate this This might be used to garner favor with important late-
penalty by expending two Stamina points per round of use. night revelers, acquire information from half-drunk nobles,
Additionally, you gain a +1 bonus to your Perception rolls seduce or flirt, or just have a pleasurable time being alive.
when within 3 yards of your charge.
Note that you can only apply this talent to one guarded
individual at a time, although if you are relieved of your
CHAMPION*
oath (or the oath is satisfied upon completion of a certain
Talent Point Cost: 3
time or the seeing-through of a particular event), you are Prerequisites: Famed talent; or Brawling, Weaponry:
then free to apply the benefits of this talent to another per- Melee, or Weaponry: Ranged level 5
son. If you break your oath to your charge, by perhaps
leaving his company without warning or allowing him or Practically the barbarian equivalent of the Knight social
her to be assassinated, then you are likely to receive the talent, you have been recognized as a champion (wheth-
Oath-breaker weakness (or even Honorless or Tainted if er officially or non-officially) of a minor lord, such as a
done in a spiteful manner—GM discretion). clan-chieftain, jarl, or chief/king of a small tribe. Alternately,
you could be a champion of a high priest or chief shaman,
or someone else of non-noble, yet high, social influence.
CAPTAIN* Regardless, you gain +1 to your Renown and enjoy a +2
Talent Point Cost: 3 bonus to Persuasion rolls made within your clan or trib-
Prerequisites: Magnetism or Willpower +0 al territory. Also, when fighting single combats (duels) on
behalf of your liege or when leading his troops into bat-
At some point in your storied life, you attained the rank and tle, you receive a +2 to Initiative and Resolve rolls. Lastly,
title of ‘captain’, either out at sea as a ship’s commander or possessing the Champion talent enables you to pay one
in reference to a more inland military title (which might point less for the Draw The Line, Honor Duel, Inspiring
be ‘centurion’ instead, or something else, depending upon Presence, Knight, Squire, and Valorous talents.
your race and culture). Regardless, you gain +1 to your Re-
nown and a +1 ‘other’ bonus to Persuasion skill rolls. Lastly,
if you choose that you were a sea-captain, then you receive COURTESAN*
a +1 ‘other’ bonus to Sailing skill rolls; if a land-captain, Talent Point Cost: 3
you gain a +1 ‘other’ bonus to Animal Handling skill rolls Requirements: Magnetism +0
instead.
Once a glorified harlot, you are gifted in the arts of charm
and seduction, seeing to the carnal desires of men (and per-
CARAVAN MASTER* haps women too) and earning a fair living from it. Perhaps
Talent Point Cost: 3 you plied your trade on the streets of a well-known city or
Prerequisites: Gypsy or Merchant talent even in the court of a local lord or pirate-king. Regardless,
you gain the ‘Seduction’ specialty of the Persuasion skill as
You have experience in organizing and leading traveling well as a +1 bonus to Perception and Performance skill
caravans, be they mercantile, pilgrimages, performance, or rolls.
mere survival. Perhaps you have some military quarter-mas- Lastly, you pay one point less for the Gossip and Se-
tering experience instead or some similar ability in moving ductive Dance talents. Note that this talent thematically re-
goods and people. Therefore, you gain a +1 ‘other’ bonus fers mainly to female characters, but a male character may
to Appraisal and Persuasion skill rolls, and you receive ei- choose it if the GM is agreeable.
ther the ‘Geography’ specialty of the Lore skill or the ‘Navi-
gation’ specialty of the Survival skill (your choice).
Furthermore, you almost always know where you gen- CRUSADER*
erally are on a major trade-route, be it land or sea; if upon Talent Point Cost: 3
a slightly less known trade-route or sea-lane, then you may Prerequisites: Pious Faith talent, Zealot weakness, or
have to succeed in a DL 15 Lore or Survival skill roll in order Weaponry: Melee level 3
to know roughly where you are and where you might be
headed. You once served in a great crusade, an armed group that
made its way into “infidel” territory to dispense justice,
might, and religious fervor on the ignorant and unwashed.
CAROUSER* As such, you receive a +1 bonus to Animal Handling and
Talent Point Cost: 2 Survival rolls, and should you come into direct conflict with
Prerequisites: Vigor +0 members of your old enemy (as agreed upon with GM ap-
proval), you gain +1 your Defense, all attack rolls, and any
You are used to the ways of carousing and light debauchery, Endurance or Resolve rolls you must make against that par-
often reveling well into the latter part of the evening and, ticular foe.
occasionally, all the way until dawn. As such, you gain a +2

CHARACTER CREATION 105


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Furthermore, you pay one point less for the Acolyte, critical success, the target also gains a +1 permanent increase
Hated Foe, Holy Warrior, Mounted Charge, and Pious to Renown, but if the roll fails by 10 or more then the au-
Faith talents. dience assumes, for the most part, that your performance is
mostly a self-aggrandizing lie and may act accordingly.
Note that at least 100, relatively non-hostile, people
CUTTING FIGURE must be in attendance in order for this talent to work, or
Talent Point Cost: 3 perhaps a smaller audience of well-connected folks (such
Prerequisites: Magnetism +0 or Bard, Merchant, or as nobles, knights, priests, etc.). Also, this talent cannot be
High-born talent used on the same target within the same month. Lastly, if
you possess the Lampoon talent, or are a member of The
You are almost always impeccably dressed, garbed in the Emerald Harp, then you pay one point less for this talent.
finest clothing, furs, jewels, or whatever else is deemed the
current fashion at court or on the battlefield. This might
even include intricate tattoos and body paints if a mem- FAMED*
ber of a more barbarous culture. Regardless, you gain a +1 Talent Point Cost: 2
boost to your Renown and if wearing clothing (and armor) Prerequisites: Renown 4
of at least exceptional quality, you receive a +1 bonus to
Performance and Persuasion skill rolls. You are famous for a particular deed in your past, perhaps
Furthermore, you pay one point less for the Inspiring a heroic victory over a threat near your home-village or
Presence talent and if you take the Decadent or Obsession a memorable performance before the royal court. Alter-
(fashion) weakness, you gain an additional point for it. You nately, you are known for something that you’ve done in
still cannot have more than 5 points of Weaknesses, how- general, within a particular region, such as having served
ever, at character creation. as guard-captain for the local militia or a minor lord, or a
long-time stint as a messenger or a lay-priest to a popular
local temple. (Consult with your GM for more specifics.)
EDUCATED* Whatever the case, you receive a +5 bonus to Perfor-
Talent Point Cost: 3 mance and Persuasion skill rolls while within the general
Prerequisites: Intellect +0 and be of a civilized culture boundaries of where you’re most famed, such as an entire
tribe or large clan, or perhaps a large city or small province.
You have a more or less formal education, likely from at
the feet of scholars or philosophers or temple-priests. Thus,
you receive +3 additional Skill Points to spend on skills at FARMER*
character creation. Talent Point Cost: 2
Prerequisite: Crafting and Survival level 1
EXALTATION Having spent a great deal of time working the land, or per-
Talent Point Cost: 3 haps serving as a gardener at some lord’s estate, you gain
Prerequisites: Magnetism +0, and either the Bard talent the ‘Farming’ specialty of the Crafting specialty and a +1
or Performance level 4 ‘other’ bonus to your Animal Handling skill. Furthermore,
Stamina Cost To Use: 2 if you take the Low-born weakness (since farming is gen-
erally peasant work), you gain an additional bonus point
This talent enables a bard, skald, herald, or similar perform- for it.
er to exalt another character—or perhaps even him/her-
self—in order to gain reputation and temporary fame. To
do this, the entertainer or performer makes a Performance FOLLOWERS
skill roll versus a DL equal to 10 + half the Renown of the Talent Point Cost: 3
character that is to be exalted. This is because it is easier to Prerequisites: Magnetism +1 and Renown 10
increase the fame and reputation of a lesser known perso-
na than one already established or otherwise of a celebrity Due to your magnetic personality and renowned deeds,
status. Note that if the performer chooses to increase his or you have attracted a small following of admirers, servants,
her own reputation, the DL is calculated by 15 + half the and possibly fodder. The initial number of followers gained
performer’s Renown (it’s more difficult to improve your is equal to your Renown rating, and you will acquire one
own fame by you yourself). additional follower for every point of Renown increased
The performance—which might be great oratories, sagas, thereafter.
or epics featuring the target as the primary hero or protag- However, as this flock is more akin to “background ex-
onist—takes at least ten minutes and costs 2 Stamina points, tras” and not principal characters (such as a Henchman),
whether it succeeds or fails. If successful, based on the DLs they are not overly powerful, skilled, or talented, serving
listed above, then the target of the Exaltation gains a +5 more as folks to deal with the player-character’s background
bonus to any upcoming Performance or Persuasion skill or “off-stage” dealings than as seasoned travel-along com-
rolls in that area (which is to be no larger than one square panions. If statistics must be used, then each follower would
mile) for a number of days per point of success. Upon a have Average (+0) attributes with no talents (save maybe

106 CHARACTER CREATION


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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,

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you gain the ‘Heraldry’ specialty of both the Crafting and HOLY WARRIOR*
Lore skills for free, and since you were often required to Talent Point Cost: 3
announce the arrival of guests, a +1 bonus to Performance Prerequisites: Crusader, Knight, Pious Faith, or Priest
skill rolls. talent
Furthermore, you pay one point less for the Bard talent.
(Note that heraldry is still in fairly primitive form in most You are trained as both warrior and acolyte, perhaps having
regions of the known world.) once served as a temple-guard or even as the militant right-
hand of a small sect or cult. As such, you gain a +1 boost to
your Renown, a +1 bonus to Weaponry: Melee skill rolls,
and may advance in one of the Magical Arts disciplines of
your choice (this discipline must align with one taught by
the sect, temple, or cult you served).
In addition, you pay one point less for the Acolyte, Cru-
sader, Hated Foe, Healer’s Touch, Pious Faith, and Smit-
ing Blow talents.

KNIGHT*
Talent Point Cost: 3
Prerequisites: Squire talent, plus either High-born talent
or Weaponry: Melee level 3

You have been given the title, privileges, and duties of


HIGH-BORN* knighthood, likely in a traditional ceremony as befitting
Talent Point Cost: 5 your culture, liege-lord, and knightly order (if any). Not
Prerequisites: Cannot have the Low-born weakness every culture has an institution called ‘knighthood’, though
almost all of them have some general idea of it, such as a
You were born unto a noble house or family, or otherwise samurai in the east or other oath-bound warrior in service
from a clan of equal wealth and influence as minor nobility, to a lord, chieftain, or king.
such as a successful merchant-house or perhaps the son or Benefits of this talent include receiving +2 to your Re-
daughter of a famed bard or high-priest. Regardless, you nown, have the right to bear arms and dispense “low jus-
begin play with a master-crafted (or otherwise rare) item of tice” on behalf of the realm, and if you so qualify, the pres-
your choice, which could be a helmet, shield, weapon, mu- tige to join an elite knightly order (see Chapter 12—Orders
sical instrument, chariot, scroll containing a magical spell, or & Sects). Furthermore, you gain at least a minor ally in your
what not (GM discretion). Additionally, you start with two liege-lord (usually a baron, count, duke, or minor king) and
outfits of noble cloth (cloak, tunic, breeches, surcote, etc.), may even have a voice at the royal court. You also pay one
which are perhaps of fine silk, leather, satin, or rare fur, all point less for the Armor Acclimation, Beast Companion
considered to be of exceptional quality. (horse), Captain, and Mercenary talents.
Furthermore, you gain +2 to your Renown, for those
of high and noble birth are almost always more known
than common-folk, and receive a stipend of 50 silver coins
LEGIONARRI*
Talent Point Cost: 3
plus 10 per point of Renown from your house/clan. After
Prerequisites: Lorinthian (or other Westerner), plus Mer-
character creation, this stipend is generally only available
to you once per year, for your house’s resources are not cenary talent or Weaponry: Melee level 3
without limit.
You once fought in the Lorinthian armed legions, well-
Lastly, you gain a bonus to Performance and Persua-
trained and well-equipped professional soldiers who pro-
sion rolls equal to half your Renown rating while within
tect the sovereignty of the Lorinthian Empire, its emperor,
your domain (large city, province, or small kingdom), and
and its citizens. As such, you begin play with a large shield,
might inherit a title (and its rights and properties), such as
hard leather cuirass armor, and either a shortsword (gladius)
baron, count, chieftain, jarl, thane, or the like. Note that
or war-spear (your choice). This war-gear is average quality
king, queen, prince, and duke are royal titles, and not avail-
and likely well-used. In addition, you gain a +1 bonus to ei-
able to mere nobles unless you happen to marry upward
ther Endurance or Resolve skill rolls, your choice of which.
or usurp a kingdom’s throne by force. In the very least,
Also, for every month of Downtime you spend, you can
you are a lord or lady (and may use that title before your
earn 30 sc (or 40 sc if you have the Captain or Knight tal-
name) and have the power of low justice in your domain.
ent), as it is assumed that you are still an auxiliary member
You are likely to have other benefits, and many expected
of said legion. Note that you could occasionally get sum-
duties, as well.
moned to duty by a high-commander, praetor, or senatori
(or some other esteemed personage, such as a high-templar
of Agathon), similar to the Oath-bound weakness, if war is

108 CHARACTER CREATION


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at hand or some half-secret military mission requires extra ing’ or ‘Haggling’ specialty of the Persuasion skill for free.
manpower. Additionally, you receive a one-time stipend in silver
coins equal to 25 plus 5x your Renown and a set of excep-
tional-quality clothing (tunic, cloak, breeches, etc.).
MARINER*
Talent Point Cost: 3
Prerequisites: Sailing level 1 and be from a seafaring cul- MILITIA
ture Talent Point Cost: 3
Prerequisites: Physique or Vigor +0, and Weaponry:
You receive a +1 ‘other’ bonus to Sailing skill rolls, and also Melee or Weaponry: Ranged level 1
gain either the ‘Aboard Ship’ specialty of the Perception skill
or the ‘Ships’ specialty of the Crafting skill (your choice). You were once, and perhaps still are, a member of the lo-
Furthermore, you pay one point less for the Merchant, cal militia serving your home village or town. If not Low-
Navigator, Raider, Smuggler, and Privateer talents. born, you might have also served in the city watch or even
the local keep of a minor lord or knight. Militia-folk are
not full-time professional soldiers but are usually the more
MENTOR able-bodied men (and some women) in the community and
Talent Point Cost: 2 often keep watches or even patrol the immediate territory
Prerequisites: Intellect or Magnetism +0 around their settlements.
Whatever the case, you gain +1 to your Renown and
You are a naturally gifted teacher, perhaps having served a +1 bonus to Perception skill rolls. Additionally, you pay
as a mentor in the past or in the instruction of a young ap- one point less for the Hold The Breach, Light Sleeper, Mer-
prentice under your care. Whatever the case, by instructing
cenary, Night-sighted, and Shield Wall talents.
someone in a skill, for at least four hours a day (and for a
minimum of one week), you can grant your student a tem-
porary +1 ‘other’ bonus to that skill. This bonus dissipates MINER*
after a week’s time. Talent Point Cost: 3
To make this work, you must succeed in a DL 10 Mag- Prerequisites: Physique or Vigor +0, and Crafting or Sur-
netism roll after this one-week period, although you gain vival level 1
a bonus (or penalty) to this roll equal to your student’s
Intellect. If you score 10 over the DL, then the +1 bonus be- You have a mining (or other underground-oriented) back-
comes permanent, although he can never benefit from your ground and are thusly used to dark and subterranean plac-
mentorship again, or another mentor, in this particular skill. es. You receive both the ‘Mining’ specialty of the Crafting
skill and the ‘Subterranean’ specialty of the Survival skill for
MERCENARY free. Additionally, you pay one point less for the Moun-
Talent Point Cost: 3 taineer and Night-sighted talents.
Prerequisites: Physique or Vigor +0, and Weaponry
(Melee or Ranged) level 2 MOUNTAINEER*
Talent Point Cost: 3
Due to your background as a mercenary warrior, you gain Prerequisites: Must be from a mountainous region
a +1 ‘other’ bonus to one of the following skills of your
choice: Animal Handling, Brawling, Endurance, Weap- Born and raised, at least in part, in a highland territory (such
onry: Melee, or Weaponry: Ranged. Furthermore, you as the Bloodrock, Iceclaw, Golden, or Sanctuary Mountains,
gain the ‘Military’ specialty of the Lore skill for free, and among others), you receive a +1 bonus to Athletics skill
pay one less point for the Armor Acclimation, Captain, Le- rolls when climbing and gain the ‘Mountains’ specialty of
gionnaire, Militia, Elite Affiliation (Company of the Black the Survival skill. In addition, you pay one point less for the
Lion), and Siege Specialist talents. Agile Climber and Tireless talents.

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-

CHARACTER CREATION 109


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mal Handling and Endurance skill rolls. of service), and therefore gain a +5 bonus to all Persuasion
and Performance skill rolls when wearing such garb within
SAGE* 100 miles of the Imperial Capital. Furthermore, you gain
Talent Point Cost: 3 the ‘Oratory’ specialty of the Performance skill for free and
receive a 30 sc stipend per month of service (this can be
Prerequisites: Intellect +2, Lore level 3, and Language
Downtime). If you miss more than four months of service,
level 3
in a row, then you are removed from your senatorial po-
sition.
Perhaps you were educated at the foot of a wise priest,
Lastly, by having this talent, you pay one point less for
clever philosopher, stoic war-councilman, or otherwise
practiced some other means of hoarding deep knowledge. the Ally, Exaltation, Gossip, and Lampoon talents, and if
Whatever the case, you receive a “double specialty” in one you also possess the Captain or High-born talent, then
of your Lore specialties of your choice (that is, a +2 special- you might be able to attain the social and political rank of
ty bonus instead of merely +1). Note that this could stack Governor, Prefect, or even Praetor (generally requiring a
Renown of at least 15).
with the Double Specialty talent. In addition, you gain a +1
bonus in two of the following skills of your choice: Alche-
my, Healing Arts, Herbalism, Language, or Magical Arts SQUIRE*
(any one discipline). Talent Point Cost: 3
Lastly, if you spend at least 12 hours in research in any Requirements: Physique or Vigor +0, and be from a
decent-sized town, city, temple, monastery, or even an un- knightly (or similar) culture
interrupted commune out in the wilds, you may add +5 to
any singular Lore skill roll of your choice afterwards. This You were apprenticed to a knight (or similar warrior of sta-
represents an epiphany-like breakthrough in your research tus) for several years, perhaps serving as a page before then
or contemplation. at some local lord’s court. As such, you gain a +1 bonus to
two of the following skills of your choice: Animal Han-
SCRIBE* dling, Healing Arts, Survival, or Weaponry: Melee.
Additionally, you gain +1 to your Renown and you likely
Talent Point Cost: 2
have a minor ally in your old knightly liege (assuming good
Requirements: Intellect +0 and Language level 2
terms). You also have a relatively clear-cut path to knight-
hood at some potential point in the future, and therefore
You once served (and perhaps still occasionally do) as a
pay one point less for the Knight talent.
scribe in a temple, noble’s employ, or magistrate’s office of
a great empire. Alternately, perhaps you did a good deal of
ink-painting illuminations for a Western monastery or ex- STATECRAFT
acting calligraphy for an Eastern one. Regardless, you gain a Talent Point Cost: 3
+1 bonus to Language skill rolls as well as to any Magical Prerequisites: Intellect +0, plus Lore level 1 and Persua-
Arts rolls based on writing (such as identifying or learning sion level 1
a written spell or casting the Fire-script spell, for example).
Furthermore, you gain the ‘Scribing’ specialty of the You are especially gifted in the art of statecraft (or king-
Crafting skill and pay one point less for the Gift of Tongues, craft), the ability to navigate the political landscape of your
Grimoire, and Rune Magic talents. homeland and beyond. Because of this, you are also quite
skilled in the local laws and customs of the realm, and so
gain the ‘Statecraft’ specialty of the Lore skill as well as a +1
SENATORI* bonus to Language and Persuasion skill rolls.
Talent Point Cost: 3
Prerequisites: Int or Mag +1, Lorinthian of age 30, and
High-born, Legionarri, or Priest talent STREET RAT*
Talent Point Cost: 3
You are a member of the esteemed Senatori, a counsel of Prerequisites: Must be from an urban-based culture
wise men and politicians who serve as direct advisors to
the Imperial Lorinthian throne. This is a position of great You were practically born and raised on the mean streets of
esteem and importance, each senatori (or senator) repre- a large settlement, a city of at least 10,000 souls. You were
senting a small provincial region of the Empire or a particu- forced to survive (or perhaps even thrive) there, and thus
lar sect or elite organization. As such, this talent grants you you gain a +1 bonus to Persuasion and Sleight of Hand
+2 to Renown and a seat on the Senatorii Council, which skill rolls. You also receive the ‘Urban’ specialty of either the
convenes at least once a month in the Imperial Capital of Lore or Survival skill (your choice), and when in the actual
Lorinthius. Often, the Emperor himself is present for these city in which you grew up, you gain a +5 bonus to your
gatherings, wherein many orders of business are discussed Performance and Persuasion skill rolls when dealing with
and many new (and old) laws made or reinforced. the common folk.
In addition, you are given a toga with a purple stripe (or
purple and gold if a Senior Senatori of more than 10 years

110 CHARACTER CREATION


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WILLFUL PRESENCE WOODSMAN*


Talent Point Cost: 2 Talent Point Cost: 3
Prerequisites: Willpower +0 and Persuasion level 1 Prerequisites: Crafting level 1, Survival level 1, and be
from a forested homeland
Strong-willed and self-assured, you may use your Willpow-
er attribute for Persuasion skill rolls (instead of Magnetism) Having spent time in a wooded region, you gain both the
in negotiation scenes that take at least one minute. ‘Wood-working’ specialty of the Crafting skill and the ‘For-
est’ specialty of the Survival skill for free. Additionally, you
pay one point less for the Artisan, Herbal Magic, Hunter,
and Mountaineer talents.

TABLE 2-7: SUBTERFUGE TALENTS

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.

Talent Name Cost Requirements


Assassin 3 Agility +1 and Brawling or Weaponry: Melee level 2
Dirty Tactics 3 Agility +1 or Intellect +1 or Gladiator talent
Faceless In A Crowd 2 Intellect +0 and Disguise level 1 or Stealth level 1
Feigned Attack 3 Persuasion (bluffing specialty) and Weaponry: Melee level 2
Fortune Teller 2 Intellect or Magnetism +0 and Performance or Persuasion level 2
Gambler 2 Intellect or Magnetism +0 and Performance or Persuasion level 1
Gossip 2 Intellect or Magnetism +0 and Persuasion level 1
Hunter 3 Perception and Survival level 1
Inquisitor 3 Int or Mag +0, Cultist or Priest talent, and Gossip or Pious Faith talent
Lampoon 3 Bard talent or Renown 7, plus Performance level 5
Poisoner 3 Agility or Intellect +0 and Alchemy or Herbalism level 2
Privateer 3 Perception and Sailing level 1; must be from a maritime culture
Raider 3 Agility or Vigor +0
Sapping Blow 3 Stealth level 5 and Weaponry: Melee level 3
Secret Strike 3 Agility +1, Stealth level 3, and Weaponry: Melee level 3
Seductive Dance 3 Performance level 3, and Magnetism +2 or Comeliness talent
Slaver 3 Animal Handling or Persuasion level 1; Decadent or Tainted weakness
Smuggler 3 Intellect +0
Tomb Robber 3 Agility +0, and Vigor or Willpower +0
Torturer 2 Vigor or Willpower +0, plus Healing Arts and Persuasion level 1
Trap-setter 3 Intellect +0 and Crafting or Survival level 3

ASSASSIN less for the Secret Strike talent.


Talent Point Cost: 3
Prerequisites: Agility +1, and Brawling or Weaponry: DIRTY TACTICS
Melee level 2 Talent Point Cost: 3
Stamina Cost To Use: 1 Prerequisites: Agility +1 or Intellect +1 or Gladiator talent
Stamina Cost To Use: 1
You are trained, either formally or otherwise, as a stealthy
master of the quick kill. As such, receive a +1 bonus to Dis- You have learned a few dirty tricks that have proved use-
guise and Stealth skill rolls. Furthermore, by expending a ful in battle, even if they aren’t always considered “honor-
Stamina point, you can deliver a finishing blow (instant kill) able” or are better left to back-alley brawls and half-legal
to a Helpless creature as one action instead of the normal pit fights. Things such as throwing sand or snow, reflecting
two actions to do so. sunlight, foot-stomps, spitting—among other maneuvers—
Possessing this talent also allows you to pay one point are your bread and butter. As such, costing one (non-attack)

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action, you can attempt an Intellect or Persuasion (bluffing) point.
roll which is opposed by your target’s Endurance or Re-
solve roll (target’s choice). If successful, and your opponent FORTUNE TELLER
is within 3 yards’ range, then you may choose one of the Talent Point Cost: 2
following effects:
Prerequisites: Intellect or Magnetism +0, and Perfor-
Ε Opponent suffers -1 to all die rolls and Defense for mance or Persuasion level 2
one 1 round (groin kick, etc.)
Ε Opponent suffers -5 to Mobility for one full round Skilled in the subtle (and often deceptive) art of reading
fortunes, which often consist of palm-readings, astrological
(foot stomp, shin rake, etc.)
Ε Opponent suffers -2 to Stamina for one hour interpretations, numerology, and other forms of “low div-
ination”. Of course, you might be a legitimate fortune-tell-
(stomach strike, dirt in eyes, etc.)
Ε Opponent is knocked prone for one full round er—especially if you are gifted in Second Sight or have
some minor magical training—but, then again, you very
(trip, foot stomp, etc.)
Ε Opponent is Off-guard for one full round (sun re- well might not.
Whatever the case, you receive the ‘Fortune-telling’
flection, nose smash, etc.)
specialty of specialty of the Performance skill or the ‘De-
If you score 10 or more over your target’s Endurance ception’ specialty of the Persuasion skill (your choice of
or Resolve roll, then you have affected two targets (which which). You also gain a +1 bonus to Perception skill rolls
must be within one yard of each other) of your choice. and pay one point less for the Dabbling Arcanist and Sec-
Performing one of these maneuvers costs you one Stamina ond Sight talents.
point each time. Note that a character without this talent
could, essentially, attempt such dirty tactical maneuvers, but GAMBLER
such would count as an attack action instead of a non-at- Talent Point Cost: 2
tack action. Prerequisites: Intellect or Magnetism +0, and Perfor-
mance or Persuasion level 1
FACELESS IN A CROWD*
Talent Point Cost: 2 You are a skilled (or lucky) gambler, who might have earned
Prerequisites: Intellect +0, and Disguise or Stealth level 1 a modest living in the towns and cities of more civilized
lands, or among the grimmer contests of places more sav-
To you, fame and notoriety mean little, perhaps even find- age. Regardless, you receive the ‘Games’ specialty of the
ing it detrimental to your chosen life-path. As such, when Lore skill for free, and when bellying up to a card, dice, or
others make Lore skill rolls against your Renown, only half similar game (such as King’s Keep, Four Dragons, Pirate’s
your Renown is applied toward calculating the DL (thus, Ante, Blade-gambit, etc.), an hour’s worth of gambling
your deeds and weaknesses are less likely to be known). can usually earn you 1 silver piece per point by which you
Additionally, you gain a +1 bonus to Disguise skill rolls. exceed a DL 15 Persuasion (bluffing specialty), Perception
(empathy), or Luck roll. You choose which one. If you fail
this roll by 5, then you lose 1 silver coin per point shy of 10
FEIGNED ATTACK (maximum of 5).
Talent Point Cost: 3 Alternately, you can attempt to cheat thereby upping the
Prerequisites: Persuasion (bluffing specialty) and Weap- potential stakes, but the DL increases to 20. However, if you
onry: Melee level 2 succeed, you earn 2 silver coins per point of success instead
Stamina Cost To Use: 1 of merely 1, and you may add the Sleight of Hand skill to
the list of options above. You must, however, state to the
You are skilled in feinting and tricking opponents in combat, GM that you are intending to cheat before any die rolls are
enabling you to attempt a Persuasion (bluffing specialty) rolled; if you fail your skill roll by 10 or more when cheat-
skill roll—or Performance if you have at least 3 levels in ing, then you are discovered and will likely be dealt with
it—against a single adversary (this counts as a non-attack accordingly. If you critically fail this roll, then every one of
action). The target receives a Perception (empathy special- your opponents (and possibly onlookers) turn their anger
ty) or Resolve roll to resist your deception, against a DL set upon you.
by your roll. If the opponent fails, then you have feigned
him so well that he is considered Off-guard for any follow GOSSIP
up attack from you (and only you) for the remainder of
Talent Point Cost: 2
the round.
Prerequisites: Intellect or Magnetism +0, and Persuasion
Note that every successive use of Feigned Attack, after
level 1
the first, against the same target comes with a -2 penalty
Stamina Cost To Use: 1
to your Persuasion (or Performance) skill roll, since oppo-
nents will begin to suspect a feint or mislead from you after
Gifted in the art of small talk and rumor-mongering, able
a time or two. Each use of this talent costs you one Stamina
to pick up on innuendos and direct gossip about various
112 CHARACTER CREATION
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KINGDOMS

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,

CHARACTER CREATION 113


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KINGDOMS
of two effects—the target takes 5 Health points of damage
as well, or has no recollection of the past hour or so which
PRIVATEER includes being waylaid.
Talent Point Cost: 3
Each use of Sapping Blow costs the attacker one Stamina
Prerequisites: Must be from a maritime culture, plus Per-
point.
ception and Sailing level 1

As something of a sailor, or perhaps even as a former pirate, SECRET STRIKE


you worked as a privateer—a hunter of pirates sponsored Talent Point Cost: 3
by a maritime realm—at some point in your past. You might Prerequisites: Agility +1, Stealth level 3, and Weapon-
still pursue this livelihood on occasion, but regardless, you ry: Melee level 3
receive +1 to your Renown, a +1 bonus to Sailing skill rolls,
and gain the ‘Outlaws’ specialty of the Lore skill. When attacking an Off-guard opponent (that is, one that is
Furthermore, you might have access to some minor unaware of you), you gain an additional +2 bonus to your
equipment or favors as supplied by your lord or employer, Weaponry: Melee roll. This also functions for Weaponry:
though you might have to succeed in a DL 20 Persuasion Ranged rolls made at Close range, which is half the distance
skill roll if requesting a major item (such as a ship). If you of Short range for the weapon in question. If you have at
ask more than once every six months, then the DL increases least 3 skill levels in Brawling, this talent even applies to
to 25 or even 30 (GM discretion), and if you fail this roll by unarmed attacks against Off-guard opponents.
10 or more, then you risk the ire of your liege. Note that Off-guard targets have Defenses of only 10, or
Lastly, you pay one point less for the Mariner talent. less, until they become aware of a threat. This talent also
allows you to pay one point less for the Assassin talent.
RAIDER*
Talent Point Cost: 3 SEDUCTIVE DANCE
Prerequisites: Agility or Vigor +0 Talent Point Cost: 3
Stamina Cost To Use: 1 Prerequisites: Performance level 3, plus either Magne-
tism +2 or the Comeliness talent
You have a less than lawful background as a marauder, pi- Stamina Cost To Use: 1+ (see below)
rate, or raider, be it by land or sea (or both). Perhaps are
still engaged in such activities, taking food, livestock, gold, You are quite skilled in seducing (and distracting) others by
jewels—and more—from the legal possession of others. As way of trained dances and evocative movements, be it the
such, you receive a +1 bonus to Perception skill rolls as well Dance of the Seven Veils, the Air-Dance of the Djann, the sa-
as a +1 boost to your Initiative. In addition, by expending cred dances of Luccia, or others. Regardless, after engaging
a Stamina point, you can quickly detect the most appar- in this sensual performance art for one full round (i.e. two
ently valuable object in any given space (within your line actions), and expending 1 Stamina point, you can make a
of sight), requiring one action to do so. In areas of poor Performance skill roll. The result is the DL that those within
lighting or lots of concealment, the GM may require a Per- 10 yards of you have to make on a Resolve roll, failure
ception skill roll here (DL 10 or 15). meaning that they are Distracted (-2 to all Perception rolls)
Lastly, you pay one point less for the Privateer and and are not willing to take any action apart from staring at
Smuggler talents. you in utter fixation. This goes primarily for those of the
opposite sex, or those with same-sex orientation or lean-
ings.
SAPPING BLOW Your rather captive audience continues to be so for as
Talent Point Cost: 3
long as you perform, which costs you an additional Stamina
Prerequisites: Stealth level 5 and Weaponry: Melee level
point per round afterward. Even after your performance,
3
those who failed their Resolve rolls are susceptible to your
Stamina Cost To Use: 1
whims, and you gain a +5 bonus to all Performance and
Persuasion rolls for the next half-hour.
If you catch a living target Off-guard, by way of stealth or
some other means, you can attempt to “sap” (i.e. knock
out) the creature with a successful Brawling or Weaponry: SLAVER*
Melee roll versus a DL equal to 10 + the target’s armor Talent Point Cost: 3
rating. This knocks the target unconscious for one minute Prerequisites: Animal Handling or Persuasion level 1,
per point of success, although it receives an Endurance re- and Decadent or Tainted weakness
sistance roll (the DL being set by the sapper’s attack roll
result) to reduce this effect to being merely Stunned for one Though slavery is accepted, at least to some degree, in even
full round. the more advanced and civilized of realms, you—as a for-
Upon a critical success on the attack roll, or a critical fail- mer (or present) dealer in the slave-trade—are generally a
ure of the target’s Endurance roll, the sapper has a choice less than ethical sort, often unfeeling toward your fellow
creature or simply hardened to a life suited to “wealth at

114 CHARACTER CREATION


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any expense”. Regardless, you can accurately judge the gen- Note that, even though torture is an acceptable means to
eral value of any slave or your own race (by examining for an end in most cultures (at least to some extent), use of this
at least one minute), as well as gain the ‘Whip’ or ‘Net’ talent extensively or without real cause could eventually
specialty of the Weaponry: Ranged skill (your choice as to earn a character the Tainted weakness.
which one).
Additionally, you pay one point less for the Caravan
Master, Merchant, Raider, Smuggler, and Torturer talents.
TRAP-SETTER
Talent Point Cost: 3
Prerequisites: Intellect +0, and either Crafting level 3
SMUGGLER* or Survival level 3
Talent Point Cost: 3 Stamina Cost To Use: 1-2 (see below)
Prerequisites: Intellect +0
You are quite skilled in the building of snares, dead-falls, and
At some point in your past, you worked as a smuggler, per- other traps constructed swiftly “out in the wild”. By spend-
haps gaining such experience as a pirate, fence, or even a ing at least 10 minutes, and expending 1 Stamina point, you
less-than-honest merchant. You might even still pursue this are able to create one of the following:
nefarious lifestyle from time to time. Regardless, you gain a
+1 bonus to all Sleight of Hand and Stealth skill rolls, and Alarm: Crafting or Survival DL 10 to set; Perception
may choose either the ‘Appraisal’ specialty of the Crafting DL 20 for others to detect; failure to detect means that
skill or the ‘Bluffing’ specialty of the Persuasion skill for free the intruder has triggered the alarm, which is usually a
(your choice as to which). gong, drum, crashing pottery, or some other means of
Furthermore, you might have a contact in most coastal creating a loud and instantaneous sound.
cities of note (numbering at least 5,000 inhabitants), the Snare: Craft or Survival DL 12 to set; Perception DL 20
GM possibly requiring a DL 10 or 15 Luck roll from you to for others to detect; failure to detect means that one in-
make sure. This contact will likely buy or trade for most truder of Physique +5 or less is ensnared (grappled); Ac-
illicit goods (of which you are likely to receive no more robatics or Physique roll to break out of this snare-trap,
than 30% of the items’ market value), although you could which is usually a rope or vine, springy limb, or the like.
attempt a DL 20 Persuasion skill roll to bargain for more Injury Trap: Crafting or Survival DL 16 to set; Per-
when attempting to fence a particularly notorious or exotic ception DL 20 for others to detect; failure to detect
object. means one intruder of Physique +15 or less takes Health
damage equal to the half trap-setter’s initial Crafting or
TOMB ROBBER* Survival roll (maximum of 15 points). The trap has an
Talent Point Cost: 3 Armor Piercing rating of 2.
Prerequisites: Agility +0, and Vigor or Willpower +0
All traps require a successful DL 20 Lock-picking or
You have enjoyed the occasional payoff that can come from Crafting (engineering) roll to disarm or bypass, assuming
raiding tombs, crypts, cairns, and other sacred burial places, they are detected in the first place. Being somewhat crude,
often dodging traps, enduring ancient curses, and perhaps none of them reset automatically, although the DL to reset
tempting the wrath of the gods themselves. Due to this dar- an already-constructed trap is 5 lower and only five minutes
ing background, you receive a +1 bonus to Resolve skill needed (but still a Stamina cost of 1).
rolls, the ‘Tombs’ specialty of either the Lore or Perception Note that the above traps are assumed to be a one
skill (your choice), and a +1 bonus to either Acrobatics or square-yard effect area—that is, a creature must step into
Athletics skill rolls (your choice again). that narrow vicinity. However, a two square-yard effect
area can be built instead, though this costs twice the usual
time (20 minutes) and Stamina (2). Anything larger or more
TORTURER complex than this is beyond the scope of this talent and en-
Talent Point Cost: 2 ters into the realm of more sophisticated engineering.
Prerequisites: Vigor or Willpower +0, plus Healing Arts GMs are free to rule that there are no materials in the
level 1 and Persuasion level 1 area to build a trap or snare, or enforce a -2 penalty to the
Crafting or Survival roll due to poor or heavily improvised
You once worked as a torturer or executioner, either in an materials. Also, note that these types of traps could be at-
official capacity to some minor lord or unofficially due to tempted by characters without this talent (using the Craft-
a natural-born knack for pain and torture. Regardless, you ing or Survival skill), but the DLs would be at least 5 (or
gain the ‘Torture’ specialty of the Persuasion skill, which even 10) higher than the ones listed here and would require
might be used to extract information from prisoners, strike at least a half-hour’s time if not more.
fear into captives, or similar less-than-wholesome applica-
tions. In addition, you receive a +1 bonus to Endurance
and Resolve rolls to resist torture yourself and pay one less
point for the Crippling Attack and Poisoner talents.

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TABLE 2-8: OTHER TALENTS

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.

Talent Name Cost Requirements


Agile Climber 2 Agility +0 and Athletics level 1
Agile Rider 2 Agility +0 and Animal Handling level 1
Animal Kinship 3 Magnetism +0
Beast Companion 2/4 Animal Kinship or Animal Handling level 1
Body-painting 3 Must be Caernian, Cymreddi, Gaernic, Chenari, Wild Sidhe
Cat-like Reflexes 3 Agility +0 and either Mobility 11 or Acrobatics level 1
Comeliness 3 Magnetism +0
Commanding Voice 2 Magnetism +0
Destiny 4
Double Specialty 2 Intellect or Willpower +0 and level 6 in the skill in question
Elite Affiliation 2 See Chapter 12 (Orders & Sects) for details
Fast Learner 3 Intellect +2 or both the Educated and Keen Memory talents
Fey-touched 3 Must be human and have Magnetism +1 or the Comeliness talent
Fire In The Head 3 Intellect +0
Fleet Of Foot 3 Agi or Phy +1 and cannot have the Lame weakness or be Hindered
Fortune’s Favor 2 Intellect or Magnetism +0
Grit 3 Vigor +1 or Endurance level 3
Healer’s Touch 2 Magnetism +1 and Healing Arts level 1
Heirloom 2/4
Heroic Strength 3 Physique +2 and Willpower +0
Intimidating Physique 2 Physique +2
Keen Memory 2 Intellect +0
Light Sleeper 3 Vig or Wil +1 and cannot be Sidhe (since they do not sleep)
Limber 2 Agility or Vigor +0
Navigator 3 Int +0, plus Keen Memory talent or Sailing or Survival level 3
Night-sighted 3 Must be human (any culture)
Pearl Diver 2 Physique or Vigor +0, and Athletics level 1
Pious Faith 3 Willpower +0 or Lore (religion specialty) level 1
Puzzle Master 3 Intellect +1 and Lock-picking level 1
Quick Healer 3 Vigor +1
Rallying Speech 2 Renown 7, and Commanding Voice talent or Performance level 1
Swift Actions 3 Initiative +10
Time Sense 2 Intellect or Willpower +0
Tireless 3 Vigor or Willpower +0
Valorous 3 Willpower +0 or Resolve level 3
Vigilant 3 Willpower +0 and Perception level 2

AGILE CLIMBER AGILE RIDER


Talent Point Cost: 2 Talent Point Cost: 2
Prerequisites: Agility +0 and Athletics level 1 Prerequisites: Agility +0 and Animal Handling level 1

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).

116 CHARACTER CREATION


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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-

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narily good looks and general sexual appeal. Furthermore, meet all the requirements.
you pay one point less for the Bard and Courtesan talents. Some of the more notable affiliations—some famous,
some infamous—are briefly as follows:
COMMANDING VOICE Order of the Sword & the Rose (knightly brother-
Talent Point Cost: 2
hood based in Aradorn)
Prerequisites: Magnetism +0
The Golden Crucible (alchemist’s “guild” based in the
Lorinthian Empire)
Your voice is loud and rich, capable of commanding a room
when you speak. You might also be a gifted singer or know The Iron Legion (elite legion of soldiers based in the
how to use your voice to invoke powerful magics. What- Lorinthian capital)
ever the case, you gain +1 to your Renown, and enjoy a +1 The Shadow Hand (network of thieves based primar-
bonus to either Performance or Persuasion skill rolls (your ily in Lorinthia and Esmandos)
choice as to which). Lastly, you pay one point less for the Blood Disciples (elite order of vampiric warriors based
Words of Power, Rallying Speech, Song Magic, and War-cry in Mulovia)
talents. The Emerald Harp (elite brotherhood or bards based
in Faerland and abroad)
Company of the Black Lion (freelance mercenary
DESTINY warriors)
Talent Point Cost: 4 Shadow-knights of Lithilor (semi-secret order of
Prerequisites: None Dark Sidhe warrior-assassins)
The Golden Legion (little-known order of gor-
You were born on an auspicious holy day, during the Mat- gon-slayers based in Prydonia)
ing of the Moons (the twin lunar eclipse every seven years), The Wulfingas (elite order of warrior-knights sworn to
or perhaps with a strange birthmark somewhere on your a duke in Aradorn)
body. Regardless, you are destined for some important Sky-riders of Celendoril (elite order of Eluna Sidhe
life-event, in accordance to village elders, a shaman, your eagle-riders)
mother or father, or simply know intuitively from deep
within (possibly having observed strange omens and por- As mentioned in brief above, most of these organiza-
tents). tions require fairly stringent qualifications for membership,
As such, you receive +1 to your Luck, and with the GM’s such as minimum Attributes, certain Talents, skill levels, and
discretion, will likely attain some high position, save an en- such. However, the benefits offered by these groups is un-
tire village or tribe from a terrible fate, or help fulfill some surpassed, and player-characters involved in them stand to
ancient prophecy long foretold. Though you are by no receive secret knowledge, magical training, special equip-
means guaranteed to survive these events, if you do man- ment, and sometimes even pay. It is rare to be a mem-
age to do so, you might be heaped with wealth, status, and ber of two elite organizations, but possible with the right
fame due to your destined achievement. campaign circumstances and GM approval. Membership in
three should be a virtually impossibility.
DOUBLE SPECIALTY
Talent Point Cost: 2 FAST LEARNER
Prerequisites: Intellect or Willpower +0, and level 6 in Talent Point Cost: 3
the skill in question Prerequisites: Intellect +2 or both the Educated and
Keen Memory talents
One of your skill specialties (of a skill in which you possess
at least six levels) becomes a +2 bonus instead of merely a You are a natural intellectual or a person with an acute and
+1. You may take this talent multiple times if you so choose, swift mind, and perhaps likely a product of all these traits.
but each time it must apply to a different specialty. As such, you gain an additional Skill Point to spend at char-
acter creation as well as at every even-numbered Advance-
ELITE AFFILIATION ment.
Talent Point Cost: 2
Prerequisites: See Chapter 12—Orders & Sects for details FEY-TOUCHED
Talent Point Cost: 3
You are a member of an elite organization, be it covert, Prerequisites: Must be human and have Magnetism +1
overt, or somewhere in between. This might be due to an
or the Comeliness talent
old family allegiance or from special contact earlier in your
life. You may join this order or group if you qualify (see
Your homeland is likely one bordering on a Sidhe realm
Chapter 12—Orders & Sects for prerequisites), and if you or semi-untamed territory of wilder Faerie creatures. Gen-
do not, you are still considered loosely associated with this erally, this is a forested region in, or near, kingdoms such
organization and may gain admittance later on when you as Caerndon, Cymreddi, Faerland, and even Aradorn and

118 CHARACTER CREATION


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Brythia (among others still). Regardless, you have distant 4 Luck points in any given game-session instead of the usual
Fey blood in your veins, or perhaps more commonly, maximum of 3.
were “touched” by Other-worldly beings (or a singular Fa-
erie creature) such as the Eluna Sidhe, Dark Sidhe, Satyrs,
Nymphs, Kelpies, or the like.
GRIT
Talent Point Cost: 3
This means that you might have experienced the Oth-
er-world (or Faerie-realms) for a measure of time, or wit-
Prerequisites: Vigor +1 or Endurance level 3
nessed something Other-worldly such as a Satyr mating-rite,
You have an exceptionally high threshold for pain, and thus
a Nymph who held you captive for a while, or even a Gob-
you suffer no penalty to your Defense and die rolls when
ling or Red Cap who decided to toy with you instead of
being reduced to half Health. In addition, you gain a +5 bo-
killing you outright. Fey-touched characters gain a +1 bonus
nus to your Endurance skill roll to resist falling unconscious
to Resolve rolls made to resist glamour (illusions), receive a
when being brought to zero Health.
+1 bonus to Magical Arts: Shadow rolls, and if they have
an Intellect of +0 or better, knowledge of the Faerie (or
“Other-tongue”) language for free. HEALER’S TOUCH
Furthermore, if you have the Obsession (Fey or the Oth- Talent Point Cost: 2
er-world) or Phobia (cold-iron) weakness, you receive an Prerequisites: Magnetism +1 and Healing Arts level 1
additional bonus point for it even if it puts you beyond the
normal limit of +5. (Note that you still only gain a +1 bonus You are gifted with a calming presence and a natural bed-
even if you have both of these.) side manner, enabling you to use your Magnetism attribute
instead of your Intellect for Healing Arts skill rolls.
FIRE IN THE HEAD
Talent Point Cost: 3 HEIRLOOM
Prerequisites: Intellect +0 Talent Point Cost: 2 or 4 (see below)
Stamina Cost To Use: 0 (but see below) Prerequisites: None.

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

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Ε A magical talisman containing three uses of a DL following feats of strength:
20 or less spell effect
Ε A master-crafted large shield Ε Lift over your head three times your own body
Ε A master-crafted war-helm weight for up to five rounds (half a minute). Takes one
Ε An exceptional-quality chain or scale hauberk action if in combat.
Ε A master-crafted chain shirt or hard leather cuirass Ε Bend normal iron bars or lift a sturdy portcullis
Ε A full harness of plate and chain armor gate; if they are master-crafted or better, then you will
Ε A suit of Duergar plate armor (must be Duergar) need to succeed in a DL 15 Physique roll. Takes an ac-
Ε Three heroic-quality arrows (must be Sidhe; can be tion if in combat.
retrieved on a roll of 3+ on 1d20). Ε Carry a creature of your Physique or less at full
speed with no penalties.
Though rare and potent items, heirloom objects can, of Ε Completely shatter one small or medium object
course, still be damaged, lost, stolen, or whatever, just as (no larger than a chest or chair); if a master-crafted ob-
any material item can in the fairly brutal world of SK. Heir- ject, a successful DL 15 Physique roll is required (hero-
looms, as the name suggests, might even be passed down ic-quality or better objects are not affected). Takes an
eventually from the player-character to an heir or favorite action if in combat.
henchman.
For a cost of 6 Stamina points, you can use Heroic
Strength for even greater things, such as:
HEROIC STRENGTH
Talent Point Cost: 3
Prerequisites: Physique +2 and Willpower +0
Ε Dead-lifting up to six times your own body weight.
Takes one action if in combat.
Stamina Cost To Use: 3 or 6 (see below) Ε Carrying two people (whose combined Physiques
must be within +5 of your own) at the same time, full
You are well-muscled, or in the very least, sinewy or stout- speed, without penalties
framed or with a strong determined will. Regardless, for
the cost of 3 Stamina points, you can perform one of the
Ε Shatter a large object (cart, chariot, sled, etc.) or a
smaller master-crafted one automatically (heroic items

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or better are not affected). Requires one action if in
combat.
Ε Some similar feat, such as carrying a horse for NAVIGATOR*
Talent Point Cost: 3
several minutes, throwing a hay-bale up to ten yards,
keeping a boat from sailing off by its mooring, holding Prerequisites: Intellect +0, and either the Keen Memo-
up a collapsing ceiling for half a minute (5 rounds), etc. ry talent or Sailing or Survival level 3

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)

CHARACTER CREATION 121


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level 1 SWIFT ACTIONS


Talent Point Cost: 3
You are especially spiritual, perhaps even religious. That is Prerequisites: Initiative +10
to say, you attend temple ceremonies or similar rites and Stamina Cost To Use: 2
doubtless pay some attention to holy days and other sa-
cred times of the year, possibly even speaking prayers to So swift are you, mind and body, that you can gain a third
the gods and offering the occasional sacrifice. Whatever the action in a given round by expending two Stamina points.
details, you receive +1 to Luck and a +1 bonus to Resolve This even enables you to take two attack actions or two
skill rolls. Additionally, you gain a +1 bonus to your Defense spell-casting actions in a round, unlike the normal rule of
and to all die rolls when in a recognized temple or similar no more than one attack or one spell action in any given
sacred space of your faith. round. However, due to the extreme haste in your move-
Note that if you fail to honor your religious fervor and ments, you can only make use of Swift Actions once per
dedication, at least on occasion, the GM is free to disal- minute (ten rounds).
low future use of this talent (perhaps until “atonement” is
made).
TIME SENSE
Talent Point Cost: 2
PUZZLE MASTER Prerequisites: Intellect or Willpower +0
Talent Point Cost: 3
Prerequisites: Intellect +1 and Lock-picking level 1 You have a knack for knowing how much time as passed
after a given event or what time of day (or night) it is at
You are mentally adept, and your mind is quick to solve almost any given moment. Thus, you can estimate with
puzzles, riddles, and similar enigmas. As such, you may use near-perfect accuracy what hour of day it is (usually within
your Intellect attribute (instead of your Agility) for any 15 minutes), although if you have been unable to see the
Lock-picking skill rolls that you make. Additionally, at the sun or moons for several days, you might have to succeed
discretion of the GM, you can attempt to solve riddles and in a DL 10 Intellect roll to make an accurate estimate to
similar “mind-puzzles”, and by succeeding in a DL 15-20 within an hour (GM discretion).
Intellect roll (depending on complexity or difficulty), you
might receive a hint from the GM or perhaps even an ab-
solute resolution. TIRELESS
Talent Point Cost: 3
Prerequisites: Vigor or Willpower +0
QUICK HEALER
Talent Point Cost: 3 You are exceptionally energetic, often having the stamina
Prerequisites: Vigor +1 and resolve to keep going despite being pushed to the limit.
Thus, when you drop to half Stamina, you may attempt
You are blessed with an uncanny ability to heal faster than a DL 10 Resolve roll with a success meaning that you do
most, regaining 2 additional Health points of natural heal- not suffer the effects of the Fatigued condition (that is, a
ing per day. In addition, anyone using the Healing Arts skill -2 penalty to Defense and die rolls). Furthermore, if you
on you, or healing-magic, gain a +2 bonus to their die rolls. are reduced to zero Stamina points, and succeed in a DL 10
Resolve roll, you only suffer the effects of Fatigued instead
RALLYING SPEECH of Exhausted.
Talent Point Cost: 2
Prerequisites: Renown 7, and Commanding Voice talent VALOROUS
or Performance level 1 Talent Point Cost: 3
Stamina Cost To Use: 2 Prerequisites: Willpower +0 or Resolve level 3
You are quite skilled in rallying your followers, troops, ser- You are especially stoic and brave, which grants you the
vants, and allies, wherein if you succeed in a DL 10 Perfor- ‘Resist Fear’ specialty of the Resolve skill and a +1 boost to
mance roll (oratory specialty), everyone allied with you your Renown. Also, when you succeed in any fear-based
gains a +1 bonus to all skill rolls, and Defense, for 1 minute Resolve roll, you immediately gain a +1 bonus to your
plus 1 per point of success. If you score a critical success on Brawling and Weaponry: Melee skill rolls against the crea-
this roll, then the bonus increases to +2 instead. ture (or person) who attempted to frighten you.
Your allies must be within 10 yards of you while deliv-
ering your Rallying Speech, in order to gain these bonuses,
and you must speak for at least one minute. This costs you VIGILANT
two Stamina points. Note that this talent only works once Talent Point Cost: 3
per 24 hours on the same group of people (of whom must Prerequisites: Willpower +0 and Perception level 2
have at least an Intellect of -2). Stamina Cost To Use: 1+ (see below)

122 CHARACTER CREATION


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rolls regarding this chosen “target”. This latter use of the


Ever observant and rarely disturbed, you are completely talent costs you one Stamina point immediately plus one
immune to the Distraction condition. In addition, when point per hour (for extended periods). Note that you must
you declare that you are observing a specified location, ob- remain awake and not engaged in other activities.
ject, or creature, you gain a +2 bonus to Perception skill Furthermore, you pay one less point for the Light Sleeper
talent.

TABLE 2-9: QUICK REFERENCE WEAKNESSES LIST

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.

Weakness Points Gained Prerequisites


Addiction 1-2
Albino 2
Blind 3 Cannot have the ‘Sight’ specialty of the Perception skill
Cursed 2-3
Decadent 2
Disfigured 2 Cannot have the Comeliness talent
Doomed 2 Cannot have the Destiny talent
Elderly 2 Cannot have the Very Young weakness
Enemy 1-2
Exiled 1-2
Geas/Taboo 1-2
Heretic 2
Honorless 2 Cannot have Sacred Oath talent or Oath-bound weakness
Illegimate 2
Indebted 1-2
Infamous 1-2 Cannot have the Famed weakness
Kin-slayer 2
Lame 2
Low-born 2 Cannot have the High-born weakness
Madness 1-2
Maimed 3
Mute 3 Cannot have any talent that is voice-based
Oath-bound 1-2 Cannot have the Honorless weakness
Oath-breaker 1-2
Obsession 1-2
Phobia 1-2 Cannot have the Valorous talent
Rotund 2 Cannot have the Waif talent
Savage 2 Cannot have the Decadent weakness
Short 2 Cannot have the Too Tall weakness
Tainted 2 Cannot have the Sacred Oath talent
Too Tall 2 Cannot have the Short weakness
Waif 2 Cannot have the Rotund weakness
Very Young 2 Cannot have the Elderly weakness
Zealot 2

CHARACTER CREATION 123


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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-

124 CHARACTER CREATION


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suasion skill rolls. Note that rare and potent magics (such as Prerequisites: None
a Regeneration spell) might provide a potential cure for this
weakness with the GM’s discretion. You have been in exile for a number of years, perhaps hav-
ing taken up with a band of gypsies, falling in with a group
of brigands, semi-adopted by another clan or tribe, or sim-
DOOMED ply living more or less as a hermit.
Bonus Points Gained: 2
For the 1-point bonus, your exile as self-induced, choos-
Prerequisites: Cannot have the Destiny talent
ing to leave your homeland over philosophical differences,
your involvement in a terrible event, the loss of a loved
You were born under a disastrous star, on an auspicious
one, or in pursuit of forbidden knowledge. As such, if you
date, or under some other suspicious and grave circum-
return to your homeland, you suffer a -2 penalty to all Per-
stance. In short, your fate is intertwined with death and
formance and Persuasion skill rolls, at least for one month
suffering, although this demise could also prove quite he-
(while your people readjust to having you back, perhaps
roic and perhaps even necessary for your people or your
after a period of distrust).
cause. In game terms, you must work with your GM to
For the 2-point bonus, you were forcibly banished, per-
provide a potential moment—likely within the next five or
haps forced into exile by a rival house or clan, the agree-
six game-sessions—that will cost you your life. Alternately,
ment of a lord or council over some law-breaking, by the
you can leave this completely up to the GM and thus the
behest of a high priest or shaman for breaking some ancient
potential for a surprise reveal.
taboo, or perhaps even from an allegedly horrible deed
Such possibilities include being slain on the battlefield in
that you didn’t even commit (but almost everyone assumes
an epic meeting of two armies, having to sacrifice one’s
self in order for the rest of the party to escape alive, being that you did). In this case, you suffer a -5 penalty to Perfor-
selected as a sacrifice to an elder wyrm or demonic being in mance and Persuasion skill rolls within your own home-
order to appease it, dying in child-birth as the “chosen one” land, and could even run the risk of being apprehended or
enters the world, etc. Such events, though devastating to otherwise punished. It might take several months, or years,
the character, could live on in song and tale. to be welcomed back into the fold (if ever).
Note that if the player genuinely wishes to extend the
life of his character, then the GM is advised to have the GEAS/TABOO
Doomed weakness play out as a maiming or other type Bonus Points Gained: 1 or 2
of major setback. For example, the character loses a limb Prerequisites: None
(or two) in battle, has a heroic-quality item destroyed or
sacrificed, loses a major henchman or beast companion, or An ancient tradition in many of the Western realms, you
something similar. GM discretion serves best as always. have been placed under a geas (as it is often called in
Brythia, Cymredd, and the Emerald Islands)—or a taboo—
ELDERLY as it might be more widely known. This might have been
Bonus Points Gained: 2 set upon you by a Druid, chieftain, shaman, or some other
Prerequisites: Cannot have the Very Young weakness affluential personage by your own free will (for unwilling
afflictions, see the Cursed weakness). Geasa and taboos, af-
You have lived at least sixty years if human, or the equiv- ter all, often show respect to the gods, spirits, and other
alent thereof if a member of one of the longer-lived races ancient forces and laws, though more “civilized” societies
(such as the Duergar, Sidhe, etc.). As such, you suffer a -1 often have fewer restrictions and taboos.
penalty to Agility, Physique, and Vigor, but gain a +1 bonus For the 1-point bonus, this geas or taboo might be as
to your Intellect and Willpower. (See Chapter 11—Charac- follows: cannot eat meat, cannot wear red, cannot wear
ter Aging/Lifespan for more information.) black, cannot write or draw symbols, must not draw a
weapon unless it is bloodied, may not attack a royal per-
sonage, cannot harm a white-colored animal, etc. Breaking
ENEMY a 1-point geas/taboo immediately inflicts -1 to your Renown
Bonus Points Gained: 1 or 2 and causes you to gain either the Infamous or Oath-break-
Prerequisites: None er weakness, your choice of which.
2-point bonus geasa (plural) could be of the following:
You are currently being hunted by an individual of modest cannot use metal weapons or tools, many not any color
skill and power (for the 1-point bonus version), or a pow- other than white (or green), cannot ever hide one’s face,
erful individual or group of modest power for the 2-point must sacrifice a lamb or bull once per week, may not carry
bonus version. Work with your GM in regards to who, or a weapon (other than a staff or small knife), must not read
what, this particular enemy might be, or you can leave it up the writings of any language, etc. If you break a 2-point
to the GM to be a complete surprise. geas or taboo, then you suffer -1 to Renown and gain the
Cursed (minor) and Infamous weaknesses.
EXILED Please consult your GM for final approval of your geas/
Bonus Points Gained: 1 or 2 taboo.

CHARACTER CREATION 125


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vidual (or group of modest power) 100 silver coins, a debt
of which you must pay at least 10 sc per month. Just like
HERETIC the lesser version of Indebted, you can do this either via
Bonus Points Gained: 2
Downtime or in actual play.
Prerequisites: None
Note that other forms of payment, such as serving as
a debt-slave or indentured servant, might suffice but only
At some time in your storied past, you acted openly (or
with a successful DL 20 Persuasion roll against the debtor.
covertly) against the established religion(s) of your home-
Payments missed are likely to have the creditor, or one or
land. This caused you to become branded, either literally or
two of his followers, searching for the character or perhaps
figuratively, a heretic. As such, you suffer a -2 penalty to all
taking some other form of punishment, such as lampoon-
Performance and Persuasion skill rolls when dealing with
ing, hostage-taking, etc.
priests, acolytes, lay-persons, and “true believers” of that
particular faith or sect. Note, that in some realms, such as
Mulovia, this might indeed be the entirety of the region. INFAMOUS
Bonus Points Gained: 1 or 2
Prerequisites: Cannot have the Famed weakness
HONORLESS
Bonus Points Gained: 2
You committed some past crime, sin, major failure, or other
Prerequisites: Cannot have the Sacred Oath talent or
such folly known throughout your clan, tribe, or home-city
the Oath-bound weakness (or some other territory with GM discretion). This could be
some event such as leading an army into an ambush or rout,
You have never followed any sort of code of honor, tenet, giving away tribal or national secrets, having a scandalous
or edict, and probably few (if any) laws. As such, you are tryst with a renowned personage, etc.
considered a person without honor, devoid of ethics and For the 1-point bonus, your infamy is known throughout
occasionally even morals, and therefore likely without dig- an area about the size of a large city or small tribal region.
nity. Most folks stay clear of you, and certainly have little For the 2-point bonus, your infamy is known throughout a
trust of you, and thus you suffer a -2 penalty to Perfor- region about the size of a large province or small kingdom.
mance and Persuasion rolls to those who have heard of Whenever you are within this territory, you suffer a -2
you (via your Renown). penalty to Performance and Persuasion skill rolls when
In addition, you cannot ever accept a position within an dealing with the citizens or inhabitants of this area.
organization that requires you to follow a specific code or
tenet, such as with virtually all Elite Affiliations.
KIN-SLAYER
Bonus Points Gained: 2
ILLEGITIMATE Requirements: None
Bonus Points Gained: 2
Prerequisites: None This weakness is similar to Infamous or Enemy, but deals
more specifically with a subject matter deeply frowned
You were born a bastard, or an otherwise illegitimate off- upon by virtually all races and cultures. Kin-slayers are the
spring, unrecognized by most noble families and even oc- epitome of lawlessness and villainy, for they have slain
casionally seen as an abomination by some of the more members of their own clans and immediate families, such
“civilized” religions. As such, you suffer a -2 penalty to Per- as nephews, uncles, or even fathers, mothers, and infant
formance and Persuasion skill rolls when associating with offspring.
members of your house or clan. Furthermore, because most As such, you suffer a -2 penalty to Performance and
of your kin refuse to speak about you, you suffer -1 to your Persuasion skill rolls when dealing with anyone from your
Renown. homeland (that have heard of your ill doings). However,
this penalty increases to -5 if interacting with direct mem-
INDEBTED bers of your family, and you are likely to have retribution
Bonus Points Gained: 1 or 2 taken against you such as capture.
Prerequisites: None
LAME
Somewhat similar to Oath-bound, except that this weak- Bonus Points Gained: 2
ness deals more directly with monetary obligations instead Prerequisites: None
of vows of service and allegiance.
For the 1-point bonus, you owe a merchant, gambler, ar- You were born with a club foot, or else suffered a terrible
tisan, or some minor lord 50 silver pieces (or the equivalent injury to a leg or foot in the past from which you have
thereof), a debt that you must pay at least 5 sc towards per never quite recovered. Thus, you suffer -2 to your Mobility
month. This can be done either as a Downtime Action or in trait and take a -1 penalty to Acrobatics skill rolls. Note
actual game-play. that there are rare and potent magics that might cure this
For the 2-point bonus, you owe a more powerful indi- condition (such as a Regeneration spell), but only with the

126 CHARACTER CREATION


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KINGDOMS
GM’s discretion. may attempt Persuasion skill rolls (pantomiming and such),
but such are done at a -5 penalty.
Note that when roleplaying a Mute character, it is high-
LOW-BORN ly suggested that you narrate your actions even more so
Bonus Points Gained: 2
than normal, since he or she will not be capable of actual
Prerequisites: Cannot have the High-born talent
speech. Rare and powerful magics might exist (such as a
Regeneration spell) which could cure this condition with
You were born of low class and social rank, perhaps as a
GM discretion.
slave, serf, or indentured servant. As such, you begin play
(at character creation) with only 1 silver coin per point of
Renown and, if you choose a Calling, you only receive ev- OATH-BOUND
ery other listed piece of equipment starting from the top Bonus Points Gained: 1 or 2
going down (see Chapter 7—Callings above). Prerequisites: Cannot have the Honorless weakness

You have sworn a serious oath to either an individual of im-


MADNESS portance (such as a nobleman, high priest, or even a lover
Bonus Points Gained: 1 or 2
or marital partner) or a group, such as a wizardly coven,
Prerequisites: None priestly sect, knightly order, pirate fleet, or noble house).
Like most traditional acts of honor, this vow is binding and
You are sometimes, or even often, dubbed a “mad-man”
taken very seriously, and you will likely do your best to
(or “mad-woman”). Perhaps suffering from a head injury
not break it or deviate from it. In essence, the oath simply
occurring years ago or else having some mental quirks or
means that you have sworn your loyalty to this person or
other such issues. Whatever the case, for the 1-point bonus,
organization and, if called upon, will do your utmost to as-
you are affected in a minor way, such as believing ravens or
sist them in virtually any manner possible. Many nobles and
crows are demonic spirits or you sit and stare at a full moon
warriors are oath-bound to another lord or liege.
for long spells.
For the 1-point bonus, you are oath-sworn to an import-
For the 2-point bonus, this madness is more of a prob-
ant individual or small (or minor) group or organization.
lem, and your options for lunacy might be such possibilities
Breaking your oath here means that you would earn the
as hiding for hours from a full moon, constantly worrying
Oath-breaker weakness and might have other repercus-
and mumbling about a “soon-coming cataclysm”, or some
sions against you as well.
similar examples for one hopelessly mad.
For the 2-point bonus, you are oath-bound to a very im-
Note that rare and powerful healing magics might be
portant personage or a large-sized (or major) group or or-
able to restore your sanity, although in most cases this
ganization. To break your oath in this case would earn you
“madness” represents extreme personality quirks or beliefs
the Oath-breaker weakness as well as the Enemy weakness
than anything else.
(major version). Naturally, your enemy here would be the
former oath-holder or at least some lieutenant or offshoot
MAIMED thereof.
Bonus Points Gained: 3 Note that it is possible to be relieved from an oath of
duty or loyalty, but this requires direct verbal communi-
You are missing several fingers on your favored (or lead) cation from the oath-holder (and sometimes even a brief
hand, making it somewhat difficult to grasp and manipulate ceremony).
objects. Alternately, you could be missing the entire hand
instead. Whatever the case, you suffer a -1 penalty to Craft-
OATH-BREAKER
ing, Lock-picking, and Weaponry: Melee skill rolls (when Bonus Points Gained: 1 or 2
using this hand or your “off” hand).
Prerequisites: None
Note that this injury is possible to correct with rare and
potent magics, such as a Regeneration spell or some similar
Somewhat similar to the Honorless and Infamous weak-
sorcery.
nesses, although here Oath-breaker refers to something
more specific, a certain well-known (and likely well-re-
MUTE spected) vow that was broken, probably not so long ago,
Bonus Points Gained: 3 and therefore still fresh upon the minds of those from your
Prerequisites: Cannot have any talent that is voice- homeland (or whatever region the oath affected). This oath
based might have been to a lord, lady, high priest, shaman, or
some group or organization, and likely had a number of
You were either born unable to speak, perhaps due to brain witnesses and/or had taken place in a sacred space (such as
damage or some horribly psychological event, or perhaps a temple or other holy site) where the gods might have also
had your tongue cut out some years ago. Whatever the borne witness.
case, you are not capable of speech, though you can still For the 1-point bonus, a minor oath was broken (al-
read or write, naturally, if your Intellect is -1 or higher. You though many would say that there are no such things as
“minor oaths”)—which could refer to a promise to a lover,

CHARACTER CREATION 127


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spouse, or minor lord—and means that you suffer a -5 pen- cavern, or whatever the case might be.
alty to Performance and Persuasion rolls when interact- For the 2-point bonus, the phobia is severe and you must
ing with those affected by your oath (the lord’s retainers, a succeed in a DL 20 Resolve skill roll to overcome it tempo-
spouse’s clan or house, etc.). rarily. Note that if you critically succeed in such a Resolve
For the 2-point bonus, you broke a major oath—perhaps roll, your Phobia is reduced by one degree—that is, severe
a major lord or king or a powerful organization—and suffer becomes moderate and moderate becomes non-existent.
-5 to all Performance and Persuasion rolls when associat- However, on a critical failure, you become Terrified and
ing with those affected (retainers, henchmen, lay-folk, etc.) will automatically flee from the situation, returning to nor-
as well as -1 to your Luck trait. Furthermore, grave punish- mal after you are at least 50 yards away from the source of
ments or other consequences might also be sought against the phobia.
you.
ROTUND
OBSESSION Bonus Points Gained: 2
Bonus Points Gained: 1 or 2 Prerequisites: Cannot have the Waif weakness
Prerequisites: None
You are grossly overweight, although this might be due in
You are deeply obsessed with a particular individual, orga- part to being “big boned”. Regardless, you suffer a -1 penal-
nization, object, or place. The might be the king or chieftain ty to your Stamina and Mobility traits.
of your homeland, a beautiful high priestess, a secret society
of thieves or sorcerers, a magical sword, a famous castle, a
valley known for producing mysterious flowers, an ancient
SAVAGE
Bonus Points Gained: 2
ring of standing stones, a chivalrous knightly order, among
other possibilities. Prerequisites: Cannot have the Decadent weakness
For the 1-point bonus, your obsession is minor, but
enough to where it can occasionally be a problem. As such, You are either from a fairly savage and barbaric culture, or
else you were raised mainly in the wild or perhaps by an
it requires a DL 10 Resolve skill roll to pull yourself away
old hermit who fended for himself (and you). As such, you
from your obsession when your attention might be acquired
elsewhere. For example, the woman you admire is nearby suffer a -1 penalty to Alchemy and Lock-picking skill rolls,
and a traveling companion is asking for you to join him in as well as any Crafting skill roll involving more advanced
the tavern for a drink—you would need to succeed in the feats of engineering (such as ship-building, castle construc-
above-mentioned Resolve roll in order to leave the area. tion, mechanical traps, etc.).
You receive a Resolve roll every minute (or every round if
a life or death situation) if necessary. In addition, you are SHORT
likely to talk a good deal about your obsession, perhaps Bonus Points Gained: 2
even to the point of mild annoyance. Prerequisites: Cannot have the Too Tall weakness
For the 2-point bonus, your obsession is more serious and
you must seek to represent this in a more tangible fashion, You are good bit shorter in stature (at least six inches) than
such as carving little figurines representing that of which (or most of your race or nationality, enough to cause you to
whom) you are obsessed or writing poems, songs, or tales. suffer a -1 penalty to your Mobility as well as to all Persua-
You might even seek to travel to meet this obsession person- sion skill rolls.
ally, or at least to get a close view of it, him, or her. Perhaps
you speak of it a great deal to the point of great annoyance
to those around you. Furthermore, it requires you to suc- TAINTED
ceed in a DL 20 Resolve skill roll to pull yourself away from Bonus Points Gained: 2
your obsession (if nearby); you receive a roll every minute Prerequisites: Cannot have the Sacred Oath talent
(or every round if a life or death situation) if the matter
requiring your immediate attention persists. You have been corrupted with the spiritual (and sometimes
literal) darkness of Gorgotha or the Shadowlands (or the
blighted wastes of ancient Xarkon or the Forbidden Lands
PHOBIA in the East). Alternately, you are simply a wicked person,
Bonus Points Gained: 1 or 2 having done terrible deeds in your past, now either con-
Prerequisites: Cannot have the Valorous talent tinuing on in your dark path or perhaps making an effort
to step off of it.
You have a moderate or severe fear of something, such as Whatever the case, sorcerers with knowledge of the
spiders, heights, deep water, snakes, enclosed spaces, fire, Sense Corruption spell or even the Second Sight talent,
lightning, or whatever. For the 1-point bonus, this phobia is might detect your tainted corruption, and certain supernat-
moderate and you must succeed in a DL 12 Resolve roll skill ural creatures are likely to be able to do so as well (demons,
to overcome it temporarily. That is, to cross a high bridge angels, etc.). In addition, you suffer a -2 penalty to resist
over deep water, to force yourself to enter a small enclosed most temptations, such as find a scroll containing spells of

128 CHARACTER CREATION


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vilest sorcery or a chance to make a pact with a demonic Vigor, Intellect, Magnetism, or Willpower (as indicated on
being. the character sheet). Note, however, that there are several
talents which allow the use of a different Attribute to modi-
TOO TALL fy a skill in question (see the Chapter 8—Talents).
Bonus Points Gained: 2
Prerequisites: Cannot have the Short weakness SKILL ROLLS
When using a particular skill, the GM will likely call for a
You are very tall for your race or nationality (at least six Skill Roll. Also known as a Skill Test, this is a roll of 1d20 +
inches over average), and possibly quite gangly to match. the total skill modifier (comprised of the pertinent Attribute,
Thus, you suffer a -1 penalty to your Stamina trait and to skill levels, and any miscellaneous bonuses due to race, tal-
all Acrobatics skill rolls (and therefore to Dodge Defense). ents, etc.). Thus, for example, a character with a Physique
attribute of +1 and 3 skill levels in Brawling would have a
total skill modifier of +4 in that particular skill. This means
WAIF that the player will be adding +4 to the die roll’s result and
Bonus Points Gained: 2
trying to equal, or surpass, the DL (Difficulty Level).A play-
Prerequisites: Cannot have the Rotund weakness
er can describe his or her character doing something—such
as searching a small chamber—and perhaps “trigger” a skill
You are very thin and overly lean, causing you to suffer a
roll (in this case a Perception roll), but ultimately, it’s up to
-1 penalty to your Health trait and a -1 penalty to Brawling
the GM when a skill roll is appropriate or applies.
skill rolls.
To this end, some actions or activities are automatically
successful, such as putting on one’s boots, walking down
VERY YOUNG a well-lit street, or sheathing a blade into a scabbard. Skill
Bonus Points Gained: 2 rolls really only apply when the action being taken is rea-
Prerequisites: Cannot have the Elderly weakness sonably challenging—attacking a foe, climbing a steep cliff
or wall, riding a horse at a full gallop, and crafting a horse-
You are below the age of majority (adulthood) in regards shoe—are all activities requiring skill rolls to see if the action
to your race or culture, which generally means 15 or less is successful or not.
for most human nationalities. (See Character Aging for such Optional Rule: In order to maintain easier math and
information on non-human races.) As such, none of your potential “stat bloat”, GMs are encouraged to cap skill rolls
Attributes can be greater than +2 at character creation. at a maximum of +20. Granted, this is highly difficult to
attain, but this also includes all situational modifiers too.
ZEALOT
Bonus Points Gained: 2 SKILL POINTS
Prerequisites: None Skill Points are gained at character creation and at every
Advancement. The exact number of skill points is 25 + In-
This is similar to the Obsession weakness, but has more to tellect at character creation (i.e. Zero Advancements) and a
do specifically with religion, faith, and over-enthusiastic PC gains 5 skill points every Advancement. These “points”
dedication to a deity or pantheon. Choose a god/goddess, become skill levels—on a 1:1 basis—when spent. For exam-
or group of deities (preferably from your home culture), ple, a character with an Intellect of +2 would start with 27
that you have become increasingly zealous over, causing skill points to spend on, or convert to, skill levels. Two skill
you to suffer a -1 penalty to Persuasion skill rolls when points put into Acrobatics, for example, would mean that
dealing with others not of your faith or sect. When dealing this character would have 25 points remaining, and so on.
with a sect of faith diametrically opposed to your beliefs,
or an all-out enemy of your deity or pantheon, this penalty SKILL LEVELS
increases to -2 as you find it difficult to hide your contempt A skill level represents how well-trained a character might
(and you might even come to blows with such folk). be in a given skill. When making skill rolls with no skill lev-

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,

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one or two)—this is all up to the individual player. maelstrom (Sailing), among other near-endless possibilities.
Over time, and through Advancement (see the XP & Ad- Each skill description below, and spell descriptions later
vancement), characters earn additional skill points to im- on (as well as some talents), list several options in regards
prove existing skill levels or begin “training” in new skills. to critical successes. The GM can either roll randomly or
allow the player to choose the effect, or if the player is
experienced with the game system, the GM may even al-
“OTHER” MODIFIERS
low the player in question to create his or her own effect.
On the official SK character sheet, you will notice a column
The GM should choose which method to follow before the
in Chapter 10—Skills titled “Other”. This reflects miscella-
campaign begins, perhaps discussing this with the players as
neous bonuses (or penalties) acquired through certain Tal-
a collective group.
ents, Skill Level Achievements, Armor Penalties, and other
potentialities. Though they represent no actual training,
like Skill Levels do, it’s recommended that the GM limit the THE ”EXPLODING 20” ROLL
maximum number of “Other” bonuses (per skill) to +3 or Any “natural 20” on the die—that is, an unmodified ‘20’—
possibly +4 at most. means that the roll “explodes”; that is, you pick up the die
(after adding any modifiers) and roll again, adding the raw
result to the original result. For example, a player gets a
SKILL LEVEL RANKINGS
‘natural 20’ on the die when making an Acrobatics skill
roll. He then adds his +5 bonus for a result of 25, then rolls
Level 0 Untrained
the die again and adds that raw result (that is, he doesn’t
Level 1-2 Novice
add the +5 bonus again). This time, he gets a result of 12,
Level 3-4 Journeyman
meaning that his total skill roll result is a 37 (25 + 12). This
Level 5-6 Adept
helps one’s chances in getting critical successes, not to men-
Level 7-8 Expert
tion just normal successes. If you get a natural 20 on the
Level 8-9 Master
exploding roll, it “explodes” again and so on.
Level 10 Grand-master

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

130 CHARACTER CREATION


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some other hardship; or the poison might be resisted, but 10—Skills.
the character is nauseous for ten minutes. These are merely For example, making a Lore skill roll in order to recall
examples of a multitude of possibilities. knowledge about a particular person, place, or thing, nor-
mally represents a couple of seconds (one action). Howev-
ASSISTANCE & TEAMWORK er, if spending half a day in a large library, the bonus to the
When working together on the same task, each character Lore roll could be as high as +5. Spending an hour making a
involved can make a skill roll appropriate to the situation. clay pot is about the normal time-allotment for such a task,
For example, if three characters are trying to find and fol- but if a character spends two or three hours on it, then he
low tracks or footprints, then all three would make Survival or she could be awarded a +2 or +3 bonus to the Crafting
(tracking or hunting) rolls. The highest result, in this case, is skill roll.
applied to the DL of the task, thus making it easier to suc- Certain skills, however, are not affected by extended pe-
ceed with teamwork. This method can be applied to most riods of performing the same task. These are usually com-
skill tasks, though perhaps not all—common sense and GM bat rolls, most Perception rolls, Resolve rolls, and the like,
discretion must prevail. although in rare circumstances (such as posting a watch on
However, if a minor NPC (with probably little or no a specific location for several hours to gain a bonus to Per-
levels in most skills) assists a player-character in a task, then ception), even some of these could justifiably be boosted
the NPC merely adds a +1 bonus to the PC’s skill roll. If two by spending additional time. As usual, the GM is the final
such minor NPCs are assisting, then the bonus is +2, and judge here.
so on. Henchmen and Beast Companions would fit in this
category, lending a bonus to their lieges/masters. This helps TARGETING (OR INTENT)
to speed up play somewhat, although major NPCs helping In most cases, when a player-character is attempting a skill
player-characters out might get their own skill rolls as desig- roll for a task with multiple DL possibilities (such as most
nated above per the GM’s discretion. spells in regards to Magical Arts), the player must state his
or her intention—that is, what effect is being attempted
REROLLS & MULTIPLE ATTEMPTS (and therefore what DL). This goes for most other skills as
When a skill roll attempt fails—in most cases—it is a done well—just because one is attempting to forge a dagger and
deal. For example, failing to decipher an ancient text via rolls high enough to match the DL of forging a longsword,
the Language skill doesn’t mean that you could try again doesn’t mean that such occurs. It’s all about the character’s
a minute later for no apparent reason. Common sense and initial intent. The exception here is critical successes where
GM discretion apply heavily in regards to when, or if, a sometimes the PC may choose a greater effect than what
character can retry (i.e. reroll) a particular skill task. was intended (see Chapter 10—Skills for more).
In Savage Kingdoms, the best rule of thumb for allowing
another skill roll attempt is that the character must change COMPLEX STILL TASKS (OPTIONAL)
his or her circumstances. That is, to approach the situation This optional rule reflects a slightly more realistic approach
with a new tool, new environment, or some other new or to longer skill tasks, such as forging a sword, building a
different approach (beyond merely “I change my tunic”,
boat, or even casting a ritual spell with the Extended Ritual
“I rub the sleep out of my eyes”, or the like). The GM is
talent. For every hour the task is supposed to take, the ap-
the final judge, of course, on what qualifies as something
propriate skill roll is made, with a success meaning that the
triggering another skill roll or not. If the GM is not certain,
character moves on to the next hour. A failure means that
another good rule of thumb might be allowing a new skill
the previous hour must be repeated (that is, you roll again
roll every hour for a task of DL 15 or less or every day for
without advancing further in the task). A critical failure
something of DL 16 or more.
means the entire endeavor has failed and the materials—
Some examples of “changing the circumstances” are
as mentioned in some of the skill descriptions below—are
having better light when appraising the value of an object,
ruined. A critical success equates to two hours’ worth of
gaining access to a temple’s library when researching a rare
success, plus possible other benefits per the individual skill
or forbidden subject, using a rope or climbing pitons when
description (see below).
making another attempt at scaling a cliff, using an actual
The Crafting skill often has tasks that will take more than
lock-pick to open a lock instead of the knife that was at-
an hour, and thus be considered complex, but this could
tempted earlier, etc.
apply to the Survival skill when on an extended hunt, the
Lore skill when doing extensive research in a library, many
SPENDING ADDITIONAL TIME tasks in the Alchemy skill and some within the scope of the
In regards to some skills and skill tasks, a character might
Herbalism skill. The GM has the final ruling in the use, or
increase his or her chances of success by spending more time
inclusion, of complex skill tasks.
on the job at hand. The general rule here is one doubles the
base time for a task, a +2 bonus can be gained to the skill
roll, tripling the normal time grants a +3 bonus, quadru- SKILL DESCRIPTIONS
pling yields a +4 bonus, and quintupling gains +5 (which is The following chapter gives the necessary rules and details
the maximum bonus applicable). The base time-periods for regarding all skills represented in the Savage Kingdoms sys-
all skills are indicated in each skill description in Chapter tem. Naturally, there would be hundreds or thousands of
actual skills in a real medievalesque setting, but only 28

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have “made the cut” for our purposes here, which represent
what most adventuring heroes might dabble in and perhaps
eventually master. However, note that each skill has special-
ties within, therefore giving the SK skill system even more
depth and robustness.
In addition to a general description of the skill in ques-
tion, other terms that help support the functionality of a
skill in gameplay can be found under each skill’s individual
entry. Such things as follows:

Skill Title: Next to the name or title of each skill is an


abbreviation in parenthesis. This indicates the governing
Attribute for that skill (such as ‘Agi’ for Agility, etc.), with
the possible exceptions of certain talents that allow char-
acters to use a different Attribute.
Armor Penalty: This entry indicates whether or not
penalties apply to wearing certain types of body armor,
as well as bearing shields, when making skill die rolls
for the skill in question. This is normally a simple “yes”
or “no”. Skills affected by potential armor penalties are
indicated with an asterisk on the official SK character
sheet. Note that Armor Penalties don’t decrease one’s
Dodge Defense even though it’s based on the Acrobat-
ics skill.
Specialties: These are focuses, or fortes, within the
general skill itself. For example, ‘climbing’ in regards to
Athletics or ‘hearing’ in regards to Perception. Each skill
entry lists the possible specialties options, although oth-
ers might be allowed with GM discretion. A character Failure: If the skill in question has special rules for nor-
gains a specialty for every 3 skill levels acquired in a mal failures, they will be listed in this entry.
given skill, which means an additional +1 bonus to the Critical Success: Here are listed several potential ef-
skill roll applies. Given the above example, when specif- fects for critical successes for when the final result of a
ically climbing a wall or tree, the player would apply an skill roll is 20 or more above the target DL. The GM
additional +1 to his Athletics skill roll; if using hearing can choose to roll randomly for the result here, or he
to eavesdrop on a nearby conversation, a +1 additional or she can allow the player to choose from the list of
bonus would be applied to the character’s Perception critical success effects (but beware of this slowing the
roll. game down a bit).
Typical Tasks & Their DLs: Listed here are the com- Critical Failure: Listed here are several potential ef-
mon, and perhaps a few not-so-common, uses for the fects for critical failures, which is when the skill roll is a
skill in question, as well as the recommended Difficulty natural 1 and the final modified result is 10 less than the
Levels (DLs) of said tasks. A DL is the target number that DL. The GM may choose to roll randomly for the result,
a skill roll must equal or exceed, or else the task fails. or he or she can allow the player to choose from the
Remember that critical successes occur when the DL is list of critical failure options (but again, this may slow
exceeded by 20 or more, and critical failures if the roll the game down somewhat). When an entry in this field
is a natural 1 whose modifiers are short of the DL by 10 reads “per point of critical failure”, this refers to every
or more. point beyond 10 by which the roll was failed; for exam-
Time Required: The in-game time needed, whether in ple, a modified result of 3 (after a natural 1 was rolled)
rounds (6 seconds), minutes, hours, or days, to accom- versus a DL of 15 would indicate 2 points of critical fail-
plish the task in general. For example, leaping a chasm ure.
general takes a couple of seconds, which would equate ‘Other’ Bonuses: Whenever it reads that “you gain a
to one action if in a combat scene, or a matter of days or +1 bonus to x skill”, or some similar nomenclature, the
even weeks with regards to forging a longsword. Note meaning is quite literal and does not represent an addi-
that long-duration skill tasks might be better done as tional skill level or anything else. On the official char-
“downtime actions” (see Downtime Activities later on). acter sheet, such miscellaneous bonuses are recorded
Skill Level Achievements: These are extra benefits under the ‘Other’ category in Chapter 10—Skills. Thus,
that are acquired at skill level 4, skill level 7, and again the final Skill Modifier for any skill is Attribute + Skill
at skill level 10. Since skill level achievements can some- level + Other bonus. Obviously, skills without any skill
times be easily overlooked on a character sheet, consider levels in them are only Attribute rolls and represent raw,
these to be Optional Rules material. natural, untrained ability.

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TABLE 2-10: MASTER SKILL LIST

Skill Attribute Brief Description


Acrobatics AGI Balancing, juggling, tumbling, escaping bonds, etc.
Alchemy INT Identifying and creating semi-magical acids, oils, etc.
Animal Handling MAG Riding, taming, and training domestic and wild animals
Athletics PHY Climbing, jumping, swimming, and similar physicality
Brawling PHY Punching, kicking, grappling, and other unarmed combat
Crafting INT Appraisal and creation of tools, weapons, and other items
Disguise MAG Appearing as a different profession, race, gender, etc.
Endurance VIG Resisting poison, disease, physical torture, and the like
Healing Arts INT Treatment of wounded or otherwise ailing creatures
Herbalism INT Identifying wild herbs and creating herbal concoctions
Language INT Knowledge of spoken/written tongues, ancient and current
Lock-picking AGI Ability to open locks without a key and disarm small traps
Magical Arts: Air WIL Ability to detect, read, and cast air-based magical spells
Magical Arts: Earth WIL Ability to detect, read, and cast earth-based magical spells
Magical Arts: Fire WIL Ability to detect, read, and cast fire-based magical spells
Magical Arts: Water WIL Ability to detect, read, and cast water-based magical spells
Magical Arts: Death VIG Ability to detect, read, and cast death-based magical spells
Magical Arts: Life VIG Ability to detect, read, and cast life-based magical spells
Magical Arts: Shadow INT Ability to detect, read, and cast shadow-based spells
Perception INT Acuity of one’s surroundings via sight, hearing, smell, etc.
Performance MAG Gifted in song, dance, storytelling, musical instrument, etc.
Persuasion MAG Interacting with others via diplomacy, intimidation, etc.
Resolve WIL Resisting mind effects such as fear, beguilement, illusion, etc.
Sailing INT Knowledge of freshwater boats to large seafaring ships
Sleight of Hand AGI Pilfering a pouch or pocket, concealing a small item, etc.
Stealth AGI Hiding, moving quietly, camouflaging, remaining detected.
Survival INT Hunting, foraging, tracking, navigation, fire-building, etc.
Weaponry: Melee PHY Hand-to-hand weapons use, such as swords, spears, etc.
Weaponry: Ranged AGI Use of ranged weaponry, such as bows, javelins, slings, etc.

ACROBATICS (Agi) Specialties: Balancing, Contortions, Juggling, Tum-


This skill represents one’s ability to balance on narrow bling, Specific Terrain (Desert, Forest, Mountains, Snow,
ledges, tumble by an enemy, walk a tightrope without fall- Swamp, etc.), Specific Locale (Aboard Ship, Rivers, etc.).
ing, juggle small objects, or contort into (or out of) small
spaces. Typical Tasks & Their DLs:

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*

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dz Balancing on a 3-6 inch wide surface, such as a foe you pass within reach.
limb or very narrow ledge: DL 15* 3) If performing for an audience or a very renowned NPC,
dz Balancing on a 1-3 inch wide surface, such as a nar- you gain +1 to your Renown.
row limb or thick rope: DL 20* 4) If escaping from bonds, you do so in merely one action
instead of two.
dz Balancing on any of the above in snow/ice or high
winds: +5 to the DL* Critical Failure:
dz Tumbling by or around an opponent in combat**: 1) If balancing on a high ledge or rope, you take normal
DL 10 + foe’s Melee skill modifier falling damage plus an object of random selection is broken.
2) If tumbling by an opponent, you fall prone at your foe’s
dz Escape from rope bonds: DL 20 (or rope-user’s
feet and also take 1 point of damage per point of critical
Sailing or Survival roll +10).
failure.
dz Escape from iron manacles or chains: DL 20-25*** 3) If juggling or tumbling to entertain, you are routed from
dz Juggle three small dangerous objects (such as a lit the performance area and gain an enemy.
torch, knives, etc.): DL 15

*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*

Skill Level Achievements:


dz Create a poisonous powder: DL 20-25*
For every 3 skill levels you’ve acquired, you gain a Specialty dz Create a contact poison: DL 25-30*
(see above) of your choosing. dz Create an ingot/bar of Sildaril (“star-metal”): DL
25**
Ƿ At skill level 4, you gain a +1 bonus to Athletics skill dz Create a magical potion (see Magical Arts skill)
rolls when jumping.
Ƿ At skill level 7, you gain a +1 bonus to Brawling skill
rolls. *If no proper equipment (such as vials, mortar-and-pestle,
Ƿ At skill level 10, you gain a +1 bonus to your Mobility etc.), then add +5 to the DL. See specific examples below.
and to Stealth skill rolls. **If of Dark Sidhe or Eluna Sidhe race, the DL is 20 instead.
A smithy and Alchemy level 3 is required.
Critical Success:
1) If tumbling, you can tumble your full Mobility as a single Time Required: Identifying any alchemical concoction
action or twice your Mobility as two actions. takes a full round (2 actions) with proper equipment;
2) If tumbling, you gain a free reactive attack against any otherwise, it requires a half-minute (5 rounds). Creating

134 CHARACTER CREATION


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KINGDOMS
an alchemical acid, elixir, oil, or powder requires one five rounds). If a thrown vial, then it deals 1 Health point
hour per 5 points of the DL with proper equipment and damage per point of success on the thrower’s Alchemy or
workplace. Creating/smelting a small bar of Sildaril takes Weaponry: Ranged roll (maximum 10 points) versus the
five hours and proper equipment and workplace. target’s Dodge Defense. Note that armor only counts as
half-effective against acid. Most forms of strong acid are
Skill Level Achievements: outlawed in many regions, or at least under strict control
For every 3 skill levels you’ve attained in this skill, you gain such as in the Lorinthian Empire.
a Specialty (see above).
ACID, VISCERAL
Ƿ At skill level 4, you gain a +1 bonus to Magical Arts: DL 15 to identify / DL 25 to create (must have Alchemy
Earth and Fire skill rolls. level 5)
Ƿ At skill level 7, you gain a +1 bonus to Crafting and Material cost: 10 sc per dose / Time required: 4 hours /
Magical Arts: Air and Water skill rolls. Stamina cost: 5
Ƿ At skill level 10, you gain a +1 bonus to Language and
Lore skill rolls. Also known as Ender’s Acid or Gorgothon Ichor, this very
rare substance can eat through three inches of wood, two
Creating Concoctions: When creating alchemical prod- inches of metal (including precious metals), and one inch
of hard stone. This deadly and rare form of alchemical acid
ucts or concoctions, a successful skill roll result represents
deals 5 Health points of damage per round of exposure to
the making of one dose or usage. Generally, this is con-
living flesh, to a maximum of 20 points (or four rounds).
sidered one vial (if a liquid) or one small pouch (if a
If an open vial of this substance is thrown (the vial itself
dust or powder). If you fail your Alchemy skill roll by 5 must be made of master-crafted steel, diamond, or sildaril),
or less when fabricating an alchemical concoction, then it deals 2 points of Health damage per point of success on
you have expended half of the materials after half of the the thrower’s Alchemy or Weaponry: Ranged roll (maxi-
projected time required. This means you would need to mum 20 points) versus the target’s Dodge Defense. Visceral
find/purchase more components, for half the listed Cost forms of acid are illegal in virtually all known realms, save
Required, or else try again later on at a -5 penalty. If you for certain powerful (and often secretive) groups or orders.
fail by 6 or more, then you ruin all the materials but only
after half the projected time. If you fail by 10 or more, BLACK DEVIL VENOM
then you expend all the materials after the full projected DL 17 to identify / DL 20 to create (must have Alchemy
time. For critical failures, please consult the Alchemy skill level 4)
entry. Note that “proper equipment” means flasks, vials, Material cost: 12 sc per dose / Time required: 3 hours /
crucibles, mortar and pestle, a cauldron or brazier, and Stamina cost: 3
various other implements for stirring and handling.
This deadly substance is a mixture of black lotus essence,
ACID, MILD Devil Scorpion venom, and other more minor ingredients,
DL 10 to identify / DL 10 to create (must have Alchemy which produces a painful and oft-lethal poison. It is very
level 1) rare in the West, though only slightly more common in the
Material cost: 1 sc per dose / Time required: 2 hours / Stami- East, and is usually illegal in most realms.It is most effective
na cost: 2 as an imbibed toxin, which requires the victim to succeed
in a DL 20 Endurance roll or temporarily lose 2 points of
This is a basic alchemical acid capable of eating through a Agility (and thus all statistics affected by this Agility loss) and
half inch of wood and iron (or even steel), but does not suffer 2 points of Health damage per point of Endurance
affect stone and only about a quarter-inch of silver or gold. roll failure (maximum of 20 points). On a critical failure, the
This type of acid does nothing to flesh or vegetable matter, victim is slain immediately and painfully (an expenditure of
apart from wood. 2 Luck points will make the character comatose for six hours
instead with the GM’s approval).
ACID, STRONG Note that this venom can also be used on slashing or
DL 12 to identify / DL 15 to create (must have Alchemy piercing weapons, as a form of blade poison, but the En-
level 3) durance DL to resist in this case is but 15. One “dose” in
Material cost: 3 sc per dose / Time required: 3 hours / this case means one application to the weapon, which will
Stamina cost: 3 last for one hour or three successful weapon hits, whichever
comes first.
A less common type of alchemical acid, this is capable of
eating through an inch of wood and iron (or steel), and a BLACKFIRE
half inch of bronze, copper, silver, or gold. Also dissolves a DL 15 to identify / DL 20 to create (must have Alchemy
quarter inch of stone. This acid also deals 2 Health points level 5)
of damage per round of exposure to living flesh or veg- Material cost: 15 sc per flask / Time required: 5 hours /
etable matter, to a maximum of 10 points of damage (or Stamina cost: 5

CHARACTER CREATION 135


SAVAGEIII
KINGDOMS
and slashing weapons (which causes the poison to enter a
Also known as Nether-fire or Agathon’s Wrath, this ex- wound). When at least one point of Health damage is dealt
tremely rare substance is both difficult to create and hugely to a living target, the creature must succeed in a DL 15 En-
devastating to almost anything it touches. Blackfire, you see, durance roll or suffer the Mildly Poisoned condition (see
burns and incinerates nearly anything, from wood to stone Conditions). The onset time here is one minute. A dose, or
to metal to flesh and bone. About the only thing it doesn’t application, of this type of toxin remains effective for one
burn is water, Sildaril (star-metal), and heroic-quality or en- hour or three successful hits from the envenomed weapon.
chanted steel. All other substances are destroyed with swift An observing character might detect this form of blade
abandon, in a 2x2 square-yard area, as Blackfire ignites on poison smeared on an opponent’s weapon with a successful
contact usually by way of shattering the flask containing DL 15 Perception (sight specialty) roll, although he or she
it against an unyielding surface. If tossed at a creature, the might not know precisely what the substance is without a
thrower makes an Alchemy or Weaponry: Ranged roll successful DL 10 Alchemy skill roll.
versus the target’s Dodge Defense with 3 points of dam-
age resulting per point of success (maximum of 30 points). BLADE POISON, STRONG
Armor is only half-effective if made of heroic-quality steel; DL 12 to identify / DL 15 to create (must have Alchemy
otherwise, 1 point of armor rating diminishes per 6 points level 3)
of damage dealt (repairs would be nearly impossible). Material cost: 8 sc per dose / Time required: 3 hours /
However, because Blackfire is extremely volatile, a crit- Stamina cost: 3
ical failure on this ranged attack results in the thrower tak-
ing 3 points of damage per point of critical failure; if the Representing rare and more potent types of blade toxins,
damage dealt is over 6 points, the victim also acquires the Strong Blade Poison requires a wounded target to succeed
Disfigured weakness. In fact, carrying around Blackfire can in a DL 22 Endurance roll or suffer the Strongly Poisoned
be risky as falling down hard could potentially set a flask of condition (see Conditions). It requires a successful DL 15
it off (GM discretion). Oddly enough, Blackfire is not com- Perception (sight) roll to perceive this substance on an ad-
bustible through heat or open flame, even though it itself is versary’s weapon (within fairly close proximity), although
somewhat fire-like (though the “flames” are black in color). the fact that this is alchemical poison requires a successful
DL 12 Alchemy roll.
BLACK SLAVKA
DL 15 to identify / DL 20 to create (must have Alchemy ELIXIR, SLEEPING
level 2 and Herbalism level 1) DL 15 to identify / DL 15 to create (must have Alchemy
Material cost: 10 sc per flask / Time required: 4 hours / level 2)
Stamina cost: 4 Material cost: 4 sc per dose / Time required: 2 hours /
Stamina cost: 2
Slavka is a popular drink in Mulovia, a clear fermented
drink that “puts fire in the belly”. Black slavka, however, is This some rare liquid concoction enables an imbiber to fall
less popular, mainly because it is rare (though less so among asleep much faster and rest better, with few (if any) night-
the Mulovian nobility) and contains a fair amount of black mares. This means that a full six hours of sleep is equal to a
lotus (also called death lotus), a very rare semi-magical normal eight-hour sleep period. This drops to merely four
plant found in only a couple of locations in the East. This hours of needed slumber if the drinker has the Light Sleeper
type of slavka is also rumored to contain blood, but this is talent. Additionally, this substance can be used offensive-
not a major ingredient and thus of little concern. Anyone ly—that is, secretly placed (one dose) in a target’s food or
drinking at least three sips or one gulp of black slavka may drink. In this case, the potential victim must succeed in a
attempt a DL 10 Endurance roll or become Heavily Inebri- DL 15 Resolve roll or fall fast asleep after one minute; the
ated (see Conditions) after one minute. This effect lasts for
slumber lasting for 10 minutes per point of Resolve roll fail-
10 minutes per point of Endurance roll failure, and on a ure. On a critical failure, the victim falls into a death-like
critical failure the drinker is Unconscious and Helpless for
for eight hours, and only a DL 20 Healing Arts roll will
one hour instead. If the Endurance roll is made, however, determine that the victim still lives.
the imbiber enjoys a slight drunken “buzz” and also has his/
her Vigor increased by +1 for one hour’s time. On a critical
FANGS OF XUR
success, the Vigor boost is +2 instead.
DL 22 to identify / DL 22 to create (must have Alchemy
level 5)
BLADE POISON, MILD
Material cost: 13 sc per dose / Time required: 4 hours /
DL 10 to identify / DL 10 to create (must have Alchemy Stamina cost: 4
level 1)
Material cost: 4 sc per dose / Time required: 2 hours / Called so due to its notorious pain-inducing effects, in ref-
Stamina cost: 2 erence to the ancient demon-god of Xarkon (in the East).
Also known as Thorns of Xur, this poison can be delivered
This represents various forms of basic and somewhat minor by ingestion, piercing or slashing wound, or even by con-
forms of blade poisons, that is toxins applied to piercing tact. Regardless of precise form, the victim must succeed in

136 CHARACTER CREATION


SAVAGEIII
KINGDOMS
a DL 22 Endurance roll or, after an onset time of merely MAIDEN’S BLOOD
one round, gain the Poisoned (Heavily) condition and also DL 20 to identify / DL 25 to create (must have Alchemy
take 1 point of Health damage per point of Endurance roll level 5)
faiure. Some whisper that Fangs of Xur feature Xurian Ser- Material cost: 10 sc per dose / Time required: 4 hours /
pent venom, mummy-dust, and death lotus as its primary Stamina cost: 4
ingredients. This type of poison, in addition to likely being
illegal in most realms, is extremely rare in the West and This potent toxin is made with a combination of Basilisk
somewhat less so in the East. venom, blood from a Red Cap, and allegedly virgin’s (or
lamb’s) blood, plus a few other minor ingredients. If im-
JAI’A (Sslirian healing-elixir) bibed, the victim must succeed in a DL 20 Endurance roll
DL 20 to identify* / DL 20 to create* (must have Alchemy or suffer 1 point of Health damage per point of failure,
level 4) plus gain the Poisoned (Strongly) condition for four hours.
Material cost: 15 sc per dose / Time required: 3 hours / However, after each hour, the victim must attempt another
Stamina cost: 3 Endurance roll (DL 20), with a success meaning the poison
has been overcome. On a failure, more Health damage is
A foul-tasting, but quite effective, elixir invented by the Ser- taken per above; on a critical failure, the victim falls coma-
pent-folk (Sslir) eons ago, one imbibed vial of Jai’a instantly tose for eight hours (before the poison completely runs its
heals 5 Health points and restores 5 Stamina points if the course).
drinker is a Sslir (any caste). If not a Sslir, then the imbiber Note that Maiden’s Blood can be used as a contact poi-
must attempt a DL 10 Endurance roll—if he succeeds, then son too, although it is not quite as lethal, with the onset
he heals 5 Health points (but no Stamina). If he fails, then time being two rounds and a failed DL 15 Endurance roll
he is nauseated for one half-hour and has the Sickened con- meaning the victim gains the Poisoned (Strongly) condition
dition during that time. Jai’a is quite rare, and not exactly for one hour.
common anymore even to the Sslir race; nonetheless, Ser-
pent-folk gain a +5 bonus* to identify and create it. PRYDONIAN FIRE
DL 12 to identify / DL 15 to create (must have Alchemy
INGESTED POISON, MILD level 2)
DL 15 to identify / DL 15 to create (must have Alchemy Material cost: 4 sc per dose / Time required: 2 hours /
level 1) Stamina cost: 3
Material cost: 2 sc per dose / Time required: 2 hours /
Stamina cost: 2 This is a rare concoction in all regions, apart from the Prydo-
nian Isles, where it tends to be more common. The people
A not uncommon form of poison, often having various re- here invented it centuries ago, though the Zaramese might
gional names, that must be imbibed by the target (usually claim that they had the secret to this destructive substance
via food or drink). In doing so, the imbiber must succeed first. Regardless, a flask of this stuff (which is sometimes
in a DL 12 Endurance skill roll take 1 point of Health dam- called “sea fire”) can be thrown with a range of 4/8/12 and,
age per point of failure, plus gain the Poisoned (Mildly) though it doesn’t necessarily explode, its chemicals spread
condition for one hour. Note that if someone inspects the out and cover a 2x2 yard area. The thrower makes an Al-
poisoned food or drink, a successful DL 15 Perception (sight chemy or Weaponry: Ranged skill roll, and any creatures
or smell specialty) roll will detect that the food/drink has within the effect-area must succeed in an Acrobatics skill
been tampered with in some way. Even mild poisons are roll or suffer 1 Health point of damage per point of failure
outlawed in most realms. (maximum 10 points). Armor only counts as half-effective
against fire attacks, which includes Prydonian Fire. A flask
INGESTED POISON, STRONG of this stuff will actually burn atop water for 3 rounds, and
DL 15 to identify / DL 20 to create (must have Alchemy note that any sensitive combustibles are likely to ignite too
level 3) if touched by Prydonian Fire.
Material cost: 6 sc per dose / Time required: 3 hours /
Stamina cost: 3 SALVE, HEALING
DL 12 to identify / DL 15 to create (must have Alchemy
A fairly rare category of poison, occasionally having region- level 2 and Herbalism level 1) Material cost: 3 sc per dose /
al names, which must be imbibed by the targeted creature. Time required: 2 hours / Stamina cost: 2
In this is the case, the victim must then succeed in a DL 15
Endurance roll or take 1 Health point damage per point of This represents several types of concentrated salve or balm,
failure, as well as acquire the Poisoned (Strongly) condition a concoction containing alchemy, but also a pinch of heal-
for two hours. This type of toxin is illegal in virtually all ing herbs and poultices. If rubbed into a Fresh Wound (an
lands, save for the most vile and corrupt. Anyone examin- injury, or wound, that occurred in the past 15 minutes),
ing the poisoned food or drink can tell detect the tampering which costs an action, the patient will heal at twice his or
with a successful DL 15 Perception (sight or smell) roll. her normal rate; if successful long-term has been applied,
then the healing rate is tripled. Note that this salve also

CHARACTER CREATION 137


SAVAGEIII
KINGDOMS
grants a +2 bonus to Endurance rolls when resisting disease come or follow: DL 10
or poisons, the effects lasting for one hour. dz Train a rare or exotic animal (bird, camel, cat, rat,
etc.) to come or follow: DL 15
WITCHES’ SPITTLE
DL 18 to identify / DL 25 to create (must have Alchemy dz Train a common or aggressive animal to fight in
level 1 and Herbalism level 1) combat: DL 15
Material cost: 3 sc per dose / Time required: 3 hours / dz Train an exotic or non-aggressive animal to fight in
Stamina cost: 3 combat: DL 20

Named so due to its ancient connection to herb-magic and


dz Train an animal in a rare or exotic task/trick: DL 20
hedge-magic, Witches’ Spittle is usually crafted by simple dz Befriend a neutral or disinterested animal: DL 10-15
(yet knowledgeable) folk, as it contains spider and viper (depending on animal type)
venom, toxic mushroom extract, and other foul ingredients. dz Peacefully bypass an agitated animal: DL 15-20
It is only effective when imbibed, causing the victim to suc- (depending on animal type)
ceed in a DL 15 Endurance skill roll or gain the Poisoned
condition for one hour; on a critical failure, the victim is
dz Peacefully bypass a hostile or mean-tempered ani-
mal: DL 20-25 (depending on type)
paralyzed (and gains the Mildly Poisoned condition too).
dz Swiftly mount a horse, camel, or similar common
OTHER ALCHEMICAL CONCOCTIONS riding beast: DL 15
At the GM’s discretion, other strange and likely potent dz Ride at a canter for an hour in moderately difficult
alchemical “recipes” might surely exist, like Sslirian glow- terrain: DL 10
stones, Chundri-poison, and Zhinju ale, or perhaps even
more exotic feats of alchemia, such as the hellish alchemia dz Ride at a gallop for one minute in moderately dif-
of demon-lords. ficult terrain: DL 15
dz Make a “hard ride” (that is, push a steed to 1.5 its
Critical Success: normal overland speed): DL 20
1) Identify an alchemical concoction immediately as a free dz Control a mount not trained for battle in close
action. combat: DL 15
2) create a concoction in half the usual time and cost.
3) you stumble upon a discovery which yields to you a +1 dz Remain mounted after being struck in combat: DL
“other” bonus to your Alchemy skill rolls or gives you +1 to = 5 + damage taken (before armor)
Renown (your choice). dz Roll safely away from an overturning steed or ve-
hicle: DL 10 (or DL 15 Acrobatics)
Critical Failure:
1) Accidentally injure yourself when examining or creating a
concoction, which is 1 Health point of damage per point of Time Required: Mounting a horse, camel, or similar
resistance roll failure. steed requires one action (or a free action with a suc-
2) accidentally spill or destroy half of the concoction right cessful DL 15 Animal Handling roll). Getting a mount
after entire process. to full speed requires two actions. Commanding a bat-
3) cause damage to your surroundings, such as burnt furni- tle-trained steed or animal companion to attack costs the
ture, destroyed flasks or vials, personal gear, or whatever master one action. Attempting to get a nonbattle-trained
else with GM discretion. animal to attack costs one action and a successful DL 20
Animal Handling roll. Teaching a simple task or trick takes
one week’s time. Training in an advanced task requires
ANIMAL HANDLING (Mag) two weeks at least. (Training is usually best as Downtime
This skill involves the general handling, taming, training, Activity). Befriending, or bypassing, an animal usually
and even domestication of animals, such as horses, mules, costs an action.
dogs, pigs, falcons, hawks, oxen, and the like. Using beasts
as mounts or when driving vehicles also falls within the Suggested Tasks/Tricks: Most animals, assuming their
realm of this skill. physiologies are adapted to it, are capable of learning
the following tasks—Attack, Carry, Come, Fetch, Follow,
Armor/Encumbrance Penalty: No Guard (an individual or object), Herd (other non-preda-
Specialties: Cats, Dogs, Falcons, Horses, Mules, Oxen, tory animals), Hide, Hunt, Perform (a few simple tricks).
Pigs, Rats, etc., or by specific use such as Charioteering,
Performance, or Riding. Skill Level Achievements:
For every 3 skill levels you’ve attained, you gain one Spe-
Typical Tasks & Their DLs: cialty of your choice (see above)

dz Train a common animal (cow, dog, horse, etc.) to Ƿ At skill level 4, you gain a +1 bonus to Survival skills due

138 CHARACTER CREATION


SAVAGEIII
KINGDOMS
to being around birds and beasts dz Float or swim in calm water at least 10 feet deep:
Ƿ At skill level 7, you gain a +1 bonus to any Magical Arts DL 5
skill rolls you make involving animals; also any animal that dz Float or swim in rapid waters or wavy surf: DL 10
you have battle-trained gains a +1 bonus to attack rolls
Ƿ At skill level 10, you gain a +1 bonus to attack rolls you dz Float or swim in extremely rapid waters or storm-
make while mounted or aboard a chariot, wagon, or similar tossed surf: DL 15
vehicle. You also gain +1 to Renown. dz Make a 2-foot vertical (ground to bottom of feet)
leap: DL 10
Critical Success:
1) If chasing or fleeing a foe, you move an additional num-
dz Make a 3-foot vertical leap: DL 15
ber of yards equal to half your mount’s Mobility this round. dz Make a 3-yard horizontal (or broad) jump: DL
2) If in combat, your mount or animal companion gains a 15**
+2 bonus to its attack roll this round. 3) If training a beast, dz Make a 4-yard horizontal (or broad) jump: DL
you manage to do so in half the normal time. 20**
4) If attempting to befriend an animal, it follows you and
eventually becomes a 2-point Animal Companion (you dz Make a 5-yard horizontal (or broad) jump: DL
would have to pay 2 more talent points if a 4-point crea- 25**
ture).
Time Required: Climbing up or down most surfaces
Critical Failure: takes one action to move 1/3 your base Mobility. How-
1) Your mount throws you off, dealing 1 point of damage to ever, using climbing gear, such as rope or pitons, allows
you per point of critical failure. you to climb downward at twice this rate (2/3 Mobili-
2) The creature turns on you suddenly, attacking you all-out ty). Jumping a chasm or making a vertical leap to grab
for one full round. something overhead costs one action. Swimming move-
3) You seriously injure the animal you were training, deal- ment is ½ your base Mobility (or the speed of rapid
ing 2 points of damage to it per point of critical failure. waters) per action.

Stamina Cost: For every minute of swimming in rap-


ATHLETICS (Phy) ids or storm-tossed waters costs you 1 Stamina point.
A skill representing one’s aptitude for climbing, jumping, Swimming in non-rapid water only costs 1 Stamina per
and swimming, as well as more obscure or culturally specific 10 minutes.
forms of physical endeavor, such as hammer-tossing, long
distance running, sprinting, and more. Skill Level Achievement:
For every 3 skill levels you’ve attained, you gain one Spe-
Armor/Encumbrance Penalty: Yes cialty of your choice (see above)
Specialties: Climbing, Distance-running, Jumping,
Sprinting, Swimming, or terrain specific (such as Desert, Ƿ At skill level 4, you can climb 2/3 your Mobility and
Forest, Hills, Mountains, Swamp, etc.). swim ¾ your Mobility as an action
Ƿ At skill level 7, you gain a +1 ‘other’ bonus to Acrobat-
Typical Tasks & Their DLs: ics skill rolls
Ƿ At skill level 10, you gain a +1 ‘other’ bonus to Brawling
dz Climb a moderately steep or rocky mountain-slope skill rolls and can now move your full Mobility (per action)
or cliff: DL 10* when climbing or swimming.
dz Climb a steep or rocky slope/cliff: DL 15*
Failure: If you fail the DL by 4 or less when climbing,
dz Climb an extremely steep or exceptionally slick or you are stuck in place and cannot try to move again until
rocky slope/cliff: DL 20*
next round. If you fail the DL 5 or more when climbing,
dz Climb a sturdy tree with many limbs: DL 5 you plummet from whatever height you’ve attained and
dz Climb a sturdy tree with few limbs or an unstable take Health damage (see Falling Damage); however, if
tree with many limbs: DL 10 you succeed in a DL 20 Initiative roll, you can manage to
make a last-moment hold of something and a successful
dz Climb a slippery tree with few limbs or an unstable
DL 10-15 Athletics roll (GM discretion) can pull you back
tree no limbs: DL 15
up as another action.
dz Scale a mortared stone or brick wall: DL 15*
dz Scale a slippery wall or one without mortared Critical Success:
stone: DL 20-25* 1) You make a climb or swim move as a free action.
2) If involved in a contest of athletics games or tourna-
dz Scale a shaft where you can brace yourself against
ments, you win several events over the course of an hour or
opposing walls: DL 10

CHARACTER CREATION 139


SAVAGEIII
KINGDOMS
two (and earn 2 sc per point of critical success. Maximum Damage: The maximum damage of any
3) If witnessed by at least several other persons, your feat of Brawling attack is 5 Health points. However, the Heavy
athletics gains you +1 to your Renown. Hitter talent increases this to 7. Wearing a cestus (spiked
gauntlet) increases this to 8. Having the Heavy Hitter tal-
Critical Failure: ent and wearing a cestus would be a maximum damage
1) You immediately fall from the height you have attained, of 10. Certain races, such as the Chenari or Sslir, have
without the possibility of a last-moment grab. maximum damages of 10 with their claws/bites.
2) A valuable piece of equipment or treasure falls from you
while climbing or jumping. Skill Level Achievements:
3) You strike your head or knee against something when For every 3 skill levels you’ve attained, you gain one Spe-
climbing or swimming, taking 1 point of Health damage per cialty of your choice (see above)
point of critical failure.
Ƿ At skill level 4, you no longer suffer the -2 penalty when
attacking armed opponents.
BRAWLING (Phy) Ƿ At skill level 7, you gain a +1 bonus to Weaponry: Me-
This skill simulates one’s knowledge and execution of punch- lee rolls when wielding Light weapons, since you are quite
es, grapples, throws, kicks, elbow smashes, eye gouges, and used to close-quarters hand-to-hand combat. Furthermore,
other unarmed forms of pugilism. This also includes more you can now use your Brawling skill to calculate your Parry
refined martial arts styles found more often in the East. Defense, though at -2.
Ƿ At skill level 10, you can now escape a grappling hold (if
Armor/Encumbrance Penalty: Yes you succeed in your Brawling roll) as a free action. If you
Specialties: Gouging, Grappling, Head Butt, Kicking, fail your Brawling roll to escape, however, it costs 1 action.
Pinning, Punching, Throwing, Tripping, etc. Lastly, you can now use Brawling to calculate your Parry
Defense with no penalty.
Typical Tasks & Their DLs:
Critical Success:
dz Make an unarmed strike to deal Health damage*: 1) If grappling an opponent, you do so as a free action in-
DL = opponent’s Defense stead of one action.
dz Grab/grapple an opponent*: DL = opponent’s De- 2) If throwing an opponent, you throw him/her one yard
fense plus one yard per point of your Physique.
3) You knock the target prone in addition to dealing dam-
dz Break out of an opponent’s grappling hold: DL = age.
opponent’s original Brawling roll 4) You knock your target back one yard in addition to deal-
dz Trip or knock prone an opponent*: DL = oppo- ing damage.
nent’s Defense 5) If tripping an opponent, he falls hard enough to also take
1 point of Health damage per point of critical success.
dz Pin an opponent to the ground**: DL = oppo-
6) In addition to dealing damage, you also gouge your tar-
nent’s Defense
get’s eye badly enough to where the creature suffers -2 to
dz Gouge an opponent’s eye (after gaining a hold)**: Defense and all die rolls for one round per point of critical
DL = opponent’s Defense success.
dz Throw an opponent one yard (after gaining a
hold)**: DL = 15 + opponent’s Physique Critical Failure:
1) You slip and fall prone.
dz Disarm a foe’s Light or Medium one-handed weap- 2) You manage to catch an elbow or knee from an adjacent
on: DL = opponent’s Defense +2 opponent, taking 1 point of Health damage per point of
dz Disarm an opponent’s Heavy weapon: DL = op- critical failure.
ponent’s Defense +5 3) You injure a major muscle causing you to suffer -2 your
Mobility and all die rolls until tended to with a successful DL
15 Healing Arts roll (requiring one minute).
* Making an unarmed attack against an armed opponent is
4) You are Stunned for one round per point of critical fail-
at a -2 penalty to the attack roll
ure.
**You must have established a successful hold on the oppo-
nent before this using this maneuver

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.

140 CHARACTER CREATION


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Armor/Encumbrance Penalty: No. dz Forge a shortsword, battleaxe, mace, warhammer,
Specialties: Blacksmithing, Brewing, Cooking, Farming, or war-spear: DL 17
Gardening, Gem-cutting, Leather-working, Masonry, dz Forge a flail, greataxe, greatspear, longsword,
Parchment-making, Ship-building, Tailoring. (Possible maul, or polearm (need Crafting 1): DL 20
others with GM approval.)
dz Forge a greatsword or war-flail (requires Crafting
Typical Tasks & Their DLs: level 2): DL 22
dz Craft a sling or war-sling: DL 10
dz Create a simple object out of wood (bowl, spoon,
dz Craft a javelin or war-dart: DL 12
torch, etc.): DL 10
dz Create a complex object out of wood (boat, chest,
dz Craft a shortbow or 5 hunting arrows: DL 15
door, etc.): DL 15-20 dz Craft a longbow or 5 war-arrows: DL 17
dz Create a simple object out of stone (altar, bench, dz Craft a composite shortbow: DL 20
bowl, etc.): DL 15 dz Craft a composite longbow: DL 22
dz Create a complex object out of stone (pillar, statue, dz Craft a Sidhe war-bow (requires Crafting level 3):
throne, etc.): DL 20-25 DL 25**
dz Create a simple object out of metal (fork, horse- dz Craft a crossbow or bolt/quarrel: DL 20
shoe, spoon, etc.): DL 15
dz Repair an object: -5 to the DL to create the same
dz Create a complex object out of metal (chain, pad- object
lock, tongs, etc.): DL 20-25
dz Create an exceptional-quality object (requires
dz Create a simple cloth or leather item (belt, pouch, Crafting level 2): +5 to the above DLs
sandal, etc.): DL 10
dz Create a complex cloth or leather item (boot, gir-
dz Create a master-crafted object (requires Crafting
level 4): +10 to the above DLs
dle, saddle, etc.): DL 15-20
dz Build a two-wheeled cart or four-wheeled wagon
dz Craft a cold-iron (not fire-forged) object: +5 to the
DL to create a metal object
(requires Crafting level 1): DL 17
dz Build a medium-sized longship, bireme, or similar
dz Add silver plating to a weapon (requires Crafting
level 1): +5 to the DL to create the weapon in question
ship (need Crafting level 2): DL 20
dz Forge an object with Sildaril (“star-metal”) plating
dz Build a large ship such as a drakkar or trireme (re- (requires Crafting level 5): +7 to the DL to forge a metal
quires Crafting level 3): DL 22 item**
dz Create soft leather or hide armor: DL 10
dz Create padded/gambeson armor: DL 15 *The DL is 5 lower for Duergar characters.
**The DL is 5 lower for Sidhe characters.
dz Create brigandine, hard leather, or ringmail armor:
DL 15
Time Required: Crafting a simple item takes a number
dz Create a chainmail shirt or chainmail hauberk (re- of hours equal to the item’s DL, with the assumption that
quires Crafting level 1): DL 20 a typical workday is 8-10 hours in a well-suited work-
dz Create a scalemail hauberk: DL 20 space (such as a shipyard, smithy, tailor’s shop, tannery,
dz Create plated mail (or half-plate) armor (requires
etc.). Crafting a complex or large object, such as a lock,
Crafting level 2): DL 22 saddle, small tower, ship, etc., can take a number of days
equal to the DL and might also require at least an ap-
dz Create Duergar full-plate armor (requires Crafting prentice or two (or more) in assistance. Repairing an ob-
level 4): DL 25* ject can take anywhere from 10 minutes to an hour for a
dz Create war-cap and chain coif or full war-helm (re- simple object, and several days (or more) for a large or
quires Crafting level 2): DL 22 complex one.
dz Create a buckler (or small shield): DL 10
Skill Level Achievements:
dz Create a medium round or heater shield: DL 12 For every 3 skill levels you’ve attained, you gain a specialty
dz Create a large (scutum or kite) shield: DL 15 of your choice
dz Craft a club or staff: DL 5
Ƿ At skill level 4, you gain a +1 bonus to Lore rolls involv-
dz Craft a spear or war-club: DL 10 ing architecture and engineering.
dz Forge a dagger or handaxe: DL 15 Ƿ At skill level 7, you gain a +1 bonus to Alchemy skill
rolls.

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Ƿ At skill level 10, you gain a +1 bonus to Survival skill Typical Tasks & Their DLs:
rolls and you automatically discern the quality and value of
all but the most exotic of items. dz Disguise yourself as someone else of your own
race, culture, or gender: DL 10
Cost Required: In general, you need a number of sil- dz Disguise yourself as someone not of your gender
ver pieces worth of materials (and possible wages for (but still your own race): DL 15
assistants) equal to half the DL for simple objects and the
full DL for complex ones. Large and complicated objects, dz Disguise yourself as someone of a different ethnici-
ty or nationality: DL 15
such as castles, multi-decked ships, siege engines, towers,
and the like, will cost anywhere from 3 to 10 times the dz Disguise yourself as someone of a different human-
DL in silver coins (and possibly much more). GM discre- oid race: DL 20
tion applies. Repairing items seldom cost any coinage, dz Disguise yourself as someone of a specific profes-
save for complex or large objects which cost about one- sion (but still your own race): DL 15
third to three-quarters their DL in silver pieces.
dz Disguise yourself as a known individual of your
race/culture/gender: DL 20
Stamina Cost: Creating or repairing most objects gener-
ally cost the craftsman 1 Stamina point per hour of work, dz Disguise yourself as a known individual of a differ-
possibly more if pressed or particularly difficult (such as ent race or gender: DL 25
working cold iron). dz Disguise yourself of a famed individual (Renown
25+): DL = person’s Renown
Failure: If you fail a Crafting skill roll by 5 or more, you
lose half of the materials and waste half the targeted Time Required: At least one minute’s time to don most
time needed for the task (and you will likely need to basic disguises, given appropriate clothing and other ac-
acquire more materials if attempting the task again). coutrements, but up to 5-10 minutes’ time perhaps to
look like a known personage.
Critical Success:
1) If attempting to create an average-quality object, you in- Skill Level Achievements:
stead produce an exceptional-quality one, or if attempting For every 3 skill levels you’ve attained, you gain a specialty
to create an exceptional-quality item, you instead manage of your choosing.
to make a master-crafted one.
2) You succeed in your task in one-quarter the targeted time.
3) You create (or repair) an object for only half the targeted
Ƿ At skill level 4, you gain a +1 bonus to Performance
skill rolls.
cost in silver coins.
4) You create an object of incredible, if accidental, beauty
Ƿ At skill level 7, you gain a +1 bonus to Sleight of Hand
and Stealth rolls.
which earns you +1 to your Renown.
Ƿ At skill level 10, your bonus to Performance skill rolls
increases to +2.
Critical Failure:
1) You accidentally ruin all the raw materials for the task in
question. Detection & Success: You can wear the disguise as long
2) You injure yourself (or an assistant) in a terrible accident, as you wish, of course, but every half-hour in an area
causing 1 Health damage per point of critical failure. where there are others who could possibly detect your
3) You damage several tools or a portion of the workplace’s chicanery grants such onlookers a Perception (empathy
design (such as an anvil, bellows, workbench, etc.), costing or sight) roll versus a DL set by your Disguise skill roll.
you 2 sc to repair or replace per point of critical failure.
Critical Success:
1) You’re able to get into your disguise in just one round’s
(two actions) time.
DISGUISE (Mag) 2) You wind up appearing as a renowned personage in the
This skill represents one’s ability to appear as another per- area (whether you meant to or not), perhaps gaining some
son, which includes costuming, voice mimicry, and imper- social benefit from it.
sonations. Being good at disguises can also mean simply 3) You are so convincing in the disguise in question that
blending into the background (to not be noticed), such as you gain a +1 bonus to all future attempts to use the same
in a marketplace, court, feast, or whatever. disguise again.

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.

142 CHARACTER CREATION


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KINGDOMS
3) You damage or destroy a portion of your disguise, cost- cured or the victim is deceased. Other effects, such as
ing you 2 sc per point of critical failure to repair or replace. enduring a blizzard or going a couple of days without
water, might require a roll every 12 or 24 hours. GM
discretion applies.
ENDURANCE (Vig)
This skill simulates one’s ability to resist or withstand pain, Skill Level Achievements:
hunger, poison, disease, and other effects upon the physical For every 3 skill levels you’ve attained, you gain a specialty
body. Endurance is used often as a resistance roll to with- of your choice.
stand, or at least reduce, certain hardship effects that can
occur during adventures. Ƿ At skill level 4, you gain a +1 bonus to Athletics skill
rolls.
Armor Penalty: No. Ƿ At skill level 7, you gain a +1 bonus to Resolve skill rolls.
Specialties: Cold Resistance, Heat Resistance, Pain Tol- Ƿ At skill level 10, you gain +1 to your Renown and Stami-
erance, Resist Disease, Resist Hunger, Resist Poison, Resist na.
Thirst, Shape-shifting, Toiling.
Critical Success:
Typical Tasks & Their DLs: 1) You gain a +2 bonus to all future Endurance rolls against
the same ongoing effect for the next two hours.
dz Resist a poison or venom: DL varies per effect (usu- 2) If enough people witness your incredible feat of endur-
ally 10 to 25) ance, you gain a +1 to your Renown.
3) So invigorated are you by your feat of physical resistance
dz Resist a disease or serious illness: DL varies (usually that you gain a +1 bonus to all die rolls for the next hour.
10 to 20)
dz Suffer only half normal Stamina loss after missing 1 Critical Failure:
night’s sleep/rest: DL 10 1) You suffer one (additional) point of Health damage per
point of critical failure.
dz Suffer only half normal Stamina loss after missing 2
2) You suffer one (additional) Stamina damage per point of
night’s sleep/rest: DL 20
critical failure.
dz Suffer only half normal Stamina loss after 3 days 3) You acquire a minor Weakness appropriate to the effect,
without food: DL 10 such as Disfigured, Lame, Maimed, or even Madness.
dz Suffer only half normal Stamina loss after 7 days
without food: DL 15
dz Suffer only half normal Stamina loss after 2 days HEALING ARTS (Int)
without water: DL 15 This is the art of tending to the sick and fallen, whether
to tend wounds, set broken bones, neutralize poisons, cure
dz Suffer only half normal Stamina loss after 3 days
diseases, or diagnose a creature’s ailments. Much of it in-
without water: DL 20
volves cleaning and bandaging, as well as applying poul-
dz Remain alive (but still suffering the effects of 0 tices or cruder things like stitching lacerations or cauterizing
Stamina) after 5 days w/out water: DL 25 open wounds.
dz Resist any Stamina loss in moderate cold or hot
weather: DL 10* Armor Penalty: No.
Specialties: Birthing, Broken Bones, Chirurgery, Diseas-
dz Suffer only half normal Stamina loss in extreme
es, Fresh Wounds, Healing Herbs, Long-term Care, Poi-
cold or hot weather: DL 20*
sons, Specific Creature.
dz Resist the effects of body-affecting magic: DL varies
per spell (usually 10 to 30) Typical Tasks & Their DLs:
dz Resist the effects of extreme pain or torture: DL
varies (usually 10 to 25) dz Diagnose the general nature of an ailment or inju-
ry: DL 10
dz Resist Stamina loss after 10 hours of normal trav-
el-time: DL 10 + 2 per hour afterward dz Diagnose a rare or unusual injury/ailment: DL 15
dz Stop an unconscious and wounded human or hu-
Time Required: As most Endurance skill rolls are made manoid from bleeding out: DL 10
as resistance rolls (that is, a roll made as a reaction to dz Stop an unconscious and wounded exotic creature
something like poison or intense pain), the time invest- from bleeding out: DL 15
ment is more or less instantaneous. However, some ef- dz Treat fresh wounds*: DL 15 (patient heals 1 Health
fects come in “stages”—such as most diseases—and may plus 1 per 2 points rolled over the DL)
require an Endurance roll every hour until the effect is
dz Treat fresh wounds on yourself or on an exotic

CHARACTER CREATION 143


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creature*: DL 20 (same formula as above) 3) If treating fresh wounds, you cause further damage equal
dz Administer long-term care**: DL 10 (patient heals 1 to 1 Health per point of critical failure.
Health + his/her Vigor per 12 hours) 4) You cause a disease, poison, or long-term care patient
to either permanently lose a point of Health or gain the
dz Neutralize poison in a creature: DL = poison’s Disfigured, Lame, or Maimed weakness.
original resistance DL + 5
dz Cure disease in a creature: DL = disease’s original
resistance DL + 5 HERBALISM (Int)
This skill represents one’s aptitude for the various herbs,
*Fresh wounds mean injuries that were caused less than roots, and flora of the world and their various uses and
15 minutes ago; after this time, they are considered “old applications. This could be anything from simple hemlock
wounds” only treatable by long-term care (or healing mag- or nightshade, all the way up to the numerous varieties of
ic). The maximum Health points restored can never be semi-magical lotus plants.
more than half the victim’s full Health.
**Long-term care refers to the treatment of old wounds/ Armor Penalty: No.
injuries or recovering from the effects of disease or poison. Specialties: Cooking, Healing, Locating, Preserving,
Without long-term care, a victim only heals 1 Health point Specific Terrain (Forest, Marsh, Plains, etc.).
+ his/her Vigor every 24 hours of relative rest or light activ-
ity (minimum 1 point). Typical Tasks & Their DLs:

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.

144 CHARACTER CREATION


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KINGDOMS
Ƿ At skill level 4, you gain a +1 bonus to Healing Arts Herbalism level 2)
skill rolls. Material cost: None / Time Required: 2 hours / Stamina
Ƿ At skill level 7, you gain a +1 bonus to Alchemy skill Cost: 2
rolls and Magical Arts: Earth and Life skill rolls.
Ƿ At skill level 10, you gain a +1 bonus to your Renown A rare and extremely potent plant native to the continent
and to all Survival skill rolls. of Hassan, across the Dragon Sea, and then only in a couple
of select locales, one of them being along the Black River
Creating Herbal Concoctions: Creating an herbal con- (and the shores of the Sea of Shadow) in what is now called
coction—be it draught, poultice, sachet, tea, or whatev- the Wastes of Xarkon. Black Lotus is also known as Death
er—generally requires one to two hours (see ‘Time Re- Lotus, an apt name given the fact that it can cause horrible
quired’ below for each herbal entry). Such concoctions, nightmares and hallucinations to any living creature within
3 yards of a black-flowered stalk of it. Only a successful DL
some of which are quasi-magical in nature and effect,
15 Resolve roll can prevent one from experiencing these
require either fresh herbs (no more than 24 hours after
dreadful phantasms, delusions, and waking nightmares for
being harvested) or dried/preserved herbs no more than
an hour (causing the victim to suffer -2 to Defense and all
one month old. Some herbs can even be cooled or fro-
die rolls). On a critical failure, the victim becomes Terrified
zen to keep their potency even longer. If a concoction of things that aren’t there, suffering a -5 penalty to all die
is created, then obviously the herb (be it root, spring, rolls for one hour’s time. Furthermore, if the victim is not
flower, etc.) is expended. Lastly, most herbal concoctions treated with a successful DL 20 Healing Arts application (or
have a Stamina cost for creating it, since this takes some a Cure Ailment spell) during this hour, he dies a horrible,
energy and focus. The following entries represent some nightmare-induced, death.
of the more useful or exotic uses for herbal concoctions, A courageous, or curious, mage could inhale the heady
although the GM is free to invent more. Note that ‘to aroma as to benefit from the lotus’ essence—+2 to Stami-
identify’ means to locate the herb in question and iden- na and all Magical Arts: Air, Death, Earth, and Shadow.
tify it for what it is. It usually takes at least an hour to Lastly, note that Death (or Black) Lotus can be addictive,
find a specific herb in the wilderness, and then only if the so every time a person comes in contact with a preserved
season, climate, and terrain is appropriate for it. pinch of it, a DL 13 Resolve roll must be passed; failure
means the Addiction (black lotus—minor) is gained by the
BARROW-WEED character. Any subsequent failures would upgrade this to
DL 10 to identify / DL 15 to create a concoction (must have the major version.
Herbalism level 1)
Material cost: None / Time Required: 1 hour / Stamina Cost: BLACK LOTUS POISON
2 DL 15 to identify / DL 20 to create (must have Herbalism
level 4 and Alchemy level 1) Material cost: 15 sc per dose /
Also known as Grave-wort, this is a grey-brown herb (often Time Required: 4 hours / Stamina Cost: 4
considered a mere weed) with small black or midnight-blue
flowers and usually found in temperate to sub-arctic regions One of the deadliest poisons in all the known world, this
in late summer to early winter. It can be made into a pow- toxic herbal concoction also contains its fair share of alch-
der that, when burned, emits an odd-smelling brownish emia. It can either be ingested or used on a blade, but re-
smoke. gardless, the effects are the same: the victim must succeed in
If this smoke is inhaled, the inhaler gains the benefits of a DL 20 Endurance roll or suffer 1 point of Health damage
the Death-touched talent for one hour (if this talent is al- per point of failure (maximum 20 points), as well as 1 point
ready possessed, then it can now be used without the Stami- of Agility and Willpower loss for every 5 Health points’
na cost for it for the hour). The inhaler also gains a +1 bonus damage. If the victim’s Agility falls to -5, then he or she is
to Magical Arts: Death and Shadow skill rolls for the hour, essentially Immobile; if Willpower is reduced to -5, then the
and furthermore, if the Second Sight talent is possessed, victim is comatose. The victim must attempt this Endurance
then he or she automatically experiences a dream-vision resistance roll every round until the DL is met, a successful
within this hour-long period. Cure Ailment spell is cast (at DL 20), a DL 25 Healing Arts
However, those inhaling Barrow-weed smoke must also roll (to treat poison), or the victim perishes.
succeed in a DL 10 Endurance roll or suffer the Sickened This is one of the rarer herbalism concoctions requiring
condition for the hour (though still gaining the benefits a workshop, or some similar space, since a measure of al-
mentioned above); a critical failure here means the charac- chemical precision is involved (as well as costs for special
ter falls comatose instead for an hour, only waking before materials).
such time with a successfully applied DL 20 Healing Arts
skill roll, and therefore gaining no benefits from the Grave- BLOODTHORN BLOSSOM
wort whatsoever. DL 12 to identify / DL 15 to create (must have Herbalism
level 2)
BLACK LOTUS FLOWER Material cost: None / Time required: 1 hour / Stamina cost:
DL 10 to identify / DL 15 to harvest/create (must have 1

CHARACTER CREATION 145


SAVAGEIII
KINGDOMS
forests. Tea-like poisons can be made with hemlock essence
Bloodthorn trees are said to only grow in the Bloodthorn (mixed with other minor ingredients), one dosage being
Forest in northern Aradorn, though they once were seen as capable of potentially paralyzing a victim. If imbibed (hem-
far west as the Celenothien Forest (where the Sidhe-realm lock poison is often hidden in food or drink), the imbiber
of Celendoril can be found). Only a handful of these no- must succeed in a DL 15 Endurance roll or lose some mus-
ble, brown-red trees still exist today, guarded sometimes cle-control, reflected in a -1 to Agility and Physique plus an
by the Wild Sidhe or roving Knights of the Sword and the additional -1 per 5 points of failure; furthermore, if this roll
Rose. Rose-like blossoms grow high up on their limbs, a rich is failed, then the victim must make another Endurance roll
burgundy or maroon in color. These flowers, when mixed a minute later, with failure meaning full paralysis and the
with some of the tree’s sap and bark, produce a pleasing Helpless condition. A DL 20 Healing Arts roll can neutral-
aroma and can be prepared as a sachet to be worn about ize the poison (or a successful Cure Ailment spell), with the
the neck or on a belt. This herbal sachet grants the wearer Agility and Physique returning after 1 hour.
+1 to all Resolve rolls for one week’s time, which probably
plays into the folk lore that Bloodthorn offers “protection MANDRAKE BREW
from evil”. DL 10 to identify / DL 15 to create (must have Herbalism
level 2)
DEADLY NIGHTSHADE Material cost: None / Time Required: 2 hours / Stamina
DL 10 to identify / DL 15 to create a concoction (must have Cost: 2
Herbalism level 2)
Material cost: None / Time required: 1 hour / Stamina cost: This fairly rare concoction is made from mandrake root with
1 small dosages of other semi-potent herbs and spices, typical-
ly all brewed together in a small cauldron. If made success-
Often shortened to “Nightshade”, this herb is capable of fully, one of dose of this stuff grants the drinker +1 to Vigor,
creating a potent poison as outlined in the Alchemy skill as well as a +1 bonus to Magical Arts: Earth, Fire, Water,
entry (use the Strong Ingested Poison statistics). In addition, and Life skill rolls, for one hour. Mandrake appears as a
parts of this plant can also be used to make a Sop (use the grey-brown or dark brown root, somewhat man-shaped,
Sleeping Elixir statistics in the Alchemy skill entry). Both of and is long-associated with vim, vigor, and voraciousness.
these concoctions are DL 15 to create. This herb is often reg-
ulated in more civilized realms, but usually accepted among MISTLETOE SACHET
nature-oriented barbarian peoples. DL 10 to identify / DL 15 to create (must have Herbalism
level 3)
FAERIEWORT Material cost: none / Time Required: 2 hours / Stamina
DL 12 to identify / DL 17 to create (must have Herbalism Cost: 2
level 3)
Material cost: None / Time required: 2 hours / Stamina Mistletoe is famed throughout most cultures, but especially
cost: 2 among those of the far west and northwest, such as the
Caernians, Cymreddi, and Gaerns (where the Druid-priests
This beautiful plant, most often seen with bluish-purple hold it sacred and in great mystery). Mistletoe can be quite
blossoms flowering in the spring to midsummer, is heavi- deadly, represented by the fact that it slowly chokes the life
ly associated with the Other-world and, thusly, the Sidhe out of the tree hosting it, but yet if used sparingly and in
and all Faerie-folk in general. Though a rare herb-plant near-precise balance, it can offer some life-enhancing prop-
indeed, harvesting the petals and part of the stalk (and a erties.
drop or two of the sap), and brewing them all together A well-preserved batch of mistletoe, after being cut down
in a silver-plated or crystal pot, produces a tea-like tinc- at dawn or dusk on an equinox or solstice, and placed in a
ture capable of granting +2 to the imbiber’s Stamina and sachet (a small mesh-like bag or pouch usually worn around
an additional +2 bonus to all Perception skill rolls for the the neck), can provide a suitable sacred focus-item which
next hour. Some even whisper that otherwise hidden por- grants +1 to Stamina and a +1 bonus to all ritual Magical
tals into the Other-world might be detected while under the Arts (all disciplines) spells for one full month.
influence of Faerie-wort.
MISTLETOE ABORTIVE
HEMLOCK POISON DL 10 to identify / DL 15 to create (must have Herbalism
DL 10 to identify / DL 15 to create a concoction (must have level 2)
Herbalism level 1) Material cost: none / Time Required: 1 hour / Stamina Cost:
Material cost: None / Time Required: 1 hour / Stamina Cost: 1
1
Mistletoe berries and certain other parts of the sprig are
This reddish-purple stalked plant, with white or yel- used make this ingested elixir, a gentle yet potent poison
low-white flowers, is generally only seen in late spring and which is taken by women to abort an unwanted pregnancy.
late autumn and tends to be found most often in, or near, Such a thing is rare, but if the woman is ravaged by some

146 CHARACTER CREATION


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terrible half-human thing (or to be rid of the spawn of an
illicit affair), this this mixture can be a godsend. WHITE LOTUS FLOWER
However, the imbiber must attempt a DL 10 Endurance DL 10 to identify / DL 15 to create or harvest (must have
roll; if she makes it, the pregnancy is safely aborted, but if Herbalism level 3) / Material cost: none
not, the fetus survives. If she fails by 5 or more, not only is Time Required: 1 hour / Stamina Cost: 1
the child still intact, but she also suffers -2 to her Agility and
Vigor for one full day (unless a successful DL 20 Healing Growing only in the coldest regions of the world, seemingly
Arts roll can be applied beforehand). On a critical failure, kept alive by snow and ice, the rare White Lotus, as such,
the mother is killed (and, by extension, the fetus too). is a quasi-magical plant indeed. Also known as Snow Lotus,
skillfully harvested blossoms contain amazing healing prop-
RED LOTUS FLOWER erties, and a single dose restores a wounded eater a number
DL 15 to identify / DL 15 to create or harvest (must have of Health points equal to his/her Vigor plus two after one
Herbalism level 2) minute’s time (for example, someone with Vigor +1 would
Material cost: none / Time Required: 1 hour / Stamina Cost: heal 3 Health points).
1 Furthermore, a single dosage of the White Lotus Flower
counters disease and poison as well, granting a victim of ei-
Also known as Blood Lotus, this rare red-blossomed plant ther a +5 bonus to any upcoming Endurance rolls to throw
grow best in hot and damp environments, such as the south- off the condition(s) or a +5 bonus to the Healing Arts roll
ern Prydonian Isles and across the Dragon Sea in much of of any attending healer. Note that White Lotus must be kept
northern Emanju and southern Hassan. If kept warm, raw cold; if this can be arranged, then potentially up to five
red lotus petals (often mixed with the sap-like juices) can doses of the above effects can be harvested from one single
cause a great heightening of passion, invoking both sexual Snow Lotus plant.
desire and anger—that is, lust and blood-lust. If eaten, a White Lotus is less addictive than virtually all other types
dose of raw blood-lotus flower temporarily increases the of lotuses, although for every 3 dosages imbibed, the eater
imbiber’s Health by 2 and grants a +1 bonus to Brawling must succeed in a DL 7 Resolve roll or acquire the Addic-
and Endurance skill rolls for one hour. tion (white lotus—minor) weakness. The DL increases by
At the end of this time, however, the lotus-eater must one every time it is tested. A second failure to this means
succeed in a DL 12 Endurance roll or lose 1 Stamina point the Addiction increases to major.
per point of failure due to the exertion; upon a critical fail-
ure, the eater also passes out unconscious for one hour and WHITE LOTUS ELIXIR
gains the Addiction (red lotus—minor) weakness. The typi- DL 15 to identify / DL 20 to create (must have Herbalism
cal Red Lotus plant has 3 harvest-worthy doses. level 5 and Alchemy level 1) Material cost: 20 sc per dose /
Time Required: 4 hours / Stamina Cost: 4
RED LOTUS PERFUME
DL 15 to identify / DL 15 to create (must have Herbalism Made from a precise extract requiring two full doses of
level 3 and Alchemy level 1) Material cost: 3 sc per dose / White Lotus Flower (and some other potent additives), this
Time Required: 2 hours / Stamina Cost: 2 extremely powerful concoction instantly heals (as one ac-
tion) the drinker a number of Health points equal to 5 plus
Utilizing the lust-invoking potency of the Red (or Blood) his or her Vigor, restores 5 Stamina points, grants a +5 bo-
Lotus, this is a perfume-like body oil that master herbal- nus to Endurance rolls to resist any ongoing or upcoming
ists (sometimes with the assistance of alchemists) learned diseases or poisons (for the next hour), and a +1 Magical
to produce centuries ago from blossoms and juices of the Arts: Life skill rolls (for the next hour). Even a half-dose
semi-magical plant. It can be made into liquid or powdered heals the imbiber 2 Health points and restores 2 Stamina.
form, but regardless, a typical dosage represents only a drop Though Snow Lotus is less addictive than practically all
or small pinch. When worn on the body, as a perfume-like other forms of lotus-plants, for every White Lotus Elixir im-
oil or facial powder (or worn around the neck in a sachet), bibed, the drinker must succeed in a DL 7 Resolve roll or
all living creatures of Intellect -2 or higher, that are within 2 gain the Addiction (white lotus—minor) weakness. A sec-
yards of the wearer, to become lust-filled (see the effects in ond failure increases the weakness to major.
the Red Lotus Flower entry above) unless a DL 15 Resolve
roll is made. WITCH-ROOT ELIXIR
The wearer might feel these effects as well, at least nom- DL 15 to identify / DL 20 to create (must have Herbalism
inally, but can easily control the feelings, particularly after level 4)
a week or two of use. Note that a single dose of Red Lo- Material cost: 5 sc per dose / Time required: 3 hours /
tus Perfume remains effective for eight hours; however, the Stamina cost: 3
wearer must succeed in a DL 5 Resolve roll at the end of this
time or gain the Addiction (red lotus—minor) weakness. This rare root-like herb, which can be found in most times
On a critical success, the wearer becomes immune to the of year save for coldest winter and warmest summer, pre-
effects of Red Lotus Perfume; on a critical failure, the Addic- ferring to thrive in somewhat harsh terrain (such as rocky
tion increases to the major version. hills, low mountains, thick forest, or even near-desert con-

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ditions) and in twilight or darkness. A brewed elixir can 4) If preparing a meal for at least a dozen, your herbal
be made from it, which must be done in a cold-iron or additives produce the finest of results which grant a +1 to
lead-plated cauldron, which yields a +1 bonus to all Magi- your Renown.
cal Arts skill rolls (whether ritual or spontaneous), as well as
+1 to both Health and Stamina, to anyone imbibing a dose Critical Failure:
of this potent stuff. These effects last for four hours. 1) You locate an herb that is completely the opposite of
Since there is a coinage cost (for additional exotic ingre- what you thought it was (that is, a curative becomes a poi-
dients, herbalist’s tools, and a workspace), an actual work- son, a poisonous herb is beneficent to its victim, etc.).
shop or some facsimile thereof must be used to make this 2) You ruin the entire herb when attempting to dry it out or
brew. Otherwise, it is a -2 penalty if done strictly “in the craft a concoction out of it.
wild” or “on the road”. 3) Something from the herb burns your hands or causes
horrible welts, thus inflicting upon you the Mildly Poisoned
Critical Success: condition for one hour (or until cured with a DL 20 Heal-
1) You find a herb you were searching for in 10 minutes’ ing Arts roll).
time in the wild or only one minute in a garden. 4) If preparing a meal, you accidentally cause all who con-
2) If creating an herbal concoction, you succeed in one-half sume it to suffer the Sickened condition for one hour (or
the usual time and expend only half the usual Stamina. until cured with a DL 15 Healing Arts roll).
3) You manage to create two doses/uses of an herbal con-
coction you were crafting instead of merely one.

TABLE 2-11: THE KNOWN LANGUAGES OF THE WEST

Language Scarcity Writing Other Notes


Angelic Very rare Yes (letters) a.k.a. Over-speech
Brythian Common Yes (runic)
Caernian Rare Semi (ogham)
Chenari Rare Semi (letters)
Cymreddi Uncommon Semi (ogham)
Dragon-speech Very rare Semi (runic)
Druidic Rare Semi (ogham) a.k.a. “Tree-tongue”
Duergar Rare Yes (runic)
Esmandian Uncommon Yes (letters) Old Esmandi is the root
Faerie-tongue Very rare Semi (ogham) a.k.a. Other-speech
Gaernic Uncommon Semi (ogham)
Giant-speech Rare Semi (runic)
Goblin-tongue Rare Semi (runic)
Gorgonic Rare Semi (letters) a.k.a. Gorgothan
Lorinthian Common Yes (letters) a.k.a. Imperial tongue
Mulovian Uncommon Yes (runic)
Nether-speech Very rare Semi (script) a.k.a. Demonic
Norish Rare Semi (runic)
Prydonian Uncommon Yes (letters)
Shadow-tongue Very rare No Shadow Hand speech
Sidhe Rare Yes (script) Dark, Eluna, and Wild
Skathian Uncommon Yes (runic)

148 CHARACTER CREATION


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Sslirian Rare Yes (script)


Thorakkian Rare Semi (runic)
Titanic Very rare Semi (letters) a.k.a. Titan-speech
Troll-speak Rare No

ANCIENT & NEAR-EASTERN LANGUAGES*


Language Scarcity Writing Other Notes
Arrese Very rare Yes (hieroglyphs)

Azirian Rare Yes (script)

Mezcan Very rare Semi (glyphs)

Old Aradornii Very rare No

Old Esmandi Very rare Semi (letters)

Old Guldari Very rare Semi (letters)

Rhodonite Rare Yes (letters)

Tarnian Rare Yes (letters)

Valnr Rare Semi (runic)

Zaramese Rare Yes (script) a.k.a. Imperial Zaramese

Zunti Rare Semi (glyphs)

*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.

LANGUAGE (Int) dz Speak in subtext or innuendo in order to convey


This skill represents a character’s knowledge of linguistics, secret information: +5 to base DL
be it the spoken or written tongue, and could be used to dz Understand the gist of someone’s words in a
decipher ancient glyphs, runes, and other forms of writing. tongue unknown to you: DL 20
Note that player-characters automatically know their own
native language (plus a possible cultural bonus tongue at
dz Decipher a badly written missive or ancient dialect
of a known tongue: DL 10
character creation), so any additional ones are governed
by this skill. dz Decipher an encrypted or encoded missive: DL =
encoder’s skill (usually 15-25)
Armor Penalty: No. dz Encrypt/encode a simple message: DL 15*
Specialties: Deciphering, Encryption, Forging, Innu-
endo, Reading, Writing, or a specific tongue such as
dz Encrypt/encode a complex message: DL 25*
Brythian, Caernian, Cymreddi, Duergar, Esmandian,
Gaernic, Goblin-tongue, Lorinthian, Mulovian, etc. (See *The receiver/decoder of the missive must succeed in a Lan-
the list of languages of the known world below.) guage roll vs. this DL to interpret
**The receiver/decoder of the message must succeed in a
Typical Tasks & Their DLs: Language roll vs. this DL to interpret

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
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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.

Skill Level Achievements:


For every 3 skill levels you’re attained, you may choose one
Specialty (see above).

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-

150 CHARACTER CREATION


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chanical traps. dz Advanced knowledge of a somewhat common
Ƿ At skill level 7, you gain a +1 bonus to Sleight of Hand subject: DL 15
skill rolls. dz Basic knowledge of an uncommon subject: DL 10
Ƿ At skill level 10, you gain +1 to your Renown and a +1
bonus to Stealth skill rolls. dz Advanced knowledge of an uncommon subject:
DL 20
Critical Success: dz Basic knowledge of a rare or obscure subject: DL 15
1) If picking a lock, you do so in half the normal time.
2) If disabling a door or similar object, you do so in half the
dz Advanced knowledge of a rare or obscure subject:
DL 25
normal time.
3) You disarm a simple trap in just one action (one-half dz Identify a specific type of rare, exotic, or gigantic
round). animal: DL 10 + creature’s CL
4) You disarm a master-crafted or more advanced trap in dz Identify a specific type of supernatural creature: DL
but one round (two actions). 15 + creature’s DL

Critical Failure: dz Identify or recognize a specific person: DL 30 mi-


nus person’s Renown*
1) You damage your lock-picking tools while attempting a
lock or trap, causing you to suffer a -2 penalty to future dz Identify a heroic-quality or otherwise enchanted
lock-picking attempts until repaired (Crafting DL 15) or re- object: DL 20-25
placed entirely. dz Identify an obscure or legendary-quality object: DL
2) You accidentally injure yourself when attempting to pick 30-35
or disarm, taking 1 point of damage per point of failure.
3) Your failed efforts were panicked, costing you 1 Stamina
point per point of failure. *Base DL becomes 35 if person/individual is from a differ-
ent continent

Time Required: Trying to identify a creature or person


while in combat requires one action. Researching a sub-
ject in a library could take ten minutes to several hours,
depending on the obscurity of the subject and size of the
library itself.
Libraries & Lore-places: If a character utilizes a library
or some similar lore-place, he or she can gain anywhere
from a +1 to +5 bonus to the Lore skill roll depending
on the size, depth, and accessibility of the library and its
source materials.

Skill Level Achievements:


For every 3 skill levels you’ve attained, you may choose
one Specialty (see above).

LORE (Int) Ƿ At skill level 4, you gain a +1 bonus to Language skill


This skill simulates a general knowledge of things, either rolls.
gained through formal training and study, or by picking up Ƿ At skill level 7, you gain a +1 bonus to Magical Arts skill
bits of lore in one’s journey through life. Scholars, sages, rolls (all disciplines).
and many priests and nobles, often study various forms of Ƿ At skill level 10, you gain +1 to your Renown and a +1
lore and keep their ears and eyes open to news from far- bonus to Alchemy skill rolls.
away realms and the latest discoveries.
Critical Success:
Armor/Encumbrance Penalty: No. 1) If in a library, you discover the knowledge you’re seeking
Specialties: Arcane, Demons, Dragons, Fey, Folk, Ge- in but five minutes’ time.
ography, Heraldry, History, Law, Military, Nobility, 2) You discover or recall a crucial piece of long-forgotten
Religion, Runes, Sagas, Songs, Specific Culture, Specific knowledge which grants you a free Lore skill specialty.
Realm, Traps, etc. 3) If around at least several others, you recall a great and
long-lost piece of lore that grants you +1 to your Renown.
Typical Tasks & Their DLs:
Critical Failure:
dz Basic knowledge of a somewhat common subject: 1) If in a library, you accidentally tear an aging scroll or a
DL 5 few pages of an old tome.

CHARACTER CREATION 151


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KINGDOMS
2) You draw the wrong conclusion about the subject and in magic-craft. Thus, a drawn weapon and armed shield
must role-play that you truly believe what you’ve discov- won’t cut it, or some similar situation where both hands are
ered. otherwise engaged with objects.
3) If in a library, you stumble upon a very ancient and sin- However, you may attempt to cast a spell without the
ister bit of forbidden lore, and unless you succeed in a DL use of both hands, but you do so with a -5 penalty to the
15 Resolve roll, you immediately acquire the Cursed (major Magical Arts roll. Similarly, if you attempt to cast a spell
version) or Tainted weakness, your choice. without words or voice, you also do so at a -5 penalty. At-
tempting a spell without both hands and the use of words
cumulates to a -10 penalty to the Magical Arts roll. This
might be important if you are denied the use of your hands
and voice—whether you are bound in captivity or merely
wish to disguise your spell-casting (this is a world where sor-
cery is often distrusted)—or simply want to show off your
great power of “thought-only” magic-use. Lastly, if casting
a spell while within the melee reach of an active and hostile
enemy, you suffer a -2 penalty to the Magical Arts skill roll
(unless you possess the Battle Mage talent).

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:

dz For every point of damage taken (before armor),


you suffer a -1 to the Magical Arts roll
dz If casting upon a mount moving at a canter, you
take a -2 penalty to the Magical Arts roll
dz If casting upon a mount moving at a gallop, you
suffer a -5 to the Magical Arts roll
MAGICAL ARTS (Varies)
This skill is sub-divided into seven disciplines—Air, Earth, dz If casting upon a storm-tossed ship, you suffer a -2
Fire, Water, Death, Life, and Shadow—and simulates to the Magical Arts skill roll
one’s training and natural aptitude for the mystical arts of dz If casting while climbing or balancing precariously,
spell-working and similar practices supporting the working you suffer -5 to the Magical Arts roll
of magic. In short, this is the skill used to govern spell-cast-
ing, be it spontaneous (or “battle magic”) or ritualized.
dz If casting while within melee reach of an active op-
ponent, you suffer -2 to the roll*
Note that advancing in any of the Magical Arts disci-
plines requires several prerequisites as shown below.
*The Battle Mage talent negates this penalty.
Prerequisites: Intellect +0, and the Acolyte, Apprentice,
Dabbling Arcanist, Holy Warrior, or Magic Affinity tal- Note, also, that when a magician is slain, brought to Un-
ent. consciousness, Cowering, or Despaired, then whatever spell
he or she was maintaining (that is, still running toward its
PERFORMING MAGIC: duration) is automatically ended. Sorcery and the sorcerer
When attempting to perform magic—that is, casting a are deeply connected, although see the Lingering Magic
spell—you must succeed in a Magical Arts roll of the ap- talent earlier in this book.
propriate discipline (per the DL in the individual spell entry;
see Chapter 13—Spells & Magic). If you succeed, the spell RITUAL MAGIC:
works (or manifests) and the effects occur per the descrip- All of the above information deals primarily in what most
tion in the spell entry. In addition, you must have at least mages would call “spontaneous magic” (or even “battle
one hand free when casting a spontaneous, or battle, spell, magic”)—that is, spells cast quickly in but a few seconds
and you must be able to speak the mystical words involved (one or two actions) usually in combat or some similar
quick-response or life-or-death situation. In the SK world,

152 CHARACTER CREATION


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the true way of sorcery is through rituals, ceremonious mag- Lorinthian god of blood, fire, and victory) might yield a +1
ic-working requiring at least one hour’s time. The greatest or +2 additional bonus to Magical Arts: Death or Fire rolls
advantage to ritualized spells is that the magician gains a +2 to any ordained Templar-priest of that deity, or perhaps to
bonus to his or her Magical Arts skill roll, although certain any magician in general. An ancient oak-grove might pro-
rare components can increase this to +3 as shown in each vide an additional +1 bonus to Magical Arts: Life or Shad-
spell’s write-up entry. This, of course, generally requires a ow rolls when casting ritual magic, or perhaps even grant
safe (and sometimes) sacred space, and relative uninterrupt- an additional Stamina point or two for magic-working. A
ed focus; if an event occurs that could challenge the magi- circle of standing-stones, or maybe a crystal cave, could
cian’s control or concentration of an in-progress ritual spell, grant an additional +2 Stamina for sorcery-working and
then the appropriate penalty (as outline above) is applied a +1 additional bonus to all Magical Arts rolls, regardless
to the mage’s Magical Arts skill roll. Failure means that the of discipline. The maps of the known world (in this very
spell does not manifest correctly and the usual loss of Stami- tome) show several renowned sacred spaces, which should
na. (The one-hour ritual time represents setup, preparation help the GM provide specific statistics for these locations.
of material components, as well as the actual ritual itself.) However, there are dozens—even hundreds—of other sa-
The ‘Ritual’ specialty of the Magical Arts skill or the cred places throughout the SK world, so GMs are encour-
Performance skill add a further +1 bonus to Magical Arts aged to craft their own sanctums and holy sites.
skill rolls when attempting a ritual spell. Additionally, as- By contrast, there are also “void regions” in the world,
sistants—often referred to as acolytes or apprentices—may places of non-power, locations that are now (or always
assist the lead (that is, casting) magician, granting him or her have been) devoid of magical essence or have a lingering
a +1 bonus for each assistant (to a maximum bonus of +5). energy about them that make performing magic exception-
These magical “apprentices” also help defer the ritual spell’s ally difficult. These forbidden places, which are often blight-
Stamina cost, with the cost being split evenly between all ed by some terrible past occurrence or cataclysmic event,
involved (the lead mage pays any leftover Stamina). Note, inflict anywhere from a -1 to -2 penalty to magicians’ Mag-
also, that only trained or skilled magicians are of any real ical Arts skill rolls when attempting to cast spells, be they
help in a spell ritual—that is, only those with the Magic spontaneous or ritual. A “void area” can often be detect-
Affinity talent or having at least one skill level in the appro- ed, however, by detecting the presence of magic (or, in this
priate Magical Arts discipline. case, the lack thereof) or by other means, such as Second
Finally, those magicians possessing the Extended Ritual Sight or merely someone highly skilled in Perception. GM
talent (as noted in that talent’s description), gain a +5 bo- discretion again applies here.
nus to their Magical Arts skill rolls when performing a ritu- Sacrifices & “blood magic”:
alized spell when choosing to make use of it. This requires Blood, especially human blood, contains the rawest and
four hours and an additional Stamina point (in addition to most primal essence of magical power. It is the life-wine,
the spell’s base cost). the sacred essence, of vitality and existence after all, and so
many believe this to be the “wine of the gods”. These things
Ritual Components: have been a known fact for eons, particularly to those in-
When performing ritual spells, the mage must have at least volved in the learned and mysterious ways of magic, sor-
two of the materials or conditions listed in the ‘Ritual Com- cery, and even alchemy. Chenari, Duergar, Sidhe, and Sslir
ponents’ paragraph of the spell entry. Otherwise, the spell blood is just as potent as human, and the life-blood of Gob-
will fail. GMs might allow sorcerers to begin play automat- lings and other “lesser fey” runs a close second.
ically with most, or all, of these somewhat exotic compo- Some of the beasts and animals of the world also have
nents, or he may prefer them to search around for them. magical essence in their blood too, but only those con-
Note that some objects or substances grant additional ben- sidered “noble” or “sacred”, such as bulls, goats, horses,
efits, such as Dragon’s blood, a lock of hair from a Giant, lambs, and rams. In some cultures, bears and boars are also
and the like, as indicated in the spell entry. counted among such sacred animals, but this is left to the
discretion of the GM. Furthermore, the more “unusual” or
Sacred Spaces & Sanctums: “magical” the beast is in appearance—such as white or red
Safe areas—such as forest glades, hilltops, ancient ruins, bulls, black or white goats, black lambs, or golden or white
and the like—are often used in order to assure that a rit- rams—the more sacred or “holy” the beast is considered
ual spell doesn’t get interrupted by hostile creatures, busy to be.
passers-by, skulking spies, or whatever. In addition, certain Knowing this bit of dark lore, if a magician (that is, some-
“places of power” can add even more power to a ritual, one with the Magic Affinity talent or with at least one skill
and such locales are often referred to as ‘sacred’ or ‘holy’, level in any of the Magical Arts disciplines) sacrifices a hu-
which are often charged with extra celestial or geomantic man, humanoid, or sacred animal within a known sacred
energy. Typically, these are most temples, druidic groves, space (such as a temple, ancient grove, standing stones,
nemetons, stone circles, crystal caves, and similar areas— etc.—see above), then another +2 bonus is added to any
often local magicians, regardless of tradition, sect, or lack Magical Arts skill roll for performing a ritual spell. This is
thereof—know of such sites within a ten-mile or so area considered part of the one-hour (or four-hour if using the
from their territories. Extended Ritual talent) ritual time.
For example, a temple dedicated to Agathon (a major Note, however, that sacrificing (ritually killing) another

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human, save for the most despicable scum (such as those Affinity talent, as always, counts as “training” in all seven
with the Kin-slayer, Honorless, Oath-breaker, or Tainted magical disciplines.
weaknesses), is an act that is likely to earn the magician the
Tainted weakness if done repeatedly, unless the sacrificial DETECTING THE PRESENCE OF MAGIC:
subject is willing (which is possible in those considered Zeal- Detecting the presence of magic, or sensing magical “auras”,
ots and such). requires no spell proper, but instead can be attempted by
those with at least one skill level in any Magical Arts disci-
COUNTERING ENEMY SPELLS: pline or with the Magic Affinity talent. The DLs to do this
It is possible to counter or negate an enemy mage’s incom- can be found below. The range is up to 5 yards’ distance
ing spell, but only with the Counter Magic talent (see Mys- from the magician, although touching the source in ques-
tical Talents in Chapter 8—Talents). tion makes this task easier (see below).
Furthermore, you also discern the general power level
SPELLS & MAGIC FORMULAE: of the magical aura, from Dim, Moderate, Strong, or Over-
For every odd-numbered skill level you possess in Magical bearing. Note that ‘overbearing’ degrees of magic can cause
Arts (any of the seven disciplines), you thusly have knowl- the magician discomfort and disorientation, and he must
edge and command of one spell of your choice, as long as succeed in a DL 20 Endurance or Resolve roll or become
the prerequisites for that spell are met (see Chapter 13— Stunned for one round per point of failure; if the magician
Spells & Magic). For example, if you have 3 skill levels in fails by 10 or more, then he or she falls immediately Uncon-
Magical Arts: Air and 2 skill levels in Magical Arts: Death, scious for one minute per point of failure (a successful DL 20
then you would begin play knowing three spells. If you Healing Arts roll can revive him to Stunned in two actions).
possess the Apprentice or Acolyte talent, or are a member Detecting the presence of magic takes one action (or
of a certain order or sect, you might have knowledge of a about 3 seconds), and if done at range (up to 5 yards),
fourth spell (see Chapter 8—Talents and Elite Affiliation). it costs the magician 1 Stamina point plus 1 Stamina point
As you advance via XP, you may learn additional spells per minute of concentration. A mage can move up to half
per the requirements and qualifiers noted above. In addi- speed (a slow walk) and still maintain focus.
tion, magicians might stumble upon other spells, usually in
written form (although a sorcerer could possible tortured WILD MAGES
to give out knowledge of a non-written spell), be it scrib- Magicians (that is, someone who utilizes the magical arts)
bled half-mad on some forgotten cave wall, penned in mys- who are not a part of any tradition or known order or sect
terious ink in a weathering old tome, or by some other are sometimes dubbed “wild mages”. This is not a title of
means. As such, spells can be, theoretically, given out as respect, in general, and refers to a sorcerer who wanders
“treasure” or reward benefits, although this should be done the land unattached and “wild”.
sparingly—magic, and the spells that can be woven from its
essence, are mainly things of the past and are a rare aspect Armor/Encumbrance Penalty: Yes.
of the world of SK. Specialties: Countering Magic, Detecting Magic, En-
chanting Items, Reading Magic, Ritual Magic, Specific
Learning A Found Written Spell: Spell, Specific Terrain, etc.
To determine if you can learn a spell not automatically
gained through Advancement (again, this is usually a spell Typical Tasks & Their DLs:
in written form), you must succeed in a Magical Arts skill
roll using the appropriate discipline. The DL is the same as dz Successfully cast/manifest a spell that you know:
for successfully casting the spell (see Chapter 13—Spells & DL Varies (see individual spell entry)
Magic for each spell’s statistics), and in the case of a spell dz Detect the presence of magic by touch (object or
that has two or even three listed DL, the highest one is used. place): DL 10
For example, to learn a Fiery Blast spell captured from an
enemy sorcerer’s scrolls, you would have to succeed in a DL
dz Detect the presence of magic at distance (active
spell, object, or place): DL 15
15 Magical Arts: Air or Fire skill roll. The time required to
learn/command a new spell is a number hours equal to the dz Intuit the general purpose of a magical object or
spell’s highest DL to cast. Thus, this same Fiery Blast spell place (touch only): DL 25*
would require at least 15 hours of study, which can be bro- dz Identify a ritual spell being performed: DL = spell’s
ken up in no less than five-hour spans at a time. Note that DL to successfully cast**
constant interruption, or in places of extreme discomfort,
could make this learning process impossible (or at a -2 to -5 dz Learn a new spell from a written source: DL =
to the Magical Arts roll). GM discretion, as always, applies. spell’s highest DL to cast***
Note that you if the spell in question is not of a type/ dz Dispel a currently active spell effect: DL 25 (or 30
discipline that you are trained in—that is, possess skill levels if not of a discipline that you know)
in—then you cannot make any sense of it at all. If you later dz Dispel a magic item for one round (touch only): DL
on gain at least one skill level in a discipline associated with 30 (35 if heroic or 40 if legendary)
this spell, you may then try again to learn it. The Magic

154 CHARACTER CREATION


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1) If detecting the presence of magic, you greatly misinter-
*More precise information, such as command words or the pret what you’ve discerned and must role-play believing
creator of the item or location, only occur with a critical this inaccurate information.
success or possibly by way of a successful DL 30-35 Lore 2) If learning a written spell, you accidentally tear a page in
skill roll the book or scroll (or ruin a part of the writing or carving),
**The DL increases by 5 if you do not know the spell in causing a -2 penalty to anyone attempting to learn it (in-
question cluding yourself) in the future.
***You must have skill levels in a magical discipline pertain- 3) If identifying the general purpose of a magical item or lo-
ing to the spell cation, you discern widely inaccurate information and must
role-play that you believe it.
Stamina Cost: Manifesting and channeling magical en- 4) If performing a ritual spell, you accidentally destroy one
ergies is quite taxing, and so whenever a magician at- of your key components.
tempts a spell, it costs a number of Stamina points as
indicated in the individual spell entry (see Chapter 13— THE SEVEN DISCIPLINES OF THE MAGICAL ARTS:
Spells & Magic). It is possible to cast a spell without ex- Most magical traditions divide the mystical arts into seven
pending Stamina, but only with a critical success and types—or disciplines—of magic. In some sects or traditions,
only then if the base Stamina cost was only one. Note these are known, spoken, and somewhat organized, while
that, whether a spell succeeds in manifesting or not, the in other magical societies, these seven so-called disciplines
are not especially recognized as the nifty little categories
full Stamina cost is still expended. In addition, attempt-
that they seem to be. As such, the seven disciplines—air,
ing to detect magical emanations from a distance (up to
earth, fire, water, death, life, and shadow—are more of a
5 yards) costs 1 Stamina plus 1 Stamina per additional
game mechanic, a way for GMs and players of Savage King-
minute of concentration. doms to quantify (and qualify) the various spells and their
effects.
Skill Level Achievements: See the sub-sections below. Regardless of whether these terms exist in-game or out-
of-game, magical disciplines serve to more or less categorize
Time Required: Casting a spontaneous (or “battle”) the various spells known in the SK world, each type (or
spell usually costs one action, although there are several discipline) having a general theme or “flavor”. This is better
exotic ones that require longer casting-times. Performing described in the following entries below, along with the
a ritual spell normally takes one hour, but those with the governing Attribute that modifies the Magical Arts disci-
Extended Ritual may choose to perform a four-hour ver- pline:
sion of it for additional benefits. Detecting the presence
of magic is generally one action (about 3 seconds), as AIR MAGIC (Wil)
is identifying the general purpose of an enchanted ob- Sometimes called Wind Magic, this discipline of magic-craft
ject or location. Deciphering magical writing might take typically involves the summoning and manipulation of the
anywhere from one round to several minutes or much element of air. Mental-based spells might also fall into the
more. Learning a new spell from writing takes one hour discipline of air, although they are most known to be of
per point of the spell’s highest DL to cast. the Shadow discipline. Air Elementalists, or Wind-mages,
are often shamans, Druid-priests, rogue sorcerers, or priests
Critical Success: of deities involved with air, wind, storms, birds, or the skies.
When casting a specific spell, see the individual spell entries A few examples of spells that might fall into the disci-
in Chapter 13—Spells & Magic for possible critical effects. pline of air might be Conjure Wind, Flight, Mental Mes-
Otherwise, here are some other potentialities: sage, Summon Storm, and Thunderous Blast.
1) If attempting to detect the presence of magic, you not
only do so, but discern its power level and general purpose Skill Level Achievements:
as well. For every odd-numbered skill level you’ve attained, you
2) If determining the general purpose of a magical object gain knowledge of one spell of your choice. You must meet
or location, you discern all possible knowledge, including the prerequisites of the spell in question.
secret command-words, the creator of the item or place, For every 3 skill levels you’ve acquired, you may choose
and its general history. one Specialty (see above).
3) If learning a newly-discovered written spell, you do so in
half the normal time. Ƿ At skill level 4, you gain a +1 bonus to Sailing skill rolls.
4) If attempting to decipher a coded (or otherwise deeply Ƿ At skill level 7, you gain a +1 bonus to Alchemy skill
archaic) spell, you do so in merely one action or you gain rolls.
a +1 ‘other’ bonus to your Language skill (your choice). Ƿ At skill level 10, you receive +1 to your Renown and
5) If performing a ritual spell, you do so in but 10 minutes automatically gain knowledge of a new spell for which you
instead of one hour. meet the prerequisites.

Critical Failure: EARTH MAGIC (Wil)


This elemental discipline represents the power a magician

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might have over the physical around him, particularly rocks malleability, divination, and the forces of ice, snow, and
and other earthen materials (including trees). Earth-magic rain. The Druid-priests of the West often know some wa-
also represents warding spells and the enhancement of ma- ter-magic, as do most other shamanic types. The Priests of
terial objects. Earth-mages are often shamans, black-smiths, Prydonis, among the Prydonian Isles, are masters of water
rune-smiths, Druids, or heath-witches. and sea, and Priests of Anderok in the north typically dab-
Some sorcerers of Earth are also priests of elemen- ble in ice-magic.
tal-based sects, such as Priests of Duradin, Priests of Jorl, A few examples of water-magic spells are Conjure Water,
Priestesses of Sardona, and Cultists of Gorgothon, among Ice Wall, Maelstrom, Rain of Ice, Tidal Wave, and Shape-
others. Examples of Earth-magic spells are: Conjure Acid, shift.
Earthen Grasp, Earth Tremor, Enhance Weapon, Object Ma-
nipulation, and Warding. Skill Level Achievements:
For every odd-numbered skill level you’ve attained, you
Skill Level Achievements: gain knowledge of one spell from the Water discipline. You
For every-numbered skill level you’ve attained, you gain must meet all of the spell’s prerequisites.
knowledge of one spell of your choice. You must meet the For every 3 skill levels you’re achieved, you may choose
prerequisites of the spell in question. a Specialty (see above).
For every 3 skill levels you’re achieved, you may choose
one Specialty (see above). Ƿ At skill level 4, you gain a +1 bonus to Sailing skill rolls.
Ƿ At skill level 7, you gain a +1 bonus to Alchemy skill
Ƿ At skill level 4, you gain a +1 bonus to Alchemy skill rolls.
rolls. Ƿ At skill level 10, you receive +1 to your Renown and
Ƿ At skill level 7, you gain a +1 bonus to Herbalism skill gain knowledge of an additional spell of the Water disci-
rolls. pline. You must meet all the spell’s prerequisites.
Ƿ At skill level 10, you receive +1 to your Renown and
gain knowledge of an additional spell of your choice for DEATH MAGIC (Vig)
which you meet the prerequisites. Sometimes known as Necromancy or “Black Magic”, the
dark and secretive discipline involves associating with dead
FIRE MAGIC (Wil) and undead things, including mastering one’s power over
A discipline of magic-craft which enables a magician to con- them. Death-mages, or necromancers, or often some of the
jure and manipulate flame, and other feats of pyromancy. most ill-favored and disreputable magicians, often feared
Fire-magic can represent beguilement and quick-movement and loathed in many lands. This can, however, earn them
spells as well, and is often pursued by battle-mages and de- a grudging respect and veil of fear about them, something
struction-hungry wizards. Alchemists sometimes dabble in that many sorcerers crave.
fire-sorcery too (being relatable), and Templar-priests of Ag- An acceptable sect of death-mages (at least in Mulovia)
athon, Priests of the sun-god Atores, and Priestesses of Signa are the Priests of Anderok, and even some Templar-priests
are notable in their knowledge of fire-based magics. of Agathon practice such dark arts. Many cultists dabble
Some examples of fire-magic spells are Conjure Flame, in necromancy, something much less tolerated by nor-
Elemental Summoning, Quickening, Repair, Summon Infer- mal-thinking citizens. Some examples of spells from of this
no, and Wall of Flame. discipline include Death-speak, Hex, Mental Torment, Rean-
imation, Venomous Touch, and Summon Plague.
Skill Level Achievements:
For every odd-numbered skill level you’ve attained, you Skill Level Achievements:
gain knowledge of one spell of your choice. You must meet For every odd-numbered skill level you’re achieved, you
all of the spell’s prerequisites. gain knowledge of one spell of the Death discipline. You
For every 3 skill levels you’re acquired, you may choose must meet all the spell’s prerequisites.
Specialty (see above). For every 3 skill levels you’re attained, you may choose
one Specialty (see above).
Ƿ At skill level 4, you gain a +1 bonus to Alchemy skill
rolls. 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 Survival skill Ƿ At skill level 7, you gain a +1 bonus to Healing Arts
rolls. skill rolls.
Ƿ At skill level 10, you receive +1 to your Renown and Ƿ At skill level 10, you receive +1 to your Renown and
gain the knowledge of one additional spell for which you gain knowledge of an additional spell from the Death disci-
meet the prerequisites. pline. You must meet all the spell’s prerequisites.

WATER MAGIC (Wil) LIFE MAGIC (Vig)


The final archetype of the four “elemental” disciplines, Often simply called Healing Magic, this discipline of mag-
Water-magic involves the conjuration and manipulation of ic-craft deals with much more than just the healing and
water itself, as well as sorceries dealing with shape-shifting, well-being of the body. Some Life-magic spells also deal

156 CHARACTER CREATION


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with life-essence itself, the source of life (and its close coun- ceive the environment, generally though the five (or six)
terpart, death), and can thus animate objects or communi- senses. Perception is therefore useful against potential
cate with beasts and plants. Shamans typically practice at threats, assessing one’s physical whereabouts, and engaging
least some degree of Life-magic, as do other hedge-mag- in the surrounding world.
es, healers, and herbalists. The Priestesses of Signa are re-
nowned users of healing-magic, as are the Truthkeepers of Armor/Encumbrance Penalty: No.
Saint Paladyr (when they practice any magic-craft at all). Specialties: Empathy, Hearing, Investigation, Sight,
A few sample spells from this discipline are Cure Ailment, Smell, Taste, Touch, Specific Terrain (Desert, Forest,
Heal Wounds, Object Animation, Purification, Regenera- Mountains, and the like), etc.
tion, and Restore Life.
Typical Tasks & Their DLs:
Skill Level Achievements:
For every odd-numbered skill level you’ve attained, you dz Spot a man on clear day, in open terrain, from 100
gain knowledge of one spell of the Life discipline. You must yards away: DL 5
meet all the spell’s perquisites.
For every 3 skill levels you’re achieved, you may choose dz Spot a man on a rainy day, in open terrain, from
one Specialty (see above). 100 yards away: DL 10
dz Spot a man on a clear night or stormy day from
Ƿ At skill level 4, you gain a +1 bonus to Healing Arts 100 yards away: DL 15
skill rolls. dz Spot a man attempting to hide from you: DL =
Ƿ At skill level 7, you gain a +1 bonus to Lore skill rolls. man’s Stealth skill roll
Ƿ At skill level 10, you receive +1 to your Renown and
gain knowledge of an additional spell of the Life discipline. dz Hear a bird chirping from 50 yards away in open
You must still meet all the spell’s prerequisites. terrain: DL 10
dz Hear a bird chirping from 50 yards away on a
SHADOW MAGIC (Int) rainy or windy day: DL 15
This discipline of the magical arts deals mainly with glamour
and illusion, divination, mind-manipulation, and more liter-
dz Hear a man trying to move quietly 20 yards away
al light and darkness (and the twilight in between). It is the from you: DL = man’s Stealth roll
dweomer-craft of the Other-world, sometimes called the dz Smell a burning campfire from 100 yards away: DL
Shadow-world, though few know this as a certainty. Practi- = 10
tioners of this discipline are sometimes called Shadow-mag- dz Smell a burning village from a mile away: DL 15
es or Illusionists, and on rarer occasion Shadow-magic is
referred to as Fey Magic (especially in the far west). dz Smell purple lotus on an addict: DL 20
Many Druid-priests practice Shadow-sorcery, as do oth- dz Detect poisoned food or drink: DL varies by poi-
er types of shamanic mages. Priests of Nipalos are said to son type (usually 15-25)
know a Shadow-magic trick or two, as do some Priests of
Titherius. The Dark Elves, perhaps not surprisingly, are said
dz Taste and identify a rare or subtle spice on food:
DL 15
to delve deeply into this discipline. Example spells are Be-
guile. Conjure Darkness, Conjure Light, Glamour, Mental dz Sense the difference between two different horses
Message, and Dream-walking. by touch: DL 15
dz Sense the different between identical twins by
Skill Level Achievements: touch: DL 20
For every odd-numbered skill level you’ve attained, you
gain knowledge of one spell of the Shadow type. You must dz Searching/investigating a 20’x20’ area for clues,
meet all the spell’s prerequisites. prints, etc.: DL 10-20 (depending terrain)
For every 3 skill levels you’re acquired, you may choose dz Detect whether or not a person is lying: DL = per-
one Specialty (see above). son’s Persuasion (bluffing) skill roll

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).

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dz Perform a known complex folk-dance or courtly
Skill Level Achievements: dance: DL 15
For every 3 skill levels you’ve attained, you may choose dz Provide quality entertainment for a tavern-full of
one Specialty (see above). patrons for a night: DL 15*

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.

Skill Level Achievements:


PERFORMANCE (Mag) For every 3 skill levels you’ve attained, you may choose
This skill simulates an individual’s ability to entertain an au- one Specialty (see above).
dience and communicate in an interesting and often artistic
manner, be it through acting, dancing, juggling, musical in- Ƿ At skill level 4, you gain a +1 bonus to all Persuasion
strument, pantomime, singing, storytelling, or similar forms skill rolls.
of performance art. Entertainers in the SK world, not only Ƿ At skill level 7, you gain a +1 bonus to Disguise skill
serve to perform and captivate, but also to deliver informa- rolls.
tion, lore, and occasionally propaganda. Ƿ At skill level 10, you receive +1 to your Renown and
gain a +1 bonus to all Magical Arts rolls when performing
Armor Penalty: No. ritualized spells.
Specialties: Acting, Dancing, Juggling, Musical Instru-
ment (Bagpipe, Drums, Flute, Harp, Lute, Lyre, Pan-pipe, Critical Success:
Recorder, etc.), Oratory, Poetry, Riddling, Storytelling, 1) You stun an audience (of 20+ patrons) with one of the
Tumbling, etc. best performances of your life, gaining an immediate +1 to
your Renown.
Typical Tasks & Their DLs: 2) You earn a free meal, free drinks, and three nights’ hos-
pitality with a stellar performance (and also 2 sc per point
dz Perform a known simple song or narrate a known of critical success).
simple tale: DL 10 3) You gain the Ally (minor version) talent in regards to
a well-connected or powerful patron present during your
dz Perform a known complex song or narrate a
epic performance.
known lengthy tale or saga: DL 15
4) You inspire a crowd to a passionate fervor, granting
dz Perform a known simple folk-dance or courtly them a +2 bonus to Resolve rolls, attack rolls, and Defense
dance: DL 10 (against one cause for two hours’ time).

158 CHARACTER CREATION


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Rhodonites. The musical tale goes on to mention Gor-
Critical Failure: gothon washing ashore after being drowned by his own
1) You lose half of your audience before your performance father, Prydonis (the sea lord), and then being left alone
is halfway over. on the Peninsula of Gorgotha and eventually “creating”
2) You cause several patrons to become hostile, heckling strange hybrid lifeforms called ‘gorgons’ (after their mas-
you in the time-honored tradition. ter). The climax of the tale and song has Gorgothon in
3) If playing a musical instrument, you accidentally damage a pitched battle with the Leviathan, after Prydonis sum-
it (-2 to Performance rolls with it until repaired with a suc- moned the massive beast to swallow the Still-born god
cessful DL 15 Crafting roll). and trap him for all eternity. Note that if the performer
4) If dancing, juggling, or tumbling, you accidentally injure scores 10 over the Performance DL then he or she can
yourself, suffering 1 point of damage per point of critical cause any audience members of Prydonian descent to
failure. gain +1 to their Defenses and all die rolls for the next ten
minutes. Both the epic and the song versions requires a
Famed Bardic Songs, Sagas, & Tales full 15 minutes to perform.
There are myriad well-known, and not so well-known,
stories and songs in the SK known world, many of them ǣ The Ascension of Saint Paladyr (Perfor-
kept alive by common folk around the hearth-fire or spread mance DL 12; must have Lore or Performance level 1)
about by traveling bards, skalds, and gypsies. Although the
player-characters are free to create their own tales and songs This epic song regales Saint Paladyr’s rise to godhood
(preferably within the somewhat grim and serious SK atmo- after he, as a mortal man, was captured by the Lorin-
sphere), the following are some of the greater known ones thians for a thief and bandit. The story goes that after
of which PCs (and NPCs) might have some knowledge: seven days of captivity, just a day or two from his likely
execution, Paladyr rose from the Lorinthian prison-wag-
on in a golden chariot, with fire streaming behind it,
ǣ The Saga of Valric Redbeard (Performance led by seven white horses (some variations say that the
DL 10) steeds were winged or that they were actually Galen,
Valric Redbeard (or Bloodbeard) was a famed Norish Aradwen, and Calawyr, and four other arch-angels, in
raider, the son of a chieftain who grew tired of his clan’s disguise). If the performer succeeds in the Performance
boring and landlocked lifestyle. So, Valric took to the skill roll, then all audience members with the Pious Faith
high seas and harried dozens of Brythian—and some (of Saint Paladyr) talent gain a +1 bonus to Luck for the
Esmandian—vessels, making a small fortune off of cap- next hour. This song requires at least ten minutes to per-
tured ships and their various cargoes (and sometimes form.
their captured crews). Valric eventually would be cap-
tured at age 56, but in a near-miraculous escape from
Brythian captors just two days before his execution, he
ǣ The Tipsy Mermaid (Performance DL 8)
fled and apparently returned to the Western Sea. This This jaunty song, often accompanied by the lute (and
saga takes around ten minutes to perform. occasionally the flute too), features a merfolk maiden
who was inadvertently captured in a fishing net. A mor-
tal fisherman tried to heal her minor wounds with a fer-
ǣ The Isle of Night (Performance DL 15; must mented brew, causing her to become drunken, wanton,
have Lore or Performance level 1) and a little destructive. The people of the fishing village
Also known as the Isle of the Damned, this saga-like sto- decided to send her back into the sea, but she wanted
ry mentions the near-sunless island in the far northern to stay with the fisherman and his brew. This little ditty
Western Sea (far off the northwestern shores of Nor- takes only about five minutes to perform.
lund), a place of mad-men, nightmares, and perhaps
even demons. The story (there is a song too) even makes
mention that the place was, or is, a region of the Neth-
ǣ The Wolf in the Water (Performance DL 12)
erworld. If this tale is spoken in Nether-speech, and the This dark, mood-inducing tale (sometimes put to deep
performer succeeds in his or her Performance skill roll, drumming and/or haunting harp) mentions a man bit-
the performer can force all audience members who hear ten by a strange black wolf who was then cursed with
it to succeed in a DL 15 Resolve roll or become Intimi- lycanthropy. The man-wolf managed to never look at
dated (of the performer) for one minute. This saga-tale the moons for the next thirteen years of his life, until
requires at least ten minutes to perform. one fateful night, he accidentally caught the image of the
full Greater Moon (and his own soon-changing visage)
in a puddle in the road. This story requires about seven
ǣ The Still-born God (Performance DL 15; must minutes to perform.
have Lore or Performance level 1)
This is an ancient epic (and song) regarding Gorgothon, ǣ The Maiden and the River Serpent (Perfor-
Lord of Gorgons, the so-called Still-born God of the mance DL 15; must have Lore or Performance level 1)

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This song is about a beautiful Cymreddi girl and how ǣ The Breaking of Arvelindor (Performance DL
she charmed an Afanc (river-serpent) one evening after 17; must have Lore or Performance level 2)
it capsized her father’s only fishing boat, thus sparing
it her clan’s (and father’s) wrath. This song is said to One of the most difficult songs to master, this tale-song,
have actual power over such creatures, causing any Af- with its multiple mood and tempo changes, speaks of
anc within 10 yards of the performer (who must also be the antiquated event—the shattering of the old Sidhe
a Sidhe or Sidhe-blooded female) to have to succeed in a “empire” Arvelindor—wherein the Fair-folk became vi-
Resolve roll against a DL set by the singer’s Performance olently separated into Light (Eluna) and Dark Sidhe. It
skill roll or become Beguiled for ten minutes. This sooth- ends with a somber mention of the resulting Shadow-
ing song requires at least five minutes to perform. lands and the terrible magic that bore such a foul region,
a grim reminder of what could happen again without
vigilance and tolerance. Note that if the performer suc-
ǣ The Star-Smith (Performance DL 13; must have ceeds in performing this piece (DL 17), those within the
Performance level 1) audience must then succeed in a DL 15 Resolve skill roll
A tale about a Dark Sidhe metal-smith named Talendor or become melancholy (per the Stunned condition) for
who knew the secret of Sildaril (“star-metal”). He is said one round per point of failure. This impressive saga-song
to know how to fashion prosthetic hands and feet out requires at least one-half hour to perform, and often
of it, though refuses to make weapons out of it unlike even longer.
most of his kin. There is a verse in the song that also
mentioned Talendor being “half in the mortal world and
half in the Other”, as well as being capable of crafting PERSUASION (Mag)
the most beautiful jewels. If a performer scores 10 over A skill representing a character’s ability to negotiate and
the DL when performing this tale, he or she can inspire influence others, be it through diplomacy, intimidation, de-
audience members to gain a +1 bonus to Crafting skill ception, haggling, bargaining, and other (if similar) means.
rolls for the next hour. The Persuasion skill only functions against people and crea-
tures with Intellects of -3 or better, and so doesn’t work on
ǣ The Song-Sword of Aramor (Performance DL animals, animated undead, and the like. (For dealing with
15; must have Performance level 1) animals and similar beasts, see the Animal Handling skill.)
This sometimes overdone saga-like song is the story of
Armor Penalty: No.
Sir Galen of Aradorn, who defeated a demon in the ru-
ined castle of Aramor, to gain a beautiful sword that
Specialties: Bluffing, Diplomacy, Fast-talking, Haggling,
seemed to “sing” like a heavenly host as it clove its foes. Intimidation, Recruitment, Torture, etc.
The sword is lost by the end of the song, but leaves hope
that it will be found again. If a performer scores 10 over Typical Tasks & Their DLs:
the DL when performing this song-saga, he can inspire
his or her audience members to gain +1 to Defense and dz Persuade a hostile individual to become indifferent
all die rolls for five minutes. This tale-song takes at least or disinterested: DL 20
ten minutes to perform. dz Persuade an indifferent creature to become friend-
ly or interested: DL 15
ǣ The Lover Moons (Performance DL 12) dz Persuade a hostile individual to become friendly or
This lusty, but romantic, tale regales us with an ancient interested: DL 25
myth about the twin moons—Cynric and Ceira (or Kora dz Intimidate the average commoner into doing
and Vladnov in another version)—who come together something minor for you: DL 10
every seven years to make love and continue the cycle dz Intimidate the average commoner into doing
of existence in the mortal world below. The sun is fea- something major for you: DL 20
tured here as a villainous, hot-headed tyrant. This tale
requires ten minutes to perform. dz Intimidate a noble or other official into doing
something minor for you: DL 15

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
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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
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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

Time Required: Depending on the length of voyage


and distance to one’s destination, sailing (or rowing) can
SAILING (Int) take anywhere from a minute—for a quick cross-river
This skill encompasses the piloting, rowing, rigging, naviga-
tion, and general operation of waterborne vessels, be they jaunt—to several days if on a grand-sized lake or oceanic
sailing or rowing craft (or some combination thereof). Sail- journey. In general, a ship’s or boat’s pilot or “captain”
ing governs both sea-going and freshwater-bound vessels, makes a Sailing skill roll per day of a long a voyage (or
from small boats to large ships and everything in-between. more often in stormy weather), or merely one-time only
if a brief sojourn downriver a short distance. Note that
Armor Penalty: No. Sailing skill rolls could replace Crafting skill rolls when
Specialties: Barges, Biremes, Canoes, Coracles, Galleys, appraising water-craft, or even Survival rolls when nav-
Lakes, Longships, Navigation, Oceans, Rivers, Triremes, igating at sea.
etc.
Stamina Cost: Sailing in relatively calm waters is no
Typical Tasks & Their DLs: more strenuous that walking or trotting, but trying to
stay afloat and navigate in rough or stormy waters costs
dz Row/maneuver a small boat (like a coracle, canoe, each sailor one Stamina point per half-hour. Also, if row-
or rowboat) in still waters: DL 5 ing feverishly for maximum speed, one Stamina per min-
dz Row/maneuver a small boat in rough or rapid wa- ute might be expended for each rower.
ters: DL 10
Skill Level Achievements:
dz Row/maneuver a small boat in stormy or extreme- For every 3 skill levels you’ve achieved, you may choose
ly rapid waters: DL 15 one Specialty (see above).
dz Sail or row a medium to large vessel (bireme, long-
ship, etc.) in still waters: DL 10 Ƿ At skill level 4, you gain a +1 bonus to Crafting skill rolls
involving boats or ships.
dz Sail or row a medium to large vessel in choppy or
Ƿ At skill level 7, you gain a +1 bonus to Lore and Surviv-
rapid waters: DL 15
al rolls involving the sea or large bodies of water.
dz Sail or row a medium to large vessel in stormy or Ƿ At skill level 10, you receive +1 to your Renown and
extremely rapid waters: DL 20 gain a +1 bonus to Athletics skill rolls involving swimming.
dz Sail a medium sailing-ship alone (without a crew):
+5 to above DLs Critical Success:
1) You catch perfect weather, winds, and other conditions,
dz Sail a large sailing-ship alone (without a crew): +10
and thus make the voyage in two-thirds the expected time.
to above DLs
2) You make a repair in half the expected time.
dz Successfully navigate a 100-mile voyage using a

162 CHARACTER CREATION


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KINGDOMS
3) You gain a +1 permanent bonus to all future Sailing rolls your person: DL 20
when operating this vessel in specific. dz Concealing a longsword or mace sized item on
4) If you have a crew of at least ten, you gain a +1 to your your person: DL 25**
Renown for your maritime heroics.

Critical Failure: *Perception opposes Sleight of Hand, so this assumes an


1) If in stormy or rapid-moving waters, one-tenth of your average Perception skill; more heroic targets (or marks)
crew is sweep overboard. might receive opposed Perception skill rolls at the GM’s
2) You yourself are swept overboard, requiring a successful discretion.
DL 15 Athletics (swimming) roll to stay afloat long enough **Concealing anything larger than this on your person is
for a possible rescue. impossible without magical aid.
3) You make a voyage in twice the time that it should’ve
taken, using twice as many resources such as food and drink. Note: If the character is trying to gain “whatever is in
4) Your vessel is moderately damaged from your ill-maneu- his belt pouch”, then the GM can assume the character
verings, taking on enough water to sink in 1-10 hours (GM pilfers 1 bc per point of success (for a poor mark) or 1 sc
rolls) if not repaired at sea (DL 17) or brought to harbor. per point of success (for a well-off mark). A noble target
might even have a gold coin per 5 points of success.

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.

Armor Penalty: Yes. Skill Level Achievements:


Specialties: Escaping Bonds, Hand-eye Tricks, Item Con- For every 3 skill levels you’re attained, you may choose one
cealment, Palming, Pilfering (pocket-picking), etc. Specialty (see above).

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

CHARACTER CREATION 163


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skill roll result. to attempt Stealth at all.
4) If concealing an object on your person, you manage to
easily conceal two such items instead of merely one if you Time Required: You can move using Stealth at half your
so choose. Mobility as one action. You can try to use Stealth while
5) When performing legerdemain, you do so with such au- moving at normal speed (that is, your full Mobility in
thority as to earn +1 to your Renown. yards as an action), but it’s at a -5 penalty to the Stealth
roll. Attempting Stealth at a run (double speed) is at a
Critical Failure: -10 penalty. Finding cover to use for hiding or camou-
1) You spill the contents of the pouch or pack you were tar- flage usually takes one action (and can be part of one’s
geting, not only alerting the target, but most people nearby
movement), assuming there is any cover or concealment
as well.
around at all. Note that once discovered, you may only
2) A weapon (or other hidden object) falls out right in front
attempt Stealth again if you move to a different area (at
of your host or some similar person that you didn’t want
to alert. least 5 yards away), even if merely a different section
3) You injure yourself on something inside a pouch or pack of the previous cover or concealment you were using
you were pilfering, inflicting 1 point of Health damage to originally. However, intelligent observers are likely to re-
you (armor does not count here) per point of critical failure. alize that you are somewhere in the general vicinity and
4) If performing parlor tricks, you manage to anger most of gain a +2 bonus to their Perception skill rolls to detect
the audience, some of whom might seek retribution. you. Furthermore, if you hide or camouflage yourself in
a busy area, you may have to make a new Stealth roll
for every hour that you are there (since you’re being
constantly exposed to potential observers).
STEALTH (Agi)
This skill represents a character’s or creature’s ability to
hide, move quietly, camouflage, and other similar covert Skill Level Achievements:
For every 3 skill levels you’re attained, you may choose one
movement and concealment. Stealth is opposed by the Per-
Specialty (see above).
ception skills of any observers or potential observers, and
you must have at least Light Concealment or Light Cover to
even attempt Stealth in the first place.
Ƿ At skill level 4, you gain a +1 bonus to Disguise skill
rolls.
Armor Penalty: Yes.
Ƿ At skill level 7, you gain a +1 bonus to Sleight of Hand
skill rolls.
Specialties: Desert, Forest, Hiding (non-movement), Ƿ At skill level 10, you receive +1 to your Renown and
Mountains, Sneaking (silent movement), Snow, Subter- may move at normal speed without the -5 penalty (and
ranean, Swamp, Urban, Water, etc. double speed, which is a run, with only a -5 penalty).

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

164 CHARACTER CREATION


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the scene. dz Start a fire with dry wood and some improvised
3) You stumble and fall hard, or else step into a heretofore tools: DL 10
unbeknownst trap, causing you 1 Health point of damage dz Start a fire with wet wood, half-dry dung, or dry
per point of critical failure (armor does not count here). wood during a storm: DL 20
4) If sneaking up on someone, you stumble right into the
target’s drawn blade (or if a beast, its slashing claws or dz Dig a fire-pit or embankment to help conceal a
teeth)—the tables are now turned, and the mark gets a free campfire: +5 to above DLs
reactive attack against you if he or she so chooses. dz Hunt or forage for small game or edible plants: DL
10 + 2 per person fed per day
dz Hunt or forage for small game or edible plants in
SURVIVAL (Int) winter or desert: +5 to above DL
A skill representing one’s ability to hunt or forage for food,
track game animals (or other creatures), start a campfire,
dz Erect a crude lean-to or similar structure: DL 10 + 2
for each person to be housed*
build an impromptu shelter, detect natural hazards, and
other such feats pertaining to survival in the wilderness (or
even a large urban area). Characters excelling in this skill are *You may use the Crafting skill instead for this type of task.
often hunters, trackers, woodsmen, scouts, or even gypsies
and outcasts. Time Required: Searching for tracks or footprints takes
at least two actions (if in combat), and sometimes lon-
Armor Penalty: No. ger if in darkness or challenging terrain. Following tracks
Specialties: Fire-building, Fishing, Hazards, Hunting, takes a good hour per mile, as this requires one to move
Navigation, Specific Terrain (Desert, Forest, Hills, Moun- at one-third to half speed (at most). One must usually
tains, Snow, Swamp, etc.), Tracking, Trapping, Water- make a Survival roll per hour of tracking, to see if the
borne, etc. tracks are lost, although if in open and muddy or snowy
terrain, only one roll might be required for a full day’s
Typical Tasks & Their DLs: travel. Starting a fire takes only a minute or two if armed
with flint and steel (and dry wood or dung), but this
dz Locate and identify the tracks of a common ani- could take upwards of a half-hour if in high winds, rain,
mal: DL 5-10 or equipped with poor fuel and/or tools. Hunting and
dz Locate and identify the tracks of a rare animal or foraging require a Survival skill per hour, and if traveling
beast: DL 15 overland while hunting or foraging, the rate of travel
dz Locate and identify the tracks of an exotic animal drops by 25% for every hour of food-gathering. Erect-
or monstrous beast: DL 20 ing a makeshift lean-to or other crude shelter requires
a good half-hour (or more if housing more than two
dz Follow human footprints for a mile through open people).
terrain or wet ground: DL 15
dz Follow human footprints for a mile through rough Stamina Cost: For every hour spent hunting or forag-
terrain or dry ground: DL 20 ing, one Stamina point is expended. Digging a fire-pit
dz Follow horse, camel, or oxen tracks for a mile: -5 costs one Stamina per half-hour, as does erecting a crude
to above DLs shelter.
dz Follow a small or exotic animal’s tracks for a mile:
Skill Level Achievements:
+5 to above DLs
For every 3 skill levels you’re attained, you may choose one
dz Reading or following footprints/tracks in snow or Specialty (see above).
mud: -5 to above DLs
dz Reading or following tracks in mist, fog, or rain: Ƿ At skill level 4, you gain a +1 bonus to Perception skill
+5 to above DLs rolls.
dz Reading or following tracks during a storm or
Ƿ At skill level 7, you gain a +1 bonus to Herbalism skill
rolls.
heavy rain: +10 to above DLs Ƿ At skill level 10, you receive +1 to your Renown and
dz Locating or identifying tracks on a hard ground or gain a +1 bonus to Stealth rolls.
stone/wood floor: +5 to above DLs
dz Discern exacting information from tracks (gender, Critical Success:
health, age, etc.): +10 to above DLs 1) If tracking, you discern the tracks so well that you may
follow them at your full normal Mobility without fear of
dz Masking or covering tracks: Sets the DL for track- losing them.
ers’ Survival rolls +5 2) When tracking, you identify precise information about
dz Start a fire with flint and steel and dry wood: DL 5 the person or creature, perhaps even recognizing the iden-

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KINGDOMS
tity of the creature and its name. dz Disarm a foe’s Light or Medium one-handed weap-
3) If fire-building, you manage to get a fire going in one on: DL = opponent’s Defense +2
round (two actions). dz Disarm a foe’s Heavy or Medium two-handed
4) If building a shelter, you get it done (for up to six people) weapon: DL = opponent’s Defense +5
in merely five minutes’ time.
5) If navigating through the wilds, you manage to find a dz Disarm an opponent’s shield or knock off his hel-
shorter path saving you half a day’s travel. met: DL = opponent’s Defense +10
dz Trip (knock prone) an opponent in combat: DL =
Critical Failure: opponent’s Defense +5
1) If tracking, you find another set of tracks that you firmly
believe to be the right ones, only to have them lead you off
dz Trip a creature with four legs: DL = creature’s De-
fense +10
in a completely random direction.
2) You accidentally start a wildfire which will require a suc- dz Force an opponent back one yard: DL = oppo-
cessful DL 15 Survival roll to bring under control, taking at nent’s Defense +5
least five minutes. dz Melee attack against an outnumbered opponent:
3) If building a shelter or litter, the construct falls apart after +1 bonus to attack roll per ally
an hour or so of use, causing anyone inside to succeed at a
DL 15 Acrobatics roll or take 1 Health damage per point of dz Mounted attack (horseback, etc.) against a
failure (maximum 5 points). non-mounted foe: +1 bonus to attack roll
4) You find some plants or roots that you thought were dz Melee attack against a prone target: +2 bonus to
edible, but turns out they are poisonous, forcing you and the attack roll
your companions to succeed in a DL 15 Endurance roll or dz Free reactive attack against an opponent: -2 pen-
suffer the Sickened condition for one hour (or shorter with alty to attack roll
a successful DL 20 Healing Arts roll to treat poison).

*Your Parry Defense is a static calculation of 10 + your total


Weaponry: Melee skill modifier. You may instead use your
Dodge Defense (10 + total Acrobatics skill modifier), unless
you are pinned in somewhere and can barely move (GM
discretion). You must be armed with a weapon or with a
shield in order to use Parry Defense.

Time Required: A standard melee attack costs one ac-


tion. This not only represents the usual way of dealing
damage to an opponent, but also disarms, trips, weap-
on-shatters, and other forms of offense with hand-held
melee weapons. (Note that you may only take one at-
tack-based action in a combat round, pending special
WEAPONRY, MELEE (Phy) circumstances such a talent that grants you a secondary
This useful skill simulates a character’s proficiency in vari- attack or a third action in a round, such as the Swift
ous forms of hand-to-hand weaponry, such as axes, dag- Actions talent.) Free reactive attacks are Reactions and
gers, spears, swords, and many others. When a character or so don’t count as attack actions since they’re not taken
non-player character attacks with a melee weapon, he or on your turn. In large-scale battles, one-minute combat
she uses this skill. Note for unarmed attacks, characters use rounds are generally used instead of the normal six-sec-
the Brawling skill, and for distance attacks, the Weaponry: ond rounds.
Ranged skill is used.
Skill Level Achievements:
Armor Penalty: No. For every 3 skill levels you’re attained, you may choose one
Specialties: Battleaxe, Club, Dagger, Flail, Greataxe, Specialty (see above).
Greatsword, Handaxe, Lance, Longsword, Mace, Maul,
Pike, Polearm, Spear, War-club, War-flail, Warhammer, Ƿ At skill level 4, you gain a +1 bonus to all Brawling skill
War-spear, etc. rolls.
Ƿ At skill level 7, you gain a +1 bonus to Crafting skill rolls
Typical Tasks & Their DLs: when appraising or making melee weapons.
Ƿ At skill level 10, you receive +1 to your Renown and
dz Strike an opponent in combat to score Health gain a +1 bonus to Weaponry: Ranged skill rolls when us-
damage: DL = opponent’s Defense ing thrown weapons (daggers, handaxes, javelins, etc.).
dz Defend against an opponent’s melee strike: foe’s
DL = your Dodge or Parry Defense* Critical Success:

166 CHARACTER CREATION


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1) In addition to scoring Health damage to your opponent, ranged, or distance, attacks target an opponent’s Dodge
you also succeed in disarming him, tripping him, or forcing Defense (Parry Defense can only be used here with the Par-
him back one yard (your choice). ry Missiles talent). Furthermore, there are three range incre-
2) You score such an impressive strike that temporarily ments to consider: short, medium, and long (see Chapter
shocks your opponent, gaining you an immediate free at- 17—Actions & Combat for more in-depth information).
tack (at the usual -2 penalty for such).
3) You sever your opponent’s shield strap (if applicable) Armor Penalty: No.
causing him or her to suffer -2 to armor rating until re- Specialties: Composite Longbow, Composite Shortbow
paired. (or recurve), Crossbow, Javelin, Longbow, Shortbow (or
4) You knock your opponent’s helmet crooked and down
hunting bow), Sidhe War-bow, Sling, Thrown Dagger,
over his eyes, causing him to suffer -1 to future attack rolls
Thrown Handaxe, Thrown Spear, War-sling, etc.
and Perception rolls, until he spends an action to readjust
the headwear.
Typical Tasks & Their DLs:
5) You gouge your opponent’s eye causing him to suffer -1
to future attack and Perception rolls for one minute; oppo-
nent must also succeed in a DL 15 Endurance or Resolve roll
dz Shoot or throw a weapon to deal Health damage
to a foe: DL = foe’s Dodge Defense
or become Stunned for one round.
6) You cut off a portion of your opponent’s ear or nose, dz Shoot or throw a weapon while adjacent to an
causing him or her to become Stunned for one round if armed foe: -2 to your ranged attack roll
failing a DL 15 Endurance or Resolve roll. dz Shoot or throw a weapon to disarm a Light or
7) You destroy or tear-away a significant piece of your op- one-handed Medium weapon: -5 to roll
ponent’s armor, causing him or her to lose two points of ar-
mor rating until replaced or repaired (see the Crafting skill).
dz Shoot or throw a weapon to disarm a Heavy or
2-handed Medium weapon: -10 to roll
8) You knock your opponent instantly prone, unless his or
her Physique is +5 or more over your own; if so, then op- dz Knockdown/trip a humanoid with a shot or
ponent is knocked back one yard instead. thrown weapon: -5 to ranged attack roll
dz Knockdown/trip a four-legged or Physique +10 (or
Critical Failure: greater) creature: -10 to attack roll
1) You accidentally drop your weapon which lands one
yard away (or two yards away if you critically failed by 3 dz Pin an opponent’s clothing to a wall, fence, etc.:
or more). -10 to your ranged attack roll*
2) The strapping in your helmet (if you’re wearing one) dz Shoot an apple off someone’s head at short range:
breaks, causing it to go askew and making you suffer a -1 DL 25**
penalty to future attack and Perception rolls unless you dz Shoot an apple off someone’s head at long range:
spend an action to correct it or throw it off. DL 30**
3) You slip on wet ground or blood, causing you to fall
instantly prone.
4) You weapon bends out of shape, or is otherwise slightly *Target must succeed in a DL 10 Physique roll, as an action,
damaged, causing a -1 to future attack rolls with until re- to pull free.
placed or repaired (see the Crafting skill). **A miss by 10 or more strikes the target instead, dealing
5) You accidentally strike an ally within weapon reach for appropriate weapon damage.
a number of base Health points’ damage equal to 3 plus
the amount of critical failure (for example, if you critical- Time Required: Ranged weapon attacks, like all at-
ly failed with a -2 Weaponry: Melee roll result, then you tacks, require an action. Nocking an arrow, however, is
deal 5 base points of damage—allies armor still applies if a free action unless the arrow comes from a non-quiver
applicable). location, such as a saddlebag or backpack (or the bow
6) You manage to injure yourself, perhaps with a badly is not unslung and ready). It is two actions to string a
timed flail stroke or even a poorly executed downward bow or crossbow, although if you have no skill levels in
sword-stroke (into your foot) or spear-thrust; you take a Weaponry: Ranged, then it takes at least 30 seconds (5
base of 2 Health points’ damage plus one point per amount rounds). Loading a crossbow takes one action, though
of critical failure (for example, if you critically fail your heavier types take two actions. Archery tournaments,
Weaponry: Melee attack roll by -1, then you would take and other ranged weapon contests, could take any-
3 points of Health damage, minus half your armor, if any). where from ten minutes to several hours (for a major
kingdom-wide tourney).

WEAPONRY: RANGED (Agi) Skill Level Achievements:


This simulates an individual’s skill and knack for thrown For every 3 skill levels you’re achieved, you may choose
and propelled weapons, such as bows, crossbows, javelins, one Specialty (see above).
hurled spears, tossed axes, and chucked knives. Note that

CHARACTER CREATION 167


SAVAGEIII
KINGDOMS
Ƿ At skill level 4, you gain a +1 bonus to Survival skill rolls that you may take another shot or throw (as part of the
when hunting. same action), though at the usual -2 penalty for free or sec-
Ƿ At skill level 7, you gain a +1 bonus to Perception skill ondary attacks.
rolls.
Ƿ At skill level 10, you receive +1 your Renown and only Critical Failure:
suffer a -1 penalty when throwing weapons that aren’t 1) Your bowstring breaks (if applicable), causing the bow or
meant as ranged weapons (axes, swords, polearms, etc.). crossbow to only be functional again with a replacement or
These have a range of 4/8/12 if Light or Medium, or 3/6/9 successful DL 10 Crafting roll requiring half
if Heavy. 2) Your bow cracks or your sling partially breaks, causing a
-2 penalty to future ranged attack rolls with that weapon
Critical Success: until replaced or repaired with a successful DL 12 Crafting
1) In addition to dealing regular damage to a foe, you also roll.
knock him or her prone. 3) The head of your thrown axe or javelin, or blade of your
2) You manage to disarm your target of one weapon, in thrown dagger, comes completely off (DL 12 Crafting skill
addition to dealing regular damage. roll to repair).
3) In addition to dealing regular damage to your target, 4) Your sling or war-sling (if applicable) accidentally glanc-
you also pin him or her to a nearby wall or tree. es your head, causing you to become Stunned for one full
4) You cause blood to flow or splatter into your target’s round.
eyes, causing the target to suffer a -1 penalty to all attack 5) You mishandle and cut yourself on the weapon in ques-
rolls, Perception rolls, and Defense until healed with a suc- tion, causing 1 point of Health damage per point of critical
cessful DL 10 Healing Arts roll. failure (armor does not apply here).
5) Your shot or throw was so performed so incredibly epic,
that you gain +1 to your Renown if at least a dozen indi-
viduals witnessed it.
6) Your shot or throw was performed at such a high speed

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.

Human Age Categories & Their Effects:


Though each human culture in the West is slightly different in their assumption of when a youth ascends to adulthood
or who might be considered elderly, the following age categories reflect some general truths regardless. Note that
player-characters are assumed to begin play in the Majority category (or Middle-aged with GM approval), PCs may
begin as older Youths if the Very Young weakness is selected or Elderly if the weakness by the same name is chosen. (See
Chapter 9—Weaknesses for more information.)
When a character enters a new age category, the bonuses and penalties of that category—as shown below—are
applied. Though no player-character will be an infant, and unlikely to become Wizened, the Attribute adjustments for
such are given anyway for the GM to use with NPCs if need be.

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

168 CHARACTER CREATION


SAVAGEIII
KINGDOMS

Wizened (71+ years): -1 to AGI, -1 to PHY or VIG, and +1 to INT or WIL

*The standard starting category for player-characters. Note that after Majority, the effects of the Middle-aged, Elderly,
and Wizened categories are cumulative.

Non-Human Age Categories:


Most non-human races age differently than humans as shown below through the various categories. These aging cate-
gories use the same Attributes as above.

Infant Child Youth Majority Middle- Elderly Wizened Maximum


aged
Chenari 0-2 3-8 9-12 13-29 30-40 41-50 50+ @55
Duergar 0-4 5-15 16-29 30-99 100-150 131-170 171+ @240
Sidhe, Dark 0-4 5-20 21-39 40-120 121-180 181-270 271+ @300*
Sidhe, Eluna 0-4 5-20 21-39 40-120 121-180 181-270 271+ @300*
Sidhe, Wild 0-4 5-18 19-38 39-110 111-170 171-250 251+ @280**
Sslir (all types) 0-2 3-12 13-19 20-38 39-60 61-75 76+ @100

*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.

There are elite organizations throughout the SK setting, Requirements—


from knightly orders, priestly sects, monastic traditions,
magical covens, secret societies, and more. Such groups of- Special: Must have the Death-touched talent or be a
fer prestige, special training, access to secret lore, or rare (non-ghul) Vampire.
equipment—or all the above. As such, most orders or sects Attributes: Magnetism +1, Intellect or Willpower +0,
only accept specifically qualified members into their fold. and Physique or Vigor +0
The following are available for player-characters who Skills: Weaponry: Melee level 5, Weaponry: Ranged
meet the qualifications, although there are dozens of other
level 3, Animal Handling level 1, Disguise level 1, Endur-
such organizations beyond the scope of this simple docu-
ance level 1, Lore level 1, Resolve level 1, and Alchemy or
ment. Note that player-characters start at the lowest rank
Magical Arts: Air, Death, Earth, or Shadow level 1.
within the sect or order—even if they have the minimum
age or Renown for a higher rank—unless they possess the
Benefits of Membership—
Adept talent. Advancement within the order can only occur
as a Downtime Action or during the course of actual play.
ǩ Blood Initiate: All recruits below age 30 or Re-
nown 7 are of this rank and title, and they each receive
BLOOD DISCIPLES the following when accepted into the order: +1 to Re-
A small, but extremely elite, organization based in wintry nown, a master-crafted blood-red hard leather cuirass
Mulovia, the Blood Disciples are extremely secretive and (armor), and a master-crafted longsword or saber (your
were once entirely loyal to the Mulovian crown. But this choice). If you are wearing this kit within the borders of
order’s most intriguing (and terrifying) trait is that virtually Mulovia, you receive a +2 bonus to all Performance
all of its members have received the “dark gift” of vampir- and Persuasion skill rolls therein.
ism which accentuates its name.
In recent times, they have become a powerful entity— ǩ Blood Adept: At age 40 or Renown 8, this rank

CHARACTER CREATION 169


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TABLE 2-12: MASTER LIST OF ORDERS & SECTS

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-

170 CHARACTER CREATION


SAVAGEIII
KINGDOMS
ment from the order and realm, torture or maiming, cialty in one of the following—Herbalism (healing or
imprisonment, or ritual execution by sunlight or molten poisons), Magical Arts: Air (specific spell), or Magical
silver, depending on the severity of the infraction. Arts: Shadow (specific spell). You also gain one of the
following talents of your choice for free—Create Po-
ǧ Respect and honor the Blood-lord, his Blood-mas- tion, Enchant Talisman, Evil Eye, or Familiar (bat, owl,
ters and Blood-captains, and all fellow Disciples in that or raven).
order.
ǩ High Priestess: At age 39 or Renown 10, this
ǧ You may only slay another Disciple through single rank/title could be attained. As such, the High Priest-
combat, approved by the Blood Lord him/herself. ess may now advance in Magical Arts: Life if she so
ǧ Slay all others as you and the order seem fit, but chooses, and also receives a magical staff or wand (your
beware wanton destruction for its own sake. choice) which yields +1 to all Magical Arts skill rolls
when casting spells and a +1 boost to Stamina.
ǧ Honor and respect the Mulovian crown, and all its
nobles and czars worthy of such. ǩ Crone: At age 60 or Renown 17, a position in the
Inner Circle—as a Crone—might be attainable. Howev-
ǧ Seek to recruit worthy Vampires into the fold; de- er, there are only nine such positions through the whole
stroy any others two weak or foolish.
of the order. The Elder Crone, who is often at least 70
(or Renown 22), is the head of the Inner Circle. Regard-
less, the benefits of being a member of this level are
CIRCLE OF THE RAVEN being included in the secret moots (meetings) of the
Also known as the Coven of the Raven Witches, this se- order, a +1 boost to both Luck and Renown, as well
cretive society of sorceresses and enchantresses is said to as learning the ability to shape-shift (as the spell) into
be based in the dark and mysterious Mistwood Forest of a Raven or Giant Raven (see Chapter 21—Animals &
Cymredd. Primarily dedicated to Llywella Ravendark, the Gigantic Animals). This costs one action and 3 Stamina
“night goddess” of the Cymreddi and Gaernic peoples, this points, and the duration is one hour. On the two nights
coven only accepts women into its ranks, which totals no of the new Greater Moon and the one night of the new
more than sixty or seventy members in total. Lesser Moon, the Stamina cost is only 2 and the duration
Ravens are sacred to the order, just as they are to the extends to two hours.
Night Goddess, and many are also members of the Druidic
Brotherhood or possibly other more minor sects or tradi- Code/Tenets: The following oaths and bylaws must be
tions, although this is almost kept in secret due to potential strictly adhered to or else members face the likelihood
rivalries. Only nine women are allowed in the Inner Circle of banishment from the Circle, slavery in a foreign land,
of the coven, most of whom are Crones (elder females of torture, or ritual execution depending upon the severity
at least 60 years of age). This inner echelon is even more of the infraction.
secretive than the greater whole of the order.

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

CHARACTER CREATION 171


SAVAGEIII
KINGDOMS
ǩ Commander: At age 34 or Renown 15, the rank
and title of Commander (or Lion Commander) might
possibly be attained. This nets the Black Lion member a
master-crafted breastplate or exceptional-quality plated
mail (your choice), as well as +1 boost to either your
Initiative or Health (your choice again).
ǩ Commander-General: At age 40 or Renown 21,
the rank and title of Commander-General (or Lord Com-
mander) could possibly be attained, although there are
but two or three Lions of this status in the entire Compa-
ny. This rank grants you +1 to Renown, a master-crafted
medium or heavy weapon of your choice, and a +5
bonus to Persuasion skill rolls when dealing with other
members of the Black Lions.

Code/Tenets: Failure to adhere to the following edicts


their wars for domination, vengeance, and empire-making. and commands will very likely result in banishment from
Black Lion soldiers are renowned for their grit, skill, and the company, in the very least, or in the case of serious
determination, even if the main motivation is gold. Yet transgressions, execution by combat or torture.
some are still driven by honor and glory, and so can be—at
least occasionally—every bit as tenacious as an oath-bound ǧ Honor and obey your superior officers, unless
elite unit of royal guards. The Company totals over 5,000 clearly corrupt or magically manipulated
members, usually divided into specific units (though they
have little cavalry), and are sometimes loathed by the com-
ǧ If of Captain rank or higher, never accept a
war-contract without half payment up front
mon-folk (and some nobles) as little more than brigands
and marauders. ǧ Keep always your war-gear clean, serviceable, and
ever at the ready
Requirements— ǧ Never be routed in battle, and never retreat unless
given a command for an orderly one
Attributes: Physique +0, and Vigor or Willpower +0.
Skills: Weaponry: Melee level 2, Weaponry: Ranged
ǧ Plunder not spoils while there is fighting still to be
done, or suffer severe punishment
level 2, Brawling level 1, Endurance level 1, and Animal
Handling or Survival level 1.

Benefits of Membership— CULT OF GORGOTHON


There have been, and perhaps still are, several cults dedicat-
ǩ Lion Recruit: All new members of age 18 or Re- ed to the Fallen and Still-born deity called Gorgothon, the
nown 4 or less are considered Lion Recruits. This rank lord of the gorgons, but this one is likely the largest and best
and title grants the warrior-member a +1 boost to Re- organized one known at present. It is thought to be based
nown, a war-helm (average quality), a medium shield in the ruined city of Ursyllia, on the far southwest of the
(average quality), and an exceptional-quality chain hau- Lorinthian Empire, though some rumors claim the island of
berk or an average-quality breastplate (your choice). Miurga or even a small island off the mountainous, south-
Often this gear will have a black lion insignia embossed ern coast of Gorgotha as the center of the cult’s power. Or
upon it somewhere. possibly all of these locations.
ǩ Sergeant: At age 24 or Renown 5, this rank and Natural enemies of the Golden Legion, and most of the
title might be attained, which grants the Black Lion the civilized world, the Cult of Gorgothon almost always meets
‘Military’ specialty of the Lore skill and a +1 bonus to and operates in secret, trusting only in their members to
either Weaponry: Melee or Weaponry: Ranged skill keep such information as gathering places and other forbid-
rolls (your choice). You also receive a small monthly sti- den lore as private as possible. The Cult’s power, after all,
pend of 10 sc which you must pick up at a Black Lion is largely based on mystery, intimidation, and secret knowl-
headquarters (or as part of Downtime Activity). edge (which includes sorcerous spells). Perhaps the greatest
appeal toward membership is learning and dabbling in the
ǩ Captain: At age 28 or Renown 9, this rank and dark arts, rare spells accessible to the clever, attentive, and
title could be acquired. Captains receive a +1 boost to less-than-scrupulous.
Renown, either a light warhorse or an exceptional-qual- Members of the Cult of Gorgothon often garb them-
ity medium weapon of your choice. Additionally, you selves in black or dark red as a show of unity and mystery;
gain an exceptional-quality breastplate with a rampant however, a few offshoot sub-cults have been known to
black lion embossed on the front. wear nothing at all (“sky-clad”) or darkest blue robes which

172 CHARACTER CREATION


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KINGDOMS
represent the deepest part of the ocean-river. Occasional- (this is your new “robe”). This detailed and semi-magical
ly, a symbol of Gorgothon (usually a three-eyed skull or a tattoo also grants you the ‘Intimidation’ specialty of the
blood-red wave) can be seen on a necklace or as a tattoo. Persuasion skill, though if you already possess such, then
you receive a “double specialty” in it. In addition, you
Requirements— gain another +1 to Renown and also to Luck and Stami-
na as well. Lastly, you might have access to several an-
Race/Culture: Any, though peoples from southern Ast- cient relics and artifacts, several of which might be of en-
agonia are most common. chanted nature and/or heroic-quality (GM’s discretion).
Age/Gender: Any, although at least age 16 is preferred.
Talents: Cultist, plus one of the following—Acolyte, Code/Tenets: Though this cult is almost universally
Dabbling Arcanist, Evil Eye, Gorgon-blood, Grimoire, Pi- thought as heretical, forbidden, and even sinister, it still
ous Faith (in Gorgothon), Prophet, Ritual Sacrifice, Sec- follows some minor strictures and by-laws to guide its
ond Sight. members. Serious infractions of any of these tenets are
Weaknesses: One of the following—Exiled, Heretic, Ob- generally met with banishment or even death through
session (power or forbidden knowledge), Tainted, Zealot sacrifice (depending on severity).
(of Gorgothon). If you do not possess any of these when
first entering the cult, then you may take one freely with- ǧ Speak not to outsiders of the Gorgonic Brother-
out the benefit of bonus points. hood, its members, or its inner secrets
Skills: Alchemy level 1, Disguise level 1, Herbalism level
1, Language level 1, Lore level 1, Stealth or Survival level
ǧ Respect and obey fellow members of superior rank
1. ǧ Seek only to slay gorgons in defense; instead, seek
answers and lore in their physiologies
Benefits of Membership— ǧ Help not others unknown to you unless there is
some obvious gain in doing so
ǩ Initiate (or Gorgonic Initiate): When first en- ǧ Seek always to gain power, knowledge, and to un-
tering the Cult,after a brief and dark ceremony, you are derstand the heretofore unknown.
usually given a robe or mantle, often of a midnight blue
coloration. You might also receive an exceptional-quali-
ty sacrificial knife and can now advance in the Magical
Arts disciplines of Death, Water, and Shadow. Lastly, you THE DRUIDIC ORDER
can learn the Gorgonic tongue in a month’s time (either Sometimes called the Order of the Sacred Oak or the Grey
as Downtime or actual in-game play). Brotherhood, particularly in the north and west, this is one
ǩ Adept: Upon reaching age 19 or Renown 7, you of the more ancient priesthoods, a semi-organized collec-
may attain this rank and therefore receive a black-hued tion of shamanic priests in service to the Old Gods. Some
robe of exceptional-quality and either a master-crafted of these “old gods” have sacred names—Briannon, Cormac,
sacrificial dagger or a master-crafted quarterstaff (your Bran Finnon, Gaelrith, and Lywella Ravendark—and are
choice). Additionally, you gain a +1 bonus to all Magi- served by these Druids, men (and sometimes women) who
cal Arts: Shadow and Lore skill rolls, and pay one point speak their wills, read their portents, and perform miracles
from knowledge allegedly granted from these antiquated
less for the Blood Magic, Evil Eye, Grimoire, and Ritual
deities and natural spirits. The Fair Folk, or Faeries, are often
Sacrifice talents.
revered too by the Druid-priests of this sect, as they repre-
ǩ High Priest(ess): If you reach age 26 or Renown sent the storied past and are believed to be direct descen-
13, you qualify for this rank which yields you a grey dants of at least some of the Old Gods.
robe of master-crafted quality, an enchanted holy icon Druids were once traditionally male, but in recent times,
(necklace, ring, or tattoo) which grants +1 to Health female druidesses (sometimes called ‘Enchantresses’) have
and Stamina, and a +1 bonus to Renown. Furthermore, been allowed, especially in lands such as Cymredd and the
you automatically gain knowledge of a carefully guard- Emerald Islands. They interpret omens for their clans and
ed spell (Gorgon Summoning), which is similar to the tribes, often advising chieftains in various affairs regarding
Demon-summoning spell in all ways except that it calls the natural and supernatural (and sometimes even in com-
forth a Minotaur (counts as a Lesser creature), Manticora merce and warfare). Many are skilled healers, herbalists,
(counts as Greater creature), or a Chimaera (counts as and magicians, dabbling in many arcane art-forms partic-
a Lord). A five-headed Hydra is also possible, counting ularly those associated with the natural elements or the
also as a Lord. Other-world. Some Druids seek out membership within the
ǩ Guardian of Forbidden Lore: If somehow you brotherhood, while others are chosen at birth to serve.
qualify for this rank, assuming you are of age 33 or Re-
nown 20, then you are given a full-body tattoo in a Requirements—
half-day long ceremony, this body art consisting of an-
cient runes and grotesque images of gorgonic creatures Race/Culture: Human, preferably of Brythian, Caerni-
an, Cymreddi, or Gaernic stock
CHARACTER CREATION 173
SAVAGEIII
KINGDOMS
Age: 21 years old work out together), and you might have access to sever-
Attributes: Intellect +0, and Magnetism or Willpower al other enchanted objects that belong to the communal
+0 sect itself.
Talents: Priest and one of the following—Acolyte, Mag-
ic Affinity, or Second Sight Code & Tenets: The following edicts, laws, and tenets
Skills: Healing Arts level 2, Herbalism level 2, Lore level must be adhered to or else the druid or druidess faces
2, Language level 1, Perception level 1, Survival level 1, likely banishment from the sect (and possibly the entire
and either Endurance or Resolve level 1 (your choice). clan or tribe), in the very least, or ceremonial death in
the very worst. Also possible acquisition of the Honor-
Benefits of Membership— less, Infamous, or Tainted weakness depending upon the
nature of the infraction.
ǩ Initiate: At age 21, you begin within the sect at
this rank and title. This earns you a +2 boost to Renown ǧ Respect and obey all Druids or superior rank, as
and the ability to progress in the Magical Arts of Air, befitting their wisdom and authority
Earth, Fire, and Water. Additionally, you receive a cere-
monial undyed wool robe as part of your station, and ǧ Respect and honor all clan and tribal chieftains, un-
when worn within the realms of Cymredd, Brythian, less proven foolish or untrustworthy
Caerndon, or the Emerald Islands, you gain a +2 bonus ǧ Respect and honor the Old Gods of the natural
to Persuasion skill rolls. world, as well as the Sidhe and Fey-folk
ǩ Adept (or Ovate): At age 25 or Renown 6, ǧ Provide advice to clan-leaders, and healing and
you might attain the rank of Adept (sometimes called guidance to the common folk
Ovate). This qualifies you to receive another +1 to your ǧ Observe and respect the Holy Days, such as equi-
Renown, an exceptional-quality staff or sacrificial dag- noxes, solstices, full moons, and eclipses
ger (your choice), and the ability to now progress in
the Magical Arts discipline of Shadow if you so choose. ǧ Keep only what you can carry, and donate to
Furthermore, you automatically gain one of the follow- those deserving what you cannot take.
ing talents of your choice—Bard, Enchant Talisman, Evil
Eye, Sanctum Magic, Song Magic, or Words of Power.
You must still meet all prerequisites, however. DUERGAR RUNE-SMITHS
ǩ High Priest (or Priestess): At age 30 or Renown In the Duergar-realm of Thrimnor especially—but also in
12, you qualify for the rank and title of High Priest or other Duergar-kingdoms such as Uldarak and Durtharon—
High Priestess. This gains you +1 to Renown, a +1 boost there exists a legendary secret order of Dwarf-smiths to
to your Health or Stamina (your choice), and a mas- rival, or surpass, any in the known world. These are the
ter-crafted staff of oak, rowan, or ash which yields a +1 Rune-smiths, and they guard ancient secrets of stone-craft,
bonus to all Magical Arts skill rolls when casting spells metal-craft, and magic-craft handed down through myriad
and sensing magical auras. Furthermore, your ceremoni- generations of Duergar masters.
al robes are now dyed and embroidered or stained with Duergar rune-smiths are learned in the deeper meanings
animal motifs, usually ravens, wolves, hawks, stags, or and innate magic of runic sigils, not only used in the Dwarf-
boars. Your bonus to the above-mentioned Persuasion tongue, but also runes from such languages as Giant-speak,
rolls when wearing these garments now improves to +5. Titanic, Sidhe, and even Dragon-speech. The smiths use
these runes to carve, emboss, or otherwise decorate their
ǩ Master Druid (or Arch-druid): At age 45 or crafts thus imbuing them with primal magical power. These
Renown 18, you might achieve this rank and title. If so, powers might be the make something more durable, sharp-
you receive +1 to both your Luck and Renown, and ei- er, denser, and a wide number of mystical possibilities.
ther your Health or your Stamina (your choice). You are Though Duergar rune-smiths closely protect the secrets
given master-crafted robes, possibly red or black instead of their order, and in most things Duergar in general, they
of ivory-white, and also gain a +1 bonus to Language, will—on rare occasion—travel friendlier lands in search of
Lore, Perception, and Survival skill rolls. additional knowledge in the ways of smith-craft, building,
ǩ Chief Druid (or Elder Druid): Though there mining, magic-working, and more. Otherwise, most live
are but four or five such Druid-priests of this rare ech- deep in their mountain-homes, usually not far from the
elon, acquiring the age of 60 or a Renown of 24 does fire-forges and rune-carving chambers to which they are so
qualify you for such a rank and title. As such, you would deeply sworn to as a member of this elite group.
receive another +1 boost to Renown, master-crafted
robes of black embroidered with animal and tree mo- Prerequisites—
tifs, a master-crafted headpiece mounted with antlers or
horns, and the ability to now advance in Magical Arts: Race/Culture: Must be Duergar.
Life. Furthermore, your staff becomes heroic-quality Age/Gender: Must be at least 50 years old.
(and gains a minor power that you and your GM can Attributes: Physique +0 and Intellect +0.

174 CHARACTER CREATION


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KINGDOMS
Talents: Rune-magic, plus one of the following—Aco-
lyte (of Duradin), Apprentice, Artisan, Enchant Talisman, Code/Tenets: Duergar Rune-smiths must strictly adhere
Magic Affinity. to the following code of else risk the very real possibil-
Skills: Alchemy level 1, Crafting level 2, Language level ity of excommunication (or long-term imprisonment or
1, Lore level 1, Magical Arts (any) level 1, and Endurance even execution).
or Resolve level 1.
Weaknesses: Cannot have Honorless, Kin-slayer, ǧ Always regard the Rune-lord as your leader and
Oath-breaker, or Tainted. high-commander
ǧ Never yield the secrets of the order, especially
Benefits of Membership— rune-spells

ǩ Rune Apprentice: After an initiation rite, you


ǧ Honor and obey Duergar priests of Duradin, god
of smith-craft and creation
are considered of this rank when first entering the or-
der, and are given a master-crafted set of smithing tools ǧ Accept a crafting commission with no less than half
(for both metal and stone) and an exceptional-quality payment up front
warhammer. You also receive a master-crafted ring or
bracer (your choice) that signifies you as a Rune-smith
and grants you +1 to Renown when worn.
EMERALD HARPERS
ǩ Rune Adept: Upon attaining age 65 or Renown Entertainers, minstrels, and bards, members of The Em-
6, you qualify for this rank and title. If so, your war- erald Harp (often called Emerald Harpers) are renowned
hammer is upgraded to master-crafted (you must attain across the western continent of Astagonia, particularly in
it during Downtime or travel there during actual play) the northern and western realms. The Emerald Harp was
and you learn how to inscribe the Rune of Biting rune- once associated with the Druidic Order—like many bards of
spell (Discipline: Earth, Fire, or Life / DL: 10 / Stamina the northwest—but has recently broken almost completely
Cost: 2 / Casting Time: One full round / Range: Touch / away from their mystical and religious forebears over the
Effect Area: 1 cutting or piercing weapon / Duration: 1 past half-century or so.
hour or until used / Result: The weapon gains +3 to AP An Emerald Harper is often a sight for sore eyes (and
and maximum damage on one successful strike; the spell ears) in many an inn, tavern, or great hall, for many people
fades after this blow (or after one hour if unused). look to them as news-bringers, storytellers, messengers, and
ǩ Rune Master: At age 90 or Renown 11, you entertaining comforters. Most Harpers are recognizable in
might attain this rank and title. As such, you automat- their emerald-green cloaks and a travelling harp strapped
ically gain +1 to your Renown and Stamina, as well as across their backs. Many travel in pairs—master and ap-
to all Crafting skill rolls. Additionally, you learn how prentice (or journeyman).
to inscribe the Rune of Omens rune-spell (Discipline:
Earth, Shadow / DL: 10 / Stamina Cost: 2 / Casting Time: Requirements—
One full round / Range: Self / Effect Area: 1 rune-stone /
Duration: Instantaneous / Result: By successfully carving Age: 21 years old
this rune in a stone, you can see the likely outcome of a Attributes: Magnetism +1 and Intellect +0
major event up to 72 hours into the future. Talents: Elite Affiliation and one of the following—Ap-
ǩ Rune Lord: Upon reaching the age of 120 or Re- prentice or Bard.
nown 18, this rank and title could possibly be attained. Skills: Performance level 3, Language level 2, Lore level
If so, you gain another +1 to your Renown, but also 2, Persuasion level 1, and Endurance or Resolve level 1.
to Alchemy, Crafting, and Lore skill rolls. Additionally,
you gain a heroic-quality enchanted warhammer which Benefits of Membership—
has the power to deliver a Shattering Blow once per
day and yields +1 to all Magical Arts skill rolls when ǩ Harper-Journeyman: Those members of at
performing a ritual. Lastly, you learn the Rune of Remak- least age 21 are given this rank and title. They receive an
ing rune-spell (Discipline: Life / DL: 20 / Stamina Cost: 7 exceptional-quality traveler’s harp (+1 to Performance
/ Health cost: 2 / Casting Time: 1 minute / Range: Touch rolls with it), an exceptional emerald-green cloak, and a
/ Effect Area: 1 object, carcass, or corpse / Duration: harp-shaped brooch. Also gain +2 to Renown, a +1 bo-
Permanent / Result: By painting hundreds of runic sym- nus to Performance and Persuasion skill rolls, and the
bols on a broken object or slain carcass or corpse, the ‘Harping’ specialty of the Performance skill.
rune-smith can fully repair the object in question or even ǩ Harper-Adept: If age 25 or Renown 6 is
restore life to a creature that had died within the past achieved, this rank/title could be attained. This grants
hour. Note that every time you make use of this rune- the Emerald Harper either a master-crafted traveler’s
spell to raise the dead, you lose a permanent Health or harp (you are expected to turn in your former harp) or
Stamina point (your choice). exceptional-quality standing harp (or large court-harp),
your choice. Also gain a +1 boost to your Mobility and

CHARACTER CREATION 175


SAVAGEIII
KINGDOMS
Stamina traits, and if you so choose, you may now ad- medusa.
vance in the Magical Arts: Shadow skill. Called such due to their golden armor (which is often
quite antiquated in its appearance), the Golden Legion—
ǩ Harper-Master: If age 35 or Renown 13 is ac-
as it is collectively known as—can be mainly found, when
quired, this rank and title might be attained. As such,
found at all, in the South-lands of the Astagonian conti-
you gain a +1 boost to your Renown, a +1 bonus to
nent, typically in Prydonian or Lorinthian lands. Many gor-
Lore and Persuasion skill rolls, and may choose to have
gonic beasts still haunt the Bloodrock Mountains, perhaps
a “double specialty” in Performance (harping) or a nor- above all regions, although the occasional gorgon can yet
mal specialty in either bodhran (a type of drum), bag- be found in all manner of forlorn locales.
pipes, or storytelling. Your choice.
ǩ Harper-Elder: If age 50 or Renown 20 is at- Requirements—
tained, then this title and rank is a possibility. Only a
dozen or so Harper-Elders exist, and those receiving this Race/Culture: Usually Lorinthian or Prydonian human,
rank gain +1 to Renown, +1 to Luck or Stamina (your of at least 17 years of age. Others (save for those cursed
choice), and a +1 bonus to Language and Resolve skill with gorgon blood) are occasionally accepted based on
rolls. Furthermore, your harp becomes a heroic-quality merit.
item, and thus gains some minor enchantment such as Attributes: Vigor +0, Willpower +0, and Agility or
casting Beguile twice a day, deafens enemies, heals ail- Physique +0.
ments, etc. Talents: At least one of the following—Angelic-blood,
Champion, Hated Foe (gorgons), Hunter, Rhodo-
Tenets/Code: The following bylaws and traditions must nite-blood, Second Sight, Smiting Blow.
be adhered or the Harper faces the real possibility of Weaknesses: Cannot have any of the following—Addic-
banishment from the order or, in extreme cases, lam- tion (any), Masterless, Oath-breaker, Tainted.
pooning of one’s misdeeds or even exile to a faraway Skills: Athletics level 1, Brawling level 1, Endurance level
island, such as Innis Nor, or some remote part of the 1, Lore level 1, Perception level 1, Resolve level 1, Weap-
Shadowlands. onry: Melee level 2, Weaponry: Ranged level 2, Survival
level 1, and Animal Handling or Sailing level 1.
ǧ Must obey all “laws of hospitality” when visiting
and performing in venues Benefits of Membership—
ǧ Must receive payment for services, be it coinage,
food, lodging, or companionship ǩ Golden Warrior: When first entering into the
Golden Legion (usually after an ancient and somewhat
ǧ One-tenth of all earnings must go to the Emerald mysterious anointing ceremony), you are given this rank
Harp order itself (once per 3 months) and title and are therefore given an exceptional-quality
ǧ Always give your best at every performance, be it bronze breastplate with matching greaves and vambrac-
with harp, pipes, song, or tale es. Often, there is the imagery of spears, titans, and bulls
ǧ Remain neutral in political conflicts; be not manip- or lions on this armor. Additionally, you gain the Hated
ulated into spying or lampooning Foe (gorgons) battle talent, or if you already possess this
talent, then you gain the Armor Acclimation, Grit, or
ǧ Stay no more than three days in any one venue, Tireless talent for free (your choice of one).
unless arranging otherwise beforehand.
ǩ Golden Slayer: At age 21 or Renown 7, you may
achieve this rank and receive a master-crafted longspear,
warspear, or composite longbow (your choice of one) as
THE GOLDEN LEGION well as an exceptionquality war-helm. In addition, you
This ancient and secretive organization was allegedly estab- gain +1 to your Health or Stamina (your choice) and the
lished only a few centuries after the Fall of Rhodon, the leg- ‘gorgons’ specialty of the Lore skill.
endary island of the Prydonian deities, and therefore might
be a millennium old. It was founded with purpose to pre-
ǩ Golden Captain: At age 25 or Renown 13, you
now gain +1 to both Renown and Luck, and may also
vent the encroachment of gorgonic creatures—the so-called
advance in the Magical Arts: Life or Fire skills. Fur-
Spawn of Gorgothon—and general protection against oth-
thermore, you acquire a light warhorse or Matica rid-
er, generally, supernatural foes.
ing-horse (your choice as to which), complete with hard
As such, Golden Legionnaires are quite gifted in mon-
leather barding.
ster-slaying, particularly gorgons, often working in semi-se-
cret, not always with the knowledge of local nobles, kings, ǩ Lord of the Golden Legion: At age 30 or Re-
and warlords. On occasion, however, a desperate lord or nown 20, you might qualify for this rank and title (of
high priest might hire a Golden Legion company to protect which there are but two or three such positions) and, if
his city or fortress from marauding minotaurs or manticores so, receive another +1 bonus to your Renown, Health,
or to go forth and slay an especially dangerous hydra or and Stamina, as well as to all Lore skill rolls. Addition-

176 CHARACTER CREATION


SAVAGEIII
KINGDOMS
ally, you now acquire a heroic-quality longspear, war- Mysterious warrior-guardians of forest, field, and stream,
spear, or composite longbow or a Winged Horse (Peg- the Green Knights are generally comprised of able-bodied
asus) steed. Lastly, you might also have further access to men (and a few women) who share a common interest in
rare relics, artifacts, and other secrets of the order. protecting the ancient ways of the far west, particularly as
they concern the Druidic Order, its Druid-priests, and the
Old Gods themselves.
Code/Tenets: Members of the Golden Legion must ad-
Members of this militant order are often not truly
here to the following edits, by-laws, and code of honor
knights at all, at least not in the classic sense of privilege and
or risk the very real possibility of banishment or even ex- sponsorship, but are simply called that due to their fairly
ecution, depending upon the severity of the infraction. elite status as warriors, hunters, and scouts. Even still, some
Green Knights of Cormac are precisely that—warriors born
ǧ Destroy all gorgonic creatures, unless capture with some measure of rights, respect, and responsibility
proves more optimal for the task at hand within their respective realms.
ǧ Honor, respect, and obey all Golden Legion mem- Green Knights are generally allegiant to the Druidic Or-
bers of superior rank der and the Emerald Harp, and some members are even
oath-bound to local chieftains, kings, and others strictly
ǧ Wear the armor and kit of the Legion, even if rela- committed to the “old ways” of the green forests, hills, and
tive secrecy is also desired
rolling plains of the half-wild natural world.
ǧ Secrecy and discretion are key; a cunning gorgon
might find out your true purpose Requirements—
ǧ Spoils from victories may be kept, though one-
tenth of such must go to the Legion itself Race/Culture: Usually human of Brythian, Caernian,
Cymreddi, or Gaernic stock, or Eluna Sidhe or Wild Sidhe
Attributes: Vigor +1 and Physique +0
Talents: Elite Affiliation, plus one of the following—Fey-
GREEN KNIGHTS OF CORMAC touched, Magic Affinity, Night-sighted, or Sidhe-blooded
Skills: Weaponry: Melee level 3, Endurance level 2, Per-
ception level 2, Survival level 2, Weaponry: Ranged lev-
el 2, Brawling level 1, Animal Handling level 1, Athletics
level 1.

Benefits of Membership—

ǩ Hunter-Knight: When first being initiated into


the Order (at least 17 years of age), you are given the
rank and title of Hunter-Knight. As such, you are gifted
with a light warhorse, saddle and bags, a dark green
cloak (or surcote), and your choice of one of the fol-
lowing exceptional-quality—battleaxe, lance, spear, or
war-spear.
ǩ Errant-Knight: At age 21 or Renown 4, you may
attain the rank of Errant-Knight and thusly gain +1 to Re-
nown, +1 to either Health or Stamina (your choice), and
master-crafted battleaxe or lance (your chance again).
ǩ Guardian-Knight: At age 25 or Renown 9, you
qualify to attain this rank and title. As such, you acquire
another +1 to your Renown, a +1 to your Endurance
or Mobility (your choice), a heavy warhorse equipped
with exceptional-quality saddle and an exceptional-qual-
ity medium shield.
ǩ Master-Knight: At age 33 or Renown 15, you
could attain the rank of Master-Knight, which gains you
another +1 to Renown, +1 boost to both Health and
Stamina, an exceptional harness of brigandine horse
barding or an exceptional chain shirt or scale hauberk
(your choice of which).
ǩ Lord (or Lady) of the Green: At age 40 or Re-

CHARACTER CREATION 177


SAVAGEIII
KINGDOMS
nown 22, you qualify as this top-ranking title (of which ents—Back To Back, Bodyguard, Captain, Fending
there is only one). This grants you +1 to Renown, +1 Stance, Hold The Breach, Legionarri, or Shield Wall.
bonus to Endurance, +1 bonus to Resolve, and a he- Skills: Weaponry: Melee level 5, Weaponry: Ranged
roic-quality lance, battleaxe, or medium shield (your level 3, Perception level 3, Persuasion level 2, Athletics
choice of which). This item has accumulated mysteri- level 1, and Lore level 1.
ous fey powers over during its storied existence, such
as shedding a 5-yard radius of heatless light, counting Benefits of Membership—
as both cold-iron and silver versus certain supernatural
creatures, granting the wielder immunity against glam- ǩ Iron Legionnaires: New members of the Iron
our, etc. GM discretion applies. Legion are of this rank and title, which grants them a +2
boost to Renown, a master-crafted hard leather cuirass
Code & Tenets: Green Knights not adhering to the fol- (armor), as well as an exceptional-quality large shield
lowing rules and bylaws risk the likelihood of banish- and exceptional-quality war-helm. You also gain a +5
ment from the order or even ritual execution by behead- bonus to Persuasion skill rolls when inside, or within 15
ing depending upon the severity of the infraction. miles, of the imperial capital (Lorinthius). Furthermore,
you earn a wage of 40 senarii (silver coins) for every
ǧ Respect and honor the Old Gods of the west, espe- month of Downtime you spend pursuing your primary
cially Cormac, lord of the hunt duties, which are training, drilling, and guarding the em-
peror and his imperial city.
ǧ Respect and obey those of superior rank in the or-
der and to honorable lords in general ǩ Iron Decurion: At age 25 or Renown 6, you
might attain this rank and title. If so, you gain another
ǧ Tithe one-tenth of all earned income so that the +1 to Renown, a +1 boost to Health, and earn 60 sc
order itself may function adequately
per month spent in Downtime. Additionally, you gain
ǧ Dispense the justice of death or captivity to those one of the following talents for free (you must still meet
deliberately bringing harm to the wilds all prerequisites)—Hold The Breach, Impaling Thrust,
ǧ Serve at least two months of every year patrolling Inspiring Presence, and Shield Wall.
and scouting in the West-lands ǩ Iron Centurion: At age 30 or Renown 12, you
could qualify for the rank and title, which nets you an-
other +1 bonus to both your Health and Renown. You
also receive a light warhorse (with saddle and harness),
THE IRON LEGION an exceptional-quality suit of plated mail, and a mas-
Also known as the Imperial Praetorian Guard, this elite mil- ter-crafted warhelm. In addition, you receive a 90 silver
itary unit numbers no more than 2,000 soldiers. A healthy coin (senarii) stipend for every month that you spend in
mix of both show and action, every member of the Iron Downtime pursuits.
Legion is hand-chosen by the Lorinthian emperor himself,
with perhaps some advice from the senatori, praetors, and ǩ Iron Commander: At age 40 or Renown 18, this
lord-commanders of the provincial legions. They are best rank and title is possible to be attained, which yields
recognized by their black armor, shields (with a blood-red a heavy warhorse (with exceptional-quality saddle and
three-headed eagle painted on them), stalwart demeanors, harness), an ivory-hilted master-crafted shortsword or
and athletic forms. war-spear (your choice), and now receive a monthly sti-
Iron Legionnaires are quite privileged, well-paid, and pend of 130 silver coins per month of Downtime spent.
well-respected (and feared), and have the high honor of Additionally, you gain another +1 to your Renown as
guarding the Imperial Capital (Lorinthius), a deed for which well as a +1 bonus to Initiative.
they seldom leave the capital-city save for specific missions
of daring-do or when protecting the emperor on his occa- Code/Tenets: Failure to adhere to the following guide-
sional out-journeys. They can, however, earn plenty of time lines, edicts, bylaws, and honor-codes is grounds for
for other pursuits—such as adventuring, family-making, banishment from the order in the very least, or even
mercenary-work, and other things—though their greatest imprisonment, indentured servitude, beheading, or even
oaths must be to the emperor, his family, the capital, and to
crucifixion depending on the severity of the infraction.
the empire, in that order.

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).

178 CHARACTER CREATION


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ǧ Respect your enemies, give quarter when asked, (burgundy-like) and white, or silver, typically with the main
but slay them without worry if necessary. device being a downward-pointed sword with a rose en-
ǧ Have dignity and always respect yourself; do not twined around the hilt and blade. Most knights of the order
traffic with harlots and thieves. wear these colors proudly, for they are considered blessed
and represent the highest ideals of chivalry (a very new
ǧ Must serve at least two months of every year with- concept) and honor.
in the imperial capital (this can be done as Downtime).
Requirements—

Gender: Must usually be male (and preferably Arador-


KNIGHTS OF THE SWORD & THE nian), but there are exceptions
ROSE Age: 21 years old
Officially known as The Order of The Sword and The Rose, Attributes: Vigor +1, Willpower +1, and Physique +0
this is the premiere elite knightly brotherhood in Aradorn, Talents: Elite Affiliation and one of the following—
and likely all the West. Most members are born of some Squire or Knight
privilege (usually lesser noblemen), but some come from Skills: Weaponry: Melee level 3, Animal Handling level
poorer backgrounds who have earned an esteemed place 2, Endurance level 1, Resolve level 1, Survival level 1, and
among this legendary knighthood largely from extreme acts Persuasion level 1
of heroism and gritty determination.
Weaknesses: Cannot have Oath-breaker, Honorless, or
A knight of The Sword and The Rose serves, if indirect-
Tainted.
ly, the monastic Truth-keepers of Saint Paladyr, but also to
some extent the Aradornian crown. As such, their loyalties
might be occasionally tested or even torn, though such
Benefits of Advancement—
is rare. A Sword and Rose knight often protects the tem-
ple-monasteries of Aradorn, and sometimes beyond, and ǩ Knight-Errant: At age 21 or Renown 3, this rank
is often called upon to ride into battle alongside the high- and title can be attained by members of the order. This
king or one of three dukes of the realm. They might also be entitles you to a +2 boost to your Renown as well as a
challenged with a holy quest, such as seeking a lost relic or surcote and cloak (mulberry and white/silver), a medium
protecting sacred items along a trade-route. shield emblazoned with the order’s coat-of-arms, and a
The livery and heraldic colors of the order are mulberry light warhorse with all the necessary accoutrements such

Sir Gareth Whitehart, a Knight of the Sword and Rose, on a quest to the frozen North.

CHARACTER CREATION 179


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as saddle and harness. When in the boundaries of Ara- MONASTIC ORDER OF SAINT PALADYR
dorn, you receive a +2 bonus to Persuasion skill rolls Also known as the Truth-keepers, this monastic priesthood
when wearing the above-mentioned livery. Lastly, you serves the One Lone God, Saint Paladyr, who allegedly as-
have the right to dispense “low justice” to petty crimi- cended into the heavens (the Over-world) nearly 250 years
nals and oath-breakers, which is generally imprisonment ago before moments before being executed by the Lorin-
or even execution, or sometimes detainment before a thian emperor for “crimes of war, heresy, and treason”. A
higher authority can be summoned in the case of trea- flaming chariot pulled by seven white horses swept out of
son, kin-slayings, and “higher crimes”. the sky, some claim, and snatched Paladyr (as he was called
ǩ Knight-Captain: At age 26 or Renown 8, the then) from the very jaws of a terrible fate.
rank and title of Knight-captain might be acquired, Those dedicated to this belief, and to the fact that Pala-
which grants you another +1 to Renown, an upgrade dyr—soon after dubbed a Saint Paladyr—is the newly risen
to a heavy warhorse, and an exceptional-quality bas- god of gods, are thusly called Truth-keepers, a moniker the
tardsword (often called a saddle-sword in Aradorn). monks themselves likely initiated. As monastics, these men
Furthermore, your bonus to Persuasion skill rolls while (almost all of whom are Aradornian) live in small private
wearing your knightly garb in Aradorn increases to +5. communal cells or occasionally in a large cloister resem-
bling more a traditional abbey or monastery. In addition to
ǩ Knight-Commander: At age 35 or Renown 15, many hours of prayer and meditation, often done at ded-
this rank and title might be bestowed upon you. As such, icated times of the day—brecken, middens, and eva—the
you receive another +1 boost to your Renown as well Truth-keepers of St. Paladyr also learn trade-crafts, such as
as to both your Health and Stamina. Your main steed brewing, illumination, scribing, weaving, or even smithing.
is now upgraded to an Aradornian destrier (a special Perhaps less surprising is their skill in herbal and medicinal
breed of heavy warhorse), and you receive either a mas- healing, as well as their quiet dedication to the cause of
ter-crafted chainmail hauberk or exceptional-quality suit truth, chivalry, and purity.
of plated mail (your choice). Monastic-priests (Truth-keepers) of Saint Paladyr often
ǩ Knight-Lord: At age 50 or Renown 22, you use simple burgundy or mulberry-dyed robes as vestments,
qualify for this rank and title, although there are only most of which are hooded with a plain under-tunic beneath.
about five or six Knight-lords of the Sword and the Rose. They either don sandals or, in wintry weather, soft boots or
Should this occur, you would receive another +1 to Re- buskins. Few are true warriors, and so the Knights of the
nown, a +1 boost to your Luck, and may choose one Sword and the Rose often serve as protectors of Truth-keep-
of the following talents for free—Commanding Voice, er monasteries.
Inspiring Presence, Pious Faith, Smiting Blow, or Tac-
tician (your choice). In addition, your bastardsword is Requirements—
now upgraded to a master-crafted weapon and you may
be rewarded land equal to a manor or small barony. Gender: Must be male (and preferably Aradornian),
though there are exceptions
Age: 18 years old
Code & Tenets: The following edicts and bylaws must
Talents: Pious Faith or Priest
be strictly adhered to or else the knight faces the very
Skills: Crafting level 1, Healing Arts level 1, Resolve level
real likelihood of banishment from the order, banish-
1, and either Language or Lore level 1
ment from the realm, or even death by ritual combat or
Special: Must be a firm believer in Saint Paladyr as the
execution depending on the severity of the infraction.
“lone true god” (although can still have belief in the ex-
ǧ Must respect and obey those knight-brethren of
istence of other deities).
higher rank, especially on the battlefield Weaknesses: Cannot be Honorless or Tainted.

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-

180 CHARACTER CREATION


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nown 4, you qualify to become an Adept. As such, you
‘Golden Crucible’ is one of the few magical societies openly
gain a +1 bonus to Crafting, Healing Arts, Herbalism,
accepted within the Lorinthian Empire (where the practice
Language, and Lore skill rolls. Furthermore, if your
of sorcery is controlled and contained). Named so because
Willpower is at least +1 (and you are not Honorless, of the order’s close association with alchemia (alchemy)
Oath-breaker, or Tainted), you might be entrusted to and the natural “science” of the earth and its elements,
advance in Earth, Fire, or Water magic (your choice of members of this elite brotherhood are taught both ancient
one). and newfound lore, which in turns helps serve the greater
ǩ Father (or Ordained Father): At age 28 or Re- causes of the empire—feats of commerce, invention, and
nown 8, you might attain the rank and title of Father even healing and more.
and thus receive a master-crafted holy symbol (rose and Students and members of this order are often identi-
sword icon) which grants a +1 bonus to Magical Arts: fied by the golden-hued crucible worn either around their
Life skill rolls when performing ritual spells and also if necks or hung from their belts, in addition to gold-trimmed
used to repel undead or demonic creatures. Addition- toga-like robes. Many are also members of the Lorinthian
ally, you gain +1 to Renown and another +1 bonus to legions or double as temple-priests, merchants, craftsmen,
Language and Lore skill rolls. and even politicians.

ǩ High Priest (or High Father): At age 35, or Re- Requirements—


nown 13, this rank and title might be achieved. As such,
you gain another +1 boost to your Renown, +1 to your Race/Culture: Must be considered a Lorinthian citizen
Stamina, and a +1 bonus to Crafting and Healing Arts (and be preferably human)
skill rolls. In addition, you gain the Meditative Trance Age: 20 years old
talent for free.
Attributes: Intellect +1, and Vigor or Willpower +0
ǩ Abbot (or Grand High Father): At age 50 or Talents: Elite Affiliation and one of the following—Ap-
Renown 20, you could qualify for this highest of ranks prentice, Dabbling Arcanist, Educated, or Magic Affinity
and titles within the order (although there are but a Skills: Alchemy level 3, Lore level 2, Perception level 1,
handful of monks with this ranking). If gained, you re- Resolve level 1
ceive another +1 to your Luck and Renown, a +1 bonus
to Language, Lore, and Persuasion skill rolls, and might Benefits of Membership—
gain access to several potent relics belonging to the sect.
ǩ Novice: Upon first entering the order, you are
Code & Tenets: The following tenets must be adhered to called a Novice. As such, you gain +2 to your Renown
in order to gain and keep the above-mentioned benefits; and may now advance in the Magical Arts disciplines
failure to do so can result in excommunication from the of Air, Earth, Fire, and Water if you so desire. You also
order and the possibility of acquiring the Oath-breaker receive an exceptional-quality gold-plated crucible and
weakness (or even Honorless or Tainted). gain a free Alchemy skill specialty, which must be one of
the following—Acids, Elixirs, Oils, or Poisons.
ǧ Always assist the sick, wounded, and helpless even ǩ Journeyman: At age 25 or Renown 3, you qual-
if they ask not for it ify to attain the rank and title Journeyman, an advance-
ǧ Seek always to give mercy and compassion to ment that yields you a +2 bonus to Persuasion and Per-
those asking it, even a mortal enemy formance skill rolls while within the Lorinthian Empire
(but only if you openly wear your order’s Crucible or
ǧ Put no other gods before Saint Paladyr or His three robes). Furthermore, you gain a +1 bonus to Alchemy
arch-angels (Galen, Aredwyn, and Caladwyr)
and Crafting skill rolls, and receive a golden-trimmed
ǧ Respect and obey the edicts of the Abbot and his robe.
chosen senior high priests
ǩ Adept: At age 30 or Renown 8, the rank and title
ǧ Tithe at least 50% of all material earnings, and be of Adept (or Crucible-adept) is attainable, a feat which
not corrupted by gold or jewels yields a master-crafted gold-plated crucible, which in
ǧ Must spend at least three months in a sect monas- turn grants a +1 bonus to all Alchemy and Magical Arts:
tery; must attend rites and ceremonies and assist the local Air, Earth, Fire, and Water rolls. Additionally, you re-
folk (this can be done as Down-time) ceive +1 to your Stamina trait.
ǧ Never dabble in the black arts; this is generally ǩ Master: At age 35 or Renown 15, the rank and
Death-magic and some forms of alchemy. title of Master might be attained, a feat yielding +1 to
both Renown and Stamina, as well as your choice of
one of the following talents: Battle Mage, Craft Potion,
Create Spell, Enchant Talisman, or Focal Object. Last-
ORDER OF THE GOLDEN CRUCIBLE ly, you gain +1 bonus to Endurance rolls since you’ve
An elite organization of alchemists and magicians, the become more used to toxic and volatile substances. You

CHARACTER CREATION 181


SAVAGEIII
KINGDOMS
might also have access to several minor magical objects a master-crafted signet ring etched with the secret sym-
(that belong to the order) from time to time. bol of the order, which is a rising sun within a triangle.
This ring is used to seal messages and to signify member-
ship to other members of the society. In addition, you
Code/Tenets: The following edicts and bylaws must be
gain +1 to Renown as well as a +1 bonus to all Percep-
strictly adhered to or else the member faces the real pos-
sibility of torture, indentured servitude, or even ritual tion skill rolls.
execution depending upon the infraction’s severity. ǩ Throne-breaker: At age 21 or Renown 3, you
may attain this rank and title, As such, you are granted a
ǧ Respect and obey all Crucible Masters, and their master-crafted dagger or exceptional-quality shortsword
Adepts, both chapter and provincial (your choice) and are taught a secret language (which
is both spoken and written, though not in great detail)
ǧ Seek to advance the order, your brethren, and the called Free Speech. Furthermore, you gain a +1 bonus to
empire; not merely yourself only
Persuasion and Stealth skill rolls.
ǧ Always share new discoveries within the order;
keep them secret for all others ǩ People’s Champion: At age 26 or Renown 9,
you could attain this position and thus acquire another
ǧ Must pay dues to the order, to the sum of 10 sc (or +1 to Renown and the ‘Nobility’ specialty of the Lore
1 gc) per month. skill. In addition, you are given either an enchanted sig-
net ring (which grants a +1 bonus to Magical Arts: Shad-
ow skill rolls and +2 to Stamina) or a master-crafted
shortsword (your choice). You may also now advance in
ORDER OF THE NEW REPUBLIC
Sometimes called the New Dawn Society (or more mysteri- the Magical Arts: Shadow skill.
ously the Order of the Fallen Eagle), this secret underworld ǩ Grand Champion of the Republic: At age 32
society is comprised primarily of Lorinthian nobles dedicat- or Renown 15, the rank and title of Grand Champion of
ed to seeing the Empire converted into a republic, such as the Republic is a possibility. If so, you gain another +1 to
the old days of Prydon. Commoners are occasionally grant- Renown, a +1 bonus to Perception and Sleight of Hand
ed membership as well, always in subtle privacy, but they skill rolls, and receive 2 doses of any poison of your
must in some way be well-connected or have particularly choice (see the Alchemy skill entry). Furthermore, you
especial talents. gain the Ally, Familiar, Gossip, Grimoire, Henchman,
The primary goal of the Order of the New Republic is to Merchant, or Smuggler talent for free (your choice of
remove the Imperial family, either through social estrange- one), although you must still meet any prerequisites.
ment (by way of public riots and protests) or, in extremis, Lastly, you gain a seat on the senatorii council in Lorin-
physical force. However, this secret society is more based thius, the Imperial Capital of Lorinthia (you must be
on subterfuge and social abilities than any sort of real and there at least 3 months out of the year).
organized military threat.
It is thought that at least a dozen Lorinthian houses of
some note, power, and wealth are involved with this order, Code & Tenets: Members of this order or secret society
either directly or indirectly, and some whisper that even follow a fairy strict code of ethics, and any breaking the
the occasional Priest of Nipalos or even Titherius claims following tenets and bylaws might be subject to banish-
membership within the order. To see the Lorinthian Empire ment, torture, or even death depending upon the sever-
become a republic, with the senatorii representing the var- ity of the foul.
ious cities and provinces of the realm, is the over-arching
mission. ǧ Dedicate your life to converting Lorinthia from an
empire to a republic “ruled” by the senatorii
Requirements— ǧ Respect and obey all members of superior rank
and title
Race/Culture: Must be Lorinthian, or sometimes rarely,
Prydonian. ǧ Uphold and honor the ideal of the Prydonian Re-
public from days of olde
Age/Gender: Must be at least age 17, male or female.
Attributes: Intellect +0 and Magnetism +0. ǧ Honor only those aristocrats and officials personi-
Talents: Must have at least one of the following—Edu- fying truth, integrity, and lawfulness
cated, High-born, Legionarri, Merchant, or Priest. ǧ Champion the common man or woman whenever
Weaknesses: Cannot have the Low-born weakness. possible
Skills: Language level 1, Lore level 1, Perception level 1,
Persuasion level 1, and Sleight of Hand or Stealth level 1.
ǧ Never volunteer information about the order, its
meeting places, and its membership
Benefits of Membership—

ǩ Dawn-bringer: As a new member, you are given


182 CHARACTER CREATION
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KINGDOMS

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

CHARACTER CREATION 183


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KINGDOMS
two hundred but, in truth, known can ever truly know. The
order’s rivalry was once the Scarlet Brotherhood, but that ǧ Respect and obey the ship’s captain and, in turn,
piratical group has since fallen away in almost totally obscu- any other officers aboard the vessel
rity, mainly at the hands of the Crimson Skull itself during a ǧ Accept whatever share of the loot the captain gives
fierce head-to-head confrontation several decades ago. you, which is generally one full share
Requirements— ǧ Take prisoners when necessary, especially those
worth a healthy ransom
Attributes: Agility +0 and Vigor or Willpower +0 ǧ Destroy all rival pirate-gangs on sight, for they are
Talents: At least one of the following—Assassin, Cap- as dogs and leeches in your territory
tain, or Swashbuckling. ǧ Respect your ship and your crew as you would
Skills: Sailing level 2, Acrobatics level 1, Athletics level 1, your mother and the gods, in that order.
Perception level 1, Weaponry: Melee level 1, Weaponry:
Ranged level 1, and Crafting or Lock-picking level 1.

Benefits of Membership— PRIESTS OF ANDEROK


Rumors persist that the priesthood of Anderok has recently
ǩ Sea Dog (or Crimson Dog): Upon first being split apart, the new sect calling itself the Order of the Ra-
accepted as a member of this extensive outlaw fleet, you ven-wolf (and allegedly founded by Countess Ivana Rusel-
are given the “title” of Sea Dog or Crimson Dog. As ova of eastern Mulovia) while the original sect maintains its
such, you gain a +1 boost to Renown and a +2 bonus loose nickname: the Order of the Frozen Skull. Regardless,
to Performance and Persuasion skill rolls when in ports however, the dogma and organization of the two sects are
“friendly” to the Crimson Skull. These ports and harbors still quite similar, so the below information covers them
are all non-Brythian and non-Athelonian. Furthermore, both, though especially the Frozen Skull priests.
you now gain the Infamous weakness without benefit of Anderok is the chief deity of Mulovia—and is also re-
the bonus points. vered among all of the northern peoples of Norlund, Skath-
ia, and to a lesser extent, in the Thorakkian ice-wastes of
ǩ Boatswain (or First Mate): At age 22 or Re-
the far north. He is a god of death, winter, and night, and
nown 5, you could acquire this rank and title, which
ravens and wolves are closely associated with this ancient
grants you two of the following skill specialties of your
divinity. The original priestly sect dedicated to him, the
choice—Acrobatics (balance or aboard ships), Athletics
Order of the Frozen Skull, is nearly four centuries old and
(climbing or jumping), Crafting (carpentry, gold, silver, its anointed priests are known to wear grey or bone-white
or spices), Lock-picking (chests), Perception (sight or at robes and carry rune-carved scythes as weapons and sym-
sea), or Persuasion (bluffing or intimidation). In addi- bols of station. As for the new Order of the Raven-wolf, less
tion, you are given a master-crafted dagger, saber, or is known about their mode of dress or more social mores,
shortsword (your choice of one). for not only are they newly formed, but seem even more
ǩ Captain: Upon attaining age 28 or Renown 10, steeped in mystery than their forebears.
you qualify for the rank and title of Captain. If you do Priests of Anderok, regardless of exact sect, often further
accept this position, you are given a medium-sized gal- themselves in the learning of magical and forbidden lore.
ley or merchant cog (your choice) and gain +1 to Re- However, some are dedicated to assisting their temples and
nown and to Luck, Mobility, or Stamina (your choice of home-villages, generally serving as interpreters of the Win-
which). Additionally, you receive the Captain talent for ter God’s will or, perhaps more often the case, work as
free if you don’t already have it. appeasers of the death-god’s many wraths.
ǩ Commander (or Commodore): If somehow Requirements—
this rank and title is attained, which requires you to be
of age 35 or Renown 16, you gain command of several
Gender: Must be male (except for the Order of the Ra-
vessels (usually between three and five) plus the crews
ven-wolf which allows females) and preferably Mulovi-
that go with them (150-300 men in total). GM discre-
an-born
tion. Furthermore, you receive another +1 boost to
Age: 21 years old
Renown and one of the following talents for free—In-
Attributes: Vigor or Willpower +0
spiring Presence, Pugilistic Follow-up, Rushing Attack,
Talents: Priest and one of the following—Death-touched
War-cry, or Web of Steel.
or Magic Affinity
Skills: Healing Arts level 1, Lore level 1, Persuasion level
Code & Tenets: The following bylaws and guidelines 1, and either Alchemy or Herbalism level 1 (your choice)
must be adhered to or else members face the likelihood and either Endurance or Resolve level 1 (your choice)
of exile (usually to a small uncharted island), thrown
overboard, tortured and maimed, or even execution, Benefits of Membership—
depending upon the severity of the infraction.

184 CHARACTER CREATION


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ǩ Initiate: At age 21, you are considered an Initiate, ǧ Must observe holy days, especially new moons,
the first and lowest rank in the order (apart from aco- eclipses, and the winter solstice
lytes and lay-servants). As such, you are given a black ǧ Breaking any of the above sacred vows is likely
(or dark grey) robe and an exceptional-quality sacrificial to result in excommunication at best, or tortuous death
dagger. You also gain a +1 boost to your Renown and at worst (with body turned to ash and spread about in
may now advance in the Magical Arts of Air, Death, different areas)
Shadow, and Water if you so desire (and have an Intel-
lect of at least +0).
ǩ Adept: At age 26 or Renown 5, you may attain
the rank and title of Adept, which nets you another +1 PRIESTS OF AGATHON
to your Renown as well as to your Stamina trait. In ad- Also known as the Templars of Agathon, this is a potent sect
dition, you gain a +1 bonus to Lore and Magical Arts: of warrior-priests who serve and revere the Lorinthian and
Death skill rolls and are given an exceptional-quality Prydonian god of fire, war, and conquest. As such, Tem-
sickle or staff (your choice). plars receive a great deal of respect (and fear) from other
members of society, for many once served as legionnaires
ǩ High Priest: At age 35 or Renown 11, you qualify or even gladiators in the myriad arenas. A Templar-priest
for this rank and title. If this comes to fruition, you are maintains his physical body as well as his mind and spirit.
given a bone-white ceremonial robe and an exception- Members of this order garb themselves in robes of deep-
al-quality scythe, the ultimate symbol of your station. red, colors reflecting both blood and fire, greater aspects of
When carrying this item and donned in your vestments, battle, conquest, and competition. They often wear light to
you gain a +2 bonus to Persuasion skill rolls when with- medium armor beneath their vestments, even when serving
in the borders of Mulovia. Furthermore, you receive an- in the civilized confines of a temple, for they are trained for
other +1 to your Renown, a +1 boost to your Luck trait, readiness and fitness. The typical Agathonian temple is built
and your choice of either the ‘Undead’ or ‘Forbidden of blood-red marble, often accentuated with black or dark
Lore’ specialty of the Lore skill. grey, and sacred flames often burn (sometimes eternally)
ǩ Death-master: At age 50 or Renown 17, you throughout both the interior and exterior.
might achieve the rank of Death-master, which would
net you a semi-enchanted set of bone armor (protection Requirements—
rating 2, Mobility penalty -1, Skill penalty -2, and a +1
bonus to Persuasion rolls when attempting to intimi- Gender: Male only (and preferably a Lorinthian or Pry-
date), +1 to Renown, and a +1 bonus to Lore and Mag- donian citizen)
ical Arts: Death rolls. Age: 18 years old
Attributes: Physique +0, and Agility or Vigor +0
ǩ Death Lord: At age 66 or Renown 24, this rank Talents: Priest, plus at least one battle talent
and title—though extremely rare—could theoretically Skills: Athletics level 1, Endurance level 1, Resolve lev-
be attained. If so, you gain another +1 to your Renown
el 1, Weaponry: Melee level 1, and either Acrobatics or
and a +1 boost to Luck, Health, and Stamina. You also
Brawling level 1 (your choice)
receive an additional +1 bonus to Magical Arts: Death
and Water skill rolls, and if you so desire, may receive
Benefits of Membership—
the “dark kiss” of vampirism, essentially gaining the
Vampire Spawn talent for free. Furthermore, you might
have access to several potent relics.
ǩ Initiate (or Blood Initiate): Newly anointed
priests of at least age 20 are given this rank, which en-
titles you to a blood-red mantle (short robe), an excep-
Code & Tenets: The following edicts and bylaws must tional-quality shortsword, and an average-quality hard
be strictly adhered to or else the priest risks the very leather cuirass (armor). Furthermore, you can advance
real possibility of banishment (from the sect and possibly in the Magical Arts disciplines of Fire and Death if you
even the region), maiming or disfigurement, or a tortu- so choose and have an Intellect of at least +0.
ous death (depending upon severity). If executed, the ǩ Templar (or Templar-priest): At age 22 or Re-
ex-priest’s body is almost always burned to ash and the nown 4, you qualify for this rank and title, thus gaining
ashes scattered to the sea or to the winds. a +1 boost to your Renown. Your hard leather cuirass is
now upgraded to exceptional-quality, and you receive
ǧ Must respect all Anderokkian priests of superior a +1 bonus to Acrobatics, Athletics, and Brawling skill
rank and power rolls, and gain the ‘Intimidation’ specialty of the Persua-
ǧ Must seek to supplant or oust an obviously weak sion skill for free.
priest within the order
ǩ Templar-Adept: At age 28 or Renown 8, you
ǧ Must serve at least two months of every year at a might achieve the rank of Templar-Adept. This grants
temple or shrine of Anderok, one month of which must you a master-crafted javelin or spear (your choice), an
be during winter (performing rites, duties, and councils) exceptional-quality chainmail shirt, and a +1 boost to

CHARACTER CREATION 185


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KINGDOMS
your Health, Renown, and Stamina. on expeditions holy, professional, or personal.
ǩ High Templar (or High Priest): At age 35 or Requirements—
Renown 14, you could attain this rank and title. As such,
you are upgraded to a master-crafted mail shirt or ex-
ceptional-quality breastplate (your choice), and receive Gender: Male only (and preferably of Prydonian race/
another +1 to your Renown and a +1 bonus to Magical culture).
Arts: Fire, Lore, and Weaponry: Melee skill rolls. Age/Renown: 20 years old or Renown 2.
Attributes: Intellect -1, and Vigor or Willpower +0.
ǩ Templar Lord: At age 45 or Renown 20, you Talents: Elite Affiliation or Priest, and at least one of the
could qualify to become a Templar Lord (or Lord of the following—Grit, Tireless, or Second Sight.
Temple). If given this rank and title, you would receive
Skills: Lore level 1, Persuasion level 1, Resolve level 1,
a master-crafted war-helm trimmed in black and blood-
and Endurance or Survival level 1.
red livery, and gain another +1 boost to your Renown.
You also gain a +1 bonus to Alchemy, Brawling, and
Benefits of Membership—
Persuasion skill rolls, and would likely have access to
several sacred (and likely enchanted) relics.
ǩ Initiate (or Bull Acolyte): Those first becom-
ing fully anointed into the sect are considered of this
Code & Tenets: Those templar-priests not adhering rank and title. You receive a yellow-orange robe or ex-
strictly to the following honor-codes and bylaws risk ex- ceptional-quality, gain a +1 boost to your Renown, and
communication from the sect, torture, or ritual execu- may now advance in the Magical Arts disciplines of Air,
tion in accordance to the severity of the infraction. Earth, and Fire if you so choose (and have an Intellect of
at least +0). In addition, you gain the Time Sense talent
ǧ Respect and obey all superiors in the order; disci- for free.
pline and organization is key to success
ǩ Adept (or Sun Adept): At age 24 or Renown 4,
ǧ Seek stern and fair diplomacy, but if such is failed, you qualify to inhabit this rank and title, which grants
then do not hesitate to give battle you a +1 boost to either your Health or Stamina (your
ǧ Seek always victory in your contests and pursuits, choice) and a +1 bonus to Lore and Persuasion skill rolls.
but let losing serve a great lesson Furthermore, you receive a crimson-red belt to add to
your vestments.
ǧ Honor not a weakling; respect only superiors,
great heroes, and the emperor himself ǩ High Priest: At age 30 or Renown 10, the rank
and title of High Priest might be attained. This gives you
ǧ Tithe at least 20% of your earnings to the sect, and another +1 to your Renown and a +1 bonus to Magical
your other rewards will be great
Arts: Earth, Magical Arts: Fire, and Resolve skill rolls.
ǧ Must serve at least two months of every year in Additionally, you receive crimson-hued robes and either
an Agathonian temple, tending to rites, duties, and train- a master-crafted staff or dagger (your choice of which).
ing-time. (This can be done as Down-time.)
ǩ Master of the Temple: At age 38 or Renown 15,
you qualify to become a member of this rank and title.
If thusly attained, you gain another +1 boost to both
PRIESTS OF ATORES Renown and Stamina, as well as a +1 bonus to Crafting,
The Prydonian bull-god, Atores, is known as the lord of Lore, and Persuasion skill rolls. You also receive excep-
the sun, time, order, and precision. As such, his priests take tional-quality black robes to go with your crimson belt
on very similar aspects, thriving on law, order, and the denoting your status.
slow and inexorable march of time. Some, too, are famed ǩ Sun Lord: At age 56 or Renown 22, you could
for their staunch and firm natures, with the iron wills of possibly attain the rank and title of Sun Lord, a position
the very creatures—that is, bulls—considered so sacred to numbering no more than a half dozen Atorean priests
Atores himself. At times, or in certain specific regions, he is throughout the entire sect. This grants you another +1 to
also thought to be a deity associated with fire and destiny, Renown, a +1 boost to Luck, as well as a master-crafted
for the sun is purest flame with the oncoming tide of time chariot pulled by a pair of exceptional red-brown horses
representing destined outcomes. After, it is Atores himself, or bulls (your choice). In addition, you receive a mas-
many believe, who pulls the sun-chariot across the sky start- ter-crafted white robe embroidered with a red sun and
ing every dawn. black bull, and may have access to several sacred (and
Priests of Atores are all male, as tradition demands, likely enchanted) relics belonging to the sect.
though female lay-priestesses are not especially uncommon.
Most serve in the black and red marbled temples, found
all throughout the Prydonian Isles—and especially on Torin Code/Tenets: The following bylaws and ordinances
where Atores is considered the patron deity of that gor- must be adhered to or else the priests runs a very real
gon-ridden island—although some, on occasion, sally forth risk of being excommunicated, or in extreme cases of
blatant betrayal, burned alive.
186 CHARACTER CREATION
SAVAGEIII
KINGDOMS
ǩ Adept: At age 22 or Renown 5, this rank and ti-
ǧ Respect and obey all priests of superior rank, for tle might be attained, a position yielding a +1 to your
honor breeds order, loyalty, and duty Renown as well as to your Mobility. You also receive an
ǧ Honor the rising and setting sun each day with at exceptional-quality lyre, flute, or pan-pipes (your choice
least a minute’s prayer or reflection of one), a +1 bonus to Persuasion skill rolls, and your
choice of either the ‘Dancing’ or ‘Singing’ specialty of
ǧ Help those who come in need, but bother not to the Performance skill.
force your assistance on others
ǧ Tithe one-fifth of your monetary gains, for the
ǩ High Priestess: At age 27 or Renown 9, the rank
and title of high-priestess is valid possibility. As such, you
temple-coffers assist everyone in the end
would receive another +1 boost to your Renown. You
ǧ Serve at least three months of every year at an Ato- also gain a +1 boost to your Stamina and your ‘other’
rean temple, honoring all duties, rites, and services. (This bonus to Performance skill rolls increases again by +1.
can be done as Down-time Activity.) Furthermore, you receive pearly silver-white robes (less
skimpy but still quite lovely), a master-crafted lyre, and
gain your choice of either the ‘Empathy’ or ‘Seduction’
specialty of the Persuasion skill.
PRIESTESSES OF LUCCIA
Sometimes referred to as Temple-dancers, the priestesses of ǩ Mistress of the Temple: At age 33 or Renown
the sect of Luccia—goddess of the arts, love, passion, and 15, this great rank and title could be attained. If so, you
seduction—are renowned for the beauty, grace, and charm. automatically acquire the Henchman (major version)
Most Luccian priestesses are trained at an early age (some- talent, which usually represents a promising Adept or
times even hand-chosen) in the ways of dance, acrobatics, male temple-guardian (your choice). You also gain an-
seduction, love-making, and sometimes in the more mysti- other +1 to Renown and a +1 ‘other’ bonus to Magical
cal and arcane arts. More often than not, most Priestesses Arts: Air and Shadow skill rolls. Lastly, you are given a
of Luccia serve as lay-servants for a number of years until heroic-quality flute or lyre (your choice) capable of cast-
they come of age to become fully anointed temple-clergy. ing the Aura of Majesty or Beguile spell (your choice of
Temples dedicated to the goddess Luccia, worshipped which), without failure, once per 12 hours.
primarily by the Lorinthians and Prydonians, are often ǩ High Mistress of Luccia: At age 40 or Renown
lavish (at least on the inside), although in some city-states 21, this rank and title—of which there are only six or
and provinces they are forbidden to outshine the “great- seven such positions within the entire continental sect—
er” temples of Agathon, Titherius, or even Prydonis. In the is perhaps possible. As such, you would gain another +1
Lorinthian Empire, Luccia takes on a slightly more sinister boost to both Renown and Stamina, as well as anoth-
persona—and is thusly reflected in her priesthood there— er +1 bonus to Performance and Persuasion skill rolls.
wherein the more traditional Prydonian sect embodies a
Additionally, you would acquire the Words of Power
somewhat more artistic Luccia.
talent for free (or Song Magic if you don’t already have
it), receive a +1 bonus to Language and Lore skill rolls,
Requirements—
and might have access to several rare (and likely en-
chanted) relics of the sect.
Gender: Must be female (males can only be lay-priests
and then only at certain temples).
Age/Renown: 18 years old or Renown 1. Code/Tenets: The following edicts and tenets must
Attributes: Magnetism +1, and Agility or Vigor +0. be adhered to by all anointed priestesses; failure to do
Talents: Elite Affiliation or Priest, plus one of the follow- so could result in excommunication from the sect as
ing—Comeliness, Courtesan, or Limber. well as the potential earning of the Infamous or even
Skills: Acrobatics level 1, Performance level 1, Persuasion Oath-breaker weakness.
level 1, and Endurance or Resolve level 1.
ǧ Respect and obey your Sisters of superior rank, es-
Benefits of Membership— pecially the Mistress of the Temple
ǧ Honor always Luccia, the Artist, Acrobat, and Se-
ǩ Initiate (or Temple-dancer): Those newly ductress; embody her at all times
anointed into the sect receive this rank and title, and ǧ Serve and please all those seeking solace in the
are also given gossamer (white or pink) “temple-danc- temples, be they man or woman
er” vestments and gain a +1 bonus to Acrobatics and
Performance skill rolls. Additionally, you gain either the ǧ Wed not to one man, unless you are of Mistress
Seductive Dance or Song Magic talent for free (your rank, for pleasure knows many forms
choice) and may now advance in the Magical Arts dis- ǧ Serve at least 2 months of every year in a Luccian
ciplines of Air and Shadow if they so choose (and have temple, honoring your rituals, duties, and studies. (This
at least an Intellect of +0). can be done as Down-time.)

CHARACTER CREATION 187


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KINGDOMS
attain this rank and title, a position which yields a +1
to your Renown, +1 to Initiative, and +1 to Stamina.
Furthermore, you would receive your choice of a mas-
PRIESTS OF NIPALOS ter-crafted shortsword, master-crafted crossbow, or mas-
The sect of Nipalos—god of night, harlots, and thieves—is
ter-crafted silver dagger (your choice of one).
run primarily by male priests, although some temples (par-
ticularly in the Outer Prydonian Isles) allow fully anointed ǩ Master of the Night: At age 40 or Renown 20,
priestesses as well. For the most part, Nipalos is a Prydonian you might qualify to rise to the rank and title of Master
deity, although it is thought he might have a cult following of the Night, a position which would grant you anoth-
in Esmandos and perhaps somewhere in the southern reach- er +1 to Renown, Luck, and Stamina. In addition, you
es of the Lorinthian Empire. Nipalos is secondarily associat- are gifted with solid black toga-like robes which denote
ed with the Lesser Moon. your lofty station, and also yield to you a +2 bonus to
Many priests and priestesses of this sect are former all Persuasion skill rolls made when in Esmandos, the
thieves, harlots, or gamblers, creatures of the proverbial Prydonian Isles, or southern Lorinthia when worn. Last-
(and literal) night. Some still cling to these ways, a trait ly, you might have access to several relics (likely enchant-
that is often overlooked since the god Nipalos is associated ed) belonging to the sect itself.
with such backgrounds and similar illicit activities. As such,
a Nipalosian temple-priest might be skilled in assassination,
Code/Tenets: Failure to adhere to the following te-
thievery, forgery, smuggling, and other areas of skulldug-
nets and bylaws may result in excommunication from
gery and subterfuge, in addition to their more traditional
scholarly training. the sect; in the case of extreme transgression, this could
mean enslavement or even ritual execution.
Requirements—
ǧ Must obey all high priests and those of superior
rank, as to honor Nipalos
Age: 19+ years old
Attributes: Agility and Magnetism +0 ǧ Must spend at least two months over every year
Talents: Elite Affiliation or Priest, plus one of the fol- in a Nipalosian temple, tending to duties, rites, schemes,
lowing—Assassin, Courtesan, Gambler, Light Sleeper, and ceremonies
Night-sighted, or Smuggler. ǧ Must yield one-tenth of all earnings to the temple’s
Weaknesses: Cannot have the Lame weakness. coffers for communal use
Skills: Lore level 1, Lock-picking level 1, Perception level ǧ Aid (when asked) the poor, downtrodden, and
1, Sleight of Hand level 1, Stealth level 1, and either Acro- desperate, especially thieves and harlots.
batics level 1 or Athletics level 1.

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-

188 CHARACTER CREATION


SAVAGEIII
KINGDOMS
es), preferably Prydonian stock
Age: Age 20 years old ǧ Respect and obey your brothers of superior rank;
Attributes: Willpower +1, and Intellect or Magnetism serve them as you would Prydonis
+0 ǧ Respect the secular authority of magistrates and
Talents: Priest, plus one of the following—High-born, nobles, as befitting their station
Magic Affinity, or Second Sight
Skills: Lore level 1, Persuasion level 1, Resolve level 1,
ǧ Honor the ancient memory of Prydon, the Repub-
lic, and moreover, the Basileus
and either Sailing or Survival level 1 (your choice)
Weaknesses: Cannot be Tainted or have a Phobia (mi- ǧ Assist and defend honorable people asking of such,
nor or major) of water but help not a dishonorable foe
ǧ Serve no less than three months of every year in a
Benefits of Advancement— temple to Prydonis, tending to all duties, ceremonies, and
services. (This can be done as Down-time.)
ǩ Initiate (or Sea-Brother): Newly anointed
priests of at least age 20 are given this rank and title,
which grants them light green-colored robe and an ex-
ceptional-quality spear or staff (your choice), vestments PRIESTESSES OF ROMEGA
and symbols of your position. Additionally, you gain This highly secretive sect is peopled only by women, for
a +1 boost to your Renown and may advance in the men are forbidden its inner mysteries. In fact, only a few
Magical Arts disciplines of Air, Water, and Life if your temples accept men even as lay-priests and most others for-
Intellect is +0 or better. Lastly, when wearing your vest- bid them entirely. Romega, after all, is an ancient goddess,
ments, you receive a +2 bonus to Persuasion skill rolls decidedly feminine in her wiles and ways, and some say she
when on any of the Prydonian Isles or aboard-ship any- was once a queen of Rhodon, the legendary island of the
where on the Sea of Prydonis. gods “at the edge of the world”. She was second in pow-
er, only to Prydonis himself, and was said to be keeper of
ǩ Adept (or Sea-Adept): At age 23 or Renown magic and other mysteries, and interpreter of dreams and
4, you qualify for the rank of Adept. This would entitle portents. As such, her priestesses are very similar in their
you to an exceptional-quality silver-scaled corselet (ar- approach to their service in Romegan temples.
mor rating 2; mobility penalty -1; skill penalty -1; does This order is most popular in the Prydonian Isles, par-
not stack with any other armor types), as well as anoth- ticularly among the central islands, and especially on the
er +1 to Renown and a +1 boost to Health. You also gain isle-kingdoms of Neopos and Phylasteus. However, far-
the ‘Swimming’ specialty of the Athletics skill for free. flung temples dedicated to this mystery-goddess have been
ǩ High Priest: At age 30 or Renown 9, this rank and found as far as southern Lorinthia and Esmandos, either
title might be attained, which gains you a master-crafted as fully realized sects or slightly-altered cults. In addition
trident and blue-green vestment robes, another +1 to to dreams, magic, and mystery, Romega is also associated
Renown, and a +1 boost to Stamina. You also receive with cats, snakes, and celestial bodies such as the stars and
a +1 bonus to Lore and Magical Arts: Water skill rolls, moons.
and if you are still without the Tainted weakness, you Priestesses of Romega are somewhat renowned for their
may be trusted to advance in Magical Arts: Death. masked visages, a tradition that both helps them preserve
an aura of mystery about them as well as protect their iden-
ǩ Magus (or Sea-Magus): At age 37 or Renown tities from jealous rivals. Masks (or veils) are almost always
14, one qualifies for the rank of Magus. As such, you are donned in public and are often used in ritual ceremonies.
given a bireme ship (although the sect still owns half of
it) for travel and sacred voyages, and gain another +1 Requirements—
to your Renown. You also receive a +1 bonus to Lan-
guage, Lore, and Sailing skill rolls, and a master-crafted Gender: Female only
blue robe to signify your station. Age: 21 years old
ǩ Basileus: There is but one in this position, and the Attributes: Intellect and Willpower +0
power and dignity of that post has declined in recent de- Talents: Priest, plus one of the following—Angel-
cades. The Basileus traditionally dwells in the High Tem- ic-blood, Demon-blood, Magic Affinity, or Second Sight.
ple in the half-sunken city of Prydon and would have Skills: Alchemy level 1, Herbalism level 1, Resolve level 1,
access to a goodly number of relics and other treasures. and either Language or Lore level 1

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-

CHARACTER CREATION 189


SAVAGEIII
KINGDOMS
tional-quality along with a black mask of silk, leather, or ǧ Help only those worthy, and always have a price;
ceramic (these are your official vestments). In addition, nothing worthwhile has ever been free
you gain a +1 bonus to Alchemy, Disguise, Herbalism, ǧ Serve at least three months of every year at a
and Lore skill rolls, and can now advance in the Magical Romegan temple, seeing to all rites, ceremonies, studies,
Arts disciplines of Air, Fire, Water, Death, and Shadow if and other duties there. (This can be done as Down-time.)
you so choose.
ǩ Adept (or Keeper of the Second Mystery):
At age 25 or Renown 3, you qualify for this rank and
title, which grants you a +1 bonus to Magical Arts: Air PRIESTESSES OF SIGNA
and Shadow skill rolls. Furthermore, you automatical- This sacred sect, comprised strictly of women, is highly
ly gain any one of the following talents of your choice well-respected in the North-lands, particularly in the king-
dom of Skathia. In fact, the past several Skathian monarchs
(you must still meet all prerequisites)—Energize Spell,
have been Signan elder-priestesses, and so the realm has es-
Evil Eye, Power of Silence, or Enchant Talisman.
sentially become a theocracy. A priestess of Signa is almost
ǩ High Priestess (or Mistress of the Third Mys- always a sight for sore eyes in these lands, especially to the
tery): At age 30 or Renown 9, you might achieve this sick or wounded, for they are skilled healers, care-givers,
rank and title. If so, you gain a +1 boost to your Renown mid-wives, and hearth-tenders.
and Stamina, as well as receive a +1 bonus to Language, Signan priestesses are known for their sun-red robes,
Lore, and Magical Arts: Death, Fire, and Water skill gentle natures, and more-often-than not, attractive appear-
rolls. Furthermore, you are gifted with a master-crafted ances and demeanors. This helps accentuate their bedside
mask (made of rare wood and black pearl) which grants manners and is in virtual contrast to the harder priests of,
a +1 bonus to Persuasion skill rolls when attempting to say, Fragnir or Anderok, the sect of the latter being dia-
intimidate another (but only when worn). metrically opposed to the priestesses of Signa within the
boundaries of Mulovia sometimes to the point of violence
ǩ High Lady (or High Lady of the Fourth Mys- or imprisonment.
tery): At age 39 or Renown 15, this highly coveted
rank could be attained. As such, you gain a +1 boost Requirements—
to both your Luck and Stamina, as well as a +1 bonus
to Alchemy and Magical Arts (all disciplines) skill rolls. Gender: Must be female (and preferably Skathian or
Additionally, you gain the Second Sight talent for free, Norish, though not necessary)
although if you already have it, you may choose one
Age: 19 years old
of the following—Craft Potion, Far-reaching Magic, or
Attributes: Magnetism +0, and Intellect or Willpower
Fire In The Head instead.
+0
ǩ Queen of the Stars and Guardian of the Fi- Talents: Priest
nal Mystery: Though there are likely no more than Skills: Healing Arts level 2, Herbalism level 1, Persuasion
four or five Romegan priestesses of this echelon, if you level 1, and either Animal Handling or Lore level 1 (your
are age 50 or Renown 21, then it is certainly possible. choice)
This rank and title would grant you a +1 to your Luck Weaknesses: Cannot have Honorless, Oath-breaker, or
and Renown, as well as either the ‘Dreams’ or ‘Forbid- Tainted.
den Lore’ specialty of the Lore skill (your choice). In ad-
dition, you are given a master-crafted robe of purple Benefits of Advancement—
or midnight blue and an enchanted wand capable of
storing 3 additional Stamina points (for spells only). You ǩ Hearth-maiden: By age 19, all newly anointed
also might have access to several magical objects that priestesses begin at this rank and title. As such, you may
belong to the sect in general. now advance in the Magical Arts of Earth, Fire, Water,
and Life if your Intellect is at least +0, and you gain a
Code & Tenets: The following tenets and taboos must +1 bonus to Healing Arts and Herbalism skill rolls as
be adhered to strictly or else the priestess runs the very well as when casting the Cure Ailment and Heal Wounds
real possibility of excommunication from the sect; in ex- spells (if you know them).
treme situations, this might be ritual sacrifice by drown- ǩ Sun-maiden: At age 24 or Renown 4, you qualify
ing or being shut inside a dark place and being forgotten. to become a Sun-maiden, essentially an adept rank. You
gain a +1 boost to your Renown, as well as given ivory
ǧ Obey your elder or superior priestesses, for true or light beige robes (or under-tunic) and an exception-
knowledge comes from wisdom al-quality staff or dagger (your choice). When wearing
ǧ Reveal yourself to only a select few, for there is these vestments you receive a +2 bonus to Persuasion
great power in the hidden mysteries skill rolls when in Skathia and Norlund, although this
becomes a -2 penalty in Mulovia.
ǧ Seek always to learn from dreams, visions, and div-
inations; guidance is key to success ǩ High Priestess (or Volga): At age 33 or Re-

190 CHARACTER CREATION


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KINGDOMS
nown 10, you might attain this rank and title, and would utation as materialists and narcissists.
therefore receive master-crafted robes (or over-tunic) of
sun-red color, representing the sun and motherhood, Requirements—
and as master-crafted sun-sigil necklace which grants a
+2 bonus to Magical Arts: Life skill rolls when casting Gender: Must be male (and preferably of Lorinthian cit-
Repel Undead (assuming you know this spell) and to izenry)
Persuasion (intimidation) skill rolls when dealing with Age: 20 years old
undead creatures. Furthermore, you gain a +1 boost to Attributes: Intellect and Magnetism +0
your Renown and a +1 bonus to Lore skill rolls. Talents: High-born, Merchant, or Priest
ǩ Crone (or Elder Priestess): At age 50 or Re- Skills: Crafting level 1, Persuasion level 1, Language level
nown 16, you qualify to become a Crone (also known 1, and Lore level 1
as an Elder Priestess). This means you automatically
gain one of the following talents for free—Night-sight- Benefits of Advancement—
ed, Rune Magic, Second Sight, or Song Magic (your
choice). In addition, you are gifted with master-crafted ǩ Silver Acolyte: Newly anointed Merchant-Priests
black (or dark grey) robes, and when worn they grant a are given this rank and title, assuming they are of at least
+5 bonus to Persuasion skill rolls when in Norlund and 20 years of age. As such, you are given a silver-dyed
Skathia. toga, which serves as your official vestment, and receive
a +1 boost to your Luck and Renown. You also gain a
ǩ High Volga: There is only one such position, re- +1 bonus to Language and Persuasion skill rolls, and
quiring at least a Renown of 20 (and age 40+). Tradi-
receive the ‘Appraisal’ specialty of the Crafting skill for
tionally, the high-volga of the Signa sect is also named
free. Though it is rare to practice the mystical arts in this
Queen of Skathia.
order, you may advance in the Magical Arts disciplines
of Earth and Shadow if you so desire.
Codes & Tenets: The following bylaws and edicts must
be strictly adhered to or else the priestess faces the like-
ǩ Golden Adept: At age 24 or Renown 4, you may
progress to the rank of Golden Adept, which gains you
ly possibility of excommunication, public disgrace, or a golden-dyed toga to serve as your vestments and an
the acquisition of the Oath-breaker (or even Honorless) exceptional-quality set of merchant’s scales (yields +1 to
weakness depending upon the severity of the infraction. Crafting rolls when appraising coins, gems, spices, etc.).
In addition, you improve your Renown again by +1 and
ǧ Must respect and obey your fellow priestesses of can now earn a 15 sc stipend for every month of Down-
superior rank time you serve at a Titherian temple performing duties
ǧ Must respect chieftains, jarls, and kings, and most and services.
certainly the Skathian queen ǩ High Priest: At age 30 or Renown 9, you qualify
ǧ Must serve at least three months of every year at for this rank and title, which would grant you another
a Signan temple or shrine, tending to duties, ceremonies, +1 to Renown as well as to your Stamina trait. Addition-
and other sacred services (this can be done as Down-time) ally, you receive a +1 bonus to Alchemy, Crafting, and
ǧ Must observe holy days, especially the summer sol- Persuasion skill rolls, and are given either an exception-
stice, spring equinox, and full moons al-quality chariot or small river-galley (your choice). You
can now earn 25 sc per month of Down-time.
ǧ Must tithe one-third of all earnings to the sect;
there are greater rewards forthcoming. ǩ Master of the Golden Scales: At age 45 or Re-
nown 20, you might achieve the rank and title of Master
of the Golden Scales (or Temple Master). There are only
four or five priests of such a position, but if you are
PRIESTS OF TITHERIUS fortunate enough to be named one of them, you gain
Also known as ‘Merchant-priests of Titherius’, this priestly another +1 to both Luck and Renown, a master-crafted
sect serves the Lorinthian god of commerce, wealth, and gold-trimmed white toga, and qualify to earn a 50 sc
fortune, a deity often referred to as the Golden God. Many per month (of Down-time) stipend from the sect.
Titherian priests were former (or even present) merchants,
or possibly master-craftsmen, and carry that knowledge Code & Tenets: The following ordinances and bylaws
into their service to the temples and their respective com- must be followed or else the priest risks the real pos-
munities.
sibility of excommunication, the public stripping of all
The typical Titherian priest often aspires to political of-
clothing and goods, or even ritual execution if the trans-
fice, perhaps even serving as a senatori at some point (ad-
gression is severe.
vising the emperor himself), and most continue to work
their wiles as merchants, traders, bargainers, and diplomats.
As such, Merchant-Priests of Titherius tend to be, by and
ǧ Obey the edicts of the High Priest or Master of the
Golden Scales
large, respected even if they might occasionally gain a rep-

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ǧ Tithe one-tenth of all earnings to the order; oth- na (your choice).
erwise, keep what you have skillfully and justifiably ac-
quired
ǩ Master Thief (or Shadow-master): At age 35
or Renown 11, you might attain this rank and title. As
ǧ Must serve no less than two months of every year such, you gain +1 to your Renown, +2 to your Initia-
in a Titherian temple, assisting with rituals, services, and tive, and your lock-picks and dagger are upgraded to
other duties (this can be done as Down-time) master-crafted quality.
ǧ Regard only the Lorinthian emperor as above the ǩ Shadow-lord: At age 50 or Renown 20, you
Master of the Golden Scales might be able to achieve this rank and title, a rare ac-
ǧ Advise local magistrates, senators, praetors, and quisition indeed (there are only about five known Shad-
renowned merchants when called upon. ow-lords in the entire organization). If so, you gain +1
to your Renown, a +1 bonus to Disguise and Stealth skill
rolls, and either a master-crafted shortsword or a minor
enchanted item (your choice).
THE SHADOW HAND
Also known as the Shadow Blade, and a half-dozen oth- Code & Tenets: The following codes and bylaws must
er monikers through the decades, this semi-elite (if un- be strictly obeyed or else the member faces a very real
der-handed) organization traffics in theft, contraband, ab-
likelihood of maiming or disfigurement, arduous torture,
duction, and even assassination. As a wide-spread group
being sold into slavery, or even execution, depending
of professional thieves, pirates, assassins, spies, and worse,
the Shadow Hand is quite powerful throughout the more
upon the severity of the infringement.
urbane provinces of the Lorinthian Empire and, to a lesser
extent, beyond.
ǧ Must never betray the whereabouts or true identi-
ties of your fellow Shadow Handers
Shadow Hand members are often hired by the wealthy
and the influential to perform daring (and almost always ǧ Must yield one-tenth of any “professional earn-
illegal) missions, such as abduction, burglary, con-artistry, ings” to the organization
extortion, smuggling, and murder. In former times, when ǧ Leave no trace or evidence of your presence on a
thieves were sentenced by Lorinthian magistrates, they job (excepting a “black hand” symbol)
were branded on the arm or back of the hand with image
of a human hand, which showed to society that they were ǧ Breaking any of these bylaws is grounds for banish-
“red-handed” criminals. Over time, a somewhat organized ment at best, tortuous execution at worst.
network of such outcast folk formed what is now known
today as the Shadow Hand.

Requirements—

Attributes: Agility or Magnetism +1, and Intellect +0


Talents: Elite Affiliation
Skills: Stealth level 2, Disguise level 2, Perception level 2,
Sleight of Hand level 1, and either Acrobatics or Athletics
level 1

Benefits of Membership—

ǩ Footpad (or Black Hand): Initiates into the or-


ganization start at this rank, and are branded (or tat-
tooed) with the image of a black (hence “shadow”)
human hand, unless such was already earned from past
criminal activity. Usually this is on the back of the hand,
but sometimes the forearm or even the palm of the
hand. You also gain the ‘Bluffing’ or ‘Intimidation’ spe-
cialty of the Persuasion skill for free as well as a +1 boost
to your Luck (representing your knack for getting out of
tight situations).
ǩ Shadow-Thief: At age 25 or Renown 4, you qual-
ify for the rank and title of Shadow-thief. This enables
you to receive an exceptional-quality set of lock-picks
(and other “thieves’ tools”), and exceptional-quality
dagger, and either a +1 boost to your Mobility or Stami-

192 CHARACTER CREATION


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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.

194 SPELLS & MAGIC


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TABLE 3-1: MASTER SPELL LIST

Spell Name Magical Arts Prerequisites Other Prerequisites


Aura of Majesty Fire, Life, or Shadow level 5
Beast-summoning Earth or Life level 3
Banishment Air, Life, or Shadow level 5 Magnetism or Willpower +0
Beast-speak Life or Shadow level 1
Beguile Fire, Water, or Shadow level 1
Blessing Earth, Water, or Life 1
Cloud of Madness Air or Shadow level 5
Conjure Acid Death, Earth, or Water level 3
Conjure Darkness Shadow level 1
Conjure Flame Fire level 1
Conjure Fog Air, Shadow, or Water level 1
Conjure Light Shadow level 1
Conjure Lightning Air, or Water level 3
Conjure Water Water level 1
Conjure Wind Air level 1
Consecration Earth, Life, or Water level 3
Cure Ailment Life level 3
Curse Air, Death, or Shadow level 5
Death-speak Death or Shadow level 1
Demon Summoning Air, Earth, Death, or Fire level 7 Magnetism +0
Despair Death or Shadow level 5
Destroy The Soul Death level 9 Vigor or Willpower +1
Disappearance Air or Shadow level 5
Dispel Curse Life level 7 Magnetism or Willpower +0
Dream-walking Air or Shadow level 7 Willpower +0
Earthen Grasp Earth level 3
Earth-shaping Earth level 5 Crafting level 1
Earth Shards Earth level 5
Earth Tremor Earth level 5
Elemental Summoning Air, Earth, Fire, or Water level 5 Magnetism +0
Enhance Weapon Death or Earth level 1
Evaporate Air or Fire level 1
Far-sight Water or Shadow level 3
Fear Death or Shadow level 3
Fiery Blast Air or Fire level 3
Fire-script Fire or Shadow level 1
Fire-shaping Fire level 5
Flaming Bolt Fire level 5
Flight Air level 5
Freeze Water Air or Water level 1

SPELLS & MAGIC 195


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Spell Name Magical Arts Prerequisites Other Prerequisites


Ghost Fence Death or Shadow level 1
Glamour Shadow level 1
Glamour Fire Fire or Shadow level 3
Heal Wounds Life level 1
Heighten Durability Earth or Life level 1
Hex Death or Shadow level 1
Homunculus Earth, Life, or Water level 7 Alchemy 3, Healing Arts 1
Ice Blade Water level 3
Ice Prison Water level 7 Crafting level 1
Ice Wall Water level 5
Icy Transformation Death, Life, or Water level 5
Incinerate Fire or Death level 9 Vigor or Willpower +0
Instant Travel Air, Earth, or Shadow level 9 Lore level 3
Maelstrom Water level 7 Sailing level 1
Melting Air or Fire level 1
Mental Message Air or Shadow level 1
Mental Torment Air, Death, or Shadow level 3
Mind Wash Death, Life, or Shadow level 3
Object Animation Earth or Life level 5
Omen-reading Fire, Shadow, or Water 1
Otherworldly Portal Death, Life, or Shadow level 9 Willpower +1
Possession Air, Death, Fire, or Life level 7 Magnetism or Willpower +0
Purification Air, Earth, Water, or Life level 1
Quagmire Earth or Water level 1
Quench Fire Fire or Water level 3
Quickening Air, Fire, or Life level 5
Rain Of Acid Air, Water, or Death level 9 Willpower +0
Rain Of Ice Water level 5
Ravenous Summoning Air or Life level 7 Animal Handling level 1
Reanimation Death level 5
Regeneration Life level 9 Healing Arts level 1
Repair Earth, Fire, or Life level 1
Repel Undead Life level 3
Restore Life Life level 10 Magnetism or Willpower +1
Sandstorm Air or Earth level 5
Scry Ward Air, Earth, or Shadow level 3
See The Unseen Air, Life, or Shadow level 1
Sense Corruption Death, Life, or Shadow level 1
Sense Undead Death or Life level 1
Serpent Staff Earth or Life level 5 Animal Handling level 1
Shadow Reaper Death or Shadow level 5
Shapeshift Air, Fire, Water, or Life level 7 Vigor or Willpower +1

196 SPELLS & MAGIC


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Spell Name Magical Arts Prerequisites Other Prerequisites


Shatter The Heart Death level 7 Willpower +0
Simulacrum Life level 10 Vigor +1
Slumber Death, Life, or Shadow level 1
Spirit Weapon Air or Shadow level 5
Summon Inferno Death or Fire level 5
Summon Plague Air or Death level 7 Vigor or Willpower +0
Summon Storm Air or Water level 7 Willpower +0
Thunderous Blast Air or Water level 5
Tidal Wave Water level 7 Willpower +0
Transform Liquid Water level 3
Tree-speak Life or Shadow level 3
Unseen Hand Air level 3
Venomous Touch Death level 3
Vermin Swarm Death, Earth, or Life 5
Wall of Flame Fire level 5
Warding Air, Earth, or Life 1
Water-shaping Water level 5
Water Walk Water level 7 Willpower +1
Winter’s Breath Air or Water level 5

AURA OF MAJESTY such, this spell can be useful to battle-chiefs, commanders,


rulers, performers, and other types often found at the cen-
ter of attention.
Discipline: Fire, Life, Shadow
Prerequisites: Magical Arts: Fire, Life, or Shadow level 5
Critical Success:
DL: 10 to cast on self / 15 to cast on another willing creature 1) You expend two less Stamina points.
Stamina Cost: 2 / 3 2) The boost to Magnetism is +3 instead of +2.
Casting Time: 1 action 3) The spell’s duration is doubled.
Range: Self or Touch 4) The spell’s effect area is doubled.
Effect Area: 10-yard radius centered on subject
Duration: 10 minutes Critical Failure:
Ritual Components: At least two of the following—1) 1) You expend two additional Stamina points.
Smoke or fire from a brazier; 2) Mirror or bowl of reflective 2) Your Magnetism drops by one for ten minutes’ time.
water; 3) A pinch of gold or silver dust; 4) Four white or 3) You acquire the Obsession (physical appearance) or Pho-
gold candles. A lock of hair from a Sidhe lord (or lady) or a bia (crowds or public appearance) weakness, your choice,
wing-feather from any Angel grants an additional +1 bonus both minor versions.
to ritual castings of this spell.

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

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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

198 SPELLS & MAGIC


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Casting Time: 1 action DL: 10 for a humanoid target / 15 for a non-humanoid


Range: Touch target
Effect Area: 1 living animal or gigantic animal Stamina Cost: 2 / 3
Duration: 1 minute Casting Time: 1 action
Ritual Components: At least two of the following—1) A Range: 1 creature within 10 yards
tooth or piece of tongue from an animal; 2) A patch of fur; Duration: 1 hour
3) A feather. A bone or tooth from a Gorgonic beast (such Ritual Materials: At least two of the following—1) three
as a Manticora, Minotaur, etc.) grants an additional +1 to red or iridescent candles; 2) a small mirror; 3) a crystal or
ritual castings of this spell. pendulum. A lock of hair from a Dryad or Siren grants an
additional +1 bonus to ritual castings of this spell.
Details/Description—
It is believed by some cultures, particularly the Sidhe and Details/Description—
several of the more ancient human tribes, that all beasts—as You can magically charm another creature into becoming
well as some trees—were blessed with the gift of speech, friendlier toward you, perhaps even believing you to be a
long ago when the world was very young and the old gods virtually perfect ally and confidante. The target of the spell
still stirred in the Earth-world. As such, this spell enables receives a Resolve skill roll to resist the effects (the DL being
a magician to tap into that mystical connection again, en- set by your Magical Arts roll); if the resistance roll is failed,
abling him or her to communicate on a deeper level with then you can then follow up with a Persuasion skill roll
an animal (or gigantic animal) of Intellect -3 or less. with a +10 bonus due to the mystical mind-influence of this
The mage must touch the creature in question, so at- spell (as another action).
tempting a Beast-speak spell on a less-than-friendly creature If you, or a companion clearly allied with you, harms the
comes with some measure of risk. If the spell succeeds, the beguiled target, the spell ends immediately and the creature
sorcerer can them, essentially, converse back and forth, ma- can take action if it so desires. If harmed indirectly, such as
gician and creature understanding each other, though the being left outside during a terrible storm or made to attack
target animal gains no increased intelligence and so doesn’t an obviously dangerous opponent, the beguiled creature
know any more than its bestial intellect allows. receives another Resolve roll to break the spell.
Beast-speak might be useful in gaining information that Note that this spell only influences the spell-bound target
only the beast might have access to, calming a distraught and does not allow automaton-like control by the magician.
animal, finding the nearest “watering hole,” or perhaps lo- Most requests will be found as favorable by the recipient,
cating the closest “gathering of Two-Legs.” Note that this although such sentiments are toward the casting mage and
spell will not function on any beast or gigantic beast with not his or her companions. When this spell breaks, or wears
an Intellect of -2 or higher, nor any creature not considered off after an hour, the recipient becomes generally aware
an animal or gigantic animal. that he or she was spellbound (and may not be entirely
pleased about it).
Critical Success:
1) You expend two less Stamina points. Critical Success:
2) The spell’s duration is doubled. 1) The duration is doubled to two hours.
3) The beast in question becomes extremely friendly and 2) You expend two fewer Stamina points.
helpful to you, perhaps even leading you somewhere spe- 3) The target voluntarily gives away even his most intimi-
cific if necessary. date information (or perhaps a key or other small gift) with-
4) The creature is mildly bonded to you, and if you later out hesitation.
take the Animal Companion talent, it counts as one point 4) You beguile all creatures within 2 yards of the target as
toward that talent. well, although they each receive Resolve rolls to resist.

Critical Failure: Critical Failure:


1) You expend two additional Stamina points. 1) You expend two additional Stamina points.
2) The targeted creature becomes extremely hostile toward 2) You are Stunned for one full round.
you, attacking you for one round per point of critical fail- 3) You instantly acquire the Obsession (of the attempted
ure. target) weakness, minor version.
3) You acquire the Obsession (animal type in question) or
Phobia (animal type in question) weakness, your choice,
both minor versions.
BLESSING
Discipline: Earth, Water, Life
BEGUILE Prerequisites: Magical Arts: Earth, Water, or Life level 1
DL: 10 for a minor blessing / 15 for a major blessing
Discipline: Fire, Shadow, Water.
Stamina Cost: 2 / 4
Prerequisites: Magical Arts: Fire, Water, or Shadow lev-
Casting Time: 1 action
el 1

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Range: Self or Touch (1 creature) carried by a Shadow-wraith yields an additional +1 bonus


Duration: 1 hour to ritual castings of this spell.
Ritual Components: At least two of the following—1)
burning incense; 2) a drop of holy water or sacred oil; 3) Details/Description—
a pinch of salt or silver dust. A lock of hair from an Angel This spell conjures a faint cloud of grey mist or vapor, four
(any type) or a preserved Bloodthorn blossom grants an yards square, that appears anywhere you choose within the
additional +1 bonus to ritual versions of this spell. 15-yard range. All living creatures caught in this vaporous
cloud must succeed in a Resolve against a DL set by your
Details/Description— Magical Arts roll (assuming the spell succeeds) or become
Sometimes known as Anointment or Sanctification, this overcome with a strange madness which causing random
spell is somewhat typical of most religious sects, both civi- actions. On the affected creature’s turn in the Initiative or-
lized and savage, as it uplifts and fortifies the mind, body, der, the GM rolls 1d20:
and soul of the recipient.
As a minor Blessing (the DL 10 version), you grant a +1 1-8 = The creature is numb-witted and Stunned for the
bonus to all die rolls and to the Defense of one living crea- entire round.
ture, be it yourself or another. If upon another creature, the 9-12 = The creature goes into a mad frenzy, and is able
recipient must be willing or else the spell does not work. to do nothing but defend itself for the entire round at -2
As a major Blessing (the DL 15 version), you grant a +1 to its Defense and an expenditure of 3 Stamina points.
bonus to all die rolls and Defense to all allied creatures who 13-16 = Creature goes into a battle-frenzy, attacking the
remain within 5 yards of you during the spell’s duration; closest target (even if an ally) with whatever weapon it
in addition, if you are a member of a known religious sect, is currently armed (if no weapon, then it will use Brawl-
those affected by the spell—who are also followers or be- ing to punch).
lievers in your faith—also gain a +1 to their Luck (for the 17-20 = Creature runs away, in a random direction, as
duration of the spell only). quickly as its Mobility will allow given the surrounding
Optionally, a major Blessing might temporarily negate a terrain.
minor Weakness, with the GM’s approval, or even “cleanse”
an unholy or Tainted object for the one-hour duration. Affected creatures may attempt Resolve rolls again each
round they remain in the cloud’s 4x4 yard effect area. If
Critical Success: they succeed, they are free to do whatever they like; if they
1) You expend two less Stamina points. fail, the GM rolls again to see what they do this round (and
2) The bonuses granted increase to +2 instead of merely +1 so on).
(except for Luck). Any creature failing its Resolve roll by 10 or more is also
3) The spell’s duration is doubled. inflicted with the Madness (minor version) weakness; if the
creature already has a minor version of Madness, then it is
Critical Failure: instead increased to a major one. The exact details of this
1) You expend two additional points of Stamina. madness are up to you and the GM.
2) You suffer a -1 penalty to all die rolls for one round per
point of critical failure. Critical Success:
3) You acquire either the Obsession (temples or other sa- 1) You expend two less Stamina points.
cred sites) or Phobia (temples or other sacred sites) weak- 2) The duration is doubled to two minutes.
ness, your choice, both minor versions. 3) The effect area is doubled to 10 square-yards.
4) Each creature failing its resistance roll also takes 2 points
of Stamina damage due to the duress.
CLOUD OF MADNESS Critical Failure:
1) You expend two additional Stamina points.
Discipline: Air, Shadow 2) You become Stunned until your next turn.
Prerequisites: Magical Arts: Air or Shadow level 5 3) You acquire the Madness weakness (this is the minor
DL: 15 version unless you already have it, in which case it now
Stamina Cost: 4 becomes a major version).
Casting Time: 1 action
Range: 15 yards
Effect Area: 5 square-yard area within range
Duration: 1 minute (or until resisted—see below) CONJURE ACID
Ritual Components: At least two of the following—1)
smoke from a brazier or campfire; 2) a lock of hair from a Discipline: Death, Earth, Water.
known madman (or someone with a major version of the Prerequisites: Magical Arts: Death, Earth, or Water level
Madness weakness); 3) a dried pink or black lotus blossom. 3
A pinch of dirt from a Banshee’s cairn/grave or an object DL: 10 to summon to hand or a weapon / 15 to shoot forth

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an acidic globule of Xarkon or from where a Shadow-wraith has tread in the
Stamina Cost: 2 / 3 Shadowlands added as an additional component grants an
Casting Time: 1 action additional +1 bonus to ritual castings of this spell.
Range: Self or 10 yards
Duration: 1 minute or instantaneous Details/Description—
Ritual Materials: At least two of the following—1) A You summon forth a “cloud” of darkness, or rather, an
piece of any creature’s gullet or intestines; 2) A few drops area which negates virtually all light. All mundane sources
of Dragon’s or Basilisk’s spittle; 3) A piece of well-rusted of light—such as from a candle, torch, lantern, campfires,
metal. A vial of Dragon’s or Basilisk’s blood yields an addi- etc.—are completely blotted out within the spell’s effect
tional +1 bonus to ritual castings of this spell. area. Creatures with Deep-sight (such as Duergar) or Neth-
er-sight (such as most demons) can, however, visually pene-
Details/Description— trate a Conjure Darkness spell.
You summon acid to your hands or one weapon held In the case of magically created light, such as that from
(which does not harm you), which could enable you to a Conjure Light spell, the highest Magical Arts roll result
attack with Brawling (if using your hand to touch or punch) wins. For example, if you cast Conjure Darkness in the same
or Weaponry: Melee (if a held weapon). If this attack is effect area as a Conjure Light spell (or some magical equiv-
successful against the target’s Defense, it deals an additional alent thereof), then the spell with the highest Magical Arts
3 points of acid damage (and maximum damage improves roll overtakes the other effect. In cases where the DL might
by 3 as well). not be known, GMs may assume a DL of 20.
For the greater DL 15 version, a fist-sized globule of
acid shoots forth toward one target dealing 1 point of acid Critical Success:
damage for every point of success over the target’s Dodge 1) You expend 2 less Stamina points.
Defense (maximum of 10 damage). The range is 10 yards 2) The effect area is doubled.
with no range modifiers. Targets’ armor only counts as half 3) Or the duration is doubled.
effective.
Critical Failure:
Critical Success: 1) You expend 2 additional Stamina points.
1) You expend two Stamina points less. 2) You become Blinded for one round per point of critical
2) The maximum damage increases to 15 instead of merely failure.
10. 3) You must succeed in a DL 15 Resolve skill roll or acquire
3) If casting forth a globule, the acid is large enough to af- the Obsession (complete darkness) or Phobia (complete
fect two targets adjacent to each other. darkness) weakness, your choice of which, both minor ver-
4) The acid greatly corrodes your opponent’s armor, lessen- sions.
ing its armor rating by 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

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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:

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1) You expend two additional Stamina.
2) You are Blinded for one full round.
3) You instantly acquire the Obsession (light) or Phobia
(darkness) weakness, your choice, both minor versions. CONJURE WATER
Discipline: Water
Prerequisites: Magical Arts: Water level 1
CONJURE LIGHTNING DL: 10 to create water / 15 for a jet-blast of water
Stamina Cost: 1 to create one gallon of water / 2 to shoot
Discipline: Air, Water forth a jet of water
Prerequisites: Magical Arts: Air or Water level 3 Casting Time: 1 action
DL: 10 to call lightning to hand / 15 to conjure onto a held Range: Touch or 10 yards
weapon Duration: Permanent or Instantaneous
Stamina Cost: 2 / 3 Ritual Components: At least two of the following of the
Casting Time: 1 action following—1) a bowl or chalice; 2) a drop of watered wine;
Range: Self or touch 3) a pebble from a river. Water once infused by a Water
Effect Area: Mage’s hands or one held weapon Elemental or the scale of a Sea Serpent grants an additional
Duration: 1 minute (or until focus is broken) +1 bonus to ritual castings of this spell.
Ritual Components: At least two of the following—1)
a lightning-struck twig or branch; 2) a patch of thick fur or Details/Description—
lock of human hair; 3) a piece of glass or crystal. A lock of You summon forth one gallon of water, perhaps to fill a
hair from a Storm Titan or lock of hair from someone slain waterskin or other vessel. Or, for the DL 15 effect, a sudden
by a Corpse Lantern grants an additional +1 bonus to rituals jet-blast of water shoots from your hand. In this latter case,
castings of this spell. your Magical Arts: Water roll must succeed against the tar-
get’s Dodge Defense and, if in doing so, knocks the creature
Details/Description— prone and back one yard if its Physique is +1 or less. If this
You call forth lightning onto your hands, which does not roll exceeds by 5 or more, the target is also blinded for one
harm you, but adds 3 more points of damage to your round.
Brawling attacks using your fists. This damage is electrical
based, which might harm certain creatures even more than Critical Success:
usual. If you possess at least one skill level in Weaponry: 1) You expend two less Stamina points.
Melee, then you can summon this lightning to one of your 2) The spell’s range is doubled.
melee weapons; if you have at least one skill level in Weap- 3) You also deal one point of Health damage per point of
onry: Ranged, you can cause one of your ranged weapons critical success to the target (maximum five points).
to become infused in lightning instead (such as a throwing 4) The water blast ends in a 2x2 yard terminus, potentially
dagger, thrown axe, or a single arrow or bolt). In either striking more than one target.
case, the weapon deals an additional 3 points of damage 5) You conjure two gallons of water instead of merely one.
and its maximum damage also increases by 3.
This spell remains in effect until one minute passes or the Critical Failure:
magician willingly, or unwillingly, loses focus on it. 1) You take one point of Health damage per point of critical
failure as you drain away some of you own body fluids.
Critical Success: 2) You are Stunned for one full round.
1) You expend two Stamina points less. 3) You instantly gain the minor Phobia (of deep water)
2) The additional damage increases by +6 instead of merely weakness.
+3. 4) You expend two additional Stamina points.
3) Your electrified hands, or weapon, deals 3 points of
Stamina damage to the target as well as the normal Health
damage.
4) The opponent is knocked prone upon a successful attack
CONJURE WIND
from your electrified hands or weapon, unless his Physique
Discipline: Air
is +6 or greater.
Prerequisites: Magical Arts: Air level 1
Critical Failure: DL: 10 for a gust of wind / 15 for a heavy blast / 20 for a
1) You expend two additional Stamina points. heavy radial blast of wind
2) Your hands are burned for one Health damage per point Stamina Cost: 1 / 2 / 3
of critical failure. Casting Time: 1 action
3) You gain the Obsession (lightning storms) or Phobia Range: 1 creature or object within 10 yards
(lightning storms) weakness, your choice, both minor ver- Duration: Instantaneous
sions. Ritual Components: At least two of the following—1)

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several feathers from any avian; 2) several bird bones; 2) a tion of hallowed spaces (or objects) is held in high impor-
preserved wing (bat-like or feathered); 4) the presence of tance to virtually all cultures. It is here, in these sacred sites,
fog or smoke. A piece of wing from a Dragon, Wyvern, or that magical essence flows best as some believe the voices
Sphinx grants a +1 bonus to ritualized castings of this spell. of the gods can be better heard in such mysterious locales.
Such blessed, or holy, ground is where temples are often
Details/Description— built. Consecrating an area (a 5x5 yard space) enables sev-
You summon a sudden gust of wind capable of blowing out eral benefits for the casting magician as follows:
candles, torches, and uncovered lamps and lanterns, as well
as most gases and vapors. Alternately, for the DL 15 version, DZ Ritual spells are cast within the consecrated space
you can summon forth a heavy blast of wind capable of at a +2 bonus to the Magical Arts roll
knocking over small objects and knocking prone creatures DZ Endurance and Resolve rolls made by the magi-
with Physiques of +0 or less. Or, instead (for the DL 20 ver- cian in this space are with a +2 bonus
sion), you could summon a heavy blast of wind capable of DZ Certain supernatural creatures may be shunted, or
knocking over medium to large objects or knocking prone warded away, from the sacred space
creatures of Physique +5 or less.
In the latter two versions, creatures knocked prone must Objects can also be consecrated, some of which are
also succeed in an Acrobatics or Endurance roll (against a famed for their associations with the various sects, orders,
DL set by your Magical Arts roll) or become Stunned for and traditions of the known world, such as the holy water
one round. or roses of Saint Paladyr, sacred wine for many of the Lo-
rinthian sects, mistletoe or holly for the Druidic shamans of
Critical Success: the West, skulls or wolf-pelts for the Priests of Anderok, and
1) You call forth a blast of wind ending in a 2x2 yard termi- such. They gain the following benefits:
nus effect with the potential of getting more than just one
target. DZ +1 to any skill roll associated with the object (such
2) The range is doubled. as +1 to attack rolls with a sword, etc.)
3) You expend two less Stamina than normal. DZ Item quality improves by one category (average
4) You deal 1 Health point of damage per point of critical becomes exceptional, etc.)
success in addition to the normal effects (maximum of five DZ Certain objects or substances might have oth-
points). er properties as well, such as holy water which deals
1 Health point damage to most undead and demonic
Critical Failure: creatures as a splash (a full vial poured on such a crea-
1) You are Stunned for one full round. ture would deal 10 points damage), among other items
2) You expend two additional Stamina points. DZ An object intended to be consecrated, or in some
3) You gain the Obsession (storms) or Phobia (hurricanes way magical, for a longer time than the duration of this
or tornados) weakness, both minor versions, your choice spell are probably better served with the Enchant Per-
of which. manent Object talent.

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

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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

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DEATH-SPEAK Critical Failure:


1) You expend two additional Stamina points.
Discipline: Death, Shadow. 2) The animus or spirit becomes angry, forcing you to suffer
Requirements: Magical Arts: Death or Shadow level 1 -1 to all die rolls for the next 12 hours.
DL: 10-30 (see below) 3) You instantly gain the Obsession (of death—minor),
Stamina Cost: 1 per question Phobia (of undead—minor), or Tainted weakness, your
Casting Time: 2 actions choice of which.
Range: Touch
Effect Area: 1 corpse touched
Duration: 30 seconds (5 rounds) per question asked DEMON-SUMMONING
Ritual Materials: At least 2 of the following, or 3 of the
following if DL 25 or higher—1) black or white candle, 2) Discipline: Air, Earth, Death, Fire
drop of fresh blood, 3) a bit of fresh food or wine, 4) being Prerequisites: Magnetism or Willpower +0, and Magical
inside a renowned mausoleum or cairn/tomb. A pinch of Arts: Air, Earth, Death, or Fire level 6
dirt from a Grave-wight’s tomb or the tooth or nail of a DL: 15 for a lesser demon / 20 for a greater demon / 25 for
Vampire grants a +1 bonus to all ritual castings of this spell. a known demon-lord
Stamina Cost: 3 / 4 / 5
Details/Description— Casting Time: 1 action
This powerful form of divination enables a magician to Range: Inter-planar (Nether-world and beyond)
communicate with the animus (that is, the residual life-en- Effect Area: Demon appears within 3 yards of the magi-
ergy) remaining within the corpse of a sentient (Intellect -3 cian
or higher) being. The creature in question must have, in the Duration: 1 plus the mage’s Magnetism or Willpower in
very least, its head intact for the spell for function proper- minutes (minimum of 1 minute)
ly. Speaking with the dead is an ancient practice, though Ritual Materials: At least two of these for DL 15-20, and
occasionally taboo, and the longer the corpse has been de- three for DL 25: 1) A conjuration or thaumaturgical circle
ceased, the more difficult it is to communicate. drawn out with soot, powdered iron, and/or blood; 2) be-
Only the magician may communicate with the deceased ing in Gorgotha, the Forbidden Lands, or the Xarkonian
being in question (and is the only one who can “hear” the Wastes; 3) five lbs of human flesh or blood; 4) five black
faint spirit-like voice), with the Difficulty Level of the spell’s and/or red candles. (If summoning an angelic being, substi-
success dependent upon the following: tute gem dust or powdered silver for component #1, being
in Ar or Celendoril for component #2, five lbs of pure in-
DZ Corpse deceased for up to a day: DL 10 cense or lamb’s blood for component #3, and seven white
DZ Corpse deceased for up to a week: DL 15 and/or golden candles for component #4.). A virgin human
DZ Corpse deceased for up to a month: DL 20 or Sidhe sacrifice grants +5 to the Persuasion skill roll (see
DZ Corpse deceased for up to a year: DL 25 below), but only with regards to demons.
DZ Corpse deceased for up to a decade: DL 30
Details/Description—
It takes roughly 30 seconds (or 5 rounds) to both speak
This potent and daring spell enables a magician to sum-
a question and receive a reply, with each query costing the
mon forth a demonic entity from the Nether-world (and
mage one Stamina point per question. The spirit-like animus
beyond), hopefully doing the mage’s bidding if only for a
of the creature only knows what it knew in life, but even
brief time. The demon summoned will carry out any kind
such information is distant and general, like a fleeting shad-
of violence the magician (and only the summoning magi-
ow. However, it will give the magician the truth, or what it
cian) requests, short of attacking another demonic creature
believes to be the truth, although if a particularly powerful
of superior status or any type of angelic being.
or renowned creature (GM’s discretion), then a DL 20 Per- For these demands, and any others more complex than
suasion roll might be required. mere blood-letting, the mage will need to succeed in a Per-
Note that this spell might even allow for communication
suasion skill roll versus the creature’s Resolve skill roll. If a
with active undead spirits, such as Wraiths, Ghosts, and the
virginal human or Sidhe sacrificial victim is involved, then
like.
a +5 bonus to the mage’s Persuasion roll is gained. Other
offerings might also lend bonuses to such Persuasion rolls,
Critical Success:
such things as gold, an enchanted object, or an oath that a
1) You expend zero Stamina for the first three questions.
favor is owed by the magician in question (GM discretion).
2) You are able to communicate with a corpse of someone
The magician may direct the demon in battle, using one
who expired up to a century ago.
of his or her actions to do so. Otherwise, the demon will
3) The corpse gives you precise information, perhaps even
attack whatever mortal is deemed the mage’s enemy, but
more than it knew in its earthly life.
won’t hesitate to harm allied creatures as well if they are
4) You automatically succeed in making a powerful or or-
considered “in the way” or make the demon especially an-
nery corpse speak.
gry.

206 SPELLS & MAGIC


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Note that you may attempt to summon an angelic being psyche of another living creature. For the lesser (DL 15) ver-
instead, but the DLs in this case are 25 for a greater angel sion of the spell, one creature can be targeted within 10
and 30 for an angelic lord (there are no “lesser” angels save yards; for the greater (DL 20) version, all living creatures
perhaps for certain devas found mostly in the East). If the within 10 yards of the magician are potentially affected.
spell in this case is successful, the angel will fight for the ma- Such creatures receive a Resolve skill roll, versus a DL set
gician in question, though if against another angelic being by your Magical Arts roll result, or else immediately gain
then a DL 20-25 Persuasion roll might on the mage’s behalf the Cowering condition (that is, they may take no actions
will be necessary. If a great gift is offered, such as a mas- other than to slump near-lifeless to the ground, broken and
ter-crafted or heroic-quality object—or better yet an oath unmanned, until the duration of the spell passes).
of purity or temporary service—then a +2 to +5 bonus An affected target may attempt another Resolve roll (at
might be granted with the GM’s discretion. the same DL) every round thereafter, until finally break-
A magician with the Tainted weakness actually gains a ing free of the melancholy or having the spell run its full
+2 bonus to the Magical Arts skill roll when attempting this one-minute course. Note, however, that it takes one action
spell (since demonic entities are attracted to such negative to come out of this malaise and stand up from the prone
auras), although this works in reverse (a -2 penalty) when position. In the case of the greater version of this spell, crea-
attempting to summon an angelic being. tures—both allies and enemies—reentering the mage’s aura
must attempt Resolve rolls again to resist the spell’s effects.
Critical Success:
1) The summoned being will automatically perform a com- Critical Success:
plex or foolhardy action without need of a Persuasion skill 1) You expend two less Stamina point.
roll. 2) The despair of one creature is so great that he or she is
2) The creature you summon is especially potent, perhaps crushed to unconsciousness and will not return to a con-
armed with an enchanted weapon or shield (GM discre- scious statue until one round after the spell’s duration runs
tion). its course.
3) You expend two less Stamina points than normal. 3) The spell’s duration is doubled to two minutes.
4) One additional creature is targeted.
Critical Failure:
1) Though the spell failed, you still managed to attract the Critical Failure:
attention of the creature you attempted to summon, who 1) You expend two additional Stamina points.
will seek retribution against you in the next 1d20 hours 2) You become Despaired yourself for one full round.
(GM rolls secretly). 3) You immediately gain the Madness or Obsession (death
2) You immediately acquire the Obsession (of power— or darkness) weakness, your choice, both minor versions.
major version) or the Tainted weakness, your choice as to
which.
3) You expend one additional Stamina point and suffer -1 to
Vigor for one hour.
DESTROY THE SOUL
Discipline: Death
Prerequisites: Vigor or Willpower +1, and Magical Arts:
DESPAIR Death level 9
DL: 20
Discipline: Death, Shadow Stamina Cost: 5
Requirements: Magical Arts: Death or Shadow level 5 Casting Time: 1 action
DL: 15 to affect one creature / DL 20 to affect all within a Range: 10 yards
10-yard aura Effect Area: 1 creature
Stamina Cost: 2 / 3 Duration: 1 round or permanent (see below)
Casting Time: 1 action Ritual Materials: At least two of the following—1)
Range: 1 creature within 10 yards or all creatures within a knowledge of the target’s true name; 2) five black candles;
10-yard aura around the magician 3) an altar made of bone, obsidian, or black jade; 4) a bro-
Duration: 1 minute (or until focus is broken) ken mirror. Being inside an ancient pyramid of one of the
Ritual Materials: At least two of the following: 1) three Witch-lords of Xarkon or the semi-preserved heart of a de-
black or grey candles; 2) tears from a renowned priest or mon grants a +2 bonus to all ritual castings of this spell.
saint (Renown 20+); 3) a piece of stone from an ancient
dungeon or prison; 4) being anywhere within the Shadow- Details/Description:
lands. Dirt from the ground where a Shadow-wraith passed This severe and ominous spell is (fortunately) mastered by
over grants a +1 bonus to all ritual castings of this spell. only a few of the truly learned and/or truly corrupt. In fact,
whenever you cast this spell, you must immediately succeed
Details/Description— in a DL 12 Resolve skill roll or acquire the Tainted weak-
This spell enables you to project your own melancholy, ness (if you already have this weakness, then you gain your
perhaps coupled with a measure of hate and fear, into the

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choice of the Honorless or Madness weakness instead). You


may forego attempting this Resolve roll, and therefore em- Details/Description—
bracing your dark fate, which enables you to gain one-third This spell enables you to make yourself, or another willing
of the target’s Stamina if the spell is fully successful (see be- ally, effectively invisible to others. Alternately, you can also
low). These extra Stamina points lasts for one hour or until cause all willing allies within 3 yards of you (at all times)
spent. to become disappeared along with yourself (the DL 15 ver-
A successful casting of this terrible spell destroys the vic- sion). The spell does not, however, dampen noise made
tim’s very essence, spirit, or soul, although if a creature not while invisible or cloak smells, affecting only the visual spec-
wholly mortal (such as a demon, fey, genie, etc.), then it trum.
may return to life after one year per point of success on the In game terms, those affected by a Disappearance spell
mage’s Magical Arts roll. Note that most animals and any gain a +10 bonus to Stealth skill rolls when moving at half
other creature with an Intellect or -4 or less, are immune to speed (that is, half one’s Mobility); if moving at full Mo-
the greater effects of this spell (but not the stunning effect). bility, the Stealth bonus is only +5. If running, there is no
Such a creature affected by Destroy The Soul must suc- Stealth bonus from this spell, although Stealth can at least
ceed in a Resolve roll against a DL set by the sorcerer’s still be attempted. All clothing and equipment also vanish
Magical Arts roll. A failure means that the target is Stunned from sight, although any objects you pick up after the spell
for one full round. On the second round, the creature then is cast do not become invisible and could therefore be seen
gets an Endurance roll versus the same DL—if this resis- by others as “floating mysteriously.” Obviously, any delib-
tance roll is failed, then the target is immediately (and often erate sounds (such as talking, shouting, kicking a noise-pro-
irrevocably) slain. Note that if the magician possesses the ducing object, etc.) made will negate the Stealth bonuses
True Name talent, and knows the true name of the target, granted by this spell.
then the target suffers a -2 penalty to both the Resolve and You can attempt to attack a target while disappeared,
Endurance rolls. most likely against its Off-guard Defense (unless you some-
If a target succeeds in the Endurance roll, then he or she how failed your Stealth roll), but in doing so, you become
is no longer Stunned or otherwise affected by the spell and effectively visible due to the appearance of blood, sound,
is free to act as it chooses. footprints, and the like. Note that in the radial version of
this spell, all allies affected must remain within 3 yards of
Critical Success: you for the spell’s duration or lose the benefits of the spell
1) The target is Stunned for two rounds if it makes its Endur- (that is, they will become visible).
ance resistance roll.
2) You expend two Stamina points less than normal. Critical Success:
3) You gain one-third of the victim’s Stamina even if you 1) You expend two less Stamina points.
resisted the Tainted weakness, and if you did not make the 2) The duration is doubled.
effort to resist, you also gain one-third of its Health for one 3) The bonus to Stealth improves to +15 (for half speed
hour. movement) or +10 (for full speed).
4) Any objects you pick up during the spell’s duration be-
Critical Failure: come invisible too.
1) You gain double the effects of your Tainted weakness,
which means you now suffer from a physical mutation, such Critical Failure:
as growing small black or red horns, blackened and elongat- 1) You are Completely Blinded for one round plus one
ed nails, or some other hideous feature. round per point of critical failure.
2) You endanger your own soul, and thus slip into a deep 2) You become nauseous, gaining the Sickened weakness for
sleep fraught with horrible nightmares for one minute per ten minutes.
point of critical failure. 3) You immediately gain the Obsession (of secrecy) or Pho-
3) You gain the Madness or Phobia (of death) weakness, bia (of large crowds), minor versions, your choice of which.
your choice of which, both major versions.

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

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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

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for at least one point of Health damage). DL 15 Healing Arts skill roll (taking at least one minute’s
2) You acquire either the Addiction (dream lotus) or Obses- time), appropriate healing-magic, or one hour, whichever
sion (dreams) weakness, both major versions, your choice comes first.
of which. 3) You expend two additional Stamina points.
3) You gain the immediate and unwanted attention of a
Shadow-daemon, Shadow-wraith, or Demon Hag (GM’s
choice).
EARTH-SHAPING
Discipline: Earth
EARTHEN GRASP Prerequisites: Magical Arts: Earth level 7 and Crafting
level 1
Discipline: Earth DL: 10 for clay, sand, or wood / DL 15 for hard stone
Prerequisites: Magical Arts: Earth level 3 Stamina Cost: 3 for clay, sand, or wood / 4 for a hard
DL: 10 for a small area / 15 for a larger area stone
Stamina Cost: 2 for small area / 3 for larger area Casting Time: 1 action
Casting Time: 1 action (focus) Range: 5 yards
Range: 15 yards Effect Area: 2x2 yard area
Effect Area: 2x2 yard area or 4x4 yard area Duration: Permanent
Duration: 1 minute Ritual Components: At least two of the following—1)
Ritual Components: At least two of the following: 1) A Pinch of diamond, emerald, or ruby dust; 2) a piece of bro-
piece of crystal or marble shaped into a fist; 2) a bowl of ken statuary; 3) bowl or clay or mud. A piece of a creature
mud, tar, or tree sap; 3) a bear-trap or pair of iron mana- turned to stone by a gorgonic creature or an exception-
cles. A strand of web from a Giant Spider or a piece of rock al-quality gem crafted by a Duergar or Sidhe grants +2 to
once belonging to an Earth Elemental increases the spell’s ritual castings of this spell.
duration to two minutes.
Details/Description—
Details/Description— This spell allows a magician to reshape an earthen, stone,
This potent spell enables you to channel your will into the or wooden object or area of raw unworked earth or wood.
very earth itself, causing it heave and grasp at the feet (or The object(s), or area, in question must be no larger than
hooves or paws) of your enemies. Thus, all creatures (in- a 2x2 yard area—if a singular object larger than this cu-
cluding allies) that are in the effect area—which is either bic area, then it is only partially affected by this spell. The
two square-yards or four square-yard (see above)—must mage may reshape or reform an object, or group of ob-
succeed in an Acrobatics skill roll (the DL is set by your jects, within the effect area, changing its general appearance
Magical Arts: Earth skill roll) or become held fast and grap- and possibly its function based on how much it is reshaped.
pled by the earth itself. The Immobile condition is therefore Minute or mechanical details are beyond the power of this
gained by those so held (-5 to Agility and a Mobility of 0) spell, but—for example—altering the likeness of a statue in
until the victim(s) can break free, which costs 1 action and basic way or turning a cart into a ruined heap of wood is
a successful DL 17 Acrobatics or Brawling roll on the crea- generally within the scope of Earth-shaping. However, if the
ture’s turn. magician possesses at least 4 skill levels in Crafting, he or
Creatures with Physiques of +15 or greater are immune she can reshaped earth, stone, or wood into much greater
to an Earthen Grasp spell, as they are simply large enough detail, such as turning a statue’s likeness into the image of
to automatically break free from the grasping terrain. Note an individual of a different race or gender or shaping a cart
that if the terrain is paved or dressed stone, or extremely into a chariot or a small boat.
hardy wood-planking, this spell will still function but at the An object at least as hard or sturdy as hard clay, stone, or
cost of an additional Stamina. wood, can be—in theory—reshaped into a surface or ob-
ject that could cause harm to enemies, such as a section of
Critical Success: a stair suddenly becoming soft mud or slick marble (forcing
1) You expend two less Stamina than normal. an Acrobatics skill roll versus a DL set by the mage’s Magi-
2) Not only are your targets grappled by the spell, but they cal Arts skill roll) or a sinkhole or pit opening up beneath a
each suffer 1 Health point damage (if you so choose) per creature in a sudden (also requiring an Acrobatics roll). The
point of critical failure. maximum damage that can be caused by an earth-shaped
3) The spell’s effect area or duration is doubled (your choice object is 10 Health points.
of which). Most stone-based objects or areas will remain reshaped
permanently, unless it the substance is wet clay or living
Critical Failure: wood in which case it will eventually return to its original
1) You are Stunned for one round plus one round per point shape (at least to some degree). In regards to living wood,
of critical failure. such as a tree, any major reshaping done from this spell will
2) You gain the Lame weakness until healed by a successful likely kill it, unless the mage also possesses at least 3 skill
levels in Herbalism or Magical Arts: Life.

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Lastly, if cast against a wood, stone, or clay-based crea-
ture—such as an Elemental or Tree of Death—the creature Critical Success:
must succeed in an Endurance skill roll (versus a DL set by 1) The earthen shards you call forth are exceptionally sharp
the mage’s Magical Arts: Earth roll)—or take 1 point of and jagged, causing bleeding wounds to anyone injured
Health damage per point of failure. Maximum damage here by them (victims bleed out 1 Health point per round until
is 15. stopped by a DL 10 Healing Arts roll as two actions).
2) The duration or effect area is doubled (your choice).
Critical Success: 3) You expend two Stamina less than normal.
1) You expend two Stamina less than normal.
2) The maximum damage increases by +5. Critical Failure:
3) The effect area is doubled to 4x4 yards. 1) Your body suddenly becomes rigid and you become Im-
mobile for one round per point of critical failure.
Critical Failure: 2) You acquire either the Lame or Obsession (gems or rare
1) You accidentally affect the largest wood or stone object metals) weakness, your choice, the latter a minor version.
on your person, such as a shield, spear-haft, stone-headed 3) You expend two additional Stamina points.
maul, or whatever, causing it to become damaged enough
to lower in quality by one category.
2) You acquire either the Obsession (statuary or trees) or
Phobia (large trees or caves) weakness, your choice of
EARTH TREMOR
which, both major versions.
Discipline: Earth
3) You expend 2 additional Stamina points.
Prerequisites: Magical Arts: Earth level 4
DL: 10 for a radius around magician / 15 for an area up to
ten yards from magician
EARTH SHARDS Stamina Cost: 2 for radial effect / 4 for large peripheral
area
Discipline: Earth Casting Time: 1 action
Prerequisites: Magical Arts: Earth level 5 Range: Self (effect centered around magician) or 10 yards
DL: 10 for a 2x2 yard area / 15 for radial shards around Effect Area: 5-yard radius around mage or 5x5 yard area
magician up to 10 yards away
Stamina Cost: 3 for 2x2 area / 4 for radial shards Duration: 1 round
Casting Time: 1 action Ritual Components: At least two of the following—1) a
Range: 10 yards or 5-yard radius around mage crystal or amethyst shard; 2) a chunk of volcanic rock; 3)
Effect Area: 3x3 yard area or 5-yard radius around mage an iron horseshoe; 4) pinch of dirt from a Giant’s footstep.
Duration: 1 minute A lock of hair from a Giant or Titan (any type), or the scale
Ritual Components: At least two of the following—1) a from an Elder Dragon, grants a +2 bonus to ritual castings
dozen pieces or small shards of crystal; 2) four arrowheads of this spell.
or spearheads; 3) a dozen sharped sticks of yew-wood. A
piece of earth that once belonged to an Earth Elemental or Details/Description—
a lock of hair from an Earth Titan increases the spell’s range This impressive spell causes the earth to quake and tremor,
by 5 yards. either around the mage’s person or up to ten yards out
from him or her. With regards to the radial effect around
Details/Description— the magician, this affects all creatures in the 5-yard radius
Calling forth the power of earth, this spell lets the magi- except for the casting sorcerer at the very center. All crea-
cian summon forth great jagged shards of crystal and sharp tures (apart from the magician) caught in the effect area
rock from the very ground, lunging upwards in a swift of an Earth Tremor spell must succeed in an Acrobatics
earth-shaking motion. Any creatures caught within the ef- roll (versus a DL set by the mage’s Magical Arts roll) or be
fect area must succeed in an Acrobatics skill roll (versus a DL knocked prone for one round (even if the creature has the
set by the mage’s Magical Arts: Earth roll) or take 1 point Kip talent).
of Health damage per point of failure. These earthen shards Creatures with more than two legs receive a +2 bonus to
have an Armor Piercing rating of 3. Maximum damage is this resistance roll, although snakes and other legless beasts
15. Furthermore, those failing by 5 or more are knocked are immune to this effect. Additionally, those failing their
prone. Acrobatics rolls by 10 or more also take 5 points of Health
Once the shards have jutted forth from the earth, they damage as they fall hard upon the bucking, reeling, and
remain for the spell’s duration (no focus needed) and count unforgiving ground (armor counts as half-effective). Crea-
as challenging terrain (which cuts Mobility in half). When tures whose Physiques are +25 or greater are completely
the spell ends, most of the shards and jagged rocks retreat, immune to this spell.
though some might remain to some degree and the earth in Small wooden structures, such as a crude hut, cart, or
that area will be generally upturned. fence—or things inside the ground like a pool or small
pond—might be damaged as well (GM discretion)—either

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outright or else having their quality-levels reduced by one levels in the discipline of Magical Arts in question (be it
category (from average to poor, exceptional to average, air, earth, fire, or water) and must within 5 yards of the
master-crafted to exceptional, etc.). Soft or medium stone- element in question. That is, to summon an air elemental,
work, such as statuary, pottery, or flagstone, are also likely there need only be air and wind around, while summoning
to become damaged or even all-out destroyed. All items an earth elemental requires but dirt, sand, stone, or even
outside the effect area are unaffected. wood. Calling forth a fire elemental would need a near-
by fire-source and summoning a water elemental requires a
Critical Success: nearby source of water. If the spell succeeds, the elemental
1) You expend two less Stamina points. being appears immediately, infusing the nearby element (es-
2) The effect area is doubled. sentially “animating” it). It takes the summoning magician
3) The duration is doubled to two rounds. one action to command the elemental, although they know
4) The Health damage taken is 10 instead of 5. how to do little more than attack or guard. Commanding it
to do anything else would require a successful DL 15 Persua-
Critical Failure: sion skill roll, although a critical failure causes the magician
1) You are Stunned for one round plus one round per point to lose control of the elemental—the mage may attempt a
of critical failure. DL 15 Persuasion roll in subsequent rounds to bring it back
2) A small fissure opens beneath you, causing you 1 point to bear.
of Health damage per point of critical failure (armor does Elementals will choose to stay within 10 yards of the
not help here). source from which they were summoned, although the
3) You acquire the Madness or Phobia (enclosed spaces) summoning sorcerer can command it to move further than
weakness, both minor versions, your choice of which. that—in doing so, the duration becomes half what is listed
4) You expend two additional Stamina points. above. (Their game statistics appear in Chapter 22—Su-
pernatural Creatures.) If damaged, they are not sentient
enough to particularly care, and therefore never flee or sur-
ELEMENTAL SUMMONING render to an opponent.

Disciplines: Air, Earth, Fire, Water (see below) Critical Success:


Prerequisites: Magnetism +0 and Magical Arts: Air, 1) The elemental you summon forth has +1 to its Physique
(and therefore +2 to its Health and +1 to Mobility).
Earth, Fire, or Water level 5
2) The spell’s duration is doubled.
DL: 15 for a lesser elemental / 20 for a greater elemental /
3) You expend two less Stamina than normal.
25 for an elder elemental
Stamina Cost: 3 / 4 / 5
Critical Failure:
Casting Time: 1 action
1) You expend two additional Stamina than normal.
Range: A source of air, earth, fire, or water within 5 yards 2) The elemental appears anyway, though you have no
of the magician
control over it, and randomly attacks you (or a nearby ally)
Duration: 1 minute plus 1 per point of mage’s Magnetism for one round per point of critical failure before vanishing.
(minimum one minute)
3) You acquire the Madness or Phobia (of the elemental in
Ritual Components: At least two of the following—1) question—major) weakness, your choice of which.
Presence of smoke or fog (for an air elemental), a chunk of
granite or petrified wood (for an earth elemental), brazier
of fire or campfire (for an fire elemental), or bowl or goblet
of water (for a water elemental); 2) a clear crystal (for air ENHANCE WEAPON
elemental), a green gem or piece of jade (for earth elemen-
tal), a red or orange gem (for fire elemental), or a blue or Discipline: Death, Earth
blue-green gem (for water elemental). A lock of hair from Prerequisites: Magical Arts: Earth, Fire, or Life level 1
a Fire Giant, Frost Giant, Earth Titan, or Storm Titan grants DL: 10
+2 to ritual castings of this spell. Stamina Cost: 2
Casting Time: 1 action
Details/Description— Range: Touch
Perhaps developed by sorcerers afraid (or otherwise un- Effect Area: 1 manufactured weapon
willing) to traffic with demonic creatures from the Neth- Duration: 10 minutes
er-world, this slightly less potent summoning spell deals Ritual Components: At least two of the following—1) An
with less intelligent beings, elemental “spirits” infused—if anvil; 2) a set of exceptional-quality smith’s tools; 3) a horn,
only temporarily—within the physical shells of their own tusk, or tooth of a predatory creature; 4) a cavern inside a
element. They often appear as vaguely humanoid in shape, volcano. An arrowhead or weapon hilt of heroic-quality, or
but can easily take on other forms without changing their a lock of beard-hair from a Duergar lord, grants a further +1
general mass (see Chapter 22—Supernatural Creatures for bonus to ritual castings of this spell.
more information on Elementals).
A magician attempting this spell must have at least 5 skill

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Details/Description— wine and ale, leaving behind a dry, worthless residue of


Sometimes known in the North-lands as “Shield-biter,” its former existence. Poisons place in liquids would also be
this spell allows a magician to increase the effectiveness of effectively neutralized by an Evaporate spell. Furthermore,
any melee weapon or piece of ranged ammunition (such creatures comprised of water or ice—such as Water Elemen-
as an arrow or sling-stone). The weapon’s Armor Piercing tals—take 5 points of Health damage when targeted by this
improves by +2. If the weapon type in question normally spell, although they receive an Endurance roll to resist this,
doesn’t have an AP rating, it will now. the DL being the mage’s Magical Arts roll result.
Note that the spell directly affects the weapon—be it
dagger, axe, spear, arrow, or javelin—and not the attacker. Critical Success:
Thus, if another character or creature picks up a discarded 1) You expend two Stamina point less than normal.
Enhanced Weapon it will function for that combatant as 2) The effect area is doubled.
well for the spell’s duration. 3) If targeting a water-based creature, the creature takes 10
Health damage instead of merely 5 if it fails its Endurance
Critical Success: resistance roll.
1) You expend two Stamina less than normal.
2) You enhance to weapons instead of merely one, which Critical Failure:
must be within one yard of each other. 1) You are Sickened for one full round per point of critical
3) The weapon’s quality is increased by one category (e.g. failure as the fluids of your own body are temporarily af-
average to exceptional, exceptional to master-crafted, etc.). fected.
2) You acquire the Phobia (deep water) weakness, minor
Critical Failure: version.
1) You inadvertently cause the weapon to suffer -1 to AP for 3) You expend two additional Stamina points.
one full minute.
2) You acquire the Cursed (cannot wield steel weapons) or
Obsession (battle or warfare) weakness, your choice, both
minor versions. FAR-SIGHT
3) You expend two additional Stamina points.
Discipline: Water, Shadow
Prerequisites: Magical Arts: Water or Shadow level 3
DL: 10 for up to ten miles distance / 15 for up to one-hun-
EVAPORATE dred miles distance
Stamina Cost: 2 / 3
Discipline: Air, Fire. Casting Time: 1 minute
Prerequisites: Magical Arts: Air or Fire level 1 Range: Up to 100 miles
DL: 10 for a three cubic-yard area / 15 for a six cubic-yard Effect Area: 5 square-yard viewing area
area Duration: 1 minute
Stamina Cost: 1 for DL 10 / 2 for DL 15 Ritual Components: At least two of the following—1)
Casting Time: 1 action a bowl of water (one pint or more); 2) a mirrored surface
Range: 5 yards such as a silver platter or burnished bronze shield; 3) a crys-
Effect Area: 3 cubic-yard or 6 cubic-yard area tal prism. The eye of a Cyclops or Giant Eagle grants an
Duration: Permanent additional +1 bonus to all ritual castings of this spell.
Ritual Components: At least two of the following—1)
Handful of salt or sand; 2) bowl of water or wine; 3) being Details/Description—
within an area of heavy fog. The sandy essence of a Sand Using a bowl filled with at least one pint of water, a suc-
Demon or chunk of earth that once comprised an Earth cessful casting of this spell enables the magician to see a far-
Elemental grants a +1 bonus to ritual castings of this spell. away scene, a practice known to the Prydonians as “clair-
voyance” and perhaps to others as “remote viewing.” The
Details/Description— mage can effectively view a location known to him—one
This relatively simple spell enables a magician to instantly that he or she has personally visited or has detailed informa-
evaporate a source of water, either three cubic-yards or six tion about—up to a hundred miles away. If the location is
cubic-yards in area, up to five yards away. If more than not familiar, then the divining magician can instead concen-
one source of water is within the effect area (such as mul- trate on a known creature (or one from whom he owns a
tiple mud-puddles or flagons of water), then all of them lock of hair, drop of blood, or fingernail shaving).
are affected. An Evaporate spell will affect (at least in part) The area the sorcerer is able to discern is roughly a 5
ponds, pools, bogs, creeks, fountains, and the like, although cubic-yard area, which is about the size of a large pavilion
if the water source is free-flowing—such as a waterfall or tent or two rooms at a fine inn. If the viewing area has poor
aqueduct—then the source will, naturally, refill eventually. lighting, then the magician will see into poor illumination
Ice and snow are, subsequently, affected as well, leaving as well; however, daylight and torch (or campfire) light is
little more behind than a light fog. enough to discern the scene with some detail. Far-sight, as
This spell can also affect water-based liquids, such as the name implies, is visual only, so there are no audible and

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olfactory elements to what the mage sees. However, read- If an ally spends at least one action attempting to quell
ing lips is possible, which usually requires a DL 15 Language the fear in an affected subject, then the subject receives an-
or Perception roll to interpret the general meaning of what other Resolve roll on its next turn (the DL is the mage’s orig-
is being said, if anything. inal Magical Arts roll result); if successful, then the spell’s
Creatures viewed do not generally know they are being effects end immediately on that creature.
watched, although if there is cause to guess or assume such,
the GM might allow a DL 25 Magical Arts or Perception Critical Success:
roll to detect some “watchful presence.” Rare supernatural 1) The affected subject(s) is Cowering instead.
beings might be able to sense this presence as well, as might 2) The spell’s duration is doubled.
characters with Second Sight. Far-sight can be blocked by a 3) The spell effects creatures even beyond Physique +20.
Scry Ward spell, but only if the caster of the latter’s original 4) You expend two Stamina less than normal.
Magical Arts result is higher.
Critical Failure:
Critical Success: 1) Fear swells in your own heart and you are Stunned for
1) You expend two Stamina less than normal. one round per point of critical failure.
2) The spell’s duration is doubled. 2) You acquire the Phobia (any type of your choosing—mi-
3) The spell’s range is doubled. nor version) or the Tainted weakness, your choice of which.
4) You tap into a brief source of clairaudience, enabling you 3) You expend two additional Stamina points.
to hear the viewed scene as well.

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

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Physique of +7 or more. the light of a full Greater (or Lesser) Moon, or a version in
3) The spell’s terminus effect area increases to 3x3 yards. which several drops of blood must be placed upon the page
4) Your target(s) catches fire and will take another 3 Health in order to invoke the writing.
damage on their next turn unless they spend two actions
smothering the flames. Critical Success:
1) The magic is potent enough to scribe a longer message,
Critical Failure: up to 300 characters (or 60 words) in length.
1) A nimbus of fiery air surrounds you for a brief instant, 2) You expend two Stamina points less than normal.
dealing 1 Health point of damage to you per point of criti- 3) Once your Fire-script is invoked on the page, it becomes
cal failure (armor does not count here). permanent and does not fade away (if you so choose).
2) You accidentally ignite a combustible item on your per-
son or within one yard of you. Critical Failure:
3) You gain the Obsession (fire) or Phobia (fire) weakness, 1) Your fingertips burn for a brief moment, causing you to
your choice of which, both minor versions. suffer 1 point of Health damage per point of critical failure.
4) You expend two additional Stamina points. 2) You acquire the Obsession (fire) or Phobia (fire) weak-
ness, your choice of which, both minor versions.
3) You expend two additional Stamina points.
FIRE-SCRIPT
Discipline: Fire, Shadow FIRE-SHAPING
Prerequisites: Magical Arts: Fire or Shadow level 1
DL: 10 Discipline: Fire.
Stamina Cost: 2 Prerequisites: Alchemy level 1 and Magical Arts: Fire lev-
Casting Time: 1 minute el 5
Range: Touch (magician must write the message) DL: 10 for a small fire / 15 for a large fire
Effect Area: 1 sheet or parchment or papyrus Stamina Cost: 1 / 2
Duration: Up to one month or until invoked by firelight Casting Time: 1 action
(see below) Range: 10 yards
Ritual Components: At least two of the following—1) a Effect Area: One fire-source up to the size of 3x3 cu-
crucible or brazier of fire; 2) four red candles; 3) a pinch of bic-yard area
red gem dust; 4) an ancient tome or scroll. A lock of hair Duration: 1 minute (or focus)
from a Fire Giant or Sword-Angel grants an additional +1 Ritual Components: At least two of the following—1)
bonus to ritual versions of this spell. Crucible or brazier of smoke or fire; 2) a pinch of soot or
ash; 3) three lit red candles; 4) being inside a volcano. A
Details/Description— lock of hair from a Fire Giant or ashes left in the wake of
This somewhat rare spell was once known only by the such a Fire Elemental grant an additional +1 to ritual spell rolls.
sects as the Priestesses of Signa, in the north, and possibly
the Templars of Agathon in the central and south. In fact, Details/Description—
members of these sects—as well as Priests of Atores—gain This spell enables a magician to gain control of any sin-
a +1 bonus to Magical Arts skill rolls to learn and cast this gle fire-source within range, from a candle-sized flame to
spell. as large as a massive bonfire or funerary pyre. The pyro-
A Fire-script spell enables a magician to scribe hidden mancer can enlarge the controlled fire up to twice its size
messages, up to 200 total characters (or about 40 words) and/or reshape it to where it strikes out at an enemy, catch-
in length. It only becomes visible by running a fire-source— es fire to a nearby object or substance, or other whatever.
such as a candle, lamp, or torch—along the parchment or If using it to attack, note that a torch-sized flame has a
papyrus (within an inch of it) for a full half-minute. Another Reach of 1 yard, a campfire-sized fire has a Reach of up to
half-minute later, the writing will begin to appear, glowing 2, and a larger fire (up to 3x3 cubic yards) has a Reach of up
faintly red-gold on the parchment or papyrus. (No other to 3. Attacked creatures must succeed in an Acrobatics skill
writing surfaces will work save perhaps for fine leather, sail- roll against a DL set by the mage’s Magical Arts: Fire roll.
cloth, or silk.) The missive appears, in the original language Failure means the victim takes 1 point of Health damage per
in which it was scribed, for one minute’s time. After this, it point of failure. Maximum damage is 5 for a campfire-sized
fades to nothing, never to be re-invoked again. Fire-script or smaller fire and 10 for a larger fire. As with all fire effects,
spells are clearly meant to be a mystical means to convey a armor only counts as half effective.
secret or sensitive message to, ideally, someone who knows Another use of this spell is shaping a large fire-source into
the sender and his or her magical capabilities. Obviously, a vaguely monstrous form or visage, perhaps resembling
the mage must know how to write the language in question a Fire Elemental, fiery demon, or some similarly terrifying
being used. thing. All onlookers within 5 yards of this flaming horror
Rumors claim that there are other similar versions of the must succeed in a Resolve (resist fear) roll versus a DL set by
Fire-script spell, such as writing that only reveals itself in the sorcerer’s Magical Arts: Fire roll result. Those failing are

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Intimidated by the fiery “creature,” although those failing another round causing 5 more points of Health damage
by 10 or more are Terrified instead. (armor rating halved).
Note that a magician can’t create both above effects un-
less he or she gains a critical success when casting this spell Critical Success:
(see below): 1) You expend two less Stamina points.
2) The bolt continues on after striking the target, affecting
Critical Success: another target of the mage’s choice within 3 yards.
1) The maximum damage of an attacking fire-shape increas- 3) The fire takes two actions for a target to put out, but still
es by 5. deals 5 Health damage during the process.
2) if shaping a fire-source into a terrifying visage, the effects 4) You cause the target creature to drop his weapon or
of those failing their Resolve rolls are Terrified and those shield (your choice) due to the intense sudden heat; the
failing by 10 or more are Cowering. object will be too hot to touch for one full round.
3) You manage to control a fire-source able to both attack 5) The flaming bolt knocks the target prone, unless its Phy-
and frighten as per in the description above. sique is +10 or higher.
4) The spell’s duration is doubled.
5) the effect area is doubled to a 6x6 cubic area. Critical Failure:
6) You expend two Stamina points less. 1) You expend two additional points of Stamina.
2) Your skin burns momentarily, causing you 1 point of
Critical Failure: Health damage per point of critical failure (armor does not
1) You cause a random flammable object on your person to help here).
suddenly burst into flame, destroying it within one round; 3) You acquire the Obsession (fire) or Phobia (fire), your
if you spend two actions to put it out, you can save the choice, both minor versions.
object, but you take 1 point of Health damage per point of
critical failure.
2) You expend two additional Stamina points.
3) You gain the Obsession (fire) or Phobia (fire) weakness,
FLIGHT
your choice, both minor versions.
Discipline: Air
Prerequisites: Magical Arts: Air level 5
DL: 10 to slow fall or levitate / 15 for forward flight
FLAMING BOLT Stamina Cost: 1 + 1 per minute
Range: Self or Touch
Discipline: Fire Effect Area: Up to five willing creatures (see below)
Prerequisites: Magical Arts: Fire level 5 Duration: Up to 10 minutes (or focus)
DL: 10 Ritual Components: At least two of the following—1) a
Stamina Cost: 3 bird’s feather; 2) a bone from an eagle, hawk, or owl; 3) a
Range: 20 yards pinch of sand gathered in a sandstorm; 4) an oak or maple
Effect Area: One target within range leaf gathered before hitting the ground. A feather from a
Duration: Instantaneous Winged Horse or lock of hair from a Storm Titan grants an
Ritual Components: At least two of the following—1) additional +1 bonus to ritual castings of this spell.
a pinch of garnet or ruby dust; 2) a pinch of Sulphur; 3) a
partially burnt arrow or crossbow bolt. A lock of hair from Details/Description—
a Fire Giant or pinch of dried lava from a Lava Demon This spell enables a skilled magician to perform several oth-
grants an additional +1 bonus to ritual versions of this spell. erwise impossible feats. Firstly, it can be utilized to levitate
up or down (without forward movement), with the mage
Details/Description— being able to attain a height of up to 20 yards from ground
This use of fire-magic enables a magician to instantly shoot level. This can also be “quick-cast” as a Reaction to falling,
a small, but deadly, bolt of flame from his or her hands. This although the mage in this case suffers a -2 penalty to the
might damage small flammable objects, perhaps destroying Magical Arts: Air roll due to the split-second nature of a
extremely combustible things such as straw, wool, wood- surprise or sudden fall. This costs the mage but 1 Stamina
en crates, etc. If the target is a creature, then the mage’s point.
Magical Arts roll result is compared to the target’s Dodge The second use of this spell is even more fantastical,
Defense, with one point of damage occurring per point of enabling the magician to fly with forward momentum at
success. Per usual, armor only counts as half-effective against twice his or her normal Mobility (armor penalties still ap-
fire effects, and the maximum damage here is 10 points. ply). Naturally, hazardous and challenging terrain can be
If the magician succeeds by 10 or more in his Magical avoided—including water surfaces—so overland move-
Arts: Fire roll (versus the target’s Defense), then the target ment is seldom (if ever) slowed down. Thus, a mage with a
also catches fire (unless a Water Elemental or the like). If the Mobility of 10, for example, could fly 20 yards per action
target spends two actions putting the fire out on its turn, or a little over 2 miles in about ten minutes. This costs the
no further harm is done; otherwise, the target will burn for magician 1 Stamina point, plus an additional Stamina per

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minute of flight-time. Maximum height from the ground or freeze solid.
surface is 20 yards. A Freeze Water spell also affects other liquids—such as
If the air-mage so desires, he or she may take up to four wine, ale, blood, urine, and even acid—but at only half the
other passengers along, but they must be willing partici- spell’s normal effect area and duration. Note that certain
pants and have an Intellect no lower than -3. These passen- supernatural creatures, such as Water Elementals, can be
gers must touch or hold on to you while in flight (or else harmed by a Freeze Water spell cast upon them, suffering 1
they will plummet to the ground), and maximum height point of Health damage per point of failure on an Endur-
from the surface below is 20 yards. Furthermore, unless the ance resistance roll (maximum of 10 points’ damage).
passengers have flown before (doubtful), they must succeed If opposed by a rival magician’s Melting spell, then the
in a DL 10 Agility or Willpower roll in order to keep them- higher of the two Magical Arts rolls results—between the
selves righted during flight; if failing by 10 or more, they two mage’s—wins out.
have become disoriented or slightly sickly (per the Mild In-
ebriation condition). Critical Success:
1) You expend one less Stamina point.
Critical Success: 2) The spell’s effect area is doubled.
1) You expend two less Stamina points at the initial casting 3) The spell’s duration is doubled.
of the spell 4) If casting on a water-based creature, the maximum dam-
2) The spell’s duration is doubled. age is doubled.
3) Flight speed improves to 3x Mobility instead of merely
x2. Critical Failure:
1) A terrible chill runs through your bones causing you to
Critical Failure: become Stunned for one round per point of critical failure
1) You suffer a -1 penalty to all die rolls and Defense, due to 2) Your fingers become mildly frostbitten, causing you to
dizziness, for one round per point of critical failure. suffer a -2 penalty to all die rolls requiring use of your hands
2) You expend two additional Stamina points. for one minute
3) You acquire the Obsession (fire) and Phobia (fire) weak- 3) You gain the Obsession (ice or snow) or Phobia (fro-
ness, both minor versions, your choice. zen lakes or deep snow) weakness, your choice, both minor
versions.
4) You expend two additional Stamina points.
FREEZE WATER
Discipline: Air, Water GHOST-FENCE
Prerequisites: Magical Arts: Air or Water level 1
DL: 10 for a small area / 15 for a large area Discipline: Death, Shadow
Stamina Cost: 1 / 2 Prerequisites: Magical Arts: Death or Shadow level 1
Casting Time: 1 action DL: 10 for a line up to 10 yards long / 15 for an enclosed
Range: 10 yards area up to 10x10 yards
Effect Area: Up to a 10-square yard area Stamina Cost: 2 / 4
Duration: 10 minutes Casting Time: 1 minute
Ritual Components: At least two of the following—1) Range: Touch
Bowl or chalice of snow or ice; 2) a shard of crystal quartz; Effect Area: A line up to 10 yards in length or a 10x10
3) a bone from a frozen corpse; 4) a pinch of diamond or yard enclosed area
sapphire dust. The frosty essence of an Ice Demon or the Duration: 12 hours
tooth of an ice-breathing Dragon grants an additional +1 Ritual Components: Must have the following, even if
bonus to ritual castings of this spell. a non-ritual: two or four humanoid skulls (depending if a
line or enclosed effect). In addition, must have at least one
Details/Description— of the following—1) four rune-carved bones; 2) four black
This relatively simple spell enables a magician to instantly or red candles; 3) being within a known haunted space.
freeze an area or volume of water. For the DL 10 version, A handful of dirt “walked” over by a Shadow-daemon or
this is an area of water up to 5 square-yards in size; for the Wraith (any type), or a piece of blood-soaked hair or cloth-
DL 15 version, this area can be as large as 15 square-yards. If ing from a Banshee, grants an additional +1 bonus to ritual
a surface of a lake, pond, or river, the ice becomes one inch castings.
thick per square-yard of area. On swiftly moving waters,
such as a waterfall, this spell has virtually no effect. Details/Description—
Frozen surfaces can thusly be crossed by most creatures, A somewhat barbarous and shamanic spell, the magician
with Physique +15 being the maximum-sized creature with- must place either two (for the DL 10 effect) or four skulls
out breaking through the ice for the lesser effect; Physique (for the DL 15 version) to mark the Ghost-fence itself, be it a
+20 for the greater version. If a small vessel of water, such line or an enclosed area, respectively. If cast successfully, any
as a flagon or trough, then the area is small enough to creature not considered an ally of the mage must succeed

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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

218 SPELLS & MAGIC


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Duration: 1 minute Stamina Cost: 2 / 4 (plus Health point cost—see below)


Ritual Components: At least two of the following—1) Casting Time: 1 action
Bowl or brazier of fire; 2) a mirror or object with a mir- Range: Touch or 1-yard radius
rored surface; 3) a pinch of green gem dust; 4) being al- Duration: Permanent
most anywhere in the Shadowlands. A lock of hair from a Ritual Components: Two of the following—1) three
Demon Hag or a drop of blood from a Banshee grants an white or red candles, 2) several drops of fresh blood, or 3)
additional +1 to ritual castings of this spell. a bowl of boiled water or fresh spring water. A lock of hair
from an angelic creature or the intact blossom of a Blood-
Details/Description— thorn tree grants an additional +1 bonus to ritual castings
When successfully cast, this potent spell causes greenish hell- of this spell.
fire to seemingly erupt from the very ground (or even a
watery surface). All enemy observers within 5 yards of this Details/Description—
green flame must succeed in a Perception or Resolve roll— You touch a singular living creature, which restores 1 Health
against a DL set by the magician’s Magical Arts roll—or point plus 1 point per 2 points of success on your Magical
become mesmerized, gaining the Stunned condition for one Arts skill roll (but no higher than the creature’s maximum
full round. Furthermore, creatures failing this initial Percep- Health). For example, if your roll result is 17, then you
tion or Resolve roll, who are also caught within the spell’s would heal the target 4 Health points.
effect area, must then also succeed in a DL 15 Endurance For the greater DL 15 version, you heal every living crea-
roll (resist fire or pain specialty) or become immediately ture within one yard of you the same amount of Health as
Unconscious. On a critical failure, the creature is instantly mentioned. (Maximum Health points restored per casting
slain, the mind convincing the body that it was horribly and is 10 in either application.) Note, however, that you take
fatally burned. 1 point of Health damage yourself for the lesser version
To those succeeding in the initial Perception or Resolve of this spell, and 2 points for the greater radial version (in
resistance roll, they merely see a shadowy flicker of harm- addition to the Stamina cost). This represents using a small
less greenish light, smoke, or mist. If such creatures commu- measure of your own life-force to fuel the spell. As such,
nicate to their comrades that the Glamour-fire is illusory, healing-magic in the SK world can be quite rare.
then those allies gain a second Perception or Resolve roll A Heal Wounds spell has no effect on poisons, diseases,
on the following round; if this is failed, a third chance is curses, and other such maladies and conditions (but see the
impossible without vastly altered circumstances (such as Cure Ailment spell entry).
a close-by friend clearly passing through the green flames
without harm, etc.). Even then, it might be too late if the Critical Success:
creatures are within the effect area of the flames themselves. 1) Any additional Health points healed over the target’s
For matters of flying creatures, or large creatures who maximum are kept, up to an amount equal to two plus the
can leap high, the Glamour Fire is approximately ten feet in patient’s Vigor for one hour’s time.
height. It cannot be moved by the magician after casting it, 2) You expend two Stamina points less than normal.
but requires no focus by the mage once brought into being. 3) You boost the patient’s Vigor by +1 for one hour.
4) You grant the target +2 to Stamina for one hour.
Critical Success:
1) You expend two less Stamina. Critical Failure:
2) The effect area is doubled. 1) The patient feels worse, suffering a -1 to Vigor for one
3) The spell’s duration is doubled. hour.
4) The fire creates an especial sensation of heat, increasing 2) You take some of the hurt and pain into your own body,
the Endurance resistance DL to 20. suffering an additional point of Health and Stamina damage
per point of critical failure (maximum of 5).
Critical Failure: 3) You gain the Disfigured or Phobia (of fresh blood—
1) You expend two additional Stamina points. minor version), your choice of which; if you critically fail
2) A burning sensation runs painfully through your body, this resistance roll, then you acquire the Lame or Maimed
causing you to become Stunned for one minute per point weakness (your choice) instead.
of critical failure. 4) You expend two additional Stamina points.
3) You acquire the Obsession (of the Shadow-world) or
Phobia (of fire) weakness, your choice, both minor ver-
sions. HEIGHTEN DURABILITY
Discipline: Earth, Life
HEAL WOUNDS Prerequisites: Magical Arts: Earth or Life level 1
DL: 10 for enhancing an object / 15 for enhancing a creature
Discipline: Life Stamina Cost: 2 / 3
Prerequisites: Magical Arts: Life level 1 Casting Time: 1 action
DL: 10 for a single creature / 15 for a radial effect Range: Self or Touch
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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

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with a Morale Rating of 20 + its master’s Magnetism. This list above.
means it will do just about anything the creator-mage de-
mands, short of an obvious and meaningless act of self-de- Critical Failure:
struction. The Homunculus, which appears as a two-foot 1) You expend one additional (non-permanent) Health
tall humanoid (sometimes with flightless wings or green- point.
ish-yellow skin), has the following statistics: 2) You expend two additional Stamina points.
3) You suffer the Sickened condition for one hour.
Ƕ Attributes: Agility +2, Physique -3, Vigor -1, In- 4) You obtain the Madness, Obsession (power), or Phobia
tellect -2, Magnetism -1, Willpower +0. (artificial life-forms) weakness, your choice of which one,
Ƕ Derived Traits: Health 4/2; Stamina 9/4; Initia- all major versions.
tive +2; Mobility 9; Luck 0; Defense 12. Renown is half
that of its master.
Ƕ Talents (choose two): Agile Climber, Grit,
Light Sleeper, Magic Affinity, Night-sighted, or Quick
Healer, Tireless.
Ƕ Weaknesses (choose one): Addiction (blood),
Obsession (carnal lust or pilfering), Phobia (fire or large
creatures), or Tainted.
Ƕ Key Skills: Perception +2 (smell or taste +3), Per- ICE BLADE
suasion +1 (bluffing or intimidation +2—choose one),
and Stealth +4. Discipline: Water
Ƕ Languages: Crudely speaks (but does not read or Prerequisites: Magical Arts: Water level 3
write) one tongue known by its creator. DL: 10
Ƕ Other Abilities/Notes: Has a limited form of Stamina Cost: 2
empathic communication with its master, sensing his/her Casting Time: 1 action
general emotions (and vice versa) within a half-mile. Range: Self
Effect Area: Self or 1 held melee weapon
The Homunculus is truly only loyal to its master, al- Duration: 1 minute
though like other type of familiar or intelligent companion, Ritual Components: At least two of the following—1) a
it might obey—to some extent—charismatic individuals frozen ice-sickle; 2) a dagger or knife; 3) a crystal shard. The
associated with its creator over time. The creature can be heart of an Ice Demon or the tooth or claw of an ice-breath-
trained in certain commands and tasks, a number of “tricks” ing Dragon grants an additional +1 bonus to ritual castings
equal 5 + it’s master’s Magnetism. These can be the usual of this spell.
things such as Alarm, Attack, Guard, Hunt, Scout, Perform,
and the like, but since it has an Intellect of -2 (or more), the
Details/Description—
Homunculus is likely to understand slightly more complex
This battle spell conjures forth a sheath of jagged ice that
commands like mounting/riding an animal, pilfering from
coats one weapon held by the magician. If a melee weap-
another creature, distract opponents in combat, etc. GM
on, then the mage uses his Weaponry: Melee skill to attack
discretion applies.
with it per normal; if a ranged weapon, the mage uses his or
Like all Beast Companions, Familiars, and Henchmen,
her Weaponry: Ranged skill to throw it. Regardless of the
the master must spend an action to command the Homun-
actual weapon in question, the weapon’s AP increases by
culus to perform a specific trick or task.
+3 and its maximum damage improves by 3 (this enhances
Note that the Familiar talent is not necessary for creat-
even a weapon that normally has an AP of 0). This is con-
ing or commanding a Homunculus, however pre-existing
sidered cold/ice damage.
familiar might choose to leave its mage-master if a Ho-
If the weapon is dropped, thrown, or given to another
munculus is brought into being to serve. In the very least,
person, the ice shards crumble away immediately, melting
the two familiars will likely not get along particularly well.
soon after (unless in a sub-arctic location). Thus, throwing
The Homunculus earns half the XP that its master earns per
an ice-blade is generally only good for one use.
game-session. Lastly, a Homunculus requires food, water,
A magician with knowledge of the Conjure Water spell
and basic sustenance (such as sleep), preferring raw meats
gains a +1 additional bonus to learn (and cast) an Ice Blade
and grains.
spell.
Critical Success:
Critical Success:
1) You expend one Health point less (but still suffer the per-
1) You expend two less Stamina points.
manent loss of one Health point).
2) The spell’s duration is doubled.
2) You expend two Stamina points less.
3) The maximum damage increases to +10.
3) The Homunculus receives a permanent +1 boost to one
4) A second weapon on your person is also affected by this
Attribute of your choice.
spell.
4) The Homunculus gains one additional talent from the

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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.

Critical Success: Critical Success:


1) You expend two Stamina points less. 1) You expend two less Stamina points.
2) The spell’s duration is doubled. 2) The spell’s duration is doubled.
3) The effect area is doubled. 3) The effect area is doubled.
4) The maximum damage of the quickly rising wall becomes

222 SPELLS & MAGIC


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10. Critical Success:
1) You expend two less Stamina.
Critical Failure: 2) The spell’s duration is doubled.
1) You expend two additional Stamina points. 3) All enemies within one yard of the affected creature suf-
2) A terrible chill courses through you causing you to be- fer the “slowed” effects for one round; 4) The affected tar-
come Stunned for one full round. get drops to zero Mobility and Defense in the first round’s
3) You acquire the Obsession (ice or snow) or Phobia effect.
(snow-covered areas) weakness, your choice, both minor
versions. Critical Failure:
1) You expend two additional Stamina points.
2) A deep and severe chill runs through your body, causing
you to become Stunned for one full round.
ICY TRANSFORMATION 3) You gain the Madness (major version) or Tainted weak-
ness, your choice of which.
Discipline: Death, Life, Water
Prerequisites: Magical Arts: Death, Life, or Water level 5
DL: 15
Stamina Cost: 4 INCINERATE
Casting Time: 1 action
Range: 10 yards Discipline: Death, Fire
Effect Area: 1 creature of Physique +15 or less Prerequisites: Vigor or Willpower +0, and Magical Arts:
Duration: 1 hour Death or Fire level 9
Ritual Materials: At least two of the following—1) Chal- DL: 20 for a creature (or object) of Phy +10 or less / 25 for
ice/bowl of ice or frosty water; 2) A cracked or ice-covered a creature (or object) up to Phy +20
bone; 3) A piece of crystal or sapphire. The icy remains of Stamina Cost: 4 / 6
an Ice-Demon or a fingerbone from a Death-lord of Ander- Casting Time: 1 action
ok yields an additional +1 bonus to ritual castings. Range: 10 yards
Effect Area: 1 creature (or object) up to Physique +20
Details/Description— Duration: Instantaneous
This fell bit of sorcery was once closely guarded by the Ritual Components: At least two of the following—1)
priests of Anderok, and though the spell has recently found Five lit black candles; 2) Brazier ablaze with fire or filled
its way out into the greater world, members of the sect of with ash; 3) Burnt shards of bone. The remnants of a Lava
the Mulovian god of winter and death gain an additional Titan or a scale or tooth from a fire-breathing Dragon grant
+1 bonus to their Magical Arts rolls to learn and cast Icy an additional +1 bonus to ritual castings of this spell.
Transformation.
When successfully cast upon a target, the creature must Details/Description—
immediately succeed in a Resolve roll (versus a DL set by Also called Nether-fire, this powerful sorcery creates in-
the mage’s Magical Arts roll result) or suffer -5 to Defense, tense heat in a relatively small and controlled area, capable
Mobility, and all die rolls. In addition, a creature failing this of internally blasting a single creature of Physique +10 or
Resolve resistance roll must also succeed in an Endurance smaller (the DL 20 version) or up to Physique +20 (DL 25
roll the following round or becomes transformed into solid version). Singular objects can also be targeted instead, the
statue-like ice. A target succeeding in the initial Resolve roll largest possible being roughly the size of a one-room cabin
suffers no ill effect. or a large oak tree.
While in ice-form, a creature is not considered slain, If a creature, then he or she receives an Endurance roll
but can of course be damaged by axes, hammers, picks, or versus a DL set by the magician’s Magical Arts roll result—
whatever. The “statue” has an Armor Rating of 3, the same failure means the creature takes 5 points of Health damage,
number of Health points it had in fleshly form, a Mobility plus one point of Health damage per point of failure. (For
and Defense of 0. Fire, or the effects of a Melting spell, example, a failed Endurance roll of 16 against a DL of 20
bypasses “armor” here and delivers 1 point of damage per would be 9 points of Health damage taken.) Even a success-
round of exposure. Note that an affected target’s clothing ful Endurance roll still deals 5 Health damage to the target
and equipment also becomes ice, save for those of heroic creature. Maximum damage from this spell is 25 points.
or legendary quality. An Incinerate spell is almost like disintegration, the heat
If not destroyed/slain, a target reverts back to its original being so intense that it leaves little more than black ash,
form after the spell’s duration runs its course. In addition, and even flesh and bone is severely burned. Thus, armor is
the original magician can automatically end the spell’s ef- completely ineffective against the effects of this spell, and
fects before such time if he or she should so choose. Crea- for every 5 points of damage dealt, the victim loses one
tures larger than Physique +15 are immune to an Icy Trans- point of armor rating (+5 to the Crafting DL to repair).
formation spell. Wounds caused by this spell are hideous and absolute, and
so the DLs for treatment via the Healing Arts skill and Cure

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Wounds spells are increased by +5. haps smaller. There are easily two dozen known “telepor-
Note that objects, or clothing worn by targeted crea- tation portals” across the known continent of Astagonia,
tures, do not catch fire apart from the possible effects of a and probably two or three times that number in regards to
critical success. secretive or lesser known locales (not to mention a dozen
or two in the East). The GM may call for a successful Lore
Critical Success: roll to know where most of these points are, a DL of 20-25
1) You expend two less Stamina points. being about right. Furthermore, the mage must know or
2) The object or creature catches fire, requiring two actions be aware of his “landing target,” the final destination of
to extinguish or else an additional 3 points of damage oc- his mystical journey. It is possible, however, to attempt an
curs during the creature’s next turn. Instant Travel to an unknown gateway-place, but the DL in-
3) The fire is especially hot, causing the target to become creases by 5 and if the spell is a critical failure, the mage and
Stunned for one full round (in addition to the damage). all passengers are doomed to appear in solid earth, slaying
them all instantly.
Critical Failure: An Instant Traveling magician may take others along
1) You expend two additional Stamina points. with him or her, up to a total of a dozen total travelers.
2) Intense heat courses through you, and you are thusly This includes equipment as well, although note that a horse
Sickened for one round per point of critical failure. or other mount counts as one creature; however, for the
3) You obtain the Obsession (necromancy or fire), Phobia purposes of this spell, a creature of Physique +15 or more
(necromancy or fire), or Tainted weakness—your choice of counts as “two creatures” and one of Physique +16 to +30
which one, all major versions. counts as three. Creatures larger than Physique +30 are un-
able to Instant Travel.
Note that Dark Sidhe and Eluna Sidhe characters gain a
+1 bonus to learn and cast this spell, as do all Druid-priests,
INSTANT TRAVEL Priestesses of Romega, and Priests of Atores. These cultures
and sub-cultures have a deeper and more ancient under-
Discipline: Air, Earth, Shadow standing of travel-magic and “time flow”.
Prerequisites: Magical Arts: Air, Earth, or Shadow level
9 and Lore level 3 Critical Success:
DL: 20 for magician only / +2 to DL per additional pas- 1) You expend three Stamina points less.
senger 2) You may appear in a “gateway” location up to 100 miles
Stamina Cost: 6 for magician, plus 3 per additional pas- further than your intended target if you so choose.
senger 3) You’re able to take two more creatures with you (in the
Casting Time: 1 minute general vicinity) if you so choose.
Range: Varies (see below, but usually no more than 300
miles) Critical Failure:
Effect Area: Varies (see below, but usually a 3-yard radius 1 You expend three additional Stamina points.
around magician) 2) You and all passengers appear in the either the Shad-
Duration: Instantaneous ow-world (50%) or Nether-world (50%), where survival
Ritual Components: All three of the following—1) Feath- might be an issue.
ers from an eagle, hawk, or honing bird; 2) A horseshoe; 3) 3) You gain the Madness (any sort approved by GM) weak-
A handful of pebbles from a well-used road. A lock of hair ness, major version.
from any Angel, Demon, or Faerie grants an additional +1 4) You gain the attention of an Otherworldly being, who
bonus to ritual castings of this spell. proceeds to exact its violent anger upon you unless you can
succeed in a DL 25 Persuasion roll to negotiate with it (and
Details/Description— even then, it will want something for disturbing its rest).
Perhaps one of the most potent of mortal-known spells,
and often well-guarded because of this fact, Instant Travel
(sometimes called ‘Teleportation’ by scholarly Prydonians)
allows a magician—and possibly other allies—to cover long
MAELSTROM
distances in little more than the blink of an eye. However,
Discipline: Water
one cannot simply “teleport” without a marker, a “way-sta-
tion” usually located along a major ley-line. Most often, Prerequisites: Magical Arts: Water level 7 and Sailing
these are standing stones (or “stone circles”), great men- level 1
hirs, nemetons, and occasionally temple-buildings, sacred DL: 15 for a large whirlpool / 20 for a great maelstrom
groves, and other sacred places (or “places of power”), and Stamina Cost: 3 / 5
by leaving this gateway, the mage and any “passengers” Casting Time: 1 action
end up at another similar point, up to 100 leagues (or 300 Range: 60 yards
miles) away. Effect Area: Up to a 20-yard diameter area or 50-yard
Most of these “gateway locations” are at least 10 yards diameter area.
in diameter, with some being even larger and a few per- Duration: 1 minute

224 SPELLS & MAGIC


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Ritual Components: At least two of the following—1) MELTING


Large bowl of stirred water; 2) A pearl; 3) a nautilus shell;
3) A piece of flotsam from a shipwreck. A Sea Serpent’s Discipline: Air, Fire
scale or lock of hair from a Storm Titan grants an additional Prerequisites: Magical Arts: Air or Fire level 1
+1 bonus to ritual castings of this spell.
DL: 10 for a small (5x5 yard) area / 15 for a large (15x15
yard) area
Details/Description—
Stamina Cost: 1 / 2
This spell creates a mighty swirling effect in a body of water
Casting Time: 1 action
(which must be at least the size of a Lorinthian bathing-pool
Range: 10 yards
or small pond), turning it into a powerful churning whirl-
pool (the DL 15 version) up to 20 yards in diameter or a Effect Area: Up to a 15x15 yard area
maelstrom (DL 20 version) up to 50 yards across. Duration: 10 minutes
Any creatures, that are not natives to the body of water Ritual Components: At least two of the following—1)
in question, must succeed in an Athletics (swimming) roll Lamp or brazier of fire; 2) Bowl or cup of lukewarm water;
against a DL set by the magician’s Magical Arts roll result 3) A pinch of snow or butter; 4) Being inside a known vol-
or become essentially “grappled” by the inexorable pulling cano. A Dragon’s scale or a master-crafted sun-symbol of
of the whirlpool-like effect. On his turn on the following Signa grants a +1 bonus to ritual castings of this spell.
round, the creature may attempt the Athletics roll again,
with failure this time meaning the creature has been sucked Details/Description—
under the water’s surface. He or she will become disorient- Virtually the opposite of a Freeze Water spell, this spell
ed, suffering the effects of the Sickened condition, and must enables a magician to melt ice and snow, and to a lesser
extent, other materials such as butter, tallow, wax, and the
now succeed in a DL 20 Endurance roll—failure means 1
like. The area affected is up to a 5x5 yard area (DL 10 ver-
point of Health and Stamina damage per point of failure
sion) or more than that, up a to 15x15 yard area (the DL 15
from pummeling and water intact. The creature may still
version). The depth of this melting effect, mainly in regards
attempt Athletics (swimming) rolls each round, but with all
to dense ice, is the same measure in feet—for example, five
penalties already mentioned.
feet deep for a 5x5 yard area.
Ships and other vessels caught in the effect area of a Mael-
Ice-based creatures, such as Ice Demons or Ice Wraiths,
strom spell must have their captains and crew succeed in
can be harmed by a Melting spell if they fail an Endurance
a Sailing skill roll (versus a DL set by the mage’s Magical
roll against a DL set by the mage’s Magical Arts roll result.
Arts roll result) or else see their water-craft pulled toward
This is Health damage equal to 1 point per point of failure
the center of the swirling waters. They may attempt this
(maximum of 10 points).
roll again on the next round, if need be, with a failure this
The effect area remains heated for up to the 10-minute
time meaning that the vessel has been overwhelmed by wa-
duration, so re-freezing will not occur during the time. Note
ter and will sink in 1d20 rounds (GM rolls secretly). Crew
that when rival mages cast Freeze Water and Melting in the
members in the water will need to make Athletics (swim-
same effect area, the higher of the two Magical Arts roll
ming) rolls as outlined above. Note that in the lesser (DL
results “wins out.”
15) whirlpool effect, all vessels from rowboat to longship
size gain a +5 bonus to their Sailing rolls to resist the Mael-
Critical Success:
strom’s effects. Larger craft, such as triremes, are immune.
1) You expend two less Stamina points.
For the greater (DL 20) effect, no vessel gains a bonus or is
2) The spell’s duration is doubled.
immune.
3) The area effect is doubled.
4) If being targeted at an ice-based creature, the creature
Critical Success:
is also Stunned for one round in addition to the Health
1) You expend 2 Stamina points less.
damage.
2) The spell’s duration is doubled.
3) The effect area is doubled.
Critical Failure:
1) You expend two additional Stamina points.
Critical Failure:
2) You experience a brief sensation of internal heat which
1) You expend 2 additional Stamina points.
causes you to become Sickened for one round per point of
2) A terrible sensation of drowning suddenly strikes you,
critical failure.
causing you to become Sickened for one round per point
3) You acquire the Obsession (fire or ice) or Phobia (fire or
of critical failure.
ice) weakness, your choice, both minor versions.
3) You acquire the Madness or Phobia (or deep water or
sea-storms) weakness, your choice of which, both major
versions.

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MENTAL MESSAGE Casting Time: 1 action


Range: 15 yards
Discipline: Air, Shadow Effect Area: 1 creature
Prerequisites: Magical Arts: Air or Shadow level 1 Duration: 1 minute (or focus)
DL: 10 for line of sight / 15 for up to one league away Ritual Components: At least two of the following—1) A
Stamina Cost: 1 / 2 piece of broken human skull; 2) Three red candles; 3) A lock
Casting Time: 1 action of hair from a known madman (or madwoman). A pinch
Range: Line of sight up or to one league away (see below) of dirt from the Isles of Night or a piece of matter from a
Effect Area: 1 creature of Intellect -3 or higher Nether-ooze grants an additional +1 to ritual castings.
Duration: Instantaneous
Details/Description—
Ritual Components: At least two of the following—1) A
This dreaded spell allows a magician to inflict pain upon
conch shell; 2) A signal-horn; 3) A feather from a sparrow,
another living creature from a distance. The torment
wren, or honing-bird. A lock of hair or fingernail from an
stems from the victim’s brain, and so comes from no vis-
Angel or a Sidhe lord or lady grants a +1 bonus to ritual
ible force—the mind inflicting a sort of harsh, delusional
castings of this spell.
punishment. A creature successfully targeted with a Mental
Torment spell must succeed in an Endurance or Resolve roll
Details/Description—
This spell enables a magician to send a silent message, up (victim’s choice)—against a DL set by the mage’s Magical
to 20 words in length, to a target within line-of-sight (the Arts roll result—or take one point of Stamina damage per
DL 10 version) or up to one league (3 miles) away (DL 15 point of failure (maximum of 5). In addition, the target
version). However, in the latter case, the recipient must be suffers a -2 penalty to Defense, Mobility, and all die rolls.
a known kinsman or ally and the casting mage must possess The target gains another Endurance or Resolve roll at the
a lock of the target’s hair, a fingernail shaving, or a drop of beginning of its turn (if in combat) to overcome the spell,
blood. Possessing the True Name talent, and having knowl- with a failure seeing the horrible effects continue.
edge of the Mental Message recipient’s true (or birth) name, This spell lasts for up to one minute, assuming if the ma-
can be substituted for the bit of hair, fingernail, or blood. gician continues to focus on it. Note that the Stamina dam-
This communication is one-way, so any verbal or mental age that a victim receives remains until normally recovered.
response the message-receiver makes goes unheard by the
magician. Critical Success:
Note that Mental Message is language-dependent, the 1) You expend two Stamina point less.
message-sender choosing which of his or her known tongues 2) The victim Stunned for one round after the spell’s normal
to send the message in at the time of the spell’s casting. effects end.
3) The victim also doubles over, falling prone, due to the
Critical Success: intense pain.
1) You expend two less Stamina points. 4) The target also takes 5 points of Health damage.
2) You tap into enough power to send up to a 40-word
message if you so desire. Critical Failure:
3) The message is delivered in a second known language 1) You expend two additional Stamina points.
as well. 2) A flash of intense pain flashes through your mind, causing
4) All allies of the recipient, within 5 yards, “hear” the Men- you to become Stunned for one full round.
tal Message as well if the sending-mage so desires. 3) You are Sickened for one round per point of critical fail-
ure.
Critical Failure: 4) You gain the Obsession (pain or torture—minor version)
1) You expend two additional Stamina points. or Tainted weakness, your choice.
2) A terrible headache suddenly swells within you causing
you to become Distracted for one round per point of crit-
ical failure. MIND WASH
3) You gain the Madness (any) or Obsession (gossip) weak-
ness, your choice, both minor versions. Discipline: Death, Life, Shadow
Prerequisites: Magical Arts: Death, Life, or Shadow level
3
MENTAL TORMENT DL: 10 for a humanoid subject / 15 for a non-humanoid
subject
Discipline: Air, Death, Shadow Stamina Cost: 1 / 2
Prerequisites: Magical Arts: Air, Death, or Shadow level Casting Time: 1 action
3 Range: Touch
DL: 15 Effect Area: 1 living creature with at least an Intellect of -4
Stamina Cost: 2 Duration: 1 hour

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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

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1) You expend two fewer Stamina points. or dice and determines, through the assistance of portents
2) The object you animate gains an additional +2 to its from the Other-world, the best course of action. For exam-
Health. ple, whether it is a good or bad omen to enter a newly-dis-
3) The animated object gains an additional +2 to its Mo- covered tomb or whether it is favorable to ignore a king’s
bility. advice on something.
4) The spell’s duration is doubled. If the magician scores 10 over the DL on his Magical Arts
skill roll, then he or she has gained some additional knowl-
Critical Failure: edge, perhaps contained within a dream-vision or flashes of
1) The targeted object degrades by one category, from mas- deep intuition. This might be more information on the sub-
ter-crafted to exceptional, exceptional to average, average ject at hand, including more precise details regarding any
to poor, or poor to destroyed. potentially upcoming hazards, dangers, and rewards.
2) You are Sickened for one round per point of critical fail- It is possible to receive a “grey omen,” which is neither
ure. favorable nor unfavorable or could mean that the poten-
3) You obtain the Obsession (life creation or undead) or tial good equals the potential bad (or that there is neither
Phobia (animated objects or undead) weakness, your at all). The GM makes the final decision, keeping in mind
choice of which, both minor versions. the various twists, turns, risks, rewards, and possibilities.
Omen-reading only sees about 24 hours into any potential
future action or direction, so looking for answers to poten-
tial actions a week down the road have no effect.

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,

228 SPELLS & MAGIC


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Details/Description— their origin (unless, of course, they plan to remain in an-


This incredibly rare and potent spell enables a magician to other world indefinitely). Sidhe characters, of all types, will
open, albeit temporarily, a mystical gateway or portal lead- feel almost at home in the Otherworld, however, and those
ing from the Earth-world to the Otherworld (or vice ver- with Demon-blood or Angelic-blood might feel somewhat
sa). If cast successfully, then this magical doorway remains comfortable in the Nether-worlds and Over-worlds, respec-
open but for one minute allowing the mage, and any others tively. As such, the GM can feel free to award a +2 bonus
along with him, to enter. to the above-mentioned resistance rolls to characters with
If cast from the Earth-world (that is, our mortal plane), such exotic bloodlines.
then the destination depends upon the discipline of Magi- Lastly, it should be noted that exploring (or otherwise
cal Arts used by the magician. If Magical Arts: Death was entering and interacting with) the Otherworld and its var-
used, then the portal will lead to the Nether-world; if Mag- ies regions, should not be taken lightly. In addition to the
ical Arts: Life was invoked, then the portal leads to the possible immediate effects as noted above, there are often
Over-world; if Magical Arts: Shadow is utilized, the portal aftershock repercussions later as well. Primarily, the pas-
then leads to the Shadow-world (also known as the Mir- sage of time—for every hour that is perceived to pass in
ror-world). Apart from this, the magician has little control another dimension, 2d20 times more have passed in the
as to precisely where the gate will appear within that par- Earth-world. Thus, a returning magician might return two
ticular realm. or three days later in actuality. On rarer occasion, especially
If cast from the Other-world (any region), then the ma- in the Shadow-world, actual time passes very slowly in that
gician can generally exit within 1d20 miles of his or her tar- a magician thinking that he was away for an hour might
get—for example, if concentrating on, say, the city of Cor- find that, when he returns to the Earth-world, that only
rington in Brythia, then the exit portal will appear within a few seconds have passed. The GM should use creativity
one to twenty miles of that great port-city (which means it and, most of all, discretion here.
could be in the sea or in a marshland, etc). However, if the
mage mentally focuses on a known permanent gateway, Critical Success:
such as a famed circle of standing stones or crystal cave, 1) You expend two less Stamina points.
then he or she (and any allies with him or her) can appear 2) The spell’s duration is doubled (your choice).
there instead. 3) You gain a +5 bonus to the resistance roll to endure the
A successfully opened portal will either be approximately effects of the dimension.
two by two, or four by four, square-yards in size as noted in 4) The passage of time runs normally.
the statistics above. This doorway is generally roundish or
oval in shape, with the smaller size being large enough for Critical Failure:
any creature (or object) up to Physique +15 and the larger 1) You expend two additional Stamina points.
portal sizeable enough for Physiques of up to +35. When 2) You are Stunned for one round per point of critical fail-
creatures enter a world or dimension that they are not na- ure.
tive to, they might experience some strange sensations for 3) You open a brief portal that allows a being native to that
quite a while and must therefore succeed in an Endurance realm to enter angrily, attacking you directly—this might be
or Resolve skill roll to resist potential drawbacks. a Shadow-daemon, Angel of Swords, Sidhe lord, Hobgoblin
The DL is 15 for the Shadow-world (note that Sidhe warlord, or other (GM discretion).
characters do not need such a roll as they are mostly of 4) You acquire the Madness, Obsession (of the Other-realm
Faerie heritage), and those failing this resistance roll will ex- in question), or Phobia (Other-worldly beings) weakness,
perience a -1 penalty to their Willpower attributes as they your choice of which, all major versions.
become enamored and distracted with the familiar, yet jux-
taposed, sights and sounds. For the Netherworld, the DL
is 20 and those failing will suffer also -1 to Willpower and POSSESSION
-2 to Stamina; if this roll is failed by 10 or more, then the
Tainted weakness will be gained after an hour’s time here. Discripline: Air, Death, Fire, Life
Regarding the Over-world, the DL is 25 and all failing this Prerequisites: Magnetism or Willpower +0, and Magical
roll will suffer -1 to Willpower and -5 to any Magical Arts: Arts: Air, Death, Fire, or Life level 7
Death skill rolls; if this roll is failed by 10 or more, then DL: 15 to banish a creature’s soul to a nearby vessel / 20 to
the penalty to Willpower is -2 instead. Furthermore, any possess another creature’s body
creature with the Tainted weakness will be eventually de- Stamina Cost: 4 + 1 per hour of possession
tected if remaining in this realm for longer than one hour. Casting Time: 2 actions
There might also be additional penalties (or possibly even
Range: 5 yards
perks) for traversing non-native dimensions; see Chapter
Effect Area: 1 creature (see below)
14—Cosmology & the Seven Magics. (Note that time runs
Duration: See below
differently in all regions of the Over-world, so these times
Ritual Components: At least three of the following—1)
are based on Earth-world standards.)
An exceptional-quality chalice or bowl; 2) A vial-full of hu-
The magician, and any allies, will need to successfully cast
manoid blood; 3) An intact humanoid skull; 4) Being within
another Other-worldly Portal spell to return to the plane of
a renowned haunted location. A full vial of demon-blood

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or a large master-crafted gem (worth at least 100 sc) grants within the possessed body, he or she must succeed in a DL
an additional +2 bonus to ritual castings of this spell. (Note 15 Resolve to keep from becoming permanently attached
the gem can be used as a vessel.) to the host-creature’s form. This is a recurring thing for ev-
ery 12 hours that pass, with the DL increasing by 2 for every
Details/Description— 12 hours afterward.
This extremely powerful (and potentially dangerous) spell
enables a magician to either place his or her soul or spirit Critical Success:
into the physical body of another humanoid creature, or 1) You expend two less Stamina points.
entrap the spirit of another creature into a vessel in his or 2) You gain access to the host creature’s mental Attributes as
her possession. In this latter case, the vessel must be at least well, though you may use still use yours if higher.
of exceptional-quality craftsmanship or be a container of 3) The duration is doubled, meaning that you only pay 1
semi-legendary renown, such as the burial urn of a great Stamina per two hours after the initial casting.
king or the chalice used by a renowned hero during his last 4) If possessed in a vessel, you can utterly slay the creature
feast. within by destroying said vessel.
When cast upon a creature, which must be a humanoid,
the target receives an Endurance or Resolve roll (against Critical Failure:
a DL set by the sorcerer’s Magical Arts roll result) to resist 1) You expend two additional Stamina points.
the Possession. If the creature fails, its spirit is then trapped 2) You are in a mindless haze and become Stunned for one
within an appropriate vessel as mentioned above (the DL round per point of critical failure.
15 version of this spell) or the mage’s own psyche possesses 3) Your mind and body become separated briefly, causing
the target’s body (the DL 20 version). you to become Sickened for one full minute.
A creature forced into a vessel, which is most often an 4) You acquire the Madness (any) or Phobia (incorporeal
urn, lamp, crystal, jewel, or some other appropriately sym- undead creatures) weakness, your choice, both major ver-
pathetic container (which can be no smaller than a large sions.
gem and no larger than a standing urn or small statue), is
thusly contained until the spell ends (usually by the magi-
cian no longer paying the Stamina cost), the mage destroys
the vessel, or otherwise frees the spirit within. This does not
PURIFICATION
kill the creature’s psyche, but instead releases it onto the
environment where it will wander, half-aware, as a haunt- Discipline: Air, Earth, Life, Water
ing apparition. If a particularly powerful creature, it might Prerequisites: Magical Arts: Air, Earth, Life, or Water
eventually find another “vessel” for its soul (often this is level 1 (see below)
another living body) or even grow strong to become a DL: 10 for a small area / 15 for a large area
threatening undead being, such as a Ghost, Wraith, or even Stamina Cost: 1 / 2
a Vampire. It might even seek revenge upon the offending Casting Time: 1 action
sorcerer at some later time if possible. Range: Touch
In the case of possessing another creature’s physical form, Effect Area: 3x3 yard area or 6x6 yard area
the mage “controls” the being’s body, using its Mobility and Duration: Permanent
all other physical statistics, such as Agility, Physique, and Ritual Components: At least two of the following—1)
Vigor—the sorcerer maintains his own Intellect, Magnetism, Bowl or chalice or salt; 2) A pinch of silver; 3) Three white
and Willpower. The magician may even attempt to access or blue candles; 4) A preserved White Lotus blossom. A
memories and deeper fragments of the vessel-creature’s lock of hair from an angelic being or preserved Bloodthorn
personality, but this requires a second Magical Arts skill roll blossom grants an additional +1 bonus to ritual castings of
opposed by the creature’s Endurance or Resolve roll. Note this spell.
that only on a critical success here would a possessing mage
be able to tap into deeper-seated abilities of the host crea- Details/Description—
ture, such as spells, racial abilities, and the like. This spell enables a magician to purify poisoned, polluted,
There is danger, however, when possessing another hu- or otherwise impure air, food, or water. It might even af-
manoid’s body, as go the ancient laws of the gods and na- fect magically Tainted or similar foul areas (or substances),
ture. Firstly, the possessed subject receives a Resolve roll although this could either be temporary, such as one minute
(opposed by the mage’s Magical Arts roll result) for every or one hour, or at +5 or +10 to the spell’s DL to cast (GM
hour of possession, with a success meaning that he has over- discretion).
thrown the invading psyche. If the mage’s body is within Note that it specifically requires Magical Arts: Air level
one mile at the time, it will travel instantaneously back to 3 for a mage to successfully purify the air in a 3x3 (the DL
it; if not, then the mage himself must wander bodiless and 10 version) or 6x6 yard area (DL 15 version). This would
half-aware, though able to eventually make his or her way cleanse the area of poisonous vapors, gases, spores, air-
back to the original body at normal travel speeds. borne diseases, and the like. Likewise, it requires Magical
Naturally, the sorcerer’s true body must still be alive, Arts: Earth skill level 3 to purify food—that is, dispel any
although when soul-less, it is considered Helpless and Un- poisons or molds from spoilage—and Magical Arts: Water
conscious. Secondly, if the sorcerer remains at least 12 hours

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skill level 3 to purify water (that is, cleanse any poisons slain after two more rounds of complete submersion. Crea-
or diseases) in the aforementioned areas (3x3 or 6x6 yard tures with Physiques of +20 or greater are too large to be
area). affected by this spell.
If you have 3 skill levels in Magical Arts: Life, you can To pull a creature out, the creature pulling—who’s pre-
purify all three of the above—air, food, and water (even all sumably on safe and hard ground—must succeed in a Phy-
of them at one time if applicable). Naturally, a Purify spell is sique roll whose DL is the initial Magical Arts roll result. If
useful in dispersing deadly gases, dispelling mold and small the sinking creature is willing and not unconscious, he or
vermin from foodstuffs, turning stagnant or poisoned water she can assist the pulling ally, which grants an additional +5
into drinkable sources, etc. bonus to the Physique roll. Pulling a comrade out takes one
action and, for our purposes here, consider the Quagmire
Critical Success: to be 10 feet deep.
1) You expend two less Stamina points. Creatures held fast in a Quagmire are considered Prone
2) The effect area is doubled. for the purposes of striking them, their Mobility ratings es-
3) You cleanse the area or substance to such an extent, that sentially at zero. They also suffer a -2 to any attack rolls
any who breathe/eat/drink it gain +1 to Health and Stamina (and Magical Arts rolls if spell-casting) they might attempt
for one hour. while grappled by the effects of this spell, but only during
4) If water, you have purified it to a point that it is, essen- the first round of entrapment—subsequent rounds will see
tially, holy water (which can deal up to 5 Health points of their weapons well under the surface of the muck. Note
damage to most undead creatures) that, when the spell’s manifestation ends (one minute), all
creatures within—be they dead or alive—are shunted onto
Critical Failure: the surface and out of the mire.
1) You expend two additional Stamina points.
2) You take some of toxicity of the area or substance into Critical Success:
yourself, causing you to become Sickened for one minute. 1) You expend two fewer Stamina points.
3) You gain the Obsession (cleanliness) or Phobia (disease) 2) The spell’s duration is doubled.
weakness, your choice, both minor versions. 3) The effect area is doubled.
4) Your spell is so effective that those trapped within are
considered Helpless instead of merely Prone.
QUAGMIRE Critical Failure:
1) You expend two additional Stamina points.
Discipline: Earth, Water
2) You are dizzy from a quick sensation of drowning, caus-
Prerequisites: Magical Arts: Earth or Water level 3
ing you to become Sickened for one round per point of
DL: 10 for a small (2x2 yard) area / 15 for a large (4x4 critical failure.
yard) area
3) You gain the Obsession (drowning) or Phobia (deep wa-
Stamina Cost: 2 / 3 ter or enclosed spaces) weakness, your choice, both minor
Casting Time: 1 action versions.
Effect Area: 2x2 or 4x4 yard area
Duration: 1 minute
Ritual Materials: At least two of the following—1) Bowl
or chalice or dirt mixed with water. 2) Three drops of thick QUENCH FIRE
sap from a tree. 3) A handful of fine sand. 4) A stick of
wood pulled from quicksand. A strand of webbing from a Discipline: Fire, Water
Giant Spider’s nest or a bit of Nether-ooze essence yields an Prerequisites: Magical Arts: Fire or Water level 1
additional +1 bonus to ritual castings of this spell. DL: 10 for a mundane fire / 15 for a magically induced fire
Stamina Cost: 1 / 2
Details/Description— Casting Time: 1 action
When successfully cast, this spell causes the ground to be- Range: 15 yards
come suddenly muddy and unstable, essentially becoming a Effect Area: 5x5 cubic-yard area of flames
quicksand-like mire. Any creatures in the 2x2 yard (the DL Duration: Instantaneous
10 version) or 4x4 yard (DL 15 version) effect area must suc- Ritual Components: At least two of the following—1)
ceed in an Acrobatics roll—against a DL set by the mage’s Bowl of water or sand; 2) Being in the presence of heavy
Magical Arts roll result—to leap safely away from the smoke or mist; 3) A handful of ash from a recent fire. Left-
Quagmire. Those failing are held fast in the muck, sinking over “essence” of a Water Elemental or the tooth or scale
down about one-third of their height. Creatures may make from an ice-breathing Dragon grant an additional +1 bonus
one escape attempt per round (which costs an action), at to ritualized castings of this spell.
the beginning of their turns, although the second and third
attempts are Athletics skill rolls against the same DL. After Details/Description—
three rounds, if the creature is still stuck in the Quagmire, This spell allows a magician to instantly quench all fires
then it begins to suffocate or drown and will be completely within range (and effect area), be they mundane fires (the

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DL 10 version) or sorcerous ones such as from a Summon stress that a Quickening spell places upon the body.
Inferno spell (DL 15 version). The latter use also applies to
incredibly hot and tenacious fires, such as lava or magma. Critical Success:
If the spell works, little more than smoke and ash remain 1) You expend two Stamina points less.
where the fire once burned. 2) The spell’s duration is doubled.
Note that if used against fire-based creatures, such as Fire 3) Your Mobility also increases by 150% for the spell’s du-
Elementals or Afreet, damage might be dealt if the fiery ration.
creature fails an Endurance roll (the DL being set by the 4) The penalty for attacking or casting a spell for the “bo-
mage’s Magical Arts roll result). The damage is 1 Health nus” action is only -2 instead of -5.
point per point of failure to a maximum of 10 points.
Critical Failure:
Critical Success: 1) You expend two additional Stamina points.
1) You expend two less Stamina points. 2) Your heartbeat suddenly increases by threefold, causing
2) The spell’s range is doubled. you to become Stunned for one round.
3) The effect area is doubled. 3) You gain the Madness (any) or Obsession (speed) weak-
4) If you so choose, no fire at all can burn in the effect area ness, your choice, both minor versions.
for one hour.

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

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1. You pay two Stamina points less than normal. robatics roll (versus a DL set by the mage’s Magical Arts
2. The effect area is doubled to 10x10 yards. roll result) or take 1 point of cold/ice damage per point of
3. Targets’ drawn weapons and clothing also have their failure. Maximum damage is 10. In addition, those failing
quality “levels” reduced by one step. this resistance roll by 10 fall immediately prone due to the
4. Maximum damage increases to 25 points. extreme slipperiness of the ice-slicked ground.
Note that while the damage applies only the first round
Critical Failure: (as it has an ‘Instantaneous’ duration), the slippery ice and
1. You expend two additional Stamina points. sleet remain on the ground for at least one minute (if in a
2. You momentarily suffer horrible acid burns to a random hot environment) and possibly up to an hour if in a sub-arc-
body part, causing you to take 5 points of Health damage tic location. GM discretion applies.
(armor does not apply).
3. You immediately acquire the Tainted weakness; if you Critical Success:
already have this, then you gain a major Phobia (of acids 1) You expend two less Stamina points.
or rainstorms—your choice) instead. 2) The spell’s effect area is doubled.
3) The spell’s maximum damage increases to 15.

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.

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Creatures may, of course, move safely out of the effect within the spell’s effect area, there is a cost of 2 Stamina
area of this spell, as the summoned ravens will not move points. In addition, the magician must also pay one Health
out of the 5 square-yard effect area. However, if this spell point, for some small measure of his or her life-essence is
is cast at range—that is, not centered on the magician him/ needed to “power” such undead servants.
herself—the mage may spend an action to move the ra- Reanimated corpses or carcasses have the same Physique
ven-swarm up to 10 yards per round (although not beyond and Vigor attributes they had in life. Other Attributes—
the range of the spell). Agility, Intellect, Magnetism, and Willpower—are at -4.
Note that Priests of Anderok and members of the Circle The creatures’ Initiatives are at -8 and Mobility at 6, with
of the Raven have near-perfected this spell now for centu- Health and Stamina being calculated per normal. Reanimat-
ries, and thus characters from these sects or orders gain a +1 ed corpses have no skill levels in anything. Note that Sham-
bonus to their Magical Arts rolls for identifying, learning, bling Dead cannot run or sprint, although they have immu-
or casting this spell. A Raven-witch of the Inner Circle rank nity to the following things: despair, disease, fear, hunger,
gains +2 to these rolls instead. illusion, pain, paralysis, poison, sleep, stun, and thirst.
After the spell’s duration expires, the reanimated ser-
Critical Success: vants simply fall limply to the ground again as if no life-
1) You expend two less Stamina than normal. spark had ever stirred in them.
2) effect area or duration is doubled (your choice of which).
3) the spell also deals 5 points of Stamina damage to the Critical Success:
target. 1) All reanimated corpses/carcasses gain a +2 boost to one
4) the target has an eye completely ruined and is now per- of their Attributes (mage’s choice).
manently Blinded (only something like a Regeneration spell 2) All reanimated corpses/carcasses can run (double Mobil-
can repair this damage). ity as one action).
3) The spell’s duration is doubled.
Critical Failure: 4) You expend two Stamina points less.
1) You are partially Blinded (-2 to all die rolls and Defense)
for one round per point of critical failure. Critical Failure:
2) You immediately acquire the Madness, Obsession (ra- 1) You expend two additional Stamina points.
vens), or Phobia (ravens) weakness, your choice of which, 3) You expend one additional Health point.
all major versions. 3) You are wracked with immediate nausea, inflicting the
3) You accidentally summon an angry Giant Raven, Shad- Sickened condition on you for one round per point of crit-
ow-daemon, or Shadow-wraith (GM discretion) that is like- ical failure.
ly to attack you and your companions. 4) You gain the Obsession (immortality or necrophilia),
Phobia (corporeal undead), or Tainted weakness, your
choice of which. The first two are minor versions.
REANIMATION
Discipline: Death REGENERATION
Prerequisites: Magical Arts: Death level 5
DL: 10 for a humanoid corpse / 15 for a carcass Discipline: Life
Stamina Cost: 2 per corpse Prerequisites: Magical Arts: Life level 9 and Healing Arts
Health Cost: 1 level 1
Casting Time: 1 action DL: 20 for a small body part / 25 for a medium body part
Range: 10 yards / 30 for a large body part (see below)
Effect Area: 5-yard radius around magician Stamina Cost: 4 / 6 / 8
Duration: 10 minutes Health Cost: 1 / 2 / 3
Ritual Components: At least two of the following—1) Casting Time: 1 minute
A vial of blood from the magician. 2) An intact skull. 3) Range: Self or Touch
A femur bone. 4) A scrap of cloth once worn by an un- Effect Area: 1 living creature whose Physique does not
dead creature. A Vampire’s tooth or handful of dirt from a exceed +25
Grave-wight’s tomb yields an additional +1 bonus to ritual Duration: Permanent
castings of this spell. Ritual Components: At least three of the following—1)
A chameleon’s tail; 2) Vial of blood; 3) Six red or white
Details/Description— candles; 4) A figurine made of wet clay. Bathing the subject
This spell infuses a mostly intact corpse (the DL 10 version) in Dragon’s or Troll’s blood, or in the being in possession
or carcass (DL 15 version) with necromantic energy, causing of a lock of hair from a Fomorian, grants an additional +1
it to rise as one of the Shambling Dead (i.e. a Zombie). This bonus to ritualized castings of this spell.
undead creature will do the mage’s general bidding, though
only very simple commands such as Attack, Carry, Guard, Details/Description—
Follow, and the like. For each creature that you reanimate This potent and often well-guarded spell enables a magi-

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cian to restore, or “grow back,” a missing body part or one Range: Touch
that has been virtually destroyed. The patient or subject Effect Area: 1 object, or area, up to 2 square-yards in size
must still be alive, however, and be of a Physique of +25 (see below).
or smaller. Heads and similar life-sustaining organs cannot Duration: Permanent
be reattached or “re-grown” even with this extraordinary Ritual Components: At least two of the following—1) A
spell. set of exceptional-quality craftsman’s tools; 2) Vial of mud
If the healer-mage is restoring a small body part—a fin- or tar; 3) An iron nail from a ship; 4) Being within a temple
ger, toe, ear, nose, and the like—then the DL is only 20. of Duradin or Jorl. A lock of hair from a Duergar king or
This also costs the magician 1 Health point. If attempting Fire Giant grants an additional +1 bonus to ritual castings
to restore a medium-sized body part—such as a hand, foot, of this spell.
or tongue—the DL is 25 and there is a Health point cost of
2. Only a successful DL 30 Magical Arts: Life roll can re- Details/Description—
store large body parts—arms and legs—and only then with This useful spell allows a magician to instantly repair any
a Health point cost of 3. It requires one hour’s time for a singular simple object—no larger than a 2x2 cubic-yard
newly grown body part to be fully functional. area—that has not been completely annihilated. Thus, even
Note that if a severed body part is still generally intact, most Destroyed items can be repaired so long as the object
it can be reattached to the appropriate portion of the sub- in question is of master-crafted quality or less (this spell has
ject’s body causing the DLs to be decreased by 5. Thus, as no effect on heroic or legendary quality items, although see
an example, a cleanly severed hand could be reattached Critical Success below).
via this spell with a successful DL 20 instead of the DL 25 Complex objects, such as locks or metal armor, can also
needed it the hand was not present (or was completely mu- be made whole again with a successfully cast Repair spell
tilated). Reattached body parts are fully functional after a (DL 15) as long as it is no greater than the 2x2 cubic-yard
minute’s time. Severed body parts can be kept on ice, or effect area. Things like stone walls or ships, since they are
some similar preservation method, though this would re- generally comprised of several materials, count as “complex
quire a successful DL 15 Healing Arts roll and, naturally, items” for the purposes of this spell.
access to ice, snow, or the like. Note that the magician may add his skill levels in Craft-
Certain injuries and physical conditions are curable with ing as an additional bonus to his or her Magical Arts roll
a successful Regeneration spell as well—weaknesses such as when performing this spell.
Blind, Disfigured, Lame, Maimed, and even Mute (if due
to a missing tongue). The DL to dispel any of these charac- Critical Success:
teristics is 25. This spell has no effect on mental afflictions 1) You expend two less Stamina points.
such as Addiction, Madness, Phobia, etc. 2) The spell’s effect area is doubled to 4 cubic yards.
3) You’re able to repair a heroic-quality item if applicable.
Critical Success: 4) The repaired object is remade better than it was, and
1) You expend two less Stamina points. moves up a “step” in quality (for example, average quality
2) You expend one less Health point. becomes exceptional).
3) The patient has immediate use of the restored body part
and gains +1 to Vigor for one hour. 4) The spell functions Critical Failure:
of a subject regardless of size (that is, greater than Physique 1) You expend two additional Stamina points.
+25). 2) You take a small portion of the object’s brokenness into
yourself, causing you to become Sickened for one minute
Critical Failure: per point of critical failure.
1) You expend two additional Stamina points. 3) The object is hopelessly destroyed by your errant mag-
2) You expend one additional Health point. ic-craft.
3) You cause the patient to gain the Disfigured, Lame, or 4) You gain the Madness or Obsession (building or crafting)
Maimed weakness (your choice of which). weakness, your choice, both minor versions.
4) You acquire the Addiction (white lotus), Obsession (im-
mortality), or Phobia (disease or disfigurement) weakness,
your choice of which, all major versions.
REPEL UNDEAD
Discipline: Life
REPAIR Prerequisites: Magical Arts: Life level 3
DL: 10 for lesser undead / 15 for greater undead
Discipline: Earth, Fire, Life Stamina Cost: 2 / 3
Prerequisites: Crafting level 1 and Magical Arts: Earth, Casting Time: 1 action
Fire, or Life level 1 Range: 10 yards
DL: 10 for a simple object / 15 for a complex object Effect Area: 10-yard radius around magician
Stamina Cost: 2 / 3 Duration: 1 minute
Casting Time: 1 action

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Ritual Components: At least two of the following—1) +20


Four white candles; 2) Pinch of silver shavings; 3) A holy Duration: Permanent
symbol associated with a life-based deity. A lock of hair Ritual Components: Must have all three of the follow-
from an angelic being or the bone of a saint or similarly ing—1) Seven white or red lighted candles; 2) A vial of the
revered holy figure grants an additional +1 bonus to ritual magician’s own blood or a vial of blood from a loved one
castings of this spell. of the target creature (1 Health damage worth); 3) Incense
worth at least 50 silver coins. Performing this spell in a
Details/Description— known holy or consecrated space grants an additional +1
This spell is useful to many traditions centered on the ideals bonus to ritual versions of this spell.
of light and life, enabling a magician to repel, or turn away,
undead creatures. The DL 10 version of this spell influenc- Details/Description—
es lesser (or mindless) undead beings, such as Animated Certainly one of the most powerful and awe-inspiring of
Skeletons and Shambling Dead (Zombies). The DL 15 ver- all magical spells, Restore Life (also known as Resurrection)
sion shunts out greater, free-willed undead, such as Ghosts, enables a magician to reinfuse a deceased creature with life-
Ghouls, Vampires, Wraiths (all types), and worse. force, and thus enticing the original soul or spirit back to it.
All undead creatures within 10 yards of the mage must If for some reason, the creature is unwilling to be restored
succeed in a Resolve roll—versus a DL set by the magician’s to its earthly life, then it receives an Endurance or Resolve
Magical Arts roll result—or be shunted away from him or roll (whichever is higher) to resist, the DL being set by the
her, and will come no closer for the one-minute duration of mage’s Magical Arts roll result.
the spell. However, if the magician forces an undead crea- If the spell is successful, the life-restored creature (whose
ture into a corner or some other area where it cannot move Physique must be +20 or less) remains deeply comatose
further away, the creature gains another Resolve roll to and with merely a -4 Vigor. However, for every day of
break the spell’s hold on it. This is also true if a repelled un- complete bed-rest the subject regains one Vigor point until
dead creature is harmed by the magician or his companions. reaching its normal Vigor rating when alive. (For example,
If the magician holds aloft a recognized holy symbol or a creature with Vigor +1 would require five days of full rest
icon of Briannon, Prydonis, Saint Paladyr, or Signa (or some until his or her Vigor is completely restored. This, obviously,
similar deity associated with life, light, and the natural order will affect its Health, Stamina, and other statistics temporar-
of things), the mage gains an additional +1 bonus to his or ily as well.
her Magical Arts roll when casting this spell. If the magician Note that the subject’s physical body must be primarily
is an anointed or ordained priest of one of these sects, then intact—missing heads and limbs do not mysteriously grow
the bonus increases to +2. back, although “normal” minor wounds and injuries will
heal as normal. For curing poisons, diseases, or missing
Critical Success: body parts, a Regeneration spell is likely needed.
1) You expend two less Stamina points. The Difficulty Level (DL) of this spell depends on how
2) The spell’s duration is doubled. long the subject has been deceased as follows:
3) The effect area is doubled.
4) One of the repelled undead creatures (mage’s choice) is DZ Less than one day (24 hours): DL 20
instantly destroyed if a lesser undead or is reduced to half DZ Up to one week (7 days): DL 25
Health if of the greater undead. DZ Up to one month (30 days): DL 30
DZ Up to one year (365 days): DL 35
Critical Failure: DZ Up to one decade (10 years): DL 40
1) You expend two additional Stamina points. DZ Up to one century (100 years): DL 45
2) You are Intimidated by the very creatures you tried to DZ Up to one millennium (10 centuries): DL 50
repel for one round per point of critical failure.
3) You acquire the Madness or Phobia (undead creatures) In addition to the Stamina cost for performing this spell,
weakness, your choice, minor version in the latter case. the magician must also pay the same amount in Health as
well. One Health point, however, is permanent since the
mage is, essentially, using a portion of his or her own vitali-
ty to reinvigorate the subject-corpse. If the magician prefers,
RESTORE LIFE this permanent point of Health can be paid by the subject
instead.
Discipline: Life
Prerequisites: Magnetism or Willpower +1, and Magical Critical Success:
Arts: Life level 10 1) The resurrected subject is restored to his or her full Vigor
DL: 20-50 (see below) after 24 hours.
Stamina Cost: 5-9 (see below) 2) All ailments in the subject’s body, such as disease or poi-
Health Cost: 5-9 (one of which is permanent) son, are cured.
Casting Time: 1 minute 3) You expend two fewer Health and Stamina points.
Range: Touch 4) There is no permanent one point loss of Health.
Effect Area: 1 once-living creature no larger than Physique

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instead of merely 10.


Critical Failure: 4) The spell’s maximum damage increases to 15.
1) You expend two additional Health and Stamina points.
2) Two Health points are permanently lost, at least one of Critical Failure:
which must be from the magician. 1) You expend two additional Stamina points.
3) You lose one permanent Stamina point. 2) You are Partially Blinded as a small sand-zephyr whirls
4) The subject immediately rises as an undead creature about you for one round.
equivalent to a Zombie (if Renown 10 or less), Cairn-wight 3) You gain the Obsession (sand or storms) or Phobia
(if Renown 11-20), or Vampire-lord (if Renown 21+). (sandstorms) weakness, your choice, both minor versions.
5) You obtain the Madness, Obsession (immortality), or
Tainted weakness, your choice of which, all major versions.
SCRY WARD
SANDSTORM Discipline: Air, Earth, Shadow
Prerequisites: Magical Arts: Air, Earth, or Shadow level
Discipline: Air, Earth 3
Prerequisites: Magical Arts: Air or Earth level 5 DL: 10 to ward a 5x5 yard area / 15 to ward a singular
DL: 15 for a small storm / 20 for a larger storm creature
Stamina Cost: 2 / 4 Stamina Cost: 2 / 3
Casting Time: 1 action Casting Time: 1 action
Range: 20 yards Range: Touch or centered on magician
Effect Area: 3x3 yard or 6x6 yard area Effect Area: 5x5 yard area or one creature
Duration: 1 minute (or focus) Duration: 1 hour
Ritual Components: At least two of the following—1) Ritual Components: At least two of the following—1) A
Smoke from a candle or brazier; 2) Pinch of crushed glass lodestone; 2) A pinch of lead dust; 3) A thaumaturgical cir-
or crystal; 3) A handful of sand; 4) Three yellow or brown cle drawn out with chalk, lead, or iron dust; 3) Being inside
candles. A lock of hair from a Genie (any type) or piece of a crystalline cave. A pinch of diamond dust (worth at least
hide from a Desert Worm yields an additional +1 bonus to 25 sc) or the scale of an Elder Dragon grants an additional
ritual castings of this spell. +1 bonus to ritual castings of this spell.

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.

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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)

238 SPELLS & MAGIC


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A skull or two femur bones; 2) A mirror; 3) Three white DL 10 version) which can be used to bite opponents. The
or black candles. A pinch of tomb-dust from the Wastes mage uses either his Weaponry: Melee skill or the serpent’s
of Xarkon (in the East) or the body part of a Vampire-lord Brawling skill (see Viper stats in Chapter 21—Animals &
grants an additional +1 bonus to ritual castings of this spell. Gigantic Animals), whichever is higher. As with all attacks,
this costs the mage one action per round in combat.
Details/Description— The DL 15 version of this spell enables a sorcerer to in-
This spell enables a magician to detect the presence and stantly transform up to three sticks (large twigs, branches,
quantity of undead creatures within a 15-yard radius, be etc.) in a 3x3 yard area into vipers which then follow the
they mindless automatons like Animated Skeletons or mage’s command. The command, however, must be basic,
Shambling Dead (Zombies) or more potent beings such as such as Attack, Defend, Guard, or even Perform, keeping in
Dread-knights or Vampires. Thus, Sense Undead can be use- mind the -4 Intellect of the creatures in question. The snakes
ful when entering a crypt or similar venue wherein the po- can also move up to 5 yards per round at the magician’s
tentiality for undead could be somewhat high, or perhaps behest—all commands cost the mage an action. Note that
discerning whether a long-lived noble is still “alive.” if the snakes aren’t given a particular command during a
If the mage scores 10 or more over the DL, then he or round, they will simply attack anyone within their reach
she also learns the general potency or “power level” of the save for the mage.
undead creature, or creatures, detected as follows: Low (CL At the end of the spell’s duration, the snakes revert
1-3), Moderate (CL 4-6), Strong (CL 7-9), or Extreme (CL to their original forms, becoming staves, sticks, or wands
10+). CL is Challenge Level; see Chapter 22—Supernatural again. If a viper is slain, then the piece of wood will be bro-
Creatures for more information. ken when it transforms, unable to be affected by a Serpent
This spell lasts for ten minutes, or until the magician Staff spell again.
drops his focus on it.
Critical Success:
Critical Success: 1) You expend two less Stamina points.
1) You expend one less Stamina point. 2) The spell’s duration is doubled.
2) The effect area is doubled. 3) An additional stick is transformed in the effect area, mak-
3) You pinpoint the exact type(s) of undead beings present. ing it four snakes it total.
4) Your held club or staff becomes a viper with an addition-
Critical Failure: al +2 bonus to its attack roll.
1) You expend two additional Stamina points.
2) You are Distracted by perceived whispers for one round Critical Failure:
per point of critical failure. 1) You expend two additional Stamina points.
3) You acquire the Obsession (death or immortality) or 2) You are Sickened for one round per point of critical fail-
Phobia (undead creatures), your choice, both minor ver- ure.
sions. 3) You immediately gain the Obsession (snakes) or Phobia
(snakes) weakness, your choice, both minor versions.

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

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its “owner” in a vicious and likely surprising assault. Infused Some of the more common forms used by masters of
with the incarnated darkness of both the Nether-world and this spell are boars, dogs, goats, panthers, ponies, sheep,
Shadow-world, the shadow attacks immediately which wolves, Duergar, Goblings, Hobgoblins, Sidhe, and more.
forces its target (which is always its owner/originator) to The shapeshifter gains the physical Attributes of the new
succeed in an Endurance roll—versus a DL set by the mage’s form—Agility, Physique, and Vigor—but retains his or her
Magical Arts roll result—or suffer 1 point of both Health own mental Attributes (Intellect, Magnetism, and Willpow-
and Stamina damage (maximum of 10 points). Even if the er). Any Special Abilities and Talents of the creature’s type
target succeeds in its resistance roll, he or she is Distracted are gained as well, save for those costing Stamina points.
for one full round due to the sudden weirdness of being Skills are governed by the higher Attribute between the two
assaulted by such an otherwise harmless thing. forms, be it new creature or magician (or mage’s target).
Shadows of inanimate objects are not affected by this For example, the magician would likely use his Intellect to
spell, nor are the shadows created by creatures with greater modify, say, the Perception skill instead of an animal’s Intel-
than +20 Physiques. This spell does not function in utter lect. However, no new languages are suddenly learned nor,
darkness where there is no shadow-play or in other ar- for that matter, does the ability to speak suddenly manifest
eas where there no shadows are cast (which is rare—most in a non-speaking form such as a dog or eagle.
chambers and outdoor areas in the SK known world typi- Note that if another creature is the target of a Shape-shift
cally have some shadow-play). spell, the DLs increase by 5. If the target creature is unwill-
ing, then it receives an Endurance or Resolve roll (whichev-
Critical Success: er is higher) to resist the transformation (the DL being set by
1) You expend two Stamina points less. the mage’s Magical Arts roll result). All creatures shapeshift-
2) The maximum damage increases to 15. ed must also, save for the magician him/herself, succeed in a
3) The target is Stunned instead of Distracted for one full DL 10 Endurance roll after the spell expires or suffer 1 point
round. of Health damage per point of failure due to the pain and
near-torture of the physical transformation. A critical failure
Critical Failure: here means a horrid body-twisting death.
1) You expend two additional Stamina.
2) Your own shadow, very briefly, rails against you, causing Critical Success:
you 1 point of Health damage per point of critical failure. 1) You expend two Stamina points less.
3) You gain the Madness, Obsession (darkness), or Tainted 2) Your new form is better than anticipated, granting you a
weakness, your choice of which, all minor versions. +1 boost to any one Attribute for the duration of the spell.
3) The spell’s duration is doubled.
4) Your transformation is so amazing that you gain the abil-
ity to speak for the spell’s duration.
SHAPE-SHIFT
Critical Failure:
Discipline: Air, Fire, Life, Water
1) You expend two additional Stamina points.
Prerequisites: Vigor or Willpower +0, and Magical Arts:
2) A part of your body managed to transform slightly, and
Air, Fire, Life, Water level 7
painfully, causing 1 point of Health damage per point of
DL: 10 for a humanoid form / 15 for a non-humanoid form critical failure.
(plus see below)
3) You gain the Madness, Obsession (flight or hunting), or
Stamina Cost: 3 / 4
Phobia (flight or lycanthropes), your choice of which, all
Casting Time: 1 action major versions.
Range: Self or Touch
Effect Area: Self or one willing creature
Duration: 1 hour
Ritual Components: At least two of the following—1) A SHATTER THE HEART
handful of lard or soft clay; 2) A bowl of water; 3) A cru-
cible of smoke or fire. A pinch of fur from a Werewolf or a Discipline: Death
piece of Doppelganger hide grants an additional +1 bonus Prerequisites: Willpower +0 and Magical Arts: Death
to ritual castings of this spell. level 7
DL: 20
Details/Description— Stamina Cost: 5
This rather potent spell enables a magician, or another Casting Time: 1 action
creature touched, to transform into another living creature. Range: Touch
Any physical or fleshly form can be assumed as long as it is Effect Area: 1 living creature
within 5 points of the magician’s (or other target creature’s) Duration: 2 rounds (see below)
Physique attribute. For example, a mage with a Physique Ritual Components: At least two of the following—1)
of +1 could transform into a creature with up to Physique Bowl or goblet of blood; 2) A piece of heart from a mam-
+6 or one with a Physique as low as -4 (the lowest possible mal; 3) A fingerbone from a humanoid; 4) A shattered mir-
being -5). ror or crystal. A fingerbone from a Titan (any type) or the

240 SPELLS & MAGIC


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preserved heart of a Demon-hag grants an additional +1 near nothingness, eventually forming—hair, teeth, flesh,
bonus to ritual castings of this spell. bones, skin, and all—into a veritable twin of the casting
sorcerer.
Details/Description— In fact, the Simulacrum is so convincing that only a suc-
This terrible spell can cause a living creature’s heart to in- cessful DL 25 Perception skill roll can tell the difference,
stantly cease functioning, virtually shattered and quite lit- however slight, between magician and artificial creation.
erally broken. The sorcerer must touch the target’s chest, However, the creature’s personality and general mentality
however, which in combat would require a successful is quite “wooden” at first, although it can be trained after a
Brawling skill roll. Upon a success, the target creature must full month’s time with a successful DL 20 Persuasion roll on
succeed in an Endurance roll (versus a DL set by the mage’s the mage’s part. If a success, the Perception DL to discern
Magical Arts roll result) or become Stunned for one round. the difference between sorcerer and simulacrum increases
On the following round, the creature receives another En- to 30.
durance roll against the same DL, though this time failure The Simulacrum-creature has precisely the same Attri-
means immediate death. butes, Derived Traits, Talents, Weaknesses, and Skills, as the
Creatures with Physiques of +20 or higher are immune creating magician. It can even cast the same spells that its
to Shatter The Heart spells, as are all undead beings and master knows, although such is done at a -5 penalty to the
magically animated constructs, since the creature must have Magical Arts roll since simulacra lack a true soul and fully
an actual heart-like organ. developed mind. A Simulacrum can be slain, just like any
other fleshly mortal being, but are not receptive to a Re-
Critical Success: store Life spell. It can, however, be affected by Reanimation
1) You expend two less Stamina points. spells.
2) Even if the target succeeds in its second Endurance roll, Note the Health cost that the magician must pay (in ad-
it is still Stunned for one full round. dition to the usual Stamina) when performing this difficult
3) You manage to gain some of the target’s life-essence, thus spell. Furthermore, 1 Health point is permanently lost by
receiving a +1 boost to your Vigor for one hour. the sorcerer as the simulacrum is infused with a dash of his
4) You deal 5 points of damage to the target in the off- or her own life-energy.
chance that it survives the spell’s primary effects.
Critical Success:
Critical Failure: 1) You expend two less Health and Stamina points.
1) You expend two additional Stamina points. 2) The spell’s duration is doubled.
2) You are Stunned for one full round as your own heart 3) The Simulacrum automatically has the mage’s completely
lurches to a brief stop. personality, and so no “training” time is required.
3) You acquire the Obsession (death) or Tainted weakness, 4) The Simulacrum is your superior, to some extent, gaining
your choice, the former a major version. a +1 boost to any two of its Attributes of your choice.

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.

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A melee-type Spirit Weapon can have a Reach of up to


Details/Description— 2, and a ranged Spirit Weapon (which might resemble a
This mind-based spell enables a magician to instantly put javelin or thrown dagger, etc.) has a Range of 4/8/12. It
to sleep any living creature whose Intellect is at least -4. takes an action for a thrown Spirit Weapon to return to
As such, it does not affect undead beings or animated con- the magician. Spirit Weapons deal 1 point of Health and
struct, nor does it affect any creature whose Physique is Stamina damage, per point of success, to non-corporeal (or
+20 or greater. The slumbering effects are deep, causing spirit-like) creatures. Maximum damage is 10 points.
the affected creature to become Unconscious and Helpless Note that corporeal creatures can still be dealt Stamina
(and thus easily dispatched with a Finishing Blow). Either damage from the spiritual or psychic “force” of the weap-
one creature can be targeted (the DL 10 version) or a small on, but not Health damage. Spirit Weapons cannot be used
group of creatures in a 2x2 yard area (DL 15 version). to parry physical weaponry, although they can be used to-
Vigorously shaking a magically sleeping creature will ward one’s Parry Defense against a rival mage’s own Spirit
cause it to awaken, although this takes a full round (2 ac- Weapon.
tions).Submersion in water, or some other form of suffoca-
tion, will also cause the slumbering victim to awaken as well Critical Success:
after one full round. Otherwise, the creature remains asleep 1) You expend two Stamina points less.
for the full one-minute duration of the spell. 2) The maximum damage improves to 15.
3) The Spirit Weapon gains an AP rating of 2.
Critical Success: 4) If a melee Spirit Weapon, it gains a Reach of 3; if a ranged
1) You expend two less Stamina points. weapon, the Range increases to 6/12/18.
2) The spell’s duration is doubled.
3) The effect area is doubled. Critical Failure:
1) You expend two additional Stamina points.
Critical Failure: 2) You are dazed and detached from reality for a moment,
1) You expend one additional Stamina point. gaining the Stunned condition for one full round.
2) You are groggy, gaining the Distracted condition, for one 3) You gain the Obsession (Shadow-world) or Phobia (in-
round per point of critical failure. corporeal undead), your choice, both minor versions.
3) You acquire the Addiction (pink lotus, purple lotus, or
some other sleeping “drug”) or Obsession (dreams or sleep-
ing), your choice, both minor versions. SUMMON INFERNO
Discipline: Death, Fire
SPIRIT WEAPON Prerequisites: Magical Arts: Death or Fire level 5
DL: 15
Discipline: Air, Shadow Stamina Cost: 3
Prerequisites: Magical Arts: Air or Shadow level 5 Casting Time: 1 action
DL: 10 for a melee spirit weapon / 15 for a ranged spirit Range: 20 yards
weapon Effect Area: 4x4 yard area
Stamina Cost: 2 / 3 Duration: 1 minute
Casting Time: 1 action Ritual Components: At least two of the following—1)
Range: Self or up to 12 yards (see below) A bowl or brazier of fire; 2) Handful of ash or soot; 3) A
Effect Area: Self (magician only) pinch of Sulphur/brimstone; 4) Being anywhere inside an
Duration: 1 minute active volcano. A captured Fire Elemental or a lock of hair
Ritual Components: At least two of the following—1) from a Fire Giant grants an additional +1 bonus to ritual
Three white or grey candles; 2) A knife, dagger, or spear; castings of this spell.
3) Being inside a tomb or cairn or near a known portal to
the Other-world. A handful of dirt from where a spirit-like Details/Description—
creature passed or the weapon of a Shadow-wraith grants The magician summons forth a large quantity of fire, burst-
an additional +1 bonus to ritual castings of this spell. ing up from the very floor or ground in a sudden. This will
burn or ignite any combustible materials in the effect area,
Details/Description— and any creatures so affected must succeed in an Acrobatics
The magician conjures forth an incorporeal spirit-like weap- roll (versus a DL set by the mage’s Magical Arts roll result)
on, be it dagger, sword, spear, or whatever (mage’s choice). or take 1 point of Health damage per point of failure. Max-
This mystical force can be wielded as either a melee (DL 10 imum damage is 15 points for every round spent within this
version) or ranged weapon (DL 15 version), using the ma- inferno. As with all fire damage, armor is only half effective.
gician’s appropriate Weaponry skill or Magical Arts: Air or Note that the Inferno cannot be moved by the magician,
Shadow, whichever is better. Thus, in one round, a sorcerer although it will continue to burn in the effect area for the
could cast this spell as one action and then attack with it as one-minute duration of the spell. Any combustible material
a second action. affected is still likely to continue burning for a while after-

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wards per the GM’s discretion. that one hour and can often be fatal.
Note that the magician is not immune to his or her own
Critical Success: summoned plagues, and—fortunately—victims of this spell
1) You expend two less Stamina points. cannot pass their illness off to another creature. Lastly, ex-
2) The duration is doubled. tensive or over-use of this spell could inflict the magician
3) The effect area is doubled. with the Honorless or even Tainted weakness at the GM’s
4) Maximum damage per round increases to 20. discretion.

Critical Failure: Critical Success:


1) You expend two additional Stamina points. 1) You expend two less Stamina points.
2) You are Stunned by a feeling of intense heat for one full 2) The duration is doubled.
round. 3) The effect area is doubled.
3) You gain the Obsession (fire) or Phobia (fire) weakness, 4) You are immune to this casting of Summon Plague and
your choice, both minor versions. can thus safely enter the effect area if so desired.

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

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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

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boats, canoes, small barges, and the like, are automatically
destroyed or submerged, while larger craft—like biremes, Details/Description—
triremes, longships, and such—receive a Sailing skill roll Sometimes called Water To Wine, this spell enables a magi-
from their captains or pilots (the DL being the Magical Arts cian to transmute various liquids into other types of liquids.
roll result). A failure means the vessel takes 10% damage This could involve turning water into wine, wine into wa-
per point of failure, with 100% meaning sunk/submerged. ter, poison into water, urine into water, bad ale into good
A half (50%) damage craft, for example, is likely dead in ale, etc. It does not, however, adversely affect the fluids in
the water until major repairs are done with up to half of its a living creature’s body.
crew being swept off the deck. A 20% damaged vessel is, There are other limitations as well—turning water, wine,
obviously, lighter damage, but still needs light repairs. And or some other liquids into poison is possible, but only Mod-
so on. Any vessel with 50% or more damage will sink in erate versions are created. Same with transforming liquids
1d20 hours if no significant repairs are done before then. into acids—only Moderate versions can be attained. How-
GM discretion applies. ever, in reverse, this spell works at its fullest potential, with
Shoreline buildings, such as harbor docks, shanties, and even the most potent of acids and poisons being made as
even water-breaks or fortified walls, will also suffer com- water if so desired by the mage (or simply made less potent,
parable damage to larger ships, with 10-100% damage be- more watered-down versions of themselves).
ing taken as described above (with 100% damage meaning Even the waters of a small pool or pond can be affected,
completely destroyed). Well-built fortified walls, designed in addition to the those contained in more obvious vessels
for port cities, might only suffer 10-50% damage per GM (such as flagons, chalices, bowls, vials, etc.), although bear
adjudication. in mind that in the case of moving water—like from a river
Note that this spell will not function on any body of or waterfall—the transformed portion will quickly mingle
water smaller than a lake, deep or wide river, or an ocean in with the non-transformed remainder, diluting it quickly.
body.
Critical Success:
Critical Success: 1) You expend two less Stamina points.
1) You expend two Stamina points less. 2) The duration increases to eight hours.
2) The Tidal Wave is extremely fast, moving at up to 60 3) The effect area is doubled to 2 cubic and 6 cubic yards.
yards in a round. 4) If trying to create an acid or a poison, it can be of ‘Mod-
3) The wave contains chunks of ice or other debris which erate’ degree.
increases its maximum damage by 5 (or an additional 20%
to structures). Critical Failure:
4) The length of the wave is doubled. 1) You expend an additional Stamina point.
2) You become nauseous and gain the Sickened condition
Critical Failure: for one minute.
1) You expend two additional Stamina points. 3) You gain the Obsession (ale, wine, slavka, etc.) or Pho-
2) The water in your body is slightly affected, causing you bia (acid, poison, deep water, etc.) weakness, your choice,
to become Sickened for ten minutes. both minor versions.
3) You must acquire the Obsession (destruction or water) or
Phobia (deep water or sea-storms) weakness, your choice
of which, both major versions.
TREE-SPEAK
Discipline: Life, Shadow
TRANSFORM LIQUID Prerequisites: Magical Arts: Life or Shadow level 3
DL: 10 for a young tree / 15 for an old tree
Discipline: Water Stamina Cost: 2 / 3
Prerequisites: Magical Arts: Water level 3 Casting Time: 2 actions
DL: 15 for a cubic-yard of liquid / 20 for a three cubic-yard Range: Touch
area Effect Area: 1 living tree
Stamina Cost: 2 / 3 Duration: 5 minutes
Casting Time: 1 action Ritual Components: At least two of the following—1)
Range: Touch Bowl of acorns or hazelnuts; 2) Tooth or tongue of a speak-
Effect Area: 1 to 3 cubic yards of liquid ing creature; 3) A wood-carving of a humanoid being. A
Duration: 1 hour tendril-stalk from a Death Lotus or branch or root from a
Ritual Components: At least two of the following—1) Tree of Death grants an additional +1 bonus to ritualized
A vessel of water or wine; 2) Piece of chameleon skin; 3) castings of this spell.
A handful of salt, soot, or similar powder. A lock of hair
or tooth from a lycanthropic creature (such as a werewolf, Details/Description—
were-bear, etc.) yields an additional +1 bonus to ritual cast- This divinatory spell allows a magician to access the
ings of this spell. “thoughts” or sensory impressions of trees. As living things,

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and once “awakened” eons ago, some believe that trees manipulate, one object weighing up to 20 pounds (or Bulk
have the power to gather and absorb knowledge of their 1). This assumes the DL 10 version of the spell, wherein the
surroundings at a near-sentient level, and were even once sorcerer can move said object—as if from invisible hands—
capable of speech when the first gods created the first arbo- up to 5 yards per round. The mage can even manage some
real giants when the world was very young. basic fine manipulation, such as a large key going into a
The DL 10 version of this spell enables a magician to large keyhole, triggering a known physical trap, pouring
communicate with a tree—of virtually any variety (as long liquid into a large vessel, etc. Tasks requiring finer or more
as it is still alive)—of up to 100 years in age. For the DL 15 detailed manipulation are at a -2 to -5 penalty, depending
version, the tree can be 100 or more years old, some variet- on how difficult the GM judges the action to be. For exam-
ies capable of living two to five (or more) times that. A tree ple, using Unseen Hand to manipulate a lock-pick to open
tapped into by a Tree-speak spell is aware of an area around a lock would be a -2 penalty if a simple lock or a -5 one if
it equal to 5 yards per year that it has lived. For example, a more advanced or master-crafted. The Unseen Hand will
40 year-old elm tree would “know” most happenings with- remain in existence for ten minutes or until the magician
in 200 yards of its roots. ceases focus on it, whichever comes first.
Since trees communicate slowly and methodically, it takes The DL 15 version of this spell enables the mage to hurl
one minute per question answered or piece of information an object, no greater than mentioned above (20 lbs. or
given. Thus, only a maximum of five questions or bits of less), with some velocity and momentum behind it. If a
information can be passed onto the magician per casting of creature is the target of the hurled item, then it gets an Ac-
this spell. Most trees would likely know the whereabouts robatics roll to avoid it, the DL being set by the magician’s
of fresh water, what creatures might dwell or hunt in the Magical Arts roll. Damage is generally 1 point per point of
general area, where certain herbs might grow, and the like, failure for an object made of metal, stone, or heavy wood,
as long as it is within the “knowledge radius” of the tree in and if not an actual manufactured weapon (which use their
question as mentioned above. own statistics), will have a maximum damage rating of 10.
If the object is lighter or less hardy—such as being made
Critical Success: of wicker, clay, or flesh—then the maximum damage is 5
1) You expend two fewer Stamina points. instead.
2) The duration is doubled (and thus the number of ques- If an Unseen Hand is being used to snatch away some-
tions answered). thing from the hands of a conscious and non-helpless being,
3) You bond exceptionally with the tree in question, gaining the latter receives a Brawling roll (against a DL set by the
extremely detailed information within a “knowledge area” mage’s Magical Arts roll result) to resist the assault. Oth-
twice the normal size. erwise, unattended objects—as long as they are within the
weight restrictions—are “free game” as long as the sorcerer
Critical Failure: succeeds in the Magical Arts roll to properly manifest the
1) You expend two additional Stamina points. spell.
2) You are temporarily lost in the deep and silent dreams of
the tree’s psyche, causing you to become Distracted for one Critical Success:
minute per point of critical failure. 1) You expend two Stamina points less.
3) You gain the Obsession (trees) or Phobia (plant-like crea- 2) The duration is doubled (but still requires focus).
tures) weakness, your choice, both minor versions. 3) You can move and lift objects up to Bulk 2 (about 40
lbs).
4) If hurling an object, the maximum damage increases by
UNSEEN HAND 5.

Discipline: Air Critical Failure:


Prerequisites: Magical Arts: Air level 3 1) You expend two additional Stamina points.
DL: 10 to move an object / 15 to throw an object 2) The object you attempted to move or throw is damaged
Stamina Cost: 2 / 3 if of average to master-crafted quality (or destroyed if poor
quality).
Casting Time: 1 action
3) The air suddenly leaves your chest, causing you to be-
Range: 10 yards
come Stunned for one full round.
Effect Area: 1 object no larger than Bulk 1
4) You acquire the Obsession (kleptomania) or Phobia
Duration: 10 minutes (or focus) or Instantaneous
(high winds or storms) weakness, your choice, both minor
Ritual Components: At least two of the following—1) versions.
An owl or raven feather; 2) Three white or yellow can-
dles; 3) Glove or finger ring. A feather from the wing of
a Winged Horse or a piece of a Dragon’s wing yields an
additional +1 bonus to ritual castings of this spell. VENOMOUS TOUCH
Details/Description— Discipline: Death
This spell allows a magician to move, and to some degree Prerequisites: Magical Arts: Death level 3

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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.

Critical Failure: WALL OF EARTH


1) You expend two additional Stamina points.
2) You are Sickened for one minute per point of critical
Discipline: Earth
failure.
Prerequisites: Magical Arts: Earth level 5
3) You gain the Honorless or Phobia (poisons) weakness,
DL: 15 for a straight line / 20 for a dome or hemisphere
your choice, the latter a minor version.
Stamina Cost: 3 / 4
Casting Time: 1 action
Range: 15 yards
VERMIN SWARM Effect Area: Up to a 15-yard long wall or 5-yard diameter
dome
Discipline: Death, Earth, Life Duration: 1 minute

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Ritual Components: At least two of the following—1) A both minor versions.


handful of crystal or marble dust; 2) A hammer or spade; 3)
Piece of stone from a castle wall. The remnants of an Earth
Elemental or a lock of hair from an Earth Titan grants an
additional +1 to ritual castings of this spell.
WALL OF FLAME
Discipline: Fire
Details/Description—
Prerequisites: Magical Arts: Fire level 5
With this spell, a magician can raise from the very ground
a bastion of earth and rock. It thrusts up quickly from the
DL: 10 for a straight wall / 15 for a dome or hemisphere
earth itself, whether outdoors or indoors, so long as there Stamina Cost: 3 / 4
is raw earth not far beneath the surface. Creatures caught in Casting Time: 1 action
the exact effect area when the spell is first cast must succeed Range: 15 yards
in an Acrobatics roll—versus a DL set by the mage’s Magi- Effect Area: Up to a 15-yard long wall or a 5-yard diam-
cal Arts roll result—or take one point of Health damage per eter dome
point of failure (maximum of 5 damage) and be knocked Duration: 1 minute
prone (unless of Physique +20 or greater). Creatures failing Ritual Components: At least two of the following—1) A
fall on the side of the wall of the mage’s choice. Those suc- burning brazier or lamp; 2) Pinch of Sulphur; 3) A piece of
ceeding by 5 or more fall on the side of their choice, or may a castle wall. A lock of hair from a Fire Giant or material
even elect to remain on top of the wall itself. scorched by a Fire Elemental grants an additional +1 bonus
The DL 15 version of this spell only allows for a straight to ritual castings of this spell.
line, or wall, although the mage may place the wall in any
alignment or configuration within the spell’s range. The Details/Description—
earthen wall is 12-feet high and one-foot wide (or thick) This spell enables a magician to conjure forth a wall-like
and requires creatures with a combined Physique of +35 sheet of flame from the very ground or floor—any surface
to push over the wall or breach a one-yard section of it. other than water. Any creature standing where the fiery
Bludgeoning and cleaving weapons grant a bonus to their wall or dome first appears (the wall is but one foot wide,
wielders—a bonus equal to their Armor Piercing ratings— be it straight line or dome) must succeed in an Acrobatics
when figuring the strength of those attempting to topple roll versus a DL set by the mage’s Magical Arts roll result or
or breach the Wall of Earth. It requires a DL 20 Athletics suffer 1 point of Health damage per point of failure. Max-
(climbing specialty) roll to clamber over the wall. imum damage is 10. Note that the interior of the dome or
As for the DL 20 version, a hemispherical dome (the flat hemisphere (the DL 15 version) is hollow and only slightly
end being the bottom or ground level) is brought into being, warm, for the flames burn outward. A Wall of Fire is 12 feet
with the magician him/herself being considered the center (4 yards) in height, as is the hemispherical dome.
or it. Thus, the earthen structure forms around the conjuring Any creature walking through a Wall of Flame will auto-
sorcerer and, naturally, any allies or objects within 4 yards matically take 10 points of fire damage—if it succeeds in an
of him or her. This dome has no windows, doors, or other Endurance (resist fire specialty) roll, however, against the
portals or designs, its walls being one-foot thick as per the same DL, it only takes 5 points of damage. Upon a critical
straight wall (DL 15) version. It thus has the same structural success, the creature takes no damage at all. Armor is only
integrity as the straight-wall version, requiring a combined half effective.
Physique of +25 or better to topple it or to breach a one- The fiery curtain will also ignite any combustibles within
yard section of it. The dome is 12-feet in height at its apex the effect area. Any creature within one yard of the Wall,
and requires a DL 15 Athletics roll to climb atop it. at the beginning of its turn in the Initiative order, will suffer
After the spell’s duration expires, the wall or dome sim- 1 Health damage and 1 Stamina damage if it fails an En-
ply falls into ruin, though chunks and pieces of it will re- durance roll (DL set by the Magical Arts roll result), for so
main. intense is the heat. Armor has no effect in this case.
Note that looking through the flaming wall comes with
Critical Success: a -5 penalty to Perception skill rolls due to the distortion,
1) You expend one less Stamina point. crackling sounds, and other challenges and distractions.
2) The spell’s duration is doubled.
3) The effect area is doubled. Critical Success:
4) The wall is two-feet thick and exceptionally strong, re- 1) You expend two less Stamina points.
quiring a combined Physique of +35 to topple or breach it. 2) The spell’s duration is doubled.
3) The effect area is doubled.
Critical Failure: 4) The fiery wall is extraordinarily hot, having a maximum
1) You expend one additional Stamina point. of 15 damage instead of 10.
2) The earth beneath your feet trembles a moment, causing
you to be knocked prone for one round. Critical Failure:
3) You gain the Obsession (gems or precious metals) or 1) You expend two additional Stamina points.
Phobia (avalanches or earthquakes) weakness, your choice, 2) You experience a sensation of extreme heat for a mo-

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ment, causing you to become Stunned for one round. Ritual Components: At least two of the following—1)
3) You acquire the Disfigured (from sudden burns), Ob- A mostly intact eggshell; 2) A tortoise shell; 3) A ring or
session (fire), or Phobia (fire)—your choice of which—the circlet; 4) A buckler or shield of exceptional-quality. A piece
latter two being minor versions. of stone from a well-known nemeton (standing stones) or a
lock of hair from an Elder Priestess of Signa grants an addi-
tional +1 bonus to ritualized castings of this spell.
WARDING Details/Description—
This basic protective spell enables a magician to ward him-
Discipline: Air, Earth, Life
self or another willing creature (the DL 10 version), or all
Prerequisites: Magical Arts: Air, Earth, or Life level 1 creatures within a small space (DL 15 version). This grants a
DL: 10 for personal ward / 15 for a 3x3 yard area +2 bonus to Defense and to all resistance rolls made against
Stamina Cost: 2 / 3 one specific type of creature, force, or effect as follows: De-
Casting Time: 1 action mons, Dragons, Elementals, Fey, Genies, Giants, Gorgons,
Range: Self or Touch Lycanthropes, Oni, or Undead. The mage must specify
Effect Area: 1 creature or a 3x3 yard area when the spell is cast.
Duration: 1 hour Note that in regards to the DL 15 version of this spell,

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the 3x3 yard effect area does not move, but rather remains melee Reach of 2 yards (for the DL 10 version) and 3 yards
where the magician first intended. (This is because the actu- (for the DL 15 version). The target must succeed in an Ac-
al space or ground is warded.) However, those within this robatics roll—versus the DL set by the magician’s Magical
space gain the above-mentioned benefits. Arts roll result—or suffer 1 point of damage per point of
failure (maximum damage is 5). If the target fails this resis-
Critical Success: tance roll by 10 or more, he or she is also knocked prone
1) You expend two less Stamina points. by the force of the watery shape unless it has a Physique
2) The spell’s duration is doubled. or +15 or greater. The watery form can’t really be directly
3) The effect area is doubled to 2 individuals (the DL 10 defeated, short of powerful magics, so long as the sorcerer
version) or a 6x6 yard area. maintains focus on it.
Note that, apart from the 2-yard reach of the watery
Critical Failure: form, the magician cannot make the water move on its own
1) You expend two additional Stamina point. accord, although he or she could shape water to where it
2) You become Distracted for one round per point of critical splashes out of its natural container or some similar concept.
failure.
3) You obtain the Obsession (temples or sacred spaces) or Critical Success:
Phobia (temples or sacred spaces) weakness, your choice, 1) You expend two less Stamina point.
both minor versions. 2) The spell’s duration is doubled.
3) The effect area is doubled.
4) The watery force is exceptionally strong, boosting its
maximum damage to 10 and the effects of Intimidated be-
WATER-SHAPING come Terrified instead.
Discipline: Water
Critical Failure:
Prerequisites: Magical Arts: Water level 5
1) You expend two additional Stamina points.
DL: 10 for a 3x3 cubic-yard area / 15 for 6x6 cubic-yard
2) You inadvertently “shaped” the waters in your own body
area
slightly, causing you to become Stunned for one full round.
Stamina Cost: 2 / 3 3) You gain the Obsession (water or the sea) or Phobia
Casting Time: 1 action (deep water or the sea) weakness, your choice, both minor
Range: 10 yards versions.
Effect Area: Up to 6x6 cubic-yards
Duration: 1 minute (or focus)
Ritual Components: At least two of the following—1)
Bowl or chalice of water; 2) At least two seashells; 3) WATER WALK
A handful of smooth river-stones; 4) Being within the
half-sunken city of Prydon. A lock of hair from a Siren or Discipline: Water
hair or bone from a Fomorian yields an additional +1 bonus Prerequisites: Willpower +1 and Magical Arts: Water
to ritual castings of this spell. level 7
DL: 15 for self / 20 for a 3-yard radius
Details/Description— Stamina Cost: 3 / 6
A Water-shaping spell enables a magician to “reshape” an Range: Self
area of water, such as that from a pool, pond, lake, river, Effect Area: Self or 3-yard radius around magician
sea, or whatever. This manipulation is by no means perma- Duration: 1 minute
nent, and in fact the sorcerer must maintain his or her focus Ritual Components: At least two of the following—1)
on it or the spell will fail (or one minute, whichever comes Bowl or decanter with one pint of water; 2) A feather from
first). The mage can control this shaped water as an action any bird; 3) A horseshoe or slipper. The watery essence of a
each round. Water Elemental or a piece of wing from a flying beast such
Firstly, watery areas can be reshaped as to cause fear or as a Dragon, Pegasus, or Wyvern yields an additional +1 to
concern in those observing it, perhaps creating horrible fac- all ritual castings of this spell.
es in the water itself or shaping in the form of an aquama-
rine serpent (among other possibilities). In this use, enemy Details/Description—
onlookers must succeed in a Resolve (resist fear specialty) This rare and potent spell allows the magician to tread
roll—against a DL set by the mage’s Magical Arts roll re- upon water as if it were solid ground (the DL 15 version) or
sult—or become Intimidated. a small group of willing allies which always remain within
A second utilization of this spell is for the sorcerer to 3 yards of the mage (DL 20 version). In the latter case,
have the manipulated water “attack” an enemy within a the combined Physique of creatures within this radial effect
cannot exceed a total of +15. Otherwise, the spell will fail
and those involved with plunge through the surface of the

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water (this also happens when the duration expires unless fered, the creature also takes 1 point of Stamina damage.
landfall is made before that time). Note that this magical breath, though quite chilled, does
Only normal movement can be sustained during a Wa- not last long enough to freeze water (see the Freezing spell
ter Walk spell, with anything faster than a swift walk (that for such effects). Lastly, Priests of Anderok, and characters
is, standard Mobility) breaking the spell. Furthermore, this possessing the Dragon-kindred talent, gain a +1 bonus to
spell does not defy the forces of gravity, and thus walking their Magical Arts rolls when learning and casting this spell.
down a waterfall, for example, will still be as if falling down
a cliff-side or the like. Landing on a watery surface via Water Critical Success:
Walk is similar to hitting a hard surface, such as ice or solid 1) You expend one less Stamina point than normal
earth. Falling damage would apply in such cases. 2) One of the target’s weapons or some other held, or ob-
Rivers, streams, fjords, ponds, pools, moats, and small viously exposed, object is instantly shattered unless of mas-
coves or bays, could be potentially traversed with a success- ter-crafted quality or better
ful Water Walk spell. 3) The target is also knocked prone if of Physique +5 or less
4) You manage to affect another target adjacent to the one
Critical Success: you were aiming at (or adjacent to the 3x3 terminus area).
1) You expend two fewer Stamina points.
2) The spell’s duration is doubled. Critical Failure:
3) The effect is doubled. 1) You are Stunned for one round per point of critical failure
4) Double movement (Mobility x2) can be attained. 2) You develop a freezing headache causing you to suffer
-1 to all die rolls for one minute per point of critical failure
Critical Failure: 3) You immediately gain the Obsession (winter) or Phobia
1) You expend two additional Stamina points. (of snow-covered regions or iced-over waters), your choice,
2) The water in your body solidifies briefly, causing you to both minor versions.
become Stunned for one full round.
3) You gain the Obsession (the sea) or Phobia (deep water)
weakness, your choice, both major versions.

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.

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Human-kind supposedly first saw the light of the sun and or Fey-world, this is the domain of the Eluna Sidhe, Goblins,
stars in the middle or latter part of the Age of Giants, but it and other creatures of Faerie origin. As such, it is a place of
was a brutish collaboration of savages and barbarians bare- both subtle and eminent shadow, half-light and half-truths,
ly beyond the status of apes. However, when the world be- dreams, and illusory glamour. Rumors claim that there are
came somewhat more tamed, and the gods and titans and portals to the Shadow-world scattered about the known
giants had all but went to their final sleep, nations of Men world—but primarily in the West—and that only a few
became to rise, some of which became great kingdoms, ter- wise folks remain (mostly of the Eluna Sidhe) who know of
ritories, or even empires. Some of these ancient hero-gods their secrets, if only in part.
would be remembered, and so humans came to worship Those who practice Shadow Magic may be tapping into
the Old Gods, and even Titans, some Giants, and to some the essence of the Other-world, yet to wholly define such
degree, Duergar (that some foolish Men called ‘Dwarves’). in an orderly “scientific” manner is to fly in the very face
of the mystical arts, and perhaps the Gods, themselves. As
THE SEVEN MAGICS such, Shadow Magic is often referred to as Faerie Magic,
A common belief, at least among the learned, is that the for it is highly associated with the glamour and trickery of
magical arts can primarily be divided into seven disciplines: the Fey.
Air, Earth, Fire, and Water (comprising the Elements), and
Death, Life, and Shadow (comprising the Energies or Forc- The Nether-world: Also called Hell-world or Under-
es). The former is often represented by a square, and the world, this is the ultimate plane of death and darkness, a
latter a triangle, and the two combined make a powerful desolate place where some believe evil, honor-less, or oth-
magical and alchemical symbol, popular with practitioners erwise worthless souls go. The Nether-world is said to be
of these mysterious arts. utterly black and lightless in most regions, although some
Despite this fairly tidy structure, the mystical arts are speak of areas of deep shadow and false light, as if symbol-
still generally beyond the mind of humans (and others), izing lost hope, fading life, and misplaced truth.
for these are often the very forces in which the Primal and As with all regions of the Other-world, there are alleged-
Elder Gods used to create, not only the Mortal World, ly gateways to this hellish sphere as well, and sometimes
but the various spheres of reality beyond. Even the very demons—the “gods” of the Under-world—are called from
disciplines—Air, Earth, Death, Shadow, etc.—are short-cut these terrible regions into the Prime World of Men. Some
descriptions, with the various sects, orders, and individuals Death-mages can call forth demonic entities from the Neth-
who practice sorcery often having their own names to bet- er-planes, and many scholars believe that the art of Death
ter describe the flavor and purpose of their own particular Magic itself is merely tapping into the dark and negative
mystical art. forces of this horrible, lifeless, region.
To some cultures, the Nether-world is often considered
THE EARTH-WORLD below-ground, hence the tendency to name it the Un-
Also known as the Mortal World or Prime Sphere, this is der-world, but to others, it is the deepest, darkest place be-
the world as most know it. It is, after all, the material world tween the stars, a terrible void well beyond our mortal rea-
comprised of all four primary elements—air, earth, fire, and soning. As such, it may be from these forlorn reaches that
water—materials in which virtually all mortals interact with demons are summoned, instead of from the under-bowels
on a daily basis. Night and day, darkness and light, always of Earth-world itself.
act (and react) upon the Earth-world constantly, as well
as shadow, that which conceals and yet reveals, and thus The Over-world: Sometimes called the Light-world or
sometimes creating glamour, illusions, and alternate reali- Celestial Planes, this is believed to be the smallest region
ties. of the Other-world. Light came last into existence, after all,
Certainly, there is life here too, and death, and all ex- following darkness, and thus creating shadow in the pro-
periences in between (shadow), although these forces or cess. Therefore, the Celestial Realms are indicators of such,
energies are believed to originate from other realms be- a tiny but robust area found allegedly beyond a great wall
yond. There is no such belief in “elemental planes,” spheres of towering mountains at the highest points in the Oth-
specifically comprised of air or fire or water, at least not er-world. Here angelic beings dwell, those demons who
in the West. The four primary elements, after all, are daily rebelled against their evil natures and came to help mor-
substances of the mortal world. tal-kind (or at least not strive against them).
Life Magic is most prominent here, where light and
THE OTHER-WORLD life-essence is prevalent, and so some believe that healers
Often referred to as the Mirror-world, this is the belief in a and Life-mages summon most of their power from this
plane or sphere of existence just beyond the Prime or Mor- sphere. A few priests whisper that the Old Gods came here
tal World. In many ways, the Other-world mirrors Earth- to hide away, or at least a few of them, and that benevolent
world, yet in others, contrasts, for, here, life and death is prayers are brought before them by angels.
prominent, and perhaps moreover shadow. Scholars and
sorcerers tend to break the Other-world down into three OTHER BELIEFS & TRADITIONS
basic regions: The above represents merely a somewhat common, general
overview of the Great Beyond, but there are many other
The Shadow-world: Sometimes called the Faerie Realm spiritual, religious, and metaphysical beliefs in the world.

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would likely be in the Over-world or Shadow-world (or


Oridon: An ancient Rhodonite belief in a lonely, barren someplace in between).
island on an endless, grey sea. Evil and honorless souls drift
there after death, sent their as punishment by the sea-god Halls of the Dead: Or “Bel Mordain” in the Duergar lan-
Prydonis. The concept of Oridon still permeates modern guage, this is the supposed cavern-halls where the honored
Prydonian culture, and some scholar-priests believe that it dead of the Dwarves go after their earthly demise. It is said
must be located somewhere in the Nether-world in a vast, to be a massive interior realm in the Other-world where
empty, watery region. Duergar souls gather to feast and recite past deeds.

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

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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

254 SPELLS & MAGIC


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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-

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vered by many of the cat-folk, especially female Chenari,
where she is regarded as a goddess of motherhood, guard- THRIMNA—One of the very few Duergar deities thought
ianship, healing, and the Greater Moon. to be female, Thrimna concerns herself (and her followers)
Magical Arts options for the Acolyte talent: Earth, with fire, trickery, and idealism. She is therefore a bit of a
Water, Life. rebel-goddess, believed to have stolen the secret of fire and
lightning from Duradin or even the Sidhe divinities.
SSLOOR—Nearly impossible to pronounce correctly with Magical Arts options for the Acolyte talent: Fire,
the human tongue, this ancient serpent-god of darkness and Shadow.
vile sorcery was first introduced by the Sslir to the Xarko-
nian humans, though rather through servile association than Note that more religious traditions, faiths, and dei-
scholarly tutelage. Here, in ancient Xarkon, this deity was ties—of both humanity and non-humanity—will appear in
known as Xur, and he is still served by Golden Sslir priest- The Savage East campaign expansion book, a companion
kings. guide to this core rulebook.
Magical Arts options for the Acolyte talent: Air,
Earth, Death, Shadow.

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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.

No adventuring hero would be complete without equip-


WEAPONS
ment and supplies, and perhaps even more importantly,
Implements of warfare and personal protection, the arms
armaments and other forms of protection.
of the Savage Kingdoms world are quite varied, each type
of weapon developed for different needs, be it slashing,
STARTING COINAGE thrusting, cleaving, bludgeoning, reach, swiftness, conceal-
Player-characters begin play with a number of silver coins ment, or whatever. Some cultures are known for producing
(sc) equal to 100 + 10 per point of Renown. This is to pur- and utilizing certain weapon types, while wandering mer-
chase starting arms, equipment, supplies, and just general cenaries and professional soldiers are typically skilled with a
travel-money. Ten silver pieces/coins are roughly equal to multitude of weaponry.
one gold coin (gc), while it takes 10 bronze coins (bc) to
equate to a silver piece and 100 to equal a gold. That is:

TABLE 4-1: MELEE WEAPONS

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:

Weapon Type Max dmg Cost Other Statistics


Dagger 10 10 Light, Conceal, Range 5/10/15, C
Battleaxe* 25* 45 Medium, Phy +0, AP 1*, Bulk 1, U
Cestus 8 20 Uses Brawling skill, Conceal, R
Club 10 1 Light, Phy -3, Range 5/10/15, C
Estoc** 15 30 Light, Phy -2, R
Flail* 15* 35 Medium, Agi -2, Phy -1, AP 1*, Disarm, Mount, R
Greataxe 30 90 Heavy, Phy +1, AP 3, Bulk 2, R
Great-flail 25 85 Heavy, Agi -1, Phy +0, Disarm, AP 3, Bulk 1, E
Greatspear/Pike 25 80 Heavy, Agi -2, Phy +0, AP 1, Reach 3, Bulk 2, R
Greatsword 30 100 Heavy, Phy +1, Prestige, Reach 2, AP 2, Bulk 1, E
Handaxe 15 15 Light, Phy -2, Range 5/10/15, C
Lance*** 25 30 Heavy, Phy -1, AP 3, Reach 2, Bulk 1, Mount, R
Longsword* 20* 50 Medium, Phy -1, AP 0*, Mount, Prestige, U
Mace* 15* 30 Medium, Phy -1, AP 1*, Mount, R
Maul 30 90 Heavy, Phy +2, AP 3, Bulk 2, R
Polearm**** 25 70 Heavy, Phy -1, AP 1, Reach 2, Bulk 2, U
Punch/Kick***** 5 -- Uses Brawling skill, -2 to attack armed foe, Parry -5
Quarterstaff 10 5 Heavy, Agi -2, Phy -2, Disarm, Trip, C
Saber* 15* 40 Medium, Phy -2, AP 0*, Mount, R
Sickle 15 30 Light, Phy -2, Disarm, R
Scythe 25 45 Heavy, Agi -2, Phy -1, AP 1, Bulk 1, R
Shortsword 15 25 Light, Phy -3, C
Spear* 15* 15 Medium, Phy -2, Range 7/14/21, Mount, C
War-club* 15* 5 Medium, Phy -2, AP 0*, Bulk 1, U
Warhammer* 20* 45 Medium, Phy +0, AP 1*, Bulk 1, R
War-spear* 20* 40 Medium, Agi -3, Phy -1, AP 0*, Reach 2, Bulk 1, U

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*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).

TABLE 4-2: RANGED WEAPONS

Bows, crossbows, thrown weapons, slings—and even whips and scourges—are all capable of attacks at distance.
These use the Weaponry: Ranged skill.

Weapon Type Max dmg Cost Other Stats


Bolas -- 5 Agi -1, Range 8/16/24, E; grapples opponent*
Club 10 1 Phy -3, Range 5/10/15, C
Comp Shortbow 15 35 Agi -2, Phy -2, AP 1, Range 40/80/160, U
Comp Longbow 20 80 Agi -2, Phy +0, AP 2, Range 70/140/280, Bulk 1, R
Crossbow 20 30 Agi -3, Phy -2, AP 1, Range 25/50/100, Reload, U
–Bolt/Quarrel -- ½ U, Ammunition
Javelin/War-dart 10 10 Agi -3, Range 10/20/30, C
Longbow 20 50 Agi -2, Phy -1, AP 1, Range 60/120/240, U
–War Arrow -- 1 U, Ammunition
Net, weighted -- 25 Agi -2, Range 3/6/9, 2x2 yd effect area, Bulk 1, R
Net, barbed 5 35 Agi -1, Range 2/4/6, 2x2 yd effect area, Bulk 1, R
Shortbow 15 20 Agi -2, Range 30/60/120, C
–Hunting Arrow -- ½ C, Ammunition
Scourge 10 20 Agi -1, Uses Weaponry: Ranged, Reach 3, Bulk 1, R
Sidhe War-bow 25 100 Agi -2, Phy +1, AP 2, 75/150/300, Bulk 1, Prestige, E
Sling 10 5 Agi -2, Range 20/40/80, C
–Sling Stone -- -- C, Ammunition, Survival DL 10 to find in the wild
–Sling Bullet -- ½ R, Ammunition
War-sling 15 15 Agi -2, Phy -2, Range 25/50/100, R
Whip 5 10 Agi -2, Uses Weaponry: Ranged skill, Reach 3, U

*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).

TABLE 4-3: COMMON IMPROVISED WEAPONS

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).

Object Type Max Dmg Cost Other Stats


Belt, leather 2 -- Agi -2, Use Weaponry: Melee skill
Branch/Log, heavy 8 -- Phy -1, Use Weaponry: Melee skill
Branch, light 4 -- Use Weaponry: Melee skill
Chain, heavy 8 2+ Phy -1, Use Weaponry: Melee skill

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Object Type Max Dmg Cost Other Stats


Chain, 3+ yds long 8 3+ Use Weaponry: Ranged skill, Reach 3
Chair, wooden 6 5 Phy -1, Use Weaponry: Melee skill
Lantern 5 5 Use Weaponry: Melee skill
Lasso, rope -- 1+ Use Weaponry: Ranged skill, grapples target*
Pot, iron/bronze 6 1 Use Weaponry: Melee skill
Rock, fist-sized 5 -- Phy -2, Use Weaponry: Ranged skill, Range 5/10/15
Torch, flaming 5** -- Agi -2, Use Weaponry: Melee skill

*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.

nine pounds in weight (and sometimes up to 15 pounds),


are considered so hefty that they can only be wielded in
two-handed fashion. A character whose Physique is +5
higher than the listed minimum may attempt to use it
one-handed, but this comes with a -5 penalty.
Improvised: This represents a “weapon” that is not
manufactured for combat, such as a flaming torch, heavy
branch, or tavern stool. Improvised weapons inflict a -2
penalty to the attack roll.
Light: This generally refers to a smallish weapon, three
pounds of less in weight. If a wielder has the Agile Weapon-
ry talent, he or she may use Agility (instead of Physique) to
add to the Weaponry: Melee attack roll. It can also be used
OTHER WEAPON STATISTICS— as an off-hand weapon with Ambidexterity.
Max Dmg: An abbreviation for “maximum damage,”
Agi x: Listed as ‘Agi -2’, ‘Agi -1’, etc, this is the minimum this is the most the weapon can do in terms of Health dam-
Agility needed to properly wield the weapon. For every age dealt (after AP and a target’s armor is applied). Note
point shy of this minimum, the wielder suffers a -2 penalty that higher quality weapons can increase this number as can
to the attack roll. certain magical effects.
Ammunition: These are arrows, bolts, and sling stones Medium: This refers to a weapon, generally of four
(or sling bullets), and are recoverable and non-broken on a to eight pounds, that can be used either one-handed or
roll of 11-20 (on a d20) after being shot/loosed. two-handed. Medium weapons wielded in both hands gain
AP: This stands for Armor Piercing, and essentially +1 to both maximum damage and AP (even if the weapon
equates to bonus damage regardless if the target has actual has no AP rating).
armor or not (even flesh and bone is basically “armor”). For Mount: Short for ‘mounted’, weapons with this desig-
example, if a weapon with AP 2 scores 4 points of Health nator gain a +1 bonus when used from horseback to strike
damage, then this would become 6. an on-foot foe of Physique +7 or less.
Bulk: How heavy and/or bulky the weapon is rated, just Phy x: Listed as ‘Phy -1’, ‘Phy +0’, etc, this is the min-
like other pieces of carried gear. imum Physique needed to properly wield the weapon in
C: Short for ‘Common’. Common items can be found in question. For every point short of this minimum, the char-
80% of cities (or towns or villages of some size or proxim- acter suffers a -2 penalty to the attack roll.
ity to major trade-routes). Prestige: A weapon of this type, of exceptional-quality
Conceal: The weapon in question gains a +2 bonus to or better, grants a +1 bonus to the owner’s Renown when
the owner’s Disguise skill roll, if hiding it among clothing worn or carried (and therefore not hidden).
and belongings, or Sleight of Hand if trying to conceal it R: Short for ‘Rare’. Rare weapons can be found 20% of
more immediately from onlookers. the time in cities/towns of some size.
Disarm: When attempting to disarm an opponent, the Range: In yards, the first number being short range (no
weapon in question gains a +1 bonus to the Weaponry: penalty to the Weaponry: Ranged attack roll), the second
Melee attack roll. Note that disarming maneuvers, without number is medium range (a -2 penalty to the Weaponry:
the Disarming Strike talent, are done at a penalty, so the +1 Ranged roll), and the third number as long range (-5 to
bonus merely helps to alleviate that somewhat. Weaponry: Ranged roll). Note that longbows, composite
E: An ‘Exotic’ item, such objects being available in only longbows, and Sidhe war-bows suffer a -2 penalty from
10% of cities or sizeable towns. atop horseback (still or in motion).
Heavy: Weapons that are, generally speaking, over Reach: This is the general threat-range of a melee weap-

260 GEAR & SUPPLIES


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were once wielded by highly renown figures doing great
on, approximated in yards. A ‘Reach 2’ weapon can strike a deeds, thus essentially imbuing them with greater mystical
target up to two yards away, while a ‘Reach 3’ one threat- powers.
ens up to 3 yards. However, if striking a target two yards
Heroic-quality ammunition (arrows, bolts, and
shy of your Reach—for example, a greatspear with a Reach
sling stones): +2 AP, 2-20 (d20) recovery chance, and is
of 3 attacking an opponent who is but one yard away—a
considered essentially priceless.
-2 penalty occurs to the Weaponry: Melee roll due to the
Legendary weapons: +2 to skill roll, +2 to AP, +10
wielder having to “choke up” on the weapon a great deal.
to max damage, and are priceless. Weaponry of this rar-
Reload: The weapon takes one action to load, or re-
est level of quality are, not only enchanted, but virtually
load, a bolt or quarrel.
impossible to break or shatter. Legendary weapons are the
U: Meaning ‘Uncommon’, and available in approxi-
penultimate items, heroic-quality weapons that are imbued
mately 40% of settlements of size or note.
with the epic characteristics of a famous wielder/owner and
Trip: This equates to a +1 bonus to the wielder’s Weap- often have at least two or three additional powers beyond
onry: Melee attack roll, although without the Tripping At- their superb sharpness, durability, and other characteristics.
tack talent, this merely helps to lessen the -2 penalty for Poor-quality weapons: -1 to maximum damage, -1
such things. AP, and are ½ half base cost. Poor-quality weapons can
be broken or shattered relatively easy, as they were either
poorly made or represent previously-damaged items.
Poor-quality ammunition (arrows, bolts, and
sling stones): -2 to maximum damage, 14-20 (d20) recov-
ery chance, and ½ base cost.

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

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wielder is fighting an opponent with a steel-forged weap- Silvered weapons are rarely exceptional quality, although
on or one of exceptional quality (or better), the wield- a master smith might be able to pull such off especially with
er’s bronze/copper weapon is destroyed instead. Though the Artisan talent. This would, naturally, increase the price
bronze or copper weapons are rare, relics of an antiquated of the weapon by six-fold, but is still not enough to negate
period and primitive cultures, they might be occasionally the -1 penalty to AP (but would be more resistant to being
found for sale worth around two-thirds the price of one of damaged or broken). A master-crafted silvered weapon, an
iron or steel of average quality. extremely rare thing indeed, would cost 15 times the listed
COLD-IRON: This is iron untouched by a forge-fire base cost for an average quality weapon but would negate
and without added materials, such as tin or lead for mak- the -1 AP penalty and be resistant to damage from all but
ing steel. As such, it is difficult to craft weapons from raw, the most heroic-quality of weaponry or shields.
unfired iron, increasing the DLs to Crafting rolls (when mak- STONE: Weapons made solely of stone, such as gran-
ing cold-iron tools or weapons) by 5. However, cold-iron ite or flint (which are almost always blunt weapons like
weapons often deal additional pain and harm to Fey/Fa- hammers, mauls, and the like), inflict a -1 penalty to the
erie creatures and occasionally even demonic entities. The wielder’s attack roll and weigh three to four times as much
drawback, though, is that raw cold-iron is otherwise infe- as their metal or wood counterparts. Furthermore, they can
rior to fire-wrought iron (and certainly steel), yielding a -1 be susceptible to chipping and cracking, especially when
penalty to the weapon’s AP and maximum damage rating. resisted by other stone surfaces or metal objects of mas-
They are only damaged in combat when the wielder scores ter-crafted quality or better. The costs to make them are
a critical failure and only then when facing an opponent roughly the same as listed for an average-quality weapon of
wielding a master-crafted weapon. normal construction.
SILDARIL: Meaning “star-metal” in the Sidhe tongue, Obsidian, however, is acts a bit different than other
this metal is said to be comprised from the materials of fall- stone-made weapons in that it can be every bit as sharp as
en stars and, as such, many believe it to be divinely sent. the finest steel. If a Light weapon, in fact, there is no pen-
Only the Eluna and Dark Sidhe fully know the secrets of alty to the wielder’s attack roll as mentioned above; Medi-
forging sildaril, although it is whispered that a few Duergar um and Heavy weapons still possess this penalty, though.
clans have figured out the process as well. Alchemy, focused An obsidian weapon would cost as the listed amount for a
on metallurgy, is involved with this procedure in additional normal average-quality weapon, although anything great-
to the skill needed to properly forge it and make it hold its er would cost at least double the price (and be subject to
shape, edge, and durability. See the Crafting skill entry for breaking).
DLs regarding Sildaril items. WOOD: Any weapon not normally comprised of solid
If successfully made, a Sildaril-plated weapon gains +1 to wood, such as a club, war-club, staff, or bow—would suffer
its base AP and maximum damage rating and can only be a -2 penalty to AP (not no lower than zero) as well as to
broken by an opponent wielding a master-crafted Sildaril maximum damage. The cost for such weaponry is about
weapon (or shield) or any weapon of heroic or legendary two-thirds the listed price for a weapon otherwise intended
quality. A weapon comprised of pure Sildaril—a rare thing to be iron or steel, exceptional quality versions being rare
indeed—would weight half as much as one made of steel except in the case of the Sidhe-folk. Master-crafted wooden
and gain +2 to AP and to maximum damage. Such prizes weapons, save those that are normally wooden in nature
are automatically considered to be master-crafted, although (clubs, staves, etc.), are nearly unheard of.
the very rare heroic-quality weapon of pure Sildaril would Note that there are whispered to be some near-magi-
yield +3 to AP and maximum damage, while the even rarer cal types of wood in the greater SK world, including the
legendary-quality made of Sildaril would grant +4 to AP near-legendary “stone-wood” (or “wizard-wood”) across
and maximum damage. These statistics are in addition to the Dragon Sea in the mysterious land of Ar.
any other extra magical powers the weapon held. Note
that heroic-quality and legendary-quality Sildaril weapons
are virtually impossible to break save by extraordinary and
intentional means (such as lava or Blackfire) and are, in es-
sence, priceless.
SILVER: Usually this refers to silver-plating, for pure sil-
ver is too soft and pliable a metal for any proper weapon
construction. Silver-plated weapons costs three times the
listed amount of an average-quality weapon and require
some skill to make (see the Crafting skill entry for DLs). They
are slightly heavier, but not terribly so, and lessen the AP of
a weapon by one (but no less than zero). However, silver is
a notorious deterrent against certain supernatural creatures,
particularly lycanthropes, vampires, and a few rare types of
demons, wherein a silvered weapon might deal additional
damage or allow the weapon to do any damage at all. Sil-
ver is sometimes known as “moon metal” in some cultures
and is considered pure and somewhat “holy”.

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TABLE 4-4: ARMOR

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”.

Armor Type ProtRtg MobPen SkillPen Cost Other


Soft Leather/Hide 1 -0 -1 10 C
Hard Leather/Padded 2 -0 -2 25 C
Brigandine/Ring 3 -1 -2 40 Phy -2, Bulk 1, U
Chainmail shirt 3 0 -3 50 Phy -3, U
Chainmail hauberk 4 -1 -4 100 Phy -2, Bulk 1, U
Scale hauberk 4 -2 -4 85 Phy -1, Bulk 2, R
Plate and chain 5 -2 -5 250 Agi -2, Phy -1, Bulk 2, R
Duergar plate armor* 6 -3 -5 600 Agi -2, Phy -1, Vig -1, Prestige, Bulk 3, E
Shields
Buckler/Small Shield 1 -0 -1 10 Phy -3, U
Medium Shield 2 -0 -2 25 Phy -2, C
Large/Body Shield 3 -1 -3 50 Phy -1, Bulk 1, U
Helmets
War-cap w/ chain coif 1 -0 -1 35 *U
War Helm/Full helmet 1 -0 -1** 50 *Phy -2, Prestige, R

*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
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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

GETTING INTO AND OUT OF ARMOR


Generally speaking, donning light forms of armor takes less time than heavier forms of armor, and more or less the
same with doffing (getting out of) armor. The following table illustrates this in more detail. Note that, with the
assistance of another person (such as a squire, etc.), these times are cut in half.

Time Required Time Required


Armor Type to Don* to Doff
Padded, Soft Leather, Chainmail shirt 2 rounds 2 actions
Brigandine, Chainmail and Scale hauberk 4 rounds 2 rounds
Plated mail (plate and chainmail) 6 rounds 3 rounds
Duergar full plate armor 10 rounds 5 rounds

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.

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of pure Sildaril armor, which would be essentially priceless, armor is being worn, at 10. Such a rating is quite difficult to
the Protection Rating of the armor type in question would achieve (and would certainly slow the character down), but
improve by +1. As one can see, Sildaril—a light, flexible, even still, 10 is a nice and easy (and sane) limit.
and durable metal alloy—is better served as weaponry than
armor, the latter generally considered something of a waste SLEEPING IN ARMOR
of good star-metal. It is possible to sleep in armor, but there are drawbacks—
WOOD: Wooden shields, obviously, are quite common as one might imagine—for doing so. For every Skill
and are found throughout the known world made by many Penalty the armor inflicts on its wearer, that is the number
cultures. Most shields and bucklers, in fact, are largely oak of Stamina points the character will be down when awake.
or pine trimmed with an iron rim often with an iron “boss” Thus, as an example, if Brynjar sleeps in his exception-
in the middle to protect the hand. Many are furthermore al-quality scale hauberk during the entire night, he will
covered in leather for additional protection and some mod- be minus three points of Stamina when finally awake for
icum of comfort. However, on rare occasion, a primitive travel the next day (i.e. a scale hauberk has a Skill Penalty
or wood-based culture might produce body armor made of 4, but exceptional-quality armor negates one point of
primarily of hardened wood, although such would have its this penalty, for a total of 3). To further the example, if
base Bulk increased by one, suffer a -1 to Protection Rating, Brynjar had the Armor Acclimation talent, he would only
and an additional -1 penalty to Mobility and Skill Penalties. suffer two points of Stamina loss for sleeping in armor.
The cost to make such armors would be about two-thirds Obviously, the benefit for sleeping in armor is to be
the listed price for normal armor. ready for combat should the immediate need arise, and
most characters on watch-duty will most likely keep their
Optional Rule: The GM may wish to cap the maximum armor on.
Protection Rating, regardless of what type and how much

TABLE 4-5: CLOTHING & OTHER GEAR


Listed here are some of the more common non-armor and non-weapon items and equipment of the SK world.

Item Cost Bulk Other Notes


Acid, moderate*** 5 sc/vial 0* R; See Alchemy skill entry
Acid, strong*** 12 sc/vial 0* E; See Alchemy skill entry
Alchemist’s Kit 20 sc 1 R; -2 to Alchemy skill rolls without
Alchemy Workshop 80 sc 10 E; +1 to Alchemy rolls; min 3x3 yard space
Ale, light 3 bc 1 C; One pint (about a day’s worth)
Ale, stout 5 bc 1 C; One pint (about a day’s worth)
Artisans’ tools 10 sc 1 C; -2 to Crafting rolls without
Backpack/knapsack 2 sc 0* C; Holds Bulk 2 or 1.5 cubic-foot volume
Barrow-weed (dried) 2 sc 0** R; See the Herbalism skill entry
Basket, small 2 bc 1 C; Wicker; holds one cubic-foot volume
Bedroll (sleeping) 3 sc 2 C; +1 to resist weather and fatigue
Belt 1 sc 0* C; Fair to fine leather
Belt, double 2 sc 0* U; Often used for swords
Boots, fine/riding 5 sc 1 R; Heavier leather; occasional fur trim
Boots, soft/buskins 2 sc 0* C; Light leather footwear
Breeches, fine 2 sc 0* U; Lower body wear of leather or silk
Breeches, simple 8 bc 0* C; Basic wear for lower body; cloth or wool
Candle, tallow 2 bc 0** C; Illuminates a 3-yard radius; burns 2 hours
Candle, wax 8 bc 0** C; Illuminates a 3-yard radius; burns 8 hours
Chain, iron (per yd) 1 sc 1 U; Phy DL 25 to break; bears up to 2,000 lb
Chest, large 15 sc 6 C; DL 20 lock; holds one cubic yard
Cloak, hooded 3 sc 1 C; Protects against rain, wind, etc.
Coffer (tiny chest) 5 sc 2 U; DL 20 lock; holds one cubic foot
Drinking Horn 7 sc 1 U; Holds up to 1-2 days mead or ale
Flint and Steel 3 bc 0** C; Light torch 1 action; +2 Survival start fire
Forge (smithy) 75 sc 15 C; +1 Crafting (metal) rolls; min 3x3yd space
Girdle (broad belt) 4 sc 1 U; Holds heavy or multiple weapons

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Item Cost Bulk Other Notes


Gloves, leather 3 sc 0* R; Leather hand-wear; sometimes fur trim
Grappling Hook 2 sc 1 U; DL 15-20 Weaponry: Ranged to hook
Healer’s Pouch 10 sc 0* U; +1 to Healing Arts skill rolls; 10 uses
Hemlock (dried) 2 sc 0** U; See Herbalism skill entry
Herbalism Kit 8 sc 0* U; +1 to Herbalism skill rolls; 10 uses
Herbalist’s Workshop 50 sc 8 R; +1 to Herbalism rolls; min 3x3 yd space
Herbs, cooking 1 sc 0* C; +1 to Crafting (cooking) rolls; 5 uses
Herbs, healing 5 sc 0* U; Grants +1 to Healing Arts rolls; 5 uses
Horn, drinking 2 sc 1 U; Common in the north; holds 2 pints
Horn, sounding 5 sc 1 U; Can be heard up to 300 yards away
Ink, writing (vial) 1 sc 0* R; One vial produces equivalent to 25 pages
Kilt, tartan plaid 4 sc 1 R; C in Caerndon; U in Emerald Islands
Knife, utility 5 sc 0* C; Max. Damage 7; shaving, whittling, etc.
Lamp, oil or tallow 5 bc 0* C; Illuminates a 9-yard radius area
Lantern, hooded 3 sc 1 U; Lights a 9-yard radius; can be shuttered
Lock, complex 20 sc 0* R; DL 25 Lock-picking (or key) to open
Lock, simple 7 sc 0* U; DL 20 Lock-picking (or key) to open
Manacles, iron 1 sc 1 U; Agi or Phy DL 25 to break or escape
Mandrake (dried) 2 sc 0* R; See Herbalism skill entry
Mistletoe (dried) 2 sc 0** R; See Herbalism skill entry
Nightshade (dried) 2 sc 0** U; See Herbalism skill entry
Oil, lamp/lantern 1 sc 0* C; Non-explosive; one flask burns 8 hours
Parchment 8 bc/sheet 0* U; One sheet is 10”x12”; often scrolled
Piton (iron spike) 5 bc 0* C; +2 to climbing; 2 actions to drive one in
Pouch, belt 2 sc 0* C; Roughly one-half cubic foot of storage
Prydonian Fire*** 8 sc/flask 0* R; See Alchemy skill entry
Quill (or stylus) 4 bc 0* U; For writing with ink or other pigments
Rations, dried 1 sc/day ¼ per day C; Dried meat, fruits, nuts, and bread
Rope (per 10 yards) 3 sc 2 U; Hempen; bears up to 35 Bulk in weight
Sack, cloth 5 bc 0* C; Contains up to two cubic feet of items
Sack, leather 1 sc 0* U; Contains up to two cubic feet of items
Saddle, riding 1 gc 1 (horse) U; -2 to Animal Hndling (riding) rolls w/out
Saddle, war 2 gc 2 (horse) R; +2 to Animal Handling to stay mounted
Saddlebags 8 sc 2 (horse) U; About one cubic foot of storage per side
Salve, healing*** 10 sc/dose 0* R; See Alchemy skill entry
Smithing tools 10 sc 1 C; -2 to Crafting skill rolls without
Tent, pavilion 25 sc 15 R; Sleeps 10-12 people and most gear
Tent, small 7 sc 5 U; Sleeps 1-2 people and most gear
Thieves’ Tools 10 sc 0* E; Illegal in most areas; -2 Lockpicking w/out
Toga 1 sc 0* R; U in Lorinthia and Central Prydonian Isles
Torch 1 bc 0* C; Illuminates a 6-yard radius area
Tunic, fine 3 sc 0* U: Basic wear; leather, silk, or good cloth
Tunic, simple 1 sc 0* C; Basic wear from shoulders to mid-thigh
Waterskin 3 sc 0* (1 if full) C; Holds one gallon (1-2 days) of water
Whetstone 2 bc 0** C; Sharpens/maintains bladed weapons
Wine, watered 1 sc 1 C; Per gallon (1-3 days’ worth)
Wine, fine 5 sc 1 U; Per gallon (1-3 days’ worth)

*10 of these items equate to Bulk 1


**20 of these items equate to Bulk 1

266 GEAR & SUPPLIES


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***If you have the necessary skill levels in Alchemy to make this, then you pay only half cost at character creation.

TABLE 4-6: ANIMALS, MOUNTS, & TRANSPORT

Mounts/Beasts Cost Weight Other Notes


Barge, river 50 sc 60 U; Holds 20 people or Bulk 120
Cart, two-wheeled 20 sc 22 C; Carries up to 3 people or Bulk 25
Cog (or Carrack) 500 sc 150 U; Min. crew of 4; Carries up to Bulk 250
Dog, hunting 25 sc 8 U; Trained to hunt and track
Dog, war/guard 50 sc 10 R; Trained to attack and guard
Falcon, trained 30 sc 1 R; Trained to hunt and “spot” from above
Galley, large 250 sc 100 R; Holds 50 people or Bulk 100
Longship 400 sc 130 U; Mobility 5-20; Carries up to Bulk 200
Horse, draft 50 sc 31 C; Pulls carts/wagons at Mobility 20
Horse, riding 75 sc 28 C; Mobility 25; can carry up to Bulk 40
Horse, light war 150 sc 31 R; Can attack in combat; carries Bulk 45
Horse, heavy war 250 sc 34 E; Can attack in combat; carries Bulk 50
Rowboat, small 20 sc 18 C; Holds up to 4 people or Bulk 30
Sledge, snow/ice 30 sc 22 R; Holds up to Bulk 25; towed by beasts
Wagon, 4-wheeled 40 sc 50 U; Carries up to 6 people or Bulk 50
Warship, bireme 600 sc 180 R; Min crew 25; ramming prow, ballista
Warship, sailing 1,000 sc 240 E; Min crew 10; ram, ballista, catapult
Warship, trireme 900 sc 260 E; Min crew 45; ram, ballista, catapult

TABLE 4-7: COMMON SERVICES

Food & Services Cost Weight Other Notes


Aviary, hawk/falcon 7 bc -- U; Per night; food, water, hood, etc.
Bath, public 2 bc -- R; Common in Lorinthian Empire
Courtesan, comely 3 sc -- R; Magnetism +2 to +4; cost is per hour
Healing, long-term 5 bc -- U; Access to NPCs w/ Healing Arts level 3+
Meal, tavern (avg) 2 bc -- C; Watery stew, hard bread, cheese, ale, etc.
Meal, tavern (fine) 6 bc -- U; Thick stew, nut-bread, cheese, wine, etc.
Messenger, bird 1 sc -- U; Raven/Pigeon; Mob 50+; max 40 words
Messenger, mounted 2 sc -- U; Mobility 25+; cost is per day on the road
Messenger, in-town 5 bc -- U; Written or spoken; one hour maximum
Room, poor inn 4 bc -- C; Per night; might come with stabling
Room, average inn 1 sc -- C; Per night, probably w/ stabling and privy
Room, fine inn 3 sc -- U; Per night, w/ stabling, privy, and more
Shelter, exotic beast 5 sc -- R; Per night; food/water, stall or cage, etc.
Ship Passage (river) 1 sc -- U; Per day on-river; few accommodations
Ship Passage (sea) 2 sc -- U; Per day at sea; basic accommodations
Stabling, per horse 1 sc -- C; Per night; Stall, feed, possible grooming
Wench/harlot 1 sc -- U; Magnetism -1 to +1; cost is per night

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TABLE 4-8: SIEGE WEAPONS

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

TABLE 4-9: MUSICAL INSTRUMENTS

Musical Instruments Cost Bulk Other Notes


Bagpipes 13 sc 1 R; Common in Caernia
Drum, large 14 sc 3 U; Can be heard up to 300 yards away
Drum, small 8 sc 1 U; Can be heard up to 100 yards away
Dulcimer 15 sc 2 U; Hammered or strummed
Flute or Recorder (wooden) 7 sc 0* C; Found most anywhere; +2 to conceal
Harp, small traveling 15 sc 2 U; Found mainly in the northwest
Harp, large standing 35 sc 6 R; Used primarily in courts or great halls
Lute or Mandolin 15 sc 2 U; Common in the Western realms
Lyre (seven strings) 12 sc 1 U; Common in Lorinthia and Prydonia

ITEM QUALITY HEROIC-QUALITY: Tools and musical instruments of this


Like weapons and armor, other forms of equipment can extraordinary caliber of craftsmanship would gain an addi-
vary in make and quality, from poor or damaged to mas- tional +2 bonus to their appropriate skill rolls.
ter-crafted (and possibly even heroic-quality, though very
rare). Average quality objects are, naturally, the most com- LEGENDARY: There are, essentially, no common tools or
mon and considered the norm. instruments of legendary quality. If there were, however,
they would be nearly impossible to destroy and might stand
EXCEPTIONAL: Tools—and musical instruments—of this to gain an additional +3 to the appropriate skill roll.
level of quality are less likely to break and are perhaps
somewhat more resistant to rust, wear and tear, and gen- OTHER MATERIALS: If a tool is manufactured out of an
eral breakage. atypical substance—such as a wooden or bone lock-pick—
then it stands to suffer a -1 to -2 penalty to the appropriate
POOR/DAMAGED: Tools of this quality, or lack there- skill as well as a likelier chance of becoming damaged or de-
of, suffer a -2 penalty to any relevant skill rolls in which stroyed. Otherwise, a silver-plated object would likely have
they are being employed. For example, broken (but not increased market value and could even cause discomfort to
destroyed) metal-working tools would inflict a -2 penalty a lycanthropic creature or a cold-iron item might slightly
to Crafting (blacksmithing) skill rolls. In the case of a musi- “burn” any Sidhe touching it. GM discretion should apply
cal instrument, the instrument in question would suffer a -2 here.
penalty to the user’s Performance roll.
ENCUMBRANCE
MASTER-CRAFTED: Tools and musical instruments of Characters can wear, carry, or otherwise bear a number
this high degree of quality receive an additional +1 bonus of Bulk items in accordance to their Physique attributes as
to the user’s appropriate skill roll. shown below:

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Physique Unencum- Hin- Bur-


rating bered* dered** dened***
Physique -4 0-2 3-4 5-6
Physique -3 0-3 4-6 7-9
Physique -2 0-4 5-8 9-12
Physique -1 0-5 6-10 11-15
Physique +0 0-6 7-12 13-18
Physique +1 0-8 9-16 17-24
Physique +2 0-10 11-20 21-30

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

*Characters carrying total Bulk within this range suffer no


HEROIC, LEGENDARY,
penalties. & ENCHANTED ITEMS
**Reduced to ¾ Mobility and -2 to asterisked Skill rolls.
***Reduced to ½ Mobility, -5 to asterisked Skill rolls, and The world of Savage Kingdoms is one of wonder, mysticism,
-2 to Stamina. Total Bulk greater than this cannot be car- and romantic brutality. As such, it is one if mighty thews,
ried, although it might be possible push/pull/drag a singu- sharp steel, and cunning wit, with little place for the weak
lar object with a Bulk rating greater than this category at and foolish. Enchanted objects, therefore, are relatively rare
¼ Mobility, perhaps with assistance or an accommodating in the known world as often it is enough to just have a
surface. GM discretion applies. sword of fine steel or a loyal and swift steed. Furthermore,
magical items are extremely expensive to create and require
Note: Bulk equates to roughly 15-20 pounds, or a heavier a tremendous amount of knowledge of things magical and
item easily portable or a lighter one that is bulky or un- arcane (not to mention the physical and spiritual toil per-
wieldy (such as a sack stuffed full of feathers). Characters, manent objects can cause on the hapless enchanter).
and most other creatures, are considered themselves a Bulk That said, the SK world is home to some of the most
of 10 + 2x their Physique attributes (minimum Bulk 4 for potent and intriguing enchanted items, magical objects of
player-characters) in “dead weight” for the purposes of be- a permanent nature which are of, in the very least, hero-
ing carried when Helpless or Unconscious. If conscious, this ic-quality. (Temporarily enchanted items are either talis-
Bulk is effectively halved when being carried. mans or potions, or on rare occasion, alchemical concoc-
tions imbued with a measure of sorcery). A step beyond
MOUNTS & BEASTS OF BURDEN even items of heroic quality are those of legendary quality,
A mount must have a Physique of 5 greater than its rider’s objects whose secret of fabrication has been lost to time,
or it is automatically slowed to Hindered. For example, a most likely enchanted in a time where magic and sorcery
Physique +7 character, though a rare thing indeed, would was more potent, such as during the Age of Gods, Age of
require a horse (or other steed) with a Physique of at least Giants, or Age of Dragons. Legendary items might also rep-
+12 to keep from being Hindered. resent those rare heroic-quality objects that gained further
If a rider’s Physique is greater than the mount’s, then the enchantment somehow, or those wielded or owned for a
mount is slowed to Burdened; if it is 5 or more greater, than long while by a hero, ruler, or other renowned personage
the mount cannot move at all with the rider astride it. for a great length of time. Items can be increased in power
Note the creatures other than equines and camels must and quality, after all, on rarest occasion by the heroic and
be at least passingly capable of bearing a rider, such as pos- clever, or perhaps by sitting in a place of power for a great
sibly a large bear, moose, ox, or giant boar. These beasts, length of time (such as a crystal cave or beneath a circle
however, will need specialized training to learn the ‘Carry of standing stones). None of this needs hard-and-fast rules
Rider’ task of the Animal Handling skill. and is largely up to the GM, within the context of what is
written here and throughout this book.
The following permanent magical objects are known pri-
marily in the West, but there is little reason why one or two
could not turn up in the East beyond the Dragon Sea.

THE BLACK ORB OF ORIDON


Also known as the Black Pearl of Oridon or the Pearl of the
GEAR & SUPPLIES 269
SAVAGEIII
KINGDOMS
Leviathan, this legendary object is said to have been, at one
time, in the care and control of the Grand Temple of Prydo- THE HORN OF RHODON
nis in the great city-state of Prydon itself. However, as tales Also known as the Horn of Prydonis, this sacred relic, if
claim, this black pearl-like orb—the size of a large man’s it even exists, was said to have been created by the Elder
fist—was stolen during the last Cataclysm (well before the Deities of Rhodon, the isle of the gods that the ancient
Gorgon Wars) and whisked out of the city and off the is- Rhodonites (predecessors of the Prydonians) believed once
land. By whom, what, or to where, few seem to know. If existed. The horn was either believed to be a cornucopia
the Orb could ever be found, it would grant its bearer the of food and drink or a sounding-horn perhaps being com-
following abilities: prised from a large nautilus shell. If the former, it likely pro-
vided ample sustenance for a grand feast, complete with
dz Both the Night-sighted and Second Sight talents. healing-foods and wine fit for the descendants of gods and
great heroes; if the latter, the horn was thought to have
dz A +2 bonus to Magical Arts: Death and Life skill
summoned the Leviathan from the very sea or to drive
rolls. away Krakens and other gorgons.
dz A +1 bonus to Magical Arts: Shadow and Water If the Horn of Rhodon (which might actually be two dis-
skill rolls. tinctly different objects as outlined above) was ever locat-
dz The ability to breathe underwater and endure wa- ed—perhaps guarded only by the Leviathan (the Sea Lord’s
loyal servant) itself or lost to the deepest depths of the Sea
ter pressure up to a depth of 100 feet. of Prydonis—it might only function for one of Rhodonite
dz The Obsession (of the Orb itself) weakness, major blood with a minimum Magnetism or Willpower of +1. The
version. power revealed within could be as follows:
dz If the bearer’s Willpower is +1 or less, the Madness
and Tainted weaknesses are gained. dz Blast of Fear (when blown, all enemies within 20
yards of the horn-blower must succeed in DL 20 Re-
THE BLOOD CROWN solve rolls or become Intimidated; failing by 10 or more
Said to be a gift from a mysterious sorcerer-priest, this wick- means Terrified instead; this power only functions thrice
ed and powerful object was often worn by Mortigern Von
per 24 hours)
Mulov, the first king of Mulovia. Many whispered that the
heavy coronet, mainly comprised of iron, gold, and deep- dz Elixir of Life (once per 24 hours, the horn can pour
red ruby, held mystical powers, including the ability to turn out a potent healing-elixir that heals 20 Health points of
its rightful owner into a vampire. Thus, rumor arose that damage to a single drinker or 10 Health points to two
King Mortigern was of vampiric nature, turned into such
drinkers; this also acts as a Regeneration spell for missing
a creature by the Blood Crown and not by the more “nat-
ural” means of being blood-drained by such a fell undead digits or limbs)
being. dz Restore Life (once per week, the horn can Restore
Regardless of the actual truth, the crown was thought Life, as the spell, to a single creature having been de-
to had been destroyed by the Von Zuriks when their noble ceased for no more than seven days)
house took the royal throne. Yet, some said that the Blood
Crown was resistant to destruction and so was locked away dz Sustaining Feast (once per day, the horn can pro-
in the same lead and stone vault where the sun-burnt ash- duce enough fine food and drink for up to fifty hu-
es of its former wearer, King Mortigern, were contained. man-sized creatures; any creature larger than Physique
Legend has it that the First King, Mortigern, outlived many +5 counts as two creatures and any creature larger than
queens during his reign with the Crown and was finally put
Physique +10 counts as three, and so on.
to death by an assassin after he removed it for a tryst with
a beautiful courtier. Furthermore, few know of the location
of Mortigern Von Mulov’s tomb and, as such, the Blood
Crown itself.
If the object were to ever be unearthed, it would yield
the following powers to a human (and only a human) who
placed upon his or her head:

dz Transformation into a Lesser Vampire (after wear-


ing it nine straight nights).
dz A +1 boost to Magnetism.
dz A +2 increase to Health and Stamina.
dz The Madness and Tainted weaknesses if the wear-
er’s Willpower is +2 or less.

270 GEAR & SUPPLIES


SAVAGEIII
KINGDOMS
THE JEWELS OF SILDARIEN maximum damage rating of 27, and a throwing range
The father of Sildar the Smith, a famed craftsperson, was of 10/20/30.
Sildarien of the Eluna Sidhe. Sildarien was a grandmas-
ter smith, particularly gifted in crafting gems and jewels,
dz The Impaling Thrust talent (with the Spear itself)
some of which—according to legend—were imbued with dz If the wielder possesses the Magic Affinity talent or
the very essence of the two moons and the firelight of the at least one skill level in Magical Arts: Fire or Death, the
sun and stars. Four of these great jewels were created, and Spear can then be willed to burst into flame which deals
a fifth was attempted until the Shadow War, which trig- an additional 5 points of fire damage upon a successful
gered the Breaking of Arvelindor, ceased Sildarien’s efforts.
strike.
Sildarien, in fact, was taken prisoner by the Dark Sidhe and
held in a secret chamber for centuries before tricking his dz The wielder gains the Obsession (war and destruc-
way out with one of his own creations (the Dark Sidhe had tion—major) weakness unless he or she has a Willpower
forced him to craft beautiful things for them, some of them of +1 or greater.
enchanted).
Of the four Jewels of Sildarien, two have known where-
abouts: the royal court of Celendoril and one of the noble THE STAR-SONG BLADE
houses of Lithilor. A third one was allegedly unearthed in This is said to have been the enchanted longsword of Trista-
the Shadowlands several centuries ago, but it has since fad- na, a knight of Aradorn and first female member of the elite
ed from known history (and, like the fourth one, still at Order of the Sword and the Rose. Legend has it that she
large). Some whisper that the fifth and incomplete Jewel, a discovered the sword, not but a few years beyond puberty,
skull-sized gem of myriad facets, is perhaps the most magi- while wandering in the woodlands of northern Aradorn.
cally potent, even though it was allegedly never completed She claimed that an Otherworldly being led her to it—pos-
by Sildarien. sibly an Angel or powerful Sidhe-lord—and wanted her to
Being the bearer of one of these great Jewels might grant “take it into the world of Men and to do good deeds.”
the following abilities: Several tried to take it from Dame Tristana, perhaps thinking
that it would better serve in the hands of a more adult and
dz Magic Affinity (per the mystical talent) skilled warrior, but the blade—forged of star-metal which
dz Star-sight (per the racial ability of all Sidhe-folk) hummed through the air like a ghostly song—would not
dz Second Sight (per the mystical talent) fully function for any other save for young Tristana.
Sadly, the “star-song” sword was lost not a decade ago in
dz +1 bonus to Luck the Ruins of Aramor, where it is believed a powerful portal
dz +1 bonus to Magical Arts: Life and Shadow and all to the Nether-world is located. Dame Tristana met a most
Perception skill rolls terrible demonic foe there, and instead of taking her life,
dz Inflicted with the Obsession (with the Jewel it- the entity took the heroic blade instead. Tristana limped
back to her home castle in western Aradorn, but a few years
self—major) weakness, unless the bearer has a Willpow-
later become the wife and queen to the high-king Gareth
er of +2 or better. Silverhawk, and both still reign today in Palador over a
semi-unified Aradorn.
THE SPEAR OF AGATHON Should the Star-Song Blade ever be recovered, assuming
Prydonian and Lorinthian legends claim that the god Ag- it still exists, the wielder might stand to gain the following
athon (also known as Argathon) once walked the mortal abilities:
world just before the Sinking of Rhodon some 1,300 years
ago. It is said this avatar, or earthly form, of the god of con-
quest and blood bore an incredible weapon, a spear forged
dz +1 bonus to Weaponry: Melee skill rolls; the long-
by his father, Prydonis, in the purest fire and water of the sword itself has AP 3, maximum damage 22, and is con-
Isle of the Gods and soaked in the fiery blood of Atores, the sidered heroic-quality.
bull-god of the sun. It was allegedly broken in half during dz +2 to Persuasion skill rolls when drawn from its
a terrible duel with a mighty gorgon, that some say was scabbard
the very avatar of Gorgothon, the Still-born God, and the
pieces were lost to history. At least one piece of the Spear
dz +2 to Resolve skill rolls when worn or drawn
was claimed to have been found by a band of Agathonian dz If the wielder has the Pious Faith talent (of Saint
templars, but were lost again after just a few short years, Paladyr), then all of the above bonuses are doubled.
most likely to theft.
If the two pieces of this legendary weapon were ever
located again, and assembled, the bearer would very likely THE TOME OF MALAGORN THE MAD
gain the following abilities: In actuality, there are thought to be three copies of this
piecemeal tome, a rare collection of scholarly observations,
dz +1 boost to both Agility and Vigor ancient prayers and evocations, alchemical formulae, and
dz +1 bonus to Weaponry: Melee rolls when wielding acquired spells written in several tongues, most notably
Brythian (with a fair number of notations in Lorinthian and
it; the Spear itself is Medium sized, has an AP of 4, a
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SAVAGEIII
KINGDOMS
Sidhe). In truth, however, the tomes are likely encrypted power—minor version) unless his/her Willpower is +2
and a successful DL 20 Language or Magical Arts (any dis- or greater.
cipline) roll might be necessary to interpret the mystical in-
formation therein.
This tome—or tomes if there are more than one—is said THE WAR-HELM OF GORGOTHON
to be massive in size, perhaps measuring up to three feet This legendary relic was thought to have been created ei-
long by two feet wide and a half-foot thick. It is allegedly ther by a powerful cult-sorcerer or by the Still-born Fallen
bound in Wyvern or Dragon hide, coated in various herb- God himself during his alleged time in Gorgotha before the
al and alchemical concoctions to prevent weathering and Fall of Rhodon some 1.300 years ago. Regardless, it is a
even tearing, this gigantic book was said to have been pur- massive piece of head-wear—perhaps more headdress than
posely abandoned by Malagorn himself due to a mysterious helmet—comprised of the skull and jawbone of a Minotaur
geas or oath he was sworn to uphold. If this is true, then (complete with gigantic horns), covered in ancient runic
the tome (or tomes) might stand to be found somewhere symbols based in the Gorgonic and Nether-speech tongues.
in the Bloodthorn Forest of northern Aradorn, perhaps in The two eye-sockets are thought to be filled with great
an ancient crystal cave once used by Malagorn the Mad or gems—one fire-ruby and the other an ice-sapphire—sym-
buried in some half-forgotten circle of standing stones. bolizing the power of both fire and water/ice. Some de-
Should such a Tome ever come to light, the reader might scriptions of the helm’s horns have them made of blackest
gain the following abilities after at least eight hours of thor- hell-metal or black bronze, both extremely rare metallurgi-
ough study (and the possible Language roll as mentioned cal alloys of great durability.
above): If this War-helm were ever to be rediscovered, it would
be a terrible thing indeed, even though it might grant the
wearer the following powers:

dz +2 to Protection Rating if combined with a shield


or body armor; however, there is a -2 penalty to Percep-
tion skill rolls.
dz +1 boost to both Physique and Vigor
dz +1 bonus to both Brawling and Weaponry: Melee
skill rolls
dz +2 to Persuasion skill rolls when specifically at-
tempting to intimidate another
dz +1 bonus to Magical Arts: Fire, Water, and Death
skill rolls
dz Inflicted with the Honorless and Tainted weakness-
es (unless Willpower +4 or greater)

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-
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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

274 GEAR & SUPPLIES


SAVAGEIII
KINGDOMS

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

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TABLE 5-1: ACTIONS

Action Type Action Cost


Attack with a melee weapon 1 action (attack action)
Attack with a ranged weapon 1 action (attack action)
Break out of a grapple 1 action (attack action)
Cast a combat spell at an opponent 1 action (attack action)
Cast a combat spell on self or an ally 1 action
Climb your Mobility (in feet) 1 action
Climb twice your Mobility (in feet) 2 actions
Command a trained animal to attack 1 action
Disengaging from combat 1 action*
Dismount a horse or other steed 1 action**
Draw or ready a weapon 0 actions
Establish a grappling hold 1 action (attack action)
Load a bolt into a crossbow 1 action
Make a Lore skill roll regarding a creature 1 action
Mount a horse or similar steed 1 action**
Move up to your Mobility (tactical) 1 action****
Move twice your Mobility (run) 2 actions****
Move thrice your Mobility (sprint) 2 actions (costs 1 Stamina)***
Nock an arrow to a bow 0 actions*
Perform a song, poem, or dance 1 minute
Perform an epic or story 10 minutes
Perform a ritual spell 1 hour
Persuade a NPC (bluffing or diplomacy) 2 actions
Persuade a NPC (using Intimidation) 1 action (counts as an attack action)
Pick a simple lock 1 action
Pick a moderate lock 2 actions
Pick an advanced lock 1 minute
Pilfer a simple item 1 action
Pilfer a well-guarded/difficult item 2 actions
Pull out an object from a belt pouch 0 actions**
Pull out an object from a backpack, etc.1 action Primary
Ride a horse at a canter (double Mobility) 2 actions
Ride a horse at a gallop (triple Mobility) 2 actions
Search a one square-yard area 1 action
Search a 3 square-yard area 2 actions (1 round)
Search a 10 square-yard area 1 minute (10 rounds)
Standing up from prone 1 action (free attack from foe)
Stealthily move half your Mobility (yards) 1 action
Stealthily move your full Mobility (yards) 2 actions (or 1 action at -5 to Stealth)
Swim half your Mobility (in yards) 1 action****
Swim your full Mobility (in yards) 2 actions****
Throw an alchemical concoction 1 action (attack action)
Staunch a bleeding wound Complete

*You can disengage from combat as a non-action (using a move action to withdraw), but this grants any foe within weapon reach of you a
free reactive attack if they so choose.
**These actions are free, although two ‘0 action’ actions in a round equates to one action.
***With a successful DL 20 Animal Handling roll, you can mount a steed as a free action; however, it only requires a successful DL 15 Animal
Handling roll to dismount as a free action.
****Whenever you use an action to move less than your full potential (per your Mobility), you may then continue that movement up to
your Mobility rating after you take a second action.; if in melee combat, however, you do risk a free reactive attack from foes within reach.

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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.
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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

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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
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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,

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though, that if you must spend an action readying a ranged +10 to +19, then the Weaponry: Ranged penalty is halved
weapon—such as loading a crossbow or retrieving a dagger (round down per usual). If of Physique +20 or greater, there
from a non-ready location (such as a backpack instead of a is no penalty at all.
belt sheath)—then an opponent within melee reach gains a
free reactive attack. Casting A Single-Target Spell: Spells that produce a
physical effect or force, and target a singular creature who
Maximum Number of Attacks: The maximum number is also locked in melee, follow similar rules to shooting a
of attacks any player-character can make as one action—re- normal missile into battle—the magician takes a -1 penalty
gardless of race, calling, talents, skills, or whatever—is three. to the Magical Arts roll for every allied target within reach
In fact, secondary attacks are always made at a -2 penalty of the target. Just like with releasing an arrow or other mis-
to the attack and tertiary (third) attacks suffer a -5 penalty. sile into melee (as above), a critical failure here means that
a random ally is struck/affected instead. This would apply
FREE REACTIVE ATTACKS to similar missiles as well, such as throwing an alchemical
Or just “free attack,” this is a free out-of-turn melee strike vial into a fray with the penalty being applied to either the
against an opponent who has, momentarily, let his guard Alchemy or Weaponry: Ranged attack roll.
down somewhat. This type of opportunity-style attack suf-
fers a -2 penalty to the attacker’s Brawling or Weaponry: MOUNTED COMBAT
Melee roll (since it is done so quickly) and can occur when In a world where cavalry can be devastating (even if fair-
the following happens: ly rare), mounted combat is often a desirable thing, and
An opponent within melee reach leaves combat without something deeply couched in the culture of Aradorn (and
spending an action to Disengage. This can happen due to the Eluna Sidhe) as well as in numerous cultures in the East
personal choice or because the opponent suffers the Ter- across the Dragon Sea. Striking a foe while mounted not
rified condition and flees outright (among possible other only yields a slightly advantage from a higher point but
reasons). can also deal massive damage to targets receiving a cavalry
Opponent within melee reach focuses on something charge or “jousting” strike from a lance or other weapon.
other than defending, such as retrieving an object from a When wielding the right weapons (see Chapter 15—
backpack, coating a weapon with poison, drinking a po- Gear & Supplies), mounted characters receive a +1 bonus to
tion, mounting a horse, etc. In brief, if the opponent must Weaponry: Melee rolls when attacking foes on-foot, unless
spend an action on something other than a form of attack, the foe is of Physique +8 or greater. This is because it is easier
then it likely warrants a free reactive attack against them to strike the target’s head—a critical area indeed—and the
(GM discretion). natural pull of gravity helps lend some heft to the mount-
An opponent runs through the “guarded zone,” or ed attacker’s weapon. Note, however, that the Mounted
weapon reach, without stopping to engage. As such, an at- Combat talent increases this bonus to +2 automatically (See
tacker could use the moment to make a free reactive attack Chapter 8—Talents).
against the passing target. In addition, mounted combatants can use an action to
Note that all forms of melee attack—from a punch, kick, urge their mounts to attack, which is usually a hoof strike.
weapon strike, weapon trip, disarm, or whatever—is via- The mount must be a warhorse (or similar battle-trained
ble as a free reactive attack. The reactive attacker, however, beast), though, or else it will not know when, or even
must be currently armed with a weapon in order to use necessarily how, to attack with a rider astride. As such, a
his Weaponry: Melee skill; otherwise, a punch or kick or creature such as a riding horse, mule, camel, or the like,
elbow-jab could be done using the Brawling skill. Under untrained in war, will either try to throw the rider or simply
no circumstances can a ranged attack, or spell, be used as a run away from battle unless the rider spends an action just
form of free reactive attack. Finally, a character gains only to control it—this requires a successful DL 15 Animal Han-
one free reactive attack in any given round unless he or she dling skill roll. If successful, the rider can then use his or her
has the Opportunistic Strike talent. second action to have the mount attack, make a weapon
attack him/herself, trot away, or whatever. If this skill roll is
SHOOTING INTO MELEE (“FRIENDLY FIRE”) failed, then the rider must spend two actions dealing with
A character shooting an arrow or bolt (or throwing some- the mount’s out-of-control condition. Thus, it is best not to
thing like a dagger, handaxe, or javelin) at a target engaged bring non-warhorses into combat (“into combat” meaning
in melee combat with an ally (or allies), might run the risk within 20 yards or so of an armed conflict).
of striking the ally instead. To determine this, count the
number of allies within one yard (that is, Reach 1) of the Being Struck While Mounted: If a mounted rider is
target and apply this number as a penalty to the Weapon- struck by an any weapon, be it melee, ranged, or a spell
ry: Ranged attack roll. For example, three allies engaged with a physical effect (such as fire, ice, electricity, etc.), then
would yield a -3 to the roll. On a critical failure, one of the the mounted character must succeed in an Animal Handling
allies—determined randomly by the GM—is struck instead, skill roll whose DL is equal to 5 + the amount of damage
the damage being 5 points plus one point per point of crit- dealt (before armor rating is applied). Failure means the rid-
ical failure. Armor applies per usual, except for shields in er is knocked out of the saddle and prone to the ground,
this case. receiving 6 points damage (armor is only half-effective in
An addendum to this is that if the target’s Physique is this case) if the mount is moving at a canter or gallop. A
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successful DL 15 Acrobatics skill roll cuts this damage in half. spell) strike. See ‘Health’ above for more details on damage,
going to half Health (i.e. Staggered), going Unconscious,
Jousting & Tilting: Though the full pageantry of the and more. However, things such as Stamina damage can
jousting and tilting tournament has yet to appear in the also occur on occasion, such as the effects of certain un-
known Savage Kingdoms world—though very nearly so in dead creatures, extreme cold, or some other special attack
Aradorn (and Tarnia across the Sea)—jousting, in a crude or strange effect.
and near-savage form, does exist.
This is, of course, where usually two mounted riders Determining Damage From Weapon Strikes: When
charge at each other, perhaps separated by a “tilt” (a divid- a successful attack is made, the numeric result of the attack
er between the oncoming combatants), in an attempt to roll provides the basic amount of damage. For example, if
dismount each other. This is quite violent, since fairly high a strike from a battleaxe being used in both hands scores a
speeds are often attained with a great amount of torque 19 via the Weaponry: Melee skill roll—against an opponent
and striking power behind the lances, spears, or whatever whose Parry Defense is 15—then 4 base points of Health
weapons are being used in the engagement. damage is dealt to the target. An average-quality battleaxe
In game terms, it is usually one action to close the dis- wielded in two hands, however, has an Armor Piercing rat-
tance with your opponent on the tilting field, and a sec- ing of 2, so this puts the final damage output at 6 (4 + 2). A
ond action to make the attack. Again, this is often with a pretty bad wound for most creatures. The armor rating of
lance, little more than a long heavy spear, but can be with the target, though, is then applied, the number being sub-
about any Light or Medium weapon (lances have certain tracted from the damage result. To continue the example,
bonuses, however, in this case; see Chapter 15—Gear & a 6-point wound against a character wearing, say, wearing
Supplies). Heavy weapons are possible, but only with espe- hard leather armor and wielding a small shield (a total Ar-
cially skilled riders, for guiding the horse without the use of mor Rating of 3), would only take 3 points of damage.
both hands is somewhat difficult, requiring a successful DL The body armor and buckler/small shield absorbing some
10 Animal Handling roll. Failure here means that the rider of this potential damage. Note that armor does not protect
either drops his weapon to the ground or falls from his/her against Stamina damage or any other type of damage save
saddle—rider’s choice. Success merely means that the rider for Health damage.
may attack this round with said Heavy weapon. You most succeed in your attack roll in order to apply
Otherwise, knocking one’s opponent from the saddle any Armor Piercing that the offending weapon in question
as mentioned above; if a tournament-style scenario (again, might possess; that is, you must at least equal the oppo-
these affairs are still somewhat crude), then the remaining nent’s Defense (be it Dodge or Parry as appropriate). Even
rider is either declared the winner or, more likely, the com- zero base damage might increase to 1, 2, or even 3 or 4
bat continues with the dismounted rider now having to points if wielding a weapon with Armor Piercing (assuming
fight on foot. Sometimes an especially honorable opponent the target’s armor, if any, doesn’t negate even that).
will dismount as well in order to “even the playing field” This design is to enhance swifter, more visceral, game-play
against an unhorsed combatant. without the need for “disconnected” damage dice rolled af-
Lastly, when making a pass during a joust—that is, both ter an attack (or “to hit”) roll. Once a GM (and players) get
mounted attackers fail to unhorse the other—the horses the hang of it, it moves swiftly from figuring base damage,
usually continue past for at least 8-10 yards or so. However, modifying it for potential AP (Armor Piercing), then oppo-
if a rider chooses, he or she can simply command the steed nent’s armor rating. Note that most weapons don’t even
to stop and engage with the opponent instead of riding by have AP ratings, so it many cases, no additional modifica-
on a pass. This requires a successful DL 10 Animal Handling tion occurs to the base damage. Also, a fair number of foes
roll, however, and the mount must be a warhorse or other- don’t have armor—or very much of it—so subtracting such
wise battle-trained. from the damage total is generally a breeze.

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

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Savage Kingdoms. The only exceptions to this are physical skill roll (mage’s choice) against the spell’s DL or the spell
weapons enhanced by these types of effects; for example, does not manifest and must be started over (the magician
a flaming sword still has a struck target’s full Armor Rating also pays the full Stamina cost for the spell). Note that the
applied against the total damage dealt. Counter Magic talent also allows an opposing magician to
“counter” (or block) an incoming enemy spell.
Shields and Bucklers: Just like body armor and helmets,
shields and bucklers are counted as armor for the sake of ab- Using A Talisman: Talismans are essentially temporary
sorbing/subtracting damage dealt (that is, they have Armor spell-storage objects (see the Enchant Talisman talent for
Ratings and add to one’s total Armor Rating is combined more information) which hold the power of a singular spell
with other forms of armor). However, if an attack comes effect for, typically, 24 hours. Using, or discharging, a spell
from behind, or while a defender is not currently equipped from a talismanic item costs one action and usually requires
with a shield/buckler, the attack is assumed to bypass the at least one free hand and/or the ability to speak. Just like
shield and its Armor Rating therefore not counted in such “battle spells,” releasing a spell from a talisman can’t be in-
cases. terrupted in battle since such an action is performed quickly.
For example, a character wears average-quality chain
shirt and war-helm (a total of Armor Rating of 4), and also Quaffing A Potion or Using A Salve: Note that quaff-
carries a medium shield (an Armor Rating of 2 by itself), ing a potion or elixir also counts as one action, and is a free
and is attacked by surprise (that is, Off-guard). The shield action—unless stored somewhere other than a personal belt
in this case does not count toward Armor Rating, so only 4 pouch—to take out and open. A topical oil or salve, on the
points of armor (the chain shirt and helmet) apply and not other hand, requires two actions to rub into most of one’s
the additional 2 for the shield. If the same character is cur- exposed skin.
rently armed with the shield, and is assaulted frontally (or
otherwise not caught Off-guard), then the full Armor Rating OTHER FORMS OF ATTACK
of 6 would apply against any damage dealt to him or her. Though melee and ranged attacks with manufactured
Note that shields/bucklers can be damaged or destroyed weapons, as well as unarmed strikes, are certainly the most
by way of the Shattering Blow talent or by certain critical common attack forms in SK (and most medieval fantasy ad-
successes (or failures) in battle. See the Shattering Blow tal- ventures), there are various other methods for dealing harm
ent entry and Chapter 15—Gear & Equipment for more to an enemy.
details about damaged armor and other items.
Throwing An Alchemical Flask/Vial: When hurling a
CASTING A SPELL IN COMBAT vial or flask at an opponent—be it contact poison, alchem-
As mentioned in the Magical Arts entry in Chapter 10— ical acid, Prydonian Fire, or whatever—the attacker makes
Skills, performing magic in the world of SK is generally a either an Alchemy or Weaponry: Ranged skill roll (attacker’s
long, somewhat laborious process, involving much ritual, choice) to determine success. Since this is a ranged attack,
ceremony, and timing. Spell rituals take at least an hour, such an assault goes against the target’s Dodge Defense with
after all, and sometimes more (see the Extended Ritual tal- damage (or other effects) dealt per the normal rules. This
ent). rule could also apply to vials of holy water or some oth-
However, “battle magic” or spontaneous casting is also er form of thrown object expected to shatter and deliver
an option, especially for intrepid adventurers and more mil- the effects of its contents. Range for such thrown objects is
itary-minded magicians. Such spells take usually only one 5/10/15.
action (about 3 seconds) to perform, though they do not Note that this assumes the flask or vial is made of a
get the +2 bonus to the mage’s Magical Arts roll like ritual non-shatterproof material—usually this is clay, ceramic, or
castings do. even glass. Otherwise, if the container is comprised of, for
example, bronze, steel, or bone—then it is very unlikely to
Casting While Engaged In Melee: Casting a spell while shatter (even against a very hard surface) and will require
engaged in hand-to-hand combat is certainly possible, but a “splash” or “douse” attack. In this case, the Alchemy or
such activity suffers a -2 penalty to the magician’s Magical Weaponry: Ranged skill is still rolled, but the range is re-
Arts roll due to the dodging, weaving, and parrying that duced to 2/3/4.
goes on during these two or three heartbeats of spell-work- Just like with normal ranged weapons, throwing a flask
ing. The Battle Mage talent, however, negates this -2 penal- or vial while in melee reach of an opponent constitutes a -2
ty (see the Battle Mage talent entry for more information). penalty to the attack roll.

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-

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flicts a -2 penalty to the Weaponry: Ranged roll and as- ment-by-moment action scene), then the character or
sumes a typical range of 5/10/15 (or 3/6/9 for objects of creature with the highest Initiative roll takes his or her
Bulk 1-2). Note, however, that the Improvised Weaponry action(s) first, followed by the second highest, and so
talent negates this -2 penalty in regards to both melee and on down the line. Each participant receives two actions
ranged attacks. per round with only a few possible exceptions (see Ini-
A more complete list of potential Improvised Weapons tiative above).
can be found in Chapter 15—Gear & Supplies. Ƿ After all participants have taken their actions (as-
suming they take any at all), then this indicates the end
DISENGAGING FROM COMBAT of the six-second combat or action round. If the combat
Withdrawing from combat is a necessary maneuver some- (or other activity) has not been resolved—that is, there
times, as it allows characters (or their enemies) a chance to are still active and living participants that are not flee-
live to fight another day or just gain a moment’s respite. ing—then proceed to the top of the Initiative order for
When disengaging from melee, however—that is, with- round two. Repeat until resolved.
drawing from weapon’s reach distance of a hostile oppo- Ƿ When combat (or other action scene) is resolved/
nent—allows all opponents within said reach to gain an im- done, then play shifts back to narrative time instead of
mediate free reactive attack against the retreating character six-second rounds.
or creature. Since this is very quick response, this attack is
made at a -2 penalty to the attack roll (be it Brawling or
Weaponry: Melee). AN EXAMPLE OF COMBAT DURING GAME-PLAY
However, if you spend an action to disengage from Lord Ulric, Sir Talon, Kamilla Von Zurik, and Willem of Sax-
melee, this represents “backing away” while keeping your ford—a newly formed adventuring fellowship—have been
guard up, and in this case does not grant a free reactive on the road toward the dreaded Shadowlands for several
attack from an opponent. Remember, though, the act of days now. Nearing dusk on the fourth day of travel, as the
disengaging itself is one action and moving away is second trees around them have become increasingly darker and
action. more twisted, they chance upon three humanoids lurking
Leaving a “combat zone” when not engaged with a in the near distance.
melee combatant can be done without penalty or fear of The GM determines that both parties must make Per-
free reactive attacks. (Free reactive attacks are melee strikes ception skill rolls to see if either is noticed by the other.
only—never ranged attacks or spells.) The creatures are primarily comprised of shadow and move
practically without sound, their feet—if they have such at
STEP-BY-STEP COMBAT SUMMARY all—not quite touching the blighted earth. As such, the DL
The following quick-reference list might help GMs, and to notice them is 15, either determined by their Stealth skill
players, with the order of Savage Kingdoms combat: result or what the GM feels is right. Ulric and Sir Talon score
a 9 and 14, respectively, both failing to notice the ghostly
Ƿ Determine if the PCs or their potential foes are beings.
aware of each other. This is generally a Perception skill However, Kamilla and Willem get Perception rolls of 17
roll to see who has detected whom, if any. A hostile and 36 (the latter due to an ‘exploding 20’), respectively,
engagement usually starts from between 10 and 100 the latter gaining a critical success. Thus, Kamilla and Wil-
yards (sometimes more) depending on terrain, weather lem detect the wraith-like creatures, Willem even noticing
conditions, etc. Plains will yield further distances while deeper detail about them due to his critically successful
forest ranges tend to be closer. If in doubt, the GM Perception roll—he can tell that they are incorporeal with
could simply roll 3d20 as the number of yards apart. slightly glowing yellow-green eyes, one of them carrying a
An aware party gains an uncontested action against an rune-engraved longsword. (Optionally, if the GM had al-
unaware one, whether it is to move, loose an arrow, ready given out this level of detail, he might then decide to
cast a spell, shout something, flee, or whatever. The simply tell Willem’s player what the creatures are—in this
unaware party is considered immediately aware after case, Shadow-wraiths—and perhaps a few more details, as
this action unless that action was to sneak away via if Willem had made a successful Lore skill roll).
a successful Stealth skill roll (or similar means of un- The Shadow-wraiths have yet to notice the intrepid band
detectable escape). Remember that unaware creatures of heroes, usually unable to sense living beings until they are
are considered Off-guard until they become aware of a within 20 yards or so. Thus, the adventurers being some 30
potential enemy. paces away, are in an advantageous position, although the
Ƿ Once awareness (or lack thereof) is determined, shadowy beings are steadily heading in the direction of the
Initiative is rolled if either party plains on action, par- PCs. Willem quickly decides to loose an arrow at one of the
ticularly hostile action. It is possible, of course, for nei- spectral beings in hopes to drive the creature off or at least
ther party to be hostile toward the other (even if a bit harm it somehow. Since he and his companions have not
guarded) and thus not trigger an Initiative roll. This is been detected by the Shadow-wraiths, the latter are there-
largely up to the GM and the attitudes/actions of the fore considered Off-guard (that is, surprised).
player-characters. When in doubt, roll Initiative. As such, Willem’s Weaponry: Ranged skill roll will be
Ƿ If Initiative has been rolled, indicating a very likely against a mere Dodge Defense of 10, and his result is a mod-
combat situation (or some other type of visceral, mo- ified 16. Since the difference between 10 (Shadow-wraith’s

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Dodge Defense) and 16 (Willem’s ranged attack roll) is 6, Aura—she scores a modified 20 and resists the baleful ef-
that means 6 base points of damage will be dealt. An aver- fects.
age-quality longbow has an AP (Armor Piercing) rating of Meanwhile, the other two Wraiths—sensing life-force
1, so the total damage is 7. However, Shadow-wraiths only virtually right in front of them—turn against Ulric, who had
take half damage from physical weapons, so the final dam- charged forward alone. Each one gets two melee attacks:
age result is 3 points of Health damage. The Shadow-wraith, an icy claw and a longsword stroke. Two of the wraiths are
and its companions, now know that enemies—in this case, not currently armed with swords, so the GM decides that
the PCs—are nearby. they can take two claw attacks instead. Ulric is spared the
The GM now calls for Initiative rolls from each play- longsword as the Shadow-wraith gets a Weaponry: Melee
er-character, plus his own roll for the Shadow-wraiths. Nor- result of 12 (against Ulric’s Parry Defense of 16), but its claw
mally, one Initiative roll serves to cover all the monsters, scores an attack roll result of 21. This scores 5 points of cold
but GMs can choose to roll individually for each one (it is, damage to Ulric, but his chainmail shirt (having a Protection
naturally, easier to use the former method). Ulric gets a 21, Rating of 3), reduces this to 2 Health damage. However,
Talon a 10, Kamilla 19, and Willem a 6. The Shadow-wraiths this triggers the wraith’s Draining Touch ability and Ulric
get a result of 13. As such, Lord Ulric reacts first, using his must then succeed in a DL 17 Endurance roll to resist its
first action to charge ten yards forward (his Mobility being effects. Sadly, he rolls a natural 1, modified to a 6, and fails
12), spending a Stamina point on his Berserker Rage talent, by 11. Since he rolled a ‘natural 1’ and failed the DL by 10
and will use his second action to strike at the wounded or more, he has critically failed here. This means he would
wraith with his battleaxe. However, as it approaches within take 10 points of Stamina damage and 5 points of Health
7 yards, the GM suddenly informs Ulric’s player that he damage, according to the Shadow-wraiths’ game stats. Of
must succeed in a Resolve roll due to a chilling and despair- course, he could choose to spend a Luck point to reroll his
ing aura emanating from the Shadow-wraiths. Ulric gets a Endurance or to take 5 less points of damage. Even still, this
result of 14, which is exactly enough to succeed against the could still turn out somewhat badly for Lord Ulric.
wraith’s Despairing Aura ability. Ulric then makes his Weap- The combat round continues with the GM playing out
onry: Melee attack roll and gets a modified result of 22, the third Shadow-wraith’s moves, and after that, next up in
enough to clip the creature for 5 base points of damage Initiative order is Sir Talon, a once-tarnished knight, eager
(the wraith’s Parry Defense is 15, now that their no longer to regain his honor. Talon might choose to challenge one of
Off-guard). Ulric is wielding the axe in both hands, yielding the wraiths with his Honor Duel talent, or he might simply
to him an AP rating of 2. Thus, the damage total is 9, but step forth and strike one of the foul creatures with a Smiting
again, these creatures only take half damage from physical Blow. Or perhaps something else entirely depending on the
weaponry. The final damage tally is therefore 4. whim of his player. After Talon’s turn, we move to Willem’s
Kamilla, a Mulovian sorceress, goes next in the Initia- turn (that is, his two actions this round), which might range
tive order. She decides to cast a Fiery Blast spell as her first from another arrow-shot to running over to assist Kamil-
action, and she gets a modified result of 15 on her Magical la to fleeing this place altogether. This, of course, depends
Arts: Air skill roll (Fiery Blast is from the both the Air and largely on Willem’s character as dictated by his Weaknesses
Fire magical disciplines). Since she’s casting this spell “spon- and a host of other characteristics and personality traits de-
taneously,” she doesn’t gain the +2 benefit that performing termined by his player.
a one-hour ritual would otherwise yield. Kamilla invoked The encounter or scene continues as combat round #2
the more difficult version of the spell—the DL 15 version comes about, cycling back to the top of the Initiative order.
that affects a 3x3 yard area—which means the spell barely And so on until the battle is resolved one way or another.
manifests correctly. Two of the Shadow-wraiths are within
this area, determined by either the use of miniatures or by Mass Combat: The SK game system assumes, in the vast
way of theatre-of-the-mind, and so each must succeed in a majority of cases, personal or skirmish-level combats in
Acrobatics roll versus a DL of 15 (set by Kamilla’s Magical adventure scenarios. However, some of the most beloved
Arts roll result) or take 1 point of fire damage per point fantasy novels and television shows feature massive battles,
of failure. Wraith #1 gets a 16 on its Acrobatics roll, dodg- often fought as merely part of a great war-campaign. Look
ing the blast of fiery wind entirely, while Wraith #2 only for rules on Mass Combat to be featured in a future Savage
gets a result of 9 and takes 6 points of fire damage. Shad- Kingdoms release, most likely The Savage East campaign
ow-wraiths take full damage from fire effects, so this wraith expansion book. In short, instead of six-second rounds,
is now down to 9 Health and is gains the Staggered condi- Mass Combat is played-out in minute-long rounds (or even
tion. Kamilla’s second action is to step two yards behind a five-minute rounds for a truly epic-scale siege).
tree in hopes to gain some cover or to hide entirely.
Next up in the order of Initiative are the wraiths them-
selves, and Wraith #3—the one initially wounded by Wil- TRAVEL & ADVENTURE
lem’s arrow—will act first in accordance to GM preference. This chapter introduces some rules and guidelines for char-
He decides that the wraith wounded by Kamilla’s fire-sor- acters’ various travels and interactions with the world
cery will glide toward where he last saw her, hoping to ex- around them. Like the old adage dictates, sometimes it’s
act its revenge upon the cunning she-mage. As it approaches the journey, not the destination, which is best. To this end,
within 7 yards of her, she must then succeed immediately walking on-foot is the standard, everyday mode of trans-
in a Resolve roll against the undead creature’s Despairing port for the majority of people, although horseback (par-

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ticularly for nobles or merchants) is a somewhat close sec- a day, then they will move 1.5 times faster and further than
ond. Horse-drawn carts and wagons are not uncommon, Normal Pace above. Note that group Stealth is virtually im-
nor are those drawn by less “noble” beasts, such as oxen, possible (-10 penalty to the roll) at this rate. Furthermore,
ponies, or possibly other types of animals. In the far north, this rate of travel costs each traveler 4 Stamina points (or
some use sledges (snow-sleds), sometimes pulled by teams only 2 if mounted, although the steed still pays 4 Stamina),
of dogs, reindeer, or even wolves. Along the oceanic coast- or half this amount if a DL 15 Animal Handling (if mounted)
lines, ship-travel is not entirely uncommon, as is the case for or Endurance (if footed) skill roll can be made.
those living along major riverways.
Mounted Travel: This would equate to a ‘Canter’ speed
OVERLAND TRAVEL for most of the day for horses, wherein plenty of food (or
When traveling through a region—whether along a used feed) and water must be available for the steeds. A Canter
road or trail, or on a river or sea vessel—the player-charac- is about 1.5 times faster than a trot, which means a Mobility
ters must inform the GM what pace they’d like to take for of 25 for most horses (which is 50 miles per day over rela-
that day. (A normal pace is assumed unless otherwise men- tively featureless terrain with decent weather).
tioned.) Note that overland travel is typically measured in
hours or days, not rounds like skirmish-level combat. Aboard Ships: For sea-going or river-going vessels, this of-
Each type of travel-pace has its own advantages and dis- ten represents continues over-night travel in which a ship
advantages as follows: could easily cover 200 miles (and likely even more) in a 24-
hour period. If a small crew, they will probably be Fatigued
NORMAL PACE—This is the norm that most travelers (or even Exhausted), though a larger or more skilled crew
take, a number of miles gained each day in good weather will likely be fine due to staggered watch-shifts.
on level terrain being equal to the lowest Mobility rating
in the party, times two, in miles. Thus, a lowest Mobility STEALTHY (OR WARY) MARCH—This travel-rate is
of, say, 11 would equate to 22 miles in an eight to ten-hour slow and methodical, but as such, can yield a great deal of
travel-day through plains or fields. In more challenging ter- deliberation and potential stealth for a company of char-
rain, such as hills or moors, two-thirds of this pace in miles acters. Thus, the Stealth skill can be used (to remain largely
is more accurate, and extreme terrain—such as mountains, unnoticed) at this pace with a +5 bonus. The drawback
deep snow, or deep marsh—one-third this rate is more on is that the lowest party member’s Mobility is used as the
par. In this example above, 14 miles or 7 miles, respectively. base miles-per-day measurement (x1). Thus, for example, a
Note that most northern cultures measure overland trav- Mobility of 13 in regards to a Stealthy/Wary March would
el in ‘leagues’ (which are equivalent to about three miles), mean only thirteen miles of travel in a day in good weather
while the Lorinthians and Prydonians prefer ‘miles.’ and relatively open terrain.

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

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Otherwise, two extra miles are gained on foot, per hour, URBAN EXPLORATION
or five extra miles if mounted (again, assuming half-decent Visiting and exploring villages, cities, castles, and other ur-
lighting, weather, and travel-path). If the slowest member bane locations, is generally handled in terms of hours, as
of the company has a Mobility of 7 or less, and is traveling characters might visit taverns, inns, temples, shops, mar-
on-foot, then only half these distances are attained. This ketplaces, and other locales within—or nearby—the set-
method of relentless travel might be used if the PCs started tlement. PCs can expect more of the usual Dark Ages to
off at a normal pace and later realized that they are further medieval-era trappings in the typical village, town, or city,
away from a destination then they’d originally assumed, or although there are plenty of places for strange denizens,
perhaps a pace to help make-up for a slow and stealthy one mysterious priests, suspicious farmers, cunning merchants,
during the normal travel-day. scheming nobles, criminals, slaves, mercenaries, and much
more within the vast majority of such locations. Some ur-
CLIMBING, SWIMMING, & OTHER FORMS OF ban locales are quite famed and might have mention of
MOVEMENT them specifically in Chapter 20—The Savage West.
When climbing trees, walls, or other such objects, edifices,
or hazards, one-third of one’s Mobility is used. Thus, for ARMOR & ENCUMBRANCE
example, a character with an 11 Mobility could climb at a Most types of armor—be it body armor, helmets, or
Mobility of 4; one with a Mobility of, say, 8 could climb shields—inflict at least a minor penalty to certain skills (e.g.
three yards a round (that is, a climbing Mobility of 3). An- Acrobatics, Athletics, Brawling, etc.) as well as to, occasion-
other way to look at climbing speed—and perhaps an easi- ally, Mobility. Furthermore, carrying excessive amounts of
er method too—is to think of climbing Mobility in terms of equipment or treasure can inflict varying degrees of encum-
feet instead of yards (one-third of yard is a foot, after all). brance upon a character. See Chapter 15—Gear & Supplies
A character can climb up to his climbing Mobility as one for more information regarding armor and Encumbrance.
action, or twice that as two actions.
Swimming in water, or some similar liquid, is considered LIGHT & VISIBILITY
one-half a character’s Mobility rating. For example, some- Even in the mystical world of SK, most creatures need light
one with Mobility 13 could swim up to 6 yards as one ac- to see things, whether this is from a campfire, hearth-fire,
tion (or the full 13 as two actions). Note, however, this as- torch, lantern, brazier, or a magical spell. During the day-
sumes fairly still waters—river-rapids or a storm-tossed sea time, when the red sun is riding in the sky, this is little prob-
should half again one’s swimming Mobility in the very least lem—save perhaps on especially overcast or stormy days
and likely have the GM calling for Athletics (swimming) skill (or in certain locales such as The Shadowlands)—but at
rolls to keep from drowning or being dashed against rocks night or underground, this can be of great concern.
or worse. Characters without light sources, or any ability to see in
Though not included on the character sheet due to its the gloom (as shown below), suffer a -5 penalty to all sight-
rarity of occurrence, if a character decides to crawl as a based Perception skill rolls in total darkness and a -2 penalty
form of movement, then consider this to be one-quarter in partial darkness (such as moonlight, dusk or dawn, deep
normal Mobility. As an example, a character with Mobility shadow, etc.). The following, however, illustrates the illu-
12 could crawl 3 yards as one action. Creatures might have mination levels of various forms of vision and light sources.
to crawl due to injuries, tactical reasons, or otherwise—not
that belly-crawling grants a +2 bonus to Dodge Defense Night-sighted: This is a talent from the ‘Other’ category,
against ranged attacks coming three or more yards away which represents a human’s ability to spot details in the
(but inflicts the Prone condition against melee attacks). gloom of night or otherwise poor lighting. While it doesn’t
afford any sort of “magical” sight, it means only a -2 pen-
Damage From Falling: As mentioned under Conditions, alty to see in utter darkness and no penalty at all in partial
sudden stops at the end of a fall deal the following damage darkness/gloom.
to characters and similar creatures: 10 feet or thereabouts
= 4 Health damage; 20 feet or so = 6 Health damage; 30 Star-sight: Sometimes known as Sidhe-sight, this is the abil-
feet or so = 8 Heath damage; 40 feet or thereabouts = ity of most Sidhe—and some other types of fey beings—to
10 Health damage, etc. Note that this is cumulative—that see well enough in the dark when there’s at least some small
is, a fall from a height of 20 feet would cause 10 points of measure of light, such as the stars, a candle, the sliver of
damage (i.e. 4 for the first 10 feet and 6 for the next 10 feet, one of the moons, and the like. This would then count as
totaling a fall from 20 feet). seeing in partial darkness, though it affords no ability to see
However, a successful DL 20 Acrobatics skill roll negates in total darkness.
the first 10 feet’s damage, which represents landing safely
on one’s feet. Furthermore, armor counts as half effective Deep-sight or Nether-sight: The Duergar are known for
for the first 10 feet only—armor does not help at all in falls the former and demonic creatures the latter, this is the abil-
from greater heights. ity—in both cases—to see in utter and complete darkness
Falling onto yielding surfaces—such as water, deep snow, as if it were gloom or partial darkness. As such, colors and
sand, and the like—cuts the above-mentioned damage in minute details are not discerned, but general shapes and
half unless the fall is from 50 or more feet. movements can be seen easily.

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bite or worse on wintry nights. The common campfire can
Other Forms of Vision: Most undead creatures can sense be seen at night from up to two miles away, depending on
living things within a certain radius of them—usually 10 terrain and weather.
yards or more—which, essentially, gives them the ability to
see in the dark and the detection of even the stealthiest of Bonfires & Pyres: Fires of this size are typically consid-
scouts, thieves, and assassins. In addition, a few rare crea- ered great “bonfires,” or signal or beacon fires, and might
tures—such as snakes and scorpions—can discern vibrations, also include funerary pyres and the like. At least a 20-yard
and thus “see” other creatures in this manner, usually to a radius is lighted, with, once more, Stealth being impossible
range of 5 to 10 yards. without cover or some magical means. Burns of this size are
also quite hot, giving off much heat, and standing within 2
Candles: Lit candles, whether they are tallow or wax (or yards of one can cause potential damage and discomfort to
other), provide a 3-yard sight radius around the bearer. the eyes and lungs. Such fires can usually be seen from up
Anything beyond that is unseen save for reflective mate- to five miles away, depending on levelness of terrain and
rials, and creatures may attempt Stealth from that distance other factors.
(but simply cannot within the candle’s light radius). Tallow
candles tend to only last for two hours, while wax candles Broad Daylight: On level terrain, such as plains or calm
can last up to 8 hours or more. Most candles are blown out seas, the average person can large (or highly reflective) fea-
by moderate gusts of wind and can be purposefully doused tures up to 15 miles away. Some things, such as mountains,
as a free action (and lit as one action assuming there is flint might be seen from up to 30 miles away as they loom well
and steel or similar means to do so). above the horizon. This all assumes, of course, clear weath-
er and few, if any, obstructions to one’s light of sight. Oth-
Torches: A burning torch yields a lighted area 6 yards erwise, by contrast, in mountainous areas or dense forest,
around the wielder and will typically burn for about an or upon seas with high cresting waves, one can only see up
hour (or less). Torches protected by iron frames or “cag- to maybe 30 yards in the daytime and half this (at most)
es,” or those treated with some alchemical oil or carefully at night.
wrapped “fuel” such as linen or hemp, might burn a bit See the Perception skill entry for more information about
longer. Regardless, torches can usually endure up to strong sight distances, as well as hearing, smell, and other means of
winds and, if thrown, remain lighted on a successful DL 5 detecting creatures, objects, and landscape features.
Luck roll from the thrower (or about ¾ of the time). Sub-
merging in water, obviously, will douse a torch (as will
sand), which is a free action; other surfaces usually put out FOOD & WATER
a torch too, when done purposefully, but this might take an The average humanoid requires around two gallons of wa-
action (GM discretion). ter per day, although this can be lowered in extreme sur-
Lighting a torch costs one action, unless the torch is wet vival situations. If lowered to less than half this amount,
or the lighting mechanism (such as flint and steel) is stowed the GM may call for the characters to make DL 10 Endur-
in the character’s backpack or horse’s saddlebags. Further- ance skill rolls or become Fatigued (that is, half full Stamina
more, a burning torch can cause up to 5 points of fire dam- amount). If already Fatigued, then the Exhausted condition
age if used as a weapon, the attacker needing to succeed is inflicted instead.
in a Weaponry: Melee roll against the opponent’s Defense In addition, for every day that passes beyond two days
(counts as an improvised weapon). They will sometimes for a humanoid (and most animals, save for camels) go-
hold animals and “creatures of the dark” at bay too. ing without water, a DL 10 Endurance skill roll must be at-
tempted with failure resulting in becoming Fatigued; if the
Lanterns & Oil-Lamps: A hooded lantern takes one ac- creature already has the Fatigued condition, then he or she
tion to get lighted, assuming the flint and steel (or other gains the Exhausted condition instead. If already Exhausted,
lighting device) is close at hand. When lit, lanterns and most then Unconsciousness occurs with the character or creature
oil-lamps shed a light radius of 9 yards around the bearer, losing 1 Health point per hour until at least one gallon of
and just like with candles and torches, no attempt at Stealth water is administered along with a successful DL 10 Healing
will succeed within this area. Approximately one pint of oil Arts roll.
(a flask’s worth) fuels a lantern or clay (or bronze) lamp Note that the Endurance DL increases to 15 after three
for eight hours’ time. Lanterns, especially hooded ones, can days without water, 20 after four days, 25 after five full
easily endure strong winds and sometimes even gale-force days, and so on. Furthermore, a critical failure on one of
ones. these Endurance skill rolls earning the next worse condi-
tion—that is, Exhausted instead of Fatigued and Uncon-
Campfires & Hearth-fires: This represents the typical scious instead of Exhausted. If the creature is already Un-
fire used in an encampment or the usual hearth-fire of an conscious, then it would expire instead. A critical success
inn, private residence, or similar building. They provide a means that the character or creature either improves by one
12-yard radius of light and negates the possibility of Stealth step or, if not yet Fatigued, gains +2 Stamina points for the
(unless there is cover within this radial area). Furthermore, next 12 hours.
fires of this size provide amble heat as well, staving off frost- Lacking in food is not quite as life-threatening as going
without water, although over time, it too can cause a num-

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ber of problems (and even death). For every day beyond six scene (perhaps using the Initiative system) is played out to
days that a character goes without proper foodstuffs, an En- retrieve the character. A DL 10 or 15 Swimming (athletics)
durance skill roll must be made. Failure means the Fatigued roll, in the very least, will be required of the swept-away
condition is acquired; if already possessed, then Exhaustion character to remain afloat and avoid drowning. This skill
occurs instead. If already Exhausted, then the Unconscious- roll might be repeated once per round, or once per minute,
ness condition is thusly gained; if already Unconscious, then depending on the swiftness of the river.
death occurs. This Endurance roll starts at DL 10 for one day
past six and increases by two for every day beyond this. For 3—QUICKSAND: This feature doesn’t appear in all cli-
example, going nine days without food would yield a DL mates and terrains, but some form of it—such as sinking
14 Endurance skill roll. sand or deep mires—exists in virtually all regions to an ex-
tent. The leading character or “scout” must succeed in DL
HAZARDS & TRAPS 12 Perception or Survival roll to notice the hazard, with a
Not every journey is fraught with terrible danger, but then failure meaning that he or she has stepped into it. The sec-
not every journey is a peaceful overland jaunt either. Most ond character in “line” must then succeed in the same skill
regions and terrain types have innate hazards, whether roll or succumb to the same fate, and so on. Those mired
they’re avalanches, falling rock, landslides, quicksand, bro- in the quicksand-like hazard need successful DL 15 Athletics
ken ground, gnarled roots, crevasses, rotting trees, poison- skill rolls to climb out, with each round of failure increasing
ous herbs, or whatever. the DL by one. Anyone on stable ground with a Reach 2
When a character party chooses which travel pace it will weapon, long branch, rope, or some similar tool can assist
take for a day’s journey, they may also attempt a Survival those caught in the mire, lowing the DLs by 5.
skill roll to be aware of natural hazards and to choose the A critical failure here means that the helper has fallen
better route when there’s not a clear path. The DL is 10 for a in too. After five rounds, the victim is submerged and will
slow/wary pace, a 15 for a normal travel-pace, and 20 for a drown to death in a number of rounds afterward equal to
swift/forced march. These DLs are lowered by 5 if the day’s 3 plus the victim’s Vigor. Note that it costs 1 Stamina point
travel occurs primarily on a trail, road, or through mainly for every other round caught in quicksand, as the sucking
farmlands and open terrain. Note that in terrain where the muck is quite taxing.
GM has a detailed map, or the PCs are on a major well-
used road, this skill roll is not needed, as any hazards would 4—PIT-TRAP/HIDDEN FALL: The characters have en-
already be indicated on the map (or have no effect well off countered a deliberately built pit-trap, covered by grass,
the beaten path). leaves, loose dirt, and the like, or a hidden sinkhole or “fall”
Only one character, presumably the character assumed in the ground. The first or “scout” PC must succeed in a DL
to be the “scout” or out-rider (who probably has the best 15 Perception or Survival roll to notice the trap or hole,
Survival skill modifier, can make this roll. A success indicates with a failure meaning stepping right into it. The character
that all hazards were avoided (or easily overcome) during then gets a last-moment Initiative or Athletics roll at DL 20
the day’s travel, while a failure means that the party en- to attempt to grab the ledge or leap aside. On a failure, the
counters a challenging hazard during the day (the GM can character takes 4 points of fall damage or up to 10 points if
roll randomly for which hour or time of day this occurs). A there are spikes or the like at the bottom (GM discretion).
failure by 5 or more indicates two such natural challenges Half armor rating applies in both cases. In rare cases, poison
during the travel-day. In this case, the GM can choose or might even be applied to the spikes or a swarm of vipers or
roll randomly from the following: diseased rats could be down inside the pit.

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

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bonus to the upcoming Acrobatics roll to get out of the path character falls victim to a second trap or hazard, and a crit-
of the rock or snow slide. This Acrobatics DL is 15, and those ical failure on the roll to escape the trap causes the victim
failing take 2 points of Health damage per point of failure. another point of damage per point of critical failure.
If this roll is failed by 10 or more, the character is also buried
and will suffocate to death in one minute plus a half-minute 10—THIN ICE: This only occurs in sub-arctic or arctic re-
per point of Vigor. The character may attempt to dig him- gions, or temperate areas in deep winter. The characters,
self out, but this is a DL 20 Physique check assuming he or in this case, have come upon a large area of ice, such as
she is conscious after the damage. Others may attempt to a frozen river, pond, lake, or a glacial field. They can ei-
dig the character out, but they will first need to succeed in a ther choose to go around it, which will cost them at least 5
DL 15 Perception roll to discover where the buried character miles worth of travel for the day or attempt to cross it. For
is located, then a successful DL 20 Physique roll to uncover the latter, a successful DL 15 Perception or Survival roll will
him or her (requiring one minute’s time, or half this if at inform them that the ice is borderline in its thickness and
least two people are helping). therefore ability to support their weight. If they enter the
iced-over area, each character (and mount) must succeed in
7—FESTERING DEAD: The characters have come to a a DL 10 Acrobatics roll or fall through broken ice. Creatures
place where recently deceased creatures lie about, proba- with Physiques over +7 suffer a -2 penalty to this skill roll.
bly detected due to the putrid smell from at least 50 yards Those breaking through the ice must then succeed in a DL
away. Each character present must succeed in a DL 10 En- 15 Athletics roll to pull themselves up or swim beneath the
durance skill roll or gain the Sickened condition for one ice in search of another escape area. Characters not falling
minute per point of failure; a critical failure means the char- through can attempt to help those who have, requiring a
acter suffers the Strongly Diseased condition for a potential successful DL 10 Physique roll to pull them out. Otherwise,
term of 8 hours. If the bodies are burned or buried (which for every round left in the freezing water equates to 1 point
takes at least a half-hour to prepare), the area will be free of of Stamina damage, and 1 point of Health damage for ev-
potential contagion; if the PCs hold a religious ceremony, ery minute (ten rounds) of exposure.
the GM could reward them each with a +1 boost to Luck
for 24 hours. 11—SANDSTORM: There few regions in the West in
which that can occur, although in the East (particularly the
8—WILDFIRE: The adventuring party smells burning continent of Hassan), this is not uncommon. If in a viable
wood in the near distance, or perhaps sees flames licking area, a successful DL 15 Perception roll will discern the sud-
not far away, unless a DL 10 Perception roll is successful. den increasing winds and possibly a blurred or dark horizon
If so, then the characters will have a better chance to sur- as the sandstorm rapidly approaches. The characters, in this
vive this wildfire (which are not always probable in certain case, have about a minute to either hunker down or pos-
regions), and thus only need to succeed against DL 10 in sibly even attempt to flee or “side-step” the storm if they
Endurance rolls as opposed to DL 15 if the Perception roll is are mobile enough and the sirocco isn’t of massive scale. If
failed. Failing the Endurance skill roll here causes the charac- hunkering down, each character must succeed in a DL 15
ter to acquire the Sickened condition; a critical failure means Endurance roll or take 1 point of Stamina damage per point
falling Unconscious with a DL 15 Healing Arts roll needed of failure and gain the Partially Blinded condition; on a
to revive the victim. This resistance roll must be made after critical failure, the Blinded weakness is acquired. Note that
every minute the characters remain within the general area wrapping one’s face or quick-building a crude “sand-break”
(100 square yards to one square-mile, depending on the or half-shelter (Crafting or Survival DL 10) adds a +2 bonus
extent of the wildfire). to the Endurance roll. Failing the initial Perception skill roll
If the PCs hang around perhaps to attempt to quell the means that the storm is immediately upon the travelers and
flames or help creatures escape, they risk being burned (as they can only hunker down and bear it with no chance to
well as the above smoke-inhalation). This could be a DL 10 flee. Sandstorms typically last anywhere from ten minutes
Acrobatics or Survival skill roll every round, with a success to a full hour.
meaning either a one square-yard area is saved or one crea-
ture/person is rescued; a critical success means the wildfire 12—BLIZZARD: Per the ‘Thin Ice’ option above, this haz-
has been neutralized. Failing this roll means 1 point of fire ard can only occur in arctic regions or sub-arctic areas in
damage per point of failure, while a critical failure inflicts winter (and possibly northern temperate zones in deepest
the Disfigured (from horrible burns) weakness. winter). If the characters succeed in a DL 15 Perception roll,
they can discern a sudden change in the winds and perhaps
9—BEAR-TRAP: This could also represent a natural rock an even further lowering of the prevailing temperatures as
formation wherein a person could get his or her foot (or the snowstorm approaches. They can then choose to hun-
a horse its hoof) wedged hard in between. Regardless, the ker down and endure it, or just keep pressing onward. For
lead or scout character must succeed in a DL 15 Perception the former option, a DL 15 Endurance roll must be made or
skill roll or fail to detect this trap or hazard, thus falling vic- the character suffers 1 point of Stamina damage per point
tim to its “jaws.” This deals 5 points of damage, minus half of failure and 1 point of Health damage per 5 points of
armor rating, and grapples (holds) the victim. It requires a failure; a critical failure inflicts frostbite and therefore the
DL 15 Physique or Lock-picking roll to escape the trap. A Maimed condition unless treated within an hour with a suc-
critical failure on the Perception roll means that a second cessful DL 20 Healing Arts roll. Note that quick-building a

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“snow-break” or crude half-shelter (Crafting or Survival DL or 15 depending upon speed of travel, the former (DL 10)
10) adds a +2 bonus to the Endurance roll. Blizzards typical- representing a deliberate or moderate rate (such as against
ly last from fifteen minutes to several hours. crosswinds or without a full compliment of oarsman) and
the latter (DL 15) being a swifter speed at sea (all hands on
13—BREAKDOWN: This represents a cart or wagon deck, trade-winds, expert oarsman, etc.). Some ships, and
wheel breaking, a horse suddenly coming up lame, or even crews, are faster than others, but in general a moderate rate
one of the PCs catching a minor chill or a bout of nausea. of sea-travel is around 100 miles per 12-hour period or 150
In any case, this is a breakdown in either gear or travel-time for a swifter pace. Some vessels seek harbor, or beaching,
(or both), requiring a successful DL 10 Crafting roll to re- during the night, while others might continue for several
pair a broken wheel or other object or a successful DL 15 days before stopping or arriving at their destination.
Healing Arts roll to remove the Sickened condition from a If the Sailing skill roll is successful, the day passes without
creature or character. Critical failures on either of these skill event with ship, crew, and passengers cruising along the high
rolls means that the object is hopelessly broken or the injury seas. If the roll is failed, then one hazardous event (shown
causes one point of Health damage per point of critical fail- below) occurs during the day; if failed by 5 or more, two
ure. All of this stoppage and attention to matters costs the of the below hazards are encountered. On a critical success,
travelers an hour or so in the very least. the ship is ahead of schedule by a half-day, although a criti-
cal failure means that some event occurs aboard-ships, such
14—OTHER HAZARD: This could be anything truly as a mutiny, murder, man overboard, cultist ritual, duel,
unique and/or exotic, such as an erupting volcano nearby, theft, abduction, or what not. GM discretion applies.
a river running foul with disease, an earthquake, a sudden
tornado or hurricane, a massive tree falling in an ancient 1—TEMPEST: A bad squall blows up, powerful enough to
forest, and more. be called a tempest or sea-storm. The captain or helmsman
must succeed in a DL 15 Sailing roll in order to either sail
around—or outrun—the storm. On a failure, the ship either
HAZARDS AT SEA takes 10% of its Health in damage per point of failure or
The sea can be just as harrowing—often more so—than the one crewman goes overboard per point of failure (or an
wild expanses of forest, swamp, and peak. As such, at the average of both). A vessel taking over half its Health in
beginning of every travel-day at sea, the captain or naviga- damage risks sinking in 2d20 minutes unless the captain suc-
tor (or helmsman) attempts a Sailing skill roll. The DL is 10 ceeds in a DL 15 Persuasion roll to keep the crew focused;

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a craft taking 100% of its Health in damage will submerge craft, etc. The value of such trinketry totals 2d20 sc.
in 1d20 rounds. A critical failure means the captain is either
swept overboard or otherwise harmed and Helpless, while 6—FLOTSAM: The ship approaches a large area of flot-
a critical success means the vessel is well ahead of schedule sam, be it a thick morass of seaweed, pieces of several ships,
by six hours (the tempest-winds perhaps boosting the craft’s fetid chunks of a slain whale, or the like. Regardless, the
speed). The typical tempest lasts for an hour or two. captain or helmsman must succeed in a DL 15 Sailing skill
roll to avoid the area or at least pick a way through it. A
2—MAELSTROM: This is a massive whirlpool-like phe- failure means the vessel snags and slows, effectively losing a
nomenon which is every bit as dangerous to ships as it is half-day’s travel mileage; a critical failure indicates the ship
rare. The captain, navigator, or man in the riggings (or is completely stopped and grappled by the morass. This
crows’ nest) must succeed in a DL 10 Perception roll to no- then requires an entire day’s work from the crew to get the
tice the maelstrom and thereby gain a DL 15 Sailing skill roll craft dislodged and repaired of its minor damage (Crafting
in order to avoid it. Otherwise, the vessel will be drawn or Sailing DL 12). A critical success on the initial Sailing roll
toward the gigantic whirlpool requiring one more Sailing means that, not only does the ship bypass the flotsam field,
roll, this time at DL 20. A failure here will send the ship hur- but some valuables are seen in the morass (trinkets worth a
tling into the swift-whirling center, never to be seen again. total of 2d20 sc or an exceptional-quality weapon or tool,
Passengers can leap into the water to escape, but this is a DL etc.).
20 Athletics (swimming) roll and will cost at least 6 Stamina
points. A maelstrom typically remains for an hour at most. 7—ICE FLOES: Only an issue in a sub-arctic zone in winter,
or most times of year in the arctic regions, this sea hazard
3—FIRE ABOARD: A fire begins to spread aboard-ship represents ice-floes, icebergs, and frozen surfaces. Floes are
requiring a successful DL 15 Alchemy or Survival roll in or- usually much smaller than icebergs, though they are both
der to neutralize it as quickly as possible. On a failure, the similar in nature—large masses of ice that have frozen at
ship takes 10% of its Health in damage per point of failure, the water’s surface. Some of these are only a yard or two
with a critical failure meaning that every character assisting thick, yet others can be as thick, or deep, as a dozen or so
is burned for 2 points of damage per point of critical failure fathoms. The ship’s watch-person, or captain if he’s aboard-
(armor counts as half-effective). A critical success means the deck at the time, must succeed in a DL 10 Perception roll to
fire is doused in but a round or two, and everyone assisting notice the ice at a reasonable (50-150 yard distance), de-
in the task gains a +1 to Renown. pending largely upon the size of the floe or berg. It is then a
DL 12 Sailing skill roll (by the captain or helmsman) to avoid
4—WATERSPOUT: Sometimes called a Sea-twister or the ice, with a failure indicating that the vessel slams into
Water-sprite, this is a very rare phenomenon where a nar- it. The ship takes 10% of its Health in damage per point of
row tornado-like feature appears, touching the sea’s surface failure here; a critical failure means that the craft is virtually
(or very large lake), sometimes powerful enough to pull splintered asunder, and each character and crewman must
fish and even sharks out of the water. It requires a successful succeed in a DL 20 Acrobatics or Athletics roll of take 1
DL 12 Sailing skill roll to avoid this hazard, failure meaning point of damage per point of failure. A critical failure here
that one crewman is sucked overboard per point of failure; indicates that the character has gone overboard, either onto
a critical failure means one of the player-characters is pulled the ice or—more likely—into the freezing water. Extremely
upward and overboard (determine randomly or have each cold water deals 1 point of Stamina damage per minute,
player roll Luck—low roll is the victim). Those pulled up plus 1 Health per minute unless a successful DL 15 Endurance
into the waterspout will fall some 40 feet from the air into roll is made.
the water, taking 10 points of damage or half this amount
with a successful DL 15 Acrobatics or Athletics roll. On a 8—MASSIVE CREATURE: This represents an extremely
critical failure, the character has landed on the vessel itself large, and likely aggressive, aquatic creature “attacking” the
(instead of the semi-yielding water) taking 20 points of ship’s hull (or perhaps a dragging fishing-net). Might likely
damage instead. Armor does no good in these cases. be a whale, gigantic shark, or even a Leviathan, Kraken, or
Sea Serpent—regardless, it strikes the underside of the vessel
5—RUN AGROUND: The captain or navigator must violently, forcing all creatures aboard to succeed in a DL 15
succeed in a DL 15 Perception or Sailing skill roll notice Acrobatics roll of fall prone. Critical failure means 1 point of
some shallows, shoals, or reefs that lurk just beneath the Health damage, per point of critical failure, instead (being
water’s surface. Failure indicates that the ship runs abruptly slammed against masts, crates, decks, and such). The ship
aground dealing 10% of its Health in damage per point of might also take up to 50% of its Health in damage, which
failure, and every creature aboard must succeed in a DL 15 can be repaired at sea (DL 20 Crafting or Sailing) or at dry-
Acrobatics roll or be knocked prone. Failing by 5 or more dock (DL 12 Crafting or Sailing). The underwater creature
means 1 point of Health damage per point of failure (armor makes 2-4 passes, the exact number being up to GM, and
is half-effective); a critical failure means going overboard. each time the above procedure occurs. With a successful DL
A critical success on the initial Perception or Survival roll 20 Perception roll, a character might get a slight glimpse
means that the vessel is either ahead of schedule by four of whatever the beast is, but this encounter is more about
hours or some minor treasure is seen in the shallows, per- being a frightening hazard at sea and less a combat scene.
haps in a broken chest, scattered about freely, in a sunken

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9—DOLDRUMS: Virtually the antithesis of an exciting Some of are detailed below:


encounter, this is when there is no wind at sea (or upon a
large lake). Not even a slight breeze. For a rowing vessel, LOCKS: Though not entirely common in the Dark Ag-
this of no concern, but for a sailing craft, this slows trav- es-inspired setting of SK, locks are still employed by the
el-rates down to practically zero, with only the natural cur- wealthy, by Duergar (who are good at making them), and
rents of the ocean-river providing any motion in the least. occasionally by some of the more “civilized” cultures. In
Doldrums last anywhere from a half-day to two days (GM some barbaric cultures, fellow clans-folk simply do not steal
discretion), with sailors often blaming the lack of wind on from one another, fearing banishment, dishonor, or just
“the gods” and supernatural things. downright termination. A simple locking device, not unlike
a modern-day padlock, is either opened by its (usually) sin-
10—RAMPANT DISEASE: In the close quarters of a gle key or by a successful DL 15 Lock-picking skill roll. This
sea-going vessel, sickness and contagion is a legitimate con- requires one action (a few seconds) at minimum. A mod-
cern. Those aboard must succeed in a DL 12 Endurance roll erately difficult lock requires either the key or a successful
or gain the Moderately Diseased condition which runs in DL 20 Lock-picking roll, which takes at least two actions. A
three stages (one every four hours). If the first victim or two complex lock can only be opened with a key or combina-
is quarantined off from the rest of the passengers and crew tion of keys, or by a successful DL 25 Lock-picking roll which
quickly enough, then the Endurance DL drops to 7. Food requires one minute of time.
and drink quality might modify this roll by +/-2 with the
GM’s discretion. Higher Quality Locks: Exceptional-quality locks increase
the Lock-picking DL by 2 while master-crafted ones improve
OTHER CHALLENGES the DL by 5. For example, an exceptional-quality simple
Player-character heroes are very likely to encounter other lock would be DL 17 to pick and a master-crafted complex
types of challenges, hazards, traps, and tricks, along the lock would be DL 30 to pick. A heroic-quality lock (and
way—and as part of—their various quests and missions. there might be only one or two in the known world) would

TABLE 5-2: WEATHER

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.

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add +10 to the DL or have some theft-warding enchant- dz MECHANICAL PIT-TRAP: This is a variation of
ment or potentially lethal trap as part of its construction. the Simple Pit-Trap above wherein a trap-door mecha-
Legendary-quality locks are not likely to exist. nism opens up, upon pressure above, dumping those
walking across it into the depths below (or upon spikes
Tools & Lockpicks: As mentioned in the Lock-picking skill such as below). Some of these types of traps are ad-
entry earlier in this book, using improvised tools instead vanced enough to have the trap-door(s) reset after one
of actual lockpicks and other “thieves’ tools” inflict any- round or one minute (GM choice), further trapping
where from a -2 to a -5 penalty. For example, a thin knife, those inside. It requires a successful DL 25 Physique roll
brooch-pin, or sewing needle would probably only be a -2 to pry open the trap-door(s), be it those trapped on
penalty, while an arrow, dagger, crossbow bolt, or bone- the inside (assuming they can reach them after a DL 20
shard would be a -5 penalty at least. Naturally, having actu- Athletics roll) or those on the outside.
al lockpicks on hand—though illegal in most realms—is the In rare cases, there might be a hidden lever, wench,
best way to alleviate these penalties. Exceptional lockpicks or similar mechanism for opening the doors which
add a +1 bonus to the user’s Lock-picking roll, while mas- might require anywhere from a DL 15 to DL 25 Percep-
ter-crafted ones gain a +2 bonus. Heroic-quality picks, if tion roll to locate.
they exist at all, would provide a +3 bonus or perhaps some
enchantment such as automatically opening a lock once per dz SPIKED PIT: A variation of the pit trap, this is
12 hours, the power to turn invisible for five minutes per simply added spikes or caltrops (or the like) at the bot-
day, or bestowing the wielder a +2 bonus to Endurance tom of either a covered or uncovered (but probably
rolls made against poison. otherwise concealed) pit. Falling damage is the same
as mentioned above, but with additional damage pro-
MECHANICAL TRAPS vided by the spikes, which is usually 5 more points of
More common than locks in the Savage Kingdoms world, Health damage and the spikes having an Armor Pierc-
there are a wide variety of mechanized traps—some sim- ing rating of 2-3. The Acrobatics DL to negate the first
ple and crude, others complex and clever—that might be 10 feet of damage, due to the spikes covering much of
encountered by adventuring characters. Some of these are the floor, is 20 instead of 15 here.
detailed below: dz BEAR-TRAP: See the Bear-Trap entry under Haz-
ards above.
dz SIMPLE PIT-TRAP: This is generally a pit dug
dz ROPE-SNARE: Another somewhat crude form of
in the ground, often from 6-15 feet in depth, which
trap design, though quite clever and functional when
serves the purpose of either captured a creature or in-
built correctly, a rope-snare snags the ankles (or there-
truder or badly injuring (or even killing) them. Often
abouts) of unsuspecting passers-by and hoists them up
loose dirt, leaves, snow, sand, or whatever is handy
off the ground some 6 to 15 feet. It requires a DL 15-20
conceals the pit’s surface—which is usually a two or
Perception roll to detect the rope on the ground (the
three square-yard area—requiring a successful DL 15 or
standard trigger device), depending on the skill of the
20 Perception roll to notice it (depending on the skill
trap-maker. Failure means that at least one character—
of the trap-setter).
and possibly up to four if the trap-area is large enough
If failing to detect the pit-trap, then anyone walking (which usually requires a net)—is snagged.
over the pit’s surface area will suddenly drop as branch-
Trapped characters can attempt to cut themselves
es, twigs, and possibly other items give way beneath
free, or down, from the tree (or whatever supports the
the victim’s weight. It usually only requires about 15-20
rope-snare), but this requires a slashing implement and
pounds (or Bulk 1) to collapse the pit’s coverings. The
at least one minute’s time. However, a character may
victim gets a last-moment DL 20 Initiative or Athletics
attempt to halve this time if he or she succeeds in a DL
roll to possibly grab the ledge or otherwise jump clear,
15 Sailing, Survival, or Weaponry: Melee skill roll. A
with failure meaning the character or creature takes 4
critical success cuts an opening in two rounds (about 12
points of falling damage (if only 6-10 feet deep) or 10
seconds), while a critical failure means that the charac-
points if 11-20 feet in depth. A successful DL 15 Acro-
ter either loses his cutting implement or the whole con-
batics roll here can negate 4 points (that is, 10 feet) of
traction plummets to the ground causing 4 to 10 points
the damage. Armor ratings are halved for falls up to 10
of damage (depending on how high up the snare got
feet, although armor is completely useless against falls
hoisted) and the Stunned condition for one round per
from greater heights.
point of critical failure. GM discretion.
It is generally a DL 15 Athletics skill roll to climb out
of the pit, although if deeper than 12 feet or with es- dz FALLING WEIGHT TRAP: This could be a heavy
pecially slick sides, this DL could easily be 20 instead. log, heavy block, or some similar type of weighty ob-
Helping a conscious victim out from above, perhaps ject rigged to fall upon an unsuspecting intruder. The
with rope or a long pole-weapon, lowers the victim’s trigger mechanism is often fairly simple, such as a trip-
Athletics DL by 5. Note that some pit-traps are even rope, which requires a successful DL 15 to 20 Perception
deeper than 20 feet, but these are rare and would war- roll to notice (depending on the skill of the trap-setter).
rant a specific need for such a deep dig. On a failed roll, the lead character—and perhaps the

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second character in line too if the falling object is big tion, with those failing this skill roll triggering the boul-
enough—must then succeed in a DL 20 Acrobatics roll der-release mechanism resulting in the massive sphere
or get bludgeoned for 2 points of damage per point of rolling at great speed toward the potential victim(s).
failure. Maximum damage is 20 to 30 depending upon Those in the path of the rolling boulder must suc-
the size and heft of the falling object. Armor is only ceed in DL 20 Acrobatics rolls to either squeeze to the
half-effective. side (which requires a Physique of +0 or less); other-
If the Acrobatics roll fails by 10 or more, the affect- wise, it is a DL 25 Acrobatics or Athletics roll to at-
ed characters are trapped beneath the crushing weight tempt to jump over or atop the sphere depending on
of the fallen object, requiring a combined Physique of the height of the corridor. Other methods of escape
+4 to free the victim. Otherwise, the victim will take 1 could be raw speed (requiring a Mobility of 16+ and a
point of Stamina damage per round afterward. If the successful DL 10 Acrobatics roll to not trip or stumble)
Acrobatics skill roll is a critical failure, victims acquire or by facing the hefty sphere dead-on in an attempt to
the Lame or Maimed weakness (assuming they survive stop it by sheer force. This latter option is very difficult
the injury). against a fast-moving half-ton (or Bulk 50) boulder, re-
quiring a successful DL 30 Physique roll or a combined
dz BOLT/DART TRAP: This time of mechanical
Physique of +10 for characters working together on this
trap is triggered by an unsuspecting passerby, of whom
task.
would need a successful DL 15 or 20 Perception roll to
notice. Failure means that the trap’s trigger kicks off Since this type of trap is sequential over the course
(often a rope, vine, or perhaps a more sophisticated of one to four rounds (depending on the length and
reloading system) which the looses a bolt from a cross- slope of the corridor), this encounter runs best using
bow or a dart from a spring-loaded device usually hid- the Initiative rules.
den in the deep shadows or even recessed inside a wall dz DROPPING CAGE: This type of trap, wherein
or pillar. The trap gains anywhere from a +2 to a +8 usually a wrought-iron (or heavy wooden) cage falls
bonus to its ranged attack roll versus the target’s (usu- from the ceiling, trapping any creatures below in a 2x2
ally the lead character) Dodge Defense, with 1 point of yard (sometimes larger) area. It is a DL 15-20 Percep-
damage per point of success and the crossbow having tion roll to notice the triggering mechanism (which is
an AP of 2. Maximum damage is from 15 to 20 de- often a pleasure-plate hidden among the flagstones or
pending on the draw-strength and quality of the firing possibly a clever trip-wire system) with a failure mean-
mechanism, and a critical success means that the charac- ing the trap is tripped and the heavy cage comes tum-
ter is impaled (arm to body or clothing to an object— bling down, either attached to a heavy chain or rope
Physique DL 10 to break free as an action). A critical for wrenching back upward or no attachment at all
failure means that the trap malfunctions and is broken. (GM choice).
More sophisticated forms of bolt or dart traps are Those in the effect-area of the dropping cage must
ones that are automatically reloaded after one round succeed in a DL 15 Acrobatics roll or become trapped
(these are quite rare) or shoot ammunition coated in within. Failing by 10 or more means the cage’s bot-
poison, acid, or alight with fire. Damage would be tom slams into the character, causing he or she to not
as above but with the added danger of Moderate or only become trapped, but also taking 1 point of Health
Strong Poison, Moderate or Strong Acid, or 3 addition- damage per point of failure. Once trapped inside, char-
al points of fire damage. acters may attempt to bend or break the bars which
dz FIRE TRAP: A somewhat sophisticated form of requires a successful DL 22 Physique roll. One roll per
trap, this could be anywhere from a blast of heated air minute, costing 1 Stamina per minute of attempting. If
to flames springing up from the floor to fire shooting a bar is bent out of place enough, it is then a DL 10 Ac-
down from above. It is a DL 15 or 20 Perception roll robatics skill roll to contort through the narrow open-
to detect such a trap before it happens; otherwise, fail- ing. Creatures with Physiques of -3 or less automatically
ure means that one character (or two if the effect-area make it through, wherein those with Physiques of +5
is large enough) takes 1 point of fire damage per point or higher won’t be able to fit (though it is possible to
of DL 20 Acrobatics skill failure (maximum 15 or 20 bend the adjacent bar too, per the details above, mak-
points damage). A critical failure here means that the ing a larger space through which to pass).
victim either gains the Disfigured weakness or one ma-
jor item on the victim’s person is incinerated and de- POISON & DISEASE
stroyed (players’ choice). In a sword-and-sorcery setting, poison and disease are very
dz ROLLING BOULDER: This is the now-famous real potentialities. Characters and other creatures might be-
massive stone boulder, or heavy wooden (or metal) come envenomed by the vicious bite of a Gigantic Spider,
sphere, which is released on the upside of a sloping a swarm of vipers, or the spittle of an angry Sslir. Further-
corridor. The triggering mechanism can be a air-com- more, plague and disease exist too, and can be every bit
pressed stepping stone, a trip-wire, or a balancing as deadly—if not more so—than the angriest Elder Wyrm
mechanism such when removing a certain object. It is roused for destruction.
usually a DL 20 Perception roll to notice this contrap- All poisons and diseases have their own degrees of le-

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thality, and most inflict the Moderately Poisoned (or Mod- 11-12—Vervain (generally in shady forests or wood-
erately Diseased) or Strongly Poisoned (or Strongly Dis- land glens)
eased) conditions to characters failing their Endurance rolls. 13-14—Mistletoe (rarely found in sub-tropical regions)
Endurance, after all, is typically the skill used to oppose such 15—Faerie-wort (often between spring and early au-
inflictions as poison, disease, and similar ailments. Relative- tumn)
ly weak poisons and diseases use the Sickened condition, 16—Red Lotus (only in sub-tropical or tropical areas)
which also represents heavy nausea and the like. 17—White Lotus (only in snow-covered regions)
Each type of poison or disease has a DL for identification 18-19—Monstrous Plant (i.e. Tree of Death, Death-
and crafting, as well as an Endurance DL to resist it (or at thorn, etc.)
least lessen its effects). When identifying or crafting poisons, 20—Other (GM whim or see Herbalism entry)
the Alchemy skill is used for semi-magical concoctions fab-
ricated in a laboratory, perhaps using mainly “chemicals” WEATHER SUB-TABLE
and other half-sorcerous materials, while the Herbalism skill Use the Random Weather table above.
is used when identifying and crafting herbal or “natural-
ly occurring” toxins (such as Nightshade, Black Lotus, Bar-
MISHAP SUB-TABLE
row-weed, etc.).
Note that some toxins and diseases have long poten-
01-02—Horse/mount (mount/steed slowed to half
tial durations, some of them up to several hours or even
Mobility; DL 15 Healing Arts to heal)
days until finally resisted with a successful Endurance roll
(or rolls), the death of the host, or the condition runs its 03-04—Beast companion (animal sidekick is slowed
course). Please see the Alchemy and Herbalism skill entries, to half Mobility; DL 15 Healing Arts)
as well Conditions in Chapter 17—Actions & Combat, for 05-06—Henchman (a henchman gains the Sickened
more information regarding poison, disease, and similar ail- condition; DL 15 Healing Arts to cure)
ments. 07-08—Transport (a wagon/cartwheel is damaged;
Crafting DL 15 to repair in one hour)
SCENES & ENCOUNTERS 09-10—Equipment (random piece of gear is damaged;
Encounters, or scenes, are the bread-and-butter of heroic Crafting DL 15 to repair in 1 hour)
adventures. Wherein a game-session is an episode, an en- 11-12—Equipment (random weapon needs maintain-
counter is a scene (and usually a major one). The GM should ing: Crafting DL 15 to avoid -1 AP)
roll 1d20 on the table below for every 6 hours of overland 13-14—Equipment (random armor needs maintaining;
travel. GMs can either choose what type of encounter they Crafting DL 15 to avoid -1 Mob)
want the PCs to experience—be it combat, hazard, mystery, 15-16—Clothing (random cloak/tunic/boot rips; Craft-
dilemma, trap, diplomacy, or whatever—or generate a ran- ing DL 15 to avoid -1 to Mobility)
dom result such as from the table below (1d20): 15-16—Ailment (random PC must make DL 15 Endur-
ance or gain Sickened condition 1 hr)
1-2—Herb/Plant* 17-20—Other (GM whim or roll again on this table)
3-4—Weather*
5—Mishap* HAZARD SUB-TABLE
6-9—Hazard* Use the Random Hazards table above; if at sea, use the
10-14—Creature* Hazards At Sea table instead.
15—Location*
16-20 —Nothing Happens CREATURES SUB-TABLE 1 (ARCTIC & SUB-ARC-
TIC):
*Consult appropriate sub-table below
01-03—Wolves (usually a pack of 3 to 20 white, grey,
Modifiers To Above Table: or mixed wolves)
Poor Weather (heavy rain or snow, thunderstorms, etc.) +2 04-06—Bear, Arctic or Brown (usually numbering
Major Road +2 from 1 to 5 in total)
At Sea +2 07-09—Great Wolves (typically numbering from 1 to
At Night +2 6 in total)
10-11—Raven, Giant (usually 1 to 7 in total) or Hu-
HERB/PLANT SUB-TABLE mans (berserkers, brigands, etc.)
12-13—Duergar (generally 2 to 12 in total) or Troll
0-4—Deadly Nightshade (in forests and dank shadowy (usually from 1 to 3 in total)
places only) 14-15—Draugr (1 to 15 in number; per Zombie stats
5-7—Barrow-weed (near burial mounds and “places but Agi +0 and +2 damage from fire)
of death”) 16—Frost Giant (generally 1 to 2 in number)
8-10—Mandrake (usually forests or where a man was 17—Ice-Worm (usually 1 to 2 in number)
murdered) 18—Vampire (usually 1 in number, but 50% chance of

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1 to 5 Ghouls with it)
19—Sluagh (typically 2 to 10 in total) or Doppelganger TRAVEL MONTAGE
(usually just one) Optionally, instead of more detailed journeys as outlined
20—Other (Ice-Dragon, Tree of Death, Mammoth, Eye above, the GM can choose a more “travel montage” ap-
of Illix, etc.) proach, especially if the focus of the game session is to get
to a particular destination. Granted, this method might skip
CREATURES SUB-TABLE 2 (TEMPERATE RE- potentially engaging hazards and encounters—which is at
GIONS): the heart of the game—but it also might be desired, or even
necessary, in certain situations where the players are short
01-02—Wolves (typically a pack numbering 3 to 15 on time or the GM has determined that they have endured
in total) enough random encounters and detailed location-hopping.
03-04—Bear, Black or Brown (usually numbering 1 to The travel montage approach is exactly that—a mon-
5 in total) tage of days, locations, weather, or other environmental
05-06—Red Caps (generally 1 to 6 of them in total) set-dressing—simply described by the Game Master in a
07-08—Ghoul (usually 1-8 in number) or Goblings (2 matter of seconds. For example: “After defeating the Ice-
to 15 in total) Worm that burrowed up from the snowy ground, you con-
tinue onward, sometimes through pine-dappled wood and
09-10—Afanc (typically 1 or 2 in total) or Ogre (typi-
rolling hills, other times crossing a great glacial field. After
cally from 1 to 3 in total)
nearly eight days and as many nights of this, you, at last,
11-12—Sidhe (1 to 12 in total; 50% chance Wild, 30%
come within sight of the crystal cave that you had been sent
chance Eluna, 20% Dark)
to find, the winter’s snow now piled high to your weary
13-14—Boar (75% chance of 1-4 normal boars or 25%
knees.”
chance of 1-2 Giant Boars)
15-16—Corpse Lantern (typically 1 to 3 in total) or

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,

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Stealth, or Weaponry: Ranged skill roll against a DL equal ing singing, dancing, storytelling, feast-hosting, and similar
to 10 plus the target’s Renown. If successful, the target is pursuits. The character attempts a DL 10 Performance skill
slain and the PC gets away clean; if unsuccessful, the target roll with a success yielding a number of silver coins equal
survives but the character escapes unless he fails the roll by to the result. If a critical success, the PC also gains either
5 or more (in which case he/she is captured). On a critical +1 to Renown or the Famed talent (player’s choice); on a
success, the PC slays the target and also gains the Ally or critical failure, the character acquires either the Enemy (mi-
Henchman talent (both minor), player’s choice. On a crit- nor) or Infamous weakness, PC’s choice of which. If the
ical failure, the character acquires either the Infamous or player-character is high-born, this Downtime option could
Honorless weakness (player’s choice) and is also captured. also represent holding court for its subjects, perhaps along
with a fair or festival for the common folk and a fighting
CAROUSING: This refers to drinking, flirting, wench- tournament for the nobles.
ing, gambling, and similar (and usually nightly) entertain-
ments. For every month spent in this Downtime Activity, FENCING/SELLING: This activity is can either be legal
the PC attempts a DL 10 Performance or Persuasion roll. If or illicit, the former (fencing) representing the latter. A com-
successful, he or she earns 2 silver coins per point of success; mon or uncommon legal item being sold is a fairly simple
a critical success gains the silver coinage plus either a +1 matter, the character requiring a Persuasion skill roll. The
bonus to Renown or the Ally (minor version) talent for free result is then multiplied by 5 with the result being the per-
(player’s choice). On a critical failure, the character acquires centage of the item’s market value (in silver coins) gained
either the Enemy (minor) or Infamous weakness, PCs choice by the PC. (For example, a result of 14 would be 70% of
of which. the item’s or substance’s value). If a rare or exotic item,
the Persuasion roll result is multiplied by 4 instead since it
COURTING/ROMANCE: Pursuing a love interest is a is more difficult to find buyers for such things. If an illegal
viable Downtime Activity as well, requiring a successful DL object, then a DL 10 Persuasion roll must be successful in
10 Performance or Persuasion roll (player’s choice) in order order to find any buyer at all, the result being multiplied by
to continue the romance. If the PC succeeds by 10 or more, 3 to determine the percentage of the item’s assumed value
then he or she has been approached for marriage or some being paid out. On a critical success, the character also gains
similar permanent (or semi-permanent) domestic arrange- either the Ally (minor version) or Smuggler talent for free.
ment; on a critical success, the character is given a dowry On a critical failure, the PC is captured by local authorities
or some similar gift worth 50 sc. If the roll is failed by 5 or to be imprisoned or otherwise punished in accordance to
more, the PC is jilted and loses 25 sc (either by all-out theft local laws/customs.
or from money tied up in lost dowry gifts).
HIRING: This is the hiring of someone else to do one of
CRAFTING: This is the art of creating objects or mak- several possible tasks listed here, such as assassination, theft,
ing major repairs (or alterations) on an existing object. The research, hunting, crafting, message-running, and most any-
character makes a Crafting roll (the appropriate DLs are thing else with GM discretion. For something like crafting,
listed in the Crafting skill entry) and succeeds if the task if the PC must pay the NPC craftsman one-half the sell/market
successful. Critical success and critical failure possibilities are price for the item in question; for a service not listed or oth-
as per the Crafting skill in Chapter 10—Skills. Alternately, erwise obscure, the player-character must pay out 5 sc per
a player-character can use this type of Downtime to create total skill modifier of the NPC’s relevant skill. For example,
simple objects to sell (or trade), earning a number of silver 30 sc for an assassination with a +6 total skill modifier in
coins equal to the Crafting roll result. The Artisan talent whatever relevant skill is being rolled for, be it Disguise,
yields a +2 bonus to the roll in this latter case. Stealth, or Weaponry: Ranged.

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-

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ry (Melee or Ranged) roll and gains a number of silver coins
equal to the result if successful. The Captain, Knight, Siege THEFT: A Downtime Activity dealing with thieving,
Specialist, and Tactician talents each add a +1 bonus to this burglary, banditry, or pilfering. The player-character at-
roll. On a critical success, the character earns +1 to Renown, tempts a DL 15 Lock-picking, Sleight of Hand, or Stealth skill
the Captain talent, or the Famed talent (player’s choice of roll, with a success meaning that a number of silver coins
one). On a critical failure, the PC acquires the Disfigured, equal to the roll result are acquired (or an object of equal
Lame, or Maimed weakness (player’s choice of one). value). On a failure, nothing is gained, although if the roll
is failed by 5 or more, the character is captured. If a critical
PRAYER/MEDITATION: A pursuit involving deep success, the PC also gains a very rare or exotic item (such as
prayer, meditation, and similar religious or spiritual activi- a potion or master-crafted item); if a critical failure, the PC
ties. The PC attempts a DL 20 Magical Arts (any discipline) is both captured and gains either the Maimed or Honorless
or Resolve skill roll with a success yielding +1 Luck to the weakness (player’s choice of which).
character. The Acolyte, Meditative Trance, Priest, and Sec-
ond Sight talents each add a +1 bonus to this roll. On a TRAINING/RETRAINING: This represents advancing
critical success, the character gains either the Mystic Trance one’s ability in a given skill or talent, or perhaps retraining
or Pious Faith talent (player’s choice); upon a critical fail- an old talent into a new one. For skills, the PC attempts a
ure, the PC acquires either the Heretic or Tainted weakness DL 20 roll in the skill in question, with a success meaning
(player choice) instead. that he gains a +1 “other” bonus in that skill—a critical suc-
cess means he gains an actual skill level in that skill instead
PURCHASING: This represents visiting markets, fo- or a free 2-point talent (player’s choice). The Fast Learner
rums, shops, and other places where goods and wares can and Mentor talents each add a +1 bonus to this roll. A crit-
be found. Common and Uncommon items are automatical- ical failure means the character gains the Indebted (major
ly found at normal prices (per Chapter 15—Gear & Sup- version) weakness instead for money owed to a mentor. In
plies), although for every point above 10 in a Persuasion regards to retraining, a player-character may switch out an
skill roll reduces this price by 5% (to a maximum of 50%). old talent for a different one, as long as he or she still meets
Rare and Exotic items require a successful DL 10 or 15 Per- the prerequisites for it and the new talent costs the same (or
suasion roll, respectively, to even locate at book prices, al- less) than the original one. This is automatic and requires no
though scoring 10 or higher here reduces the price by 25%. die roll (although only one such swap may occur per month
The Merchant and Smuggler talent each add a +1 bonus of Downtime).
to these skill rolls. A critical success means that a Common
or Uncommon item can be purchased for one-quarter the TRAVELING: A Downtime Activity involving non-ad-
normal price, while a Rare or Exotic object can be acquired venturing travel—that is, “off stage” journeying that might
for 50% of book price. represent making a pilgrimage to a holy site, traveling to
one’s hometown to visit kinsfolk, carrying a message to an
RESEARCH/STUDY: A Downtime option which simu- important personage, etc. The PC must succeed in a DL 10
lates the research of rare or forbidden subjects, be it study Lore or Survival roll in order to arrive safely at the destina-
within a temple’s library, deciphering the runes or glyphs tion (and back again). If the player-character scores 10 or
written on the walls of a local cave, or some similar action. more over this DL, then he or she has either received some
The PC attempts a DL 10 Lore or Magical Arts (any disci- beneficial news or has earned 15 sc (player’s choice); if a
pline) skill roll and discovers rare knowledge if successful; critical success, the PC either gains the Ally (minor version)
if scoring 10+ over this DL, he or she either learns two rare for free or 30 sc (player’s choice). On a critical failure, the
facts about the subject matter or a single virtually unknown player-character was negatively affected in some traveling
fact. The Bard and Sage talents each yield a +1 bonus to this escapade and gains the Cursed (major version), Disfigured,
roll. On a critical success, the character learns a new spell (if or Tainted weakness (player’s choice of one).
he or she has access to the Magical Arts skill), a new alchem-
ical formula, or a new language. PC’s choice of one. Upon a LIVING EXPENSES
critical failure, the player-character acquires the Madness or Since it is assumed that characters tend to basic survival
Obsession weakness (major versions), PC’s choice. needs and manage to scratch out a decent living in between
adventures, there are no “living expenses” to track during
SPYING: The act of gathering information (often with Downtime. In short, PCs earn (or otherwise acquire) a few
questionable method or intent), be it spying at court, eaves- coins here and there, or work through a general barter sys-
dropping, or even local scouting in the wilderness. The tem, while spending it to remain alive and relatively well.
character attempts a DL 10 Disguise, Perception, or Stealth No need to track behind-the-scenes expenses; the only gain
skill roll (PC’s choice) with a success meaning he or she has (or loss) in wealth being via Downtime Activities as noted
gained one valuable or rare piece of information; if scoring above.
10+ over the DL, then two pieces of rare information are Optional Rule: If the GM, and his or her players, really
acquired instead. The Faceless In A Crowd and Gossip tal- do want to track Living Expenses, here is a quick-and-dirty
ents each add a +1 bonus to this roll. With a critical success, rule for such: for every point of Renown a character has,
the character gains the Ally (minor) talent.

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one silver coin is expended per week of Downtime. the like.
Part of a GM’s preparation is learning the rules system

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.

THE INFLUENCE OF DICE


GAME-MASTERING It is advised that GMs stick by the results of his or her die
SAVAGE KINGDOMS rolls, for better or worse. Otherwise, credibility will be
strained and the players will, eventually, feel as though
Perhaps the most important role, or position, at the gaming their own die rolls—based on their own actions within the
table is the Game Master (or GM). Granted, it takes a whole game—mean next to nothing. In short, stick to what you
troupe to make a fun and effective time at the table, but the roll with only a few, and rare, exceptions. These “excep-
GM’s role is integral as the director, stage manager, support- tions” should be precisely that and only exist every so often
ing actor, and general show-runner. As such, the job can be to bring about a truly epic moment or to prevent a definite
quite challenging, but the pay-off is ten-fold the trouble if “downer.” As there is no hard-and-fast rule as to when to
the GM adheres to most, or all, of the tips provided below. ignore the dice, it should be up to each individual Game
Master and his or her ability to “read the room” and know
RULES KNOWLEDGE his/her players.
This probably seems obvious, but moderate to intensive Dice Reminder: Remember, that a roll of a “natural
knowledge of the Savage Kingdoms game system—and its 20” means that you—or the player—rolls again (that is, the
setting—is paramount toward having a fun and fulfilling die “explodes”) and adds that result to the original roll,
game session. The more the GM knows, the better and plus the usual modifiers (if any). Only add modifiers once.
the smoother things will run at the table. The players, too, Results of 20 or more over the target number (the DL) are
will benefit by knowing at least a general understanding of critical successes, even if they occur without scoring an ex-
the rules and they are certainly welcome to help you—the ploding 20. By extension, and in contrast, a roll of a “nat-
GM out—with rules interpretations as needed. However, ural 1” might spell a critical failure if the modified result is
it must be noted that the GM is the final authority at his zero or less or is 10 less than the target DL.
or her table, and such should be understood and respected
by all involved in the campaign. Bickering over rules or a DESCRIPTIVE NARRATION
“GM call” is needless and only serves in slowing down the As Game Master, you are, as mentioned before, the direc-
game, not to mention potentially causing social friction. If tor, writer, stage manager, supporting actor, and a host of
in doubt, the GM should make the call, then look it up later other positions, during a Savage Kingdoms game session (or
if need be. Mature players will appreciate a fair, but also long-term campaign). Two of these—writer and supporting
concise, Game Master that keeps the game session moving actor—perhaps stand out the most, for this is what your
without pointless bogging down in out-of-game minutiae. players most readily see in their face-to-face interactions
with you as their GM and storyteller. (When gaming on-
KNOWLEDGE OF THE SETTING line, perhaps writer and stage manager is more noticeable.)
Just as the GM is required to have a pretty good handle on With this in mind, you must be prepared to do at least
the rules, he or she also must know the setting—the imag- a moderate amount of narration and voice-acting, often
ination-driven environment—in which the characters live, switching between the two modes in lightning-fast adjust-
breath, and interact. Granted, this book is rife with setting ments and in-the-moment improvisations. While not every
“fluff” and a rich detailed history, but the Game Master GM is an award-winning actor a Game Master should at
should be at least as knowledgeable as his players in the least make some passing attempt at it, playing to his or her
ways of Savage Kingdoms setting. A GM who knows his or strengths as best as possible and spending less time on his/
her world is a ready and committed show-runner. her shortcomings. For example, one GM might excel in
character voices while another delivers outstanding narra-
THE TOOLS OF THE TRADE tions or has a natural gift for pacing. Don’t worry so much
A skilled Savage Kingdoms GM is always prepared with dice about being a master thespian, but focus on being present,
(d20s, mainly), pencils, note pads, and at least an hour’s in the moment, and dialed-in to what your players are say-
prep for the upcoming game session. Some GMs require ing, doing, and most of all, engaging in. GMing is more art
multiple hours of game-prep, while others merely need an than science, after all, and like any form of art or perfor-
hour or so. This is largely based on each individual GM’s mance art, it takes time, practice, and patience.
style and preference, with usually the more experienced Narrative Pacing: This is an important aspect to table-
Game Masters requiring the least among of time (but not top RPGing, just like it is with any film or play (or any form
always). Battle-mats and other “grids” might also be useful of storytelling) worth its proverbial salt. Pacing, after all,
to most gaming groups, and by extension, miniatures and is the clue that holds the whole thing together, and skilled
GMs learn quickly to make use of tempo—from one scene

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to the next—as well as “cut scenes,” “blackouts,” “flash- random die rolls or improvised scenarios on the spot. Enjoy
backs,” and “cliffhangers.” To wit, if the first hour or two it and just roll with it!
of the game session has been hard-hitting, heart-pounding
action, then consider the next hour or so as being a slower
burn, a time of reflection or strategizing, perhaps. Granted,
this can’t always happen so neatly—the players do control
some of the narrative pacing, after all, based on their cho-
sen actions—but, in the end, the GM is the director and
makes the “final edits” on what scenes are being played out.
Descriptive Verbiage: Another key to successful nar-
rative pacing, as well as voicing your NPCs, is the use of
language. Utilizing words like “slashes” or “slams”(instead
of simply “hits”) goes a long way to conveying the proper
atmosphere of the setting; use “broods” perhaps instead of
“pouts” or “fortnight” instead of two weeks. Little things
like this go a long way. Perhaps more obviously, have your
NPCs avoid the words “dude” and maybe replace it with
“m’lord” or “my lady” or something to that effect, depend-
ing on what region of the SK world they’re currently in.
Similarly, beware of too many modernisms when describ-
ing things. While it might be easy to lend a verbal “short
cut” by describing a roaring hearth as “hot as a car engine,”
this immediately implants a vision of a very out-of-place
object in your players’ minds. Maybe use “hot as coals” or
“as hot as the sun-god’s servants” instead, or something to
that effect. Such simple details really go a long way in your OTHER RULES REMINDERS & SHORTCUTS
world-building and narration skills. Calculating Damage After A Successful Attack
Pacing exists, too, within one’s narrative voice—slow Roll: When calculating damage dealt by an attack in
down to emphasize, but speed up, generally speaking, to combat, don’t forget the maximum damage rating of the
create a sense of rising tension. Linger on certain words, weapon or attack mode in question. For example, an aver-
and barely touch on others. Add in a sound effect from time age-quality dagger has a maximum damage rating of 10, a
to time, but don’t overdo it. Proper monologue, and old- battleaxe 20 (or 21 if wielded in both hands), most punches
school storytelling, techniques are good to observe here. or kicks 5, and some creatures’ claws or teeth might be as
The Basic Rules of Improv: Most folks—even those low as 3 or as high as 20. Furthermore, remember that AP
who don’t regularly perform improv or any stage-work (Armor Piercing) is merely additional damage, but is ap-
at all—know about the rule of ‘Yes, And.” This means, of plied only after a successful attack roll result. Thus, an at-
course, “yes, I accept what you have given me and will add tack roll that scores only two over an opponent’s Defense
to it.” However, some lesser known improv techniques are would be 4 points of total damage if the attacker’s weapon
‘Yes, But’ and ‘No, But’. “Yes, there’s a longsword for sale has an AP of 2, for example.
in this smith’s shop, but it appears to be damaged (or is Applying Armor: After calculating damage, remember
clearly a weapon of the kingdom’s mortal enemies),” and to subtract the target’s Protection Rating (or Armor Rating),
“No, there’s no longsword in this shop, but you do see a be it natural hide, mystical protection, or actual body ar-
shortsword (or metal capable of being forged into a long- mor. Thus, for example, a successful attack scoring 7 points
sword assuming you have the coin and the resident smith of Health damage against a target with 2 points of armor
has the time).” deals, in the end, 5 points’ damage.
As you can see, ‘Yes, But’ and ‘No, But” offer obstacles A sort of short cut is to add the target’s armor rating to
and challenges for your players to overcome, which is at its Dodge or Parry Defense, but if you do this, you must
the very heart of adventure gaming. However, there are consider two things: 1) you must add the AP rating of the
tons of other improv methodologies out there, most of attacker’s weapon (if any) to the attack roll result, and 2)
them quite subtle and some of them most of us already do you must be aware if the attacker is using a talent such as
without really knowing what it might be called. In short, Finessing Shot or Precision Strike wherein only half of the
listen (another high-rated improv and general acting tip), target’s armor rating is applied. In the end, it might be eas-
react, and relax—there really is no such thing as a “wrong ier to simply calculate armor in the standard “subtraction”
call.” If you get a rule wrong, then rectify it later if possible; method.
if you think you steered the story away too far from its Don’t Forget Your Player-Characters’ Weakness-
intended core, then be confident in the knowledge that it
es: Obviously, few GMs can truly track every single statistic
might be for the best. Remember, it’s called “improvisation”
or component of their player’s characters, but it’s a good
for a reason—if the players are having a good time, then
idea to keep general “bullet points” about them in mind.
you have succeeded regardless of how “planned out” it was
One of these key points is Weaknesses, those traits that are
supposed to be. Sometimes the best adventures come from

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not only fun to role-play, but also grant the player-character ery other Advancement (but certainly no more than that—
addition points to spend on talents and/or skills at character good roleplay should be primarily its own reward).
creation. Make sure to check your players’ character sheets Calendars & Tracking Time: Tracking the passage of
every so often or, perhaps better yet, keep notecards with time in tabletop roleplaying games can of moderate im-
their primary statistics on them, such as Attributes, Health, portance—important in the sense of keeping track of spell
Stamina, Luck, and Weaknesses (and more aspects if you so durations and similar time-precisions, but not quite as im-
choose). portant in a broader narrative sense. On the other hand,
Another method that helps GMs make sure that they knowing how much time has passed since the PCs awoke at
touch on the PCs’ weaknesses every so often is to high- dawn can be generally important (especially for regaining
light one (maybe two) player-character’s Weakness every Health, Stamina, etc.) or how many days have passed since
session. For example, if Calin has the Obsession (the Oth- the armor-smith begin crafting a character’s brand-new mail
er-world) weakness, maybe have a NPC mention a “faerie hauberk, can also be of fair importance.
circle” he saw at the edge of the forest the other night or Remember that most time-passage is part of the envi-
describe a beautiful or handsome Sidhe-blooded individual ronment or the overall story. That is to say, use dawn—
staring at him one late night in a local tavern. Little touches especially a misty or stormy one—to set the mood or the
like this make for memorable scenes and always “keep the quickly approaching dusk as the characters attempt to es-
players honest” with their characters’ Weaknesses. cape the dreaded Wraithwood Forest. Use time as a story-
Ranges Are In Yards: In Savage Kingdoms, all ranges telling device, part of the world-building and the interactive
are expressed in yards, with the possible exception of ver- environment with which the PCs are involved. A fortnight
tical height at the GM’s discretion (which might be better before winter solstice or three nights before mid-summer is
described in feet). A yard, in general, is a pace, the walking far more evocative than, say. “its winter” or “it’s the hot
stride of a humanoid of perhaps slightly greater than av- time of year”.
erage height. Yards, in fact, are meant more for outdoor There are several in-game calendars offered in the Gaz-
distances, hence why football and soccer fields are striped etteer section of this very book, as reckoned by various rac-
off in such measurements instead of mere feet. es and cultures. If you’re not wanting to use all of them,
Climbing speeds are one-third one’s Mobility rating in then please know that the Imperial Lorinthian calendar is
yards, which, of course, translates to a one-to-one ratio the most widespread one, and it easily stands to reason
when using feet. Vertical movement, as mentioned above, that most, if not all, civilized realms in the West could have
is perhaps somewhat better visualized in feet instead of adapted it.
yards, but such is up to the GM. Otherwise, Mobility is Advancing At The Appropriate Time: When a play-
highly advised to be left alone as it was intended—in yards er-character acquires enough XP to attain a new Advance-
or paces. ment (or “level up”), the general rule is that this should be
Skill Level Achievements: In past editions, and even done after a full night’s rest and not in the midst of combat
in the playtesting phases of this current iteration of SK, Skill or some other intense scene. In fact, as an optional rule,
Level Achievements—that is, those nifty little things char- GMs might only allow their PCs to advance after a suitable
acters earn at skill levels 4, 7, and 10 of the various skills— amount of Downtime, perhaps a week or even more. This
have been easy to overlook. Granted, they could simply be does lend the game a somewhat more grounded or “realis-
treated as optional material, but there are some nice ben- tic” feel, but this can sometimes be a bit frustrating for play-
efits to be had with some of them, not to mention adding ers who often like to see quick rewards for their hard work.
another dimension to characters’ accomplishments. Challenge Your Players (They Will Thank You
Working Ritual Magic: Remember that performing a Later): The vast majority of RPG players want to be chal-
spell as a ritual yields an additional +2 bonus to the magi- lenged and tested, at least those of any maturity and will-
cian character’s Magical Arts skill roll (as opposed to cast- ingness to be a part of a potentially epic story. So don’t be
ing “spontaneous” or “battle magic”). Note that this bonus afraid to have them encounter possible foes that are clearly
might even improve to +3 if a special ritual component is more deadly than the PCs are, as it is this writer’s experi-
used in the ritual-casting, as listed in the spell’s description. ence that the greater body of RPGers will very often win
Rituals generally take an hour to effectively perform, with out, usually finding a way around (or even through) the
the exception of the Extended Ritual and Swift Ritual tal- situation. Such challenges can be monsters and other ad-
ents. versaries, of course, but can also include natural hazards,
Codes of Honor: GMs, and most of all players, should harsh weather, traps, social plots, disease, and a host of oth-
not forget about their cultural codes of honor, as well as er threats and mettle-testing scenarios.
any tenets that a sect, order, or organization might de- Remember, if the game is too easy, then there really isn’t
mand of them if applicable. These are important because much point to most of it—dice, strategies, statistics, etc.—
they provide a decent basis for how most people from that and perhaps it is then better to simply tell a story, sans dice,
particular race, culture, or secret society might act, lend- around the table or some other activity. Most people don’t
ing some framework for ethical and moral decision-making want their time wasted and are dedicated to participating
without shoe-horning players into ‘Alignments’ or similar wholesale in whatever they’ve set aside time to do, and
contrivances. often with aplomb. In this case, a challenging, gritty, and
Feel free to reward a PC adhering specially to his or her immersive session (or full ongoing campaign) of Savage
Code(s), usually with a +1 boost to Luck or Renown ev- Kingdoms.

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many peoples’ lives, sometimes forcing important decisions

20
at specific times and allegedly causing such great events as
births, deaths, and even cataclysms.

KINGDOMS & REALMS


With a name like Savage Kingdoms, one might imagine that
a goodly number of realms, kingdoms, or other political
THE SAVAGE WEST territories would be a vital part of the setting. And true—
The Savage Kingdoms setting is a vast and varied place, with the very background of the world relies on such cultural,
myriad realms, territories, and wildernesses spread across economic, and military divisions. Where one empire is
the known (and unknown) world. At first glance, the SK ruled by tyrannical right, another is dominated by a petty
milieu is like our own Earth—one sun, a similar-sized global king or an upstart warlord now fancying himself a chieftain.
sphere, four seasons in most places, and so on. However, Regardless, most of the Western Continent is governed by
there are also many differences, some subtle and others not- such nobles and leaders, ruling their domains with iron-fist-
so-subtle, much of which is covered, albeit briefly, below. ed efficiency or cunning guile.
(Note that The Savage East campaign expansion book ex- The following realms or kingdoms have been discussed,
pands the SK known world even further.) in brief, in Chapter 6—Character Races, but they appear
But firstly, a few details of celestial nature: here in more detail. We begin here below with the Western
Continent, called Astagonia, followed by the Eastern (and
Red Sun: The Earth-world, the global world-sphere as Southern) lore of the continents of Hassan, Emanju, and the
we know it (though very few in the SK setting know this isle-continents of Mezca and Ragnagard.
themselves), is heated and illuminated by a red giant. That
is, it appears perhaps two to three times the size of our
real-world’s sun-star and is generally a scarlet hue. Certain
times of day or season, however, sometimes makes the sun ARADORN
a more crimson color, like blood, or even a deep rust-or-
ange.
Two Moons: The Earth-world is orbited by two
moons, sometimes called the Twin Moons, though they
do not look alike. One moon is much larger, often called
the Greater Moon (some cultures have very exotic deified
names for the dual moons), a golden-yellow in color. The
Lesser Moon is smaller, perhaps half the size of its Greater
partner, and radiates a faint grey-silver in coloration. Ev-
ery seven years, the two moons converge in an event that
many cultures name the Mating of the Moons (or some
proximity thereof), which is almost always viewed as a mo-
mentous and mystical event.
The Stars Beyond: Like our real planet, the night
skies of the Earth-world are awash with stars, depending, of
course, on climate, elevation, and weather. Some notable
stars, often steeped in ancient and mysterious lore, are the
Eye of the Dragon (or Eye of the Wyrm), the Light of Galen
Located in the north-central of the Western Continent, Ara-
(from Aradornian-Saint Paladyrian lore), the Blood-star (or
dorn is a realm running a good length (500+ miles) from
Eye of Agathon), the Three Lanterns (three extremely bright
east to west. Founded by Brythian explorers who pressed
stars in close proximity), among others, and also some dark,
westward into an attempt to conquer more land and re-
non-star areas in the night sky, such as the Void Sea or the
sources, not only for their sovereign lords, but for them-
Heart of Xur.
selves. Savage humans lived here as natives—tribes like the
360-Day Year: The Earth-world, or Mortal Sphere, Aragonii, the Caerns, the Druithi, and the Aradornii (where
of Savage Kingdoms is very close to our own real-world in the kingdom took its namesake)—who often came into
the number of days in a year. This, of course, assumes about bloody conflict with these “eastern Brythians.” Over time,
a 24-hour day, and such civilized realms as the Lorinthian the Brythian knights and warriors won out, with better
Empire structures its calendar on this premise. Most parts equipment and proper tactics, and most of the native tribes-
of the known world recognize four seasons, although in people were either driven out or were subjugated into the
some extreme Northerly or Southerly regions, only three new culture, new laws, and new realm. Several great kings,
(or merely two) seasons are noteworthy. or war-dukes, from the west lead most of these expeditions
Astrology and Astronomy: As one might guess and battles, and so to this very day Aradorn is ruled by
from the brief listing above, many of the peoples of the several kings, only producing a high-king when the realm is
Savage Kingdoms setting delve into both astronomy and as- truly faced with dire straits. This high-king, or “over-king,”
trology, the latter being a deep and ancient guiding force in

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is elected by the lesser kings and arch-priests of Saint Paladyr fortress-city of several dukes and barons, and usually the
in a great council held in Palador, the high-king’s capital city. former high-kings remain in residence here. Saint’s Haven
Language: Brythian is the native tongue here; there is generally thought of as the “religious center” of Aradorn,
is no Aradornian proper, although there are some minor for it is said that Saint Paladyr himself was born near this
differences in dialect, particularly in eastern Aradorn. Lorin- great city. Castivar is the unofficial “western capital” of the
thian is known by many, particularly in the south and south- realm, the royal seat of King Wulfred. Galenton provides
eastern territories, while many folk in the western reaches some civility in the far northwest of Aradorn, while Marin-
speak pidgin Sidhe and possibly some Old Caernian and thia (on the eastern coast) once gave quarter to many ships
Druithi. A few of the woodsmen of the north and northeast until the Lorinthian Empire annexed the region—without
know much of the Goblin-tongue and possibly Duergar or bloodshed—not a decade ago.
Mulovian. Denizens, Flora, & Fauna: Deer, boars, black bears,
Religion: Aradornians almost exclusively follow the and wolves are fairly numerous in much of Aradorn, espe-
faith of Saint Paladyr, sometimes called the One God or cially in the hillier and wooded regions. Goblings (goblins)
the True God, a lord-god of light, truth, chivalry, and hon- are known to haunt the Bloodthorn Forest, sometimes en-
or. Many say that Paladyr was a mortal man once, before croaching down from it. Horrible Red Caps, too, are said
he because elevated to sainthood, and upon his death, as- to await in ambush in the Bloodthorn and occasionally
cended to the heavenly Over-world to become a demi-god. beyond. Trolls and Ogre-trolls are oft-times spotted in the
Still, there are a few Aradornians—mostly in the west and rough borderlands of the northwest, but here sometimes
north—who cling to the “old ways,” the ancient Western small bands of Eluna Sidhe can be seen too.
and Brythian deities of Briannon, Cormac, Llywella Rav- Food & Drink: Aradornians typically drink light to
endark, Bran Finnon, and more. Further still, some have medium ales and similar brews, though stouter drinks are
recently accepted the Lorinthian divinities of Argathon, not unknown. Wine has become of favorite of southern
Titherius, and Luccia into the fold. Aradornians (and even much of the nobility of the north
Geography: The vast realm of Aradorn is primarily and western regions), mainly due to Lorinthian influences.
covered by forest in the north, a great wood called the Pheasant, boar, roast duck, and honeyed gosling are pre-
Bloodthorn, with expansive rolling plains in the midlands ferred meats, while onions, leeks, carrots, and apples of-
and south. This plains region is perfect for the famous Ara- ten find themselves as well-loved side items. Hearty black-

The Aradornian Calendar


The people of Aradorn originally made use of the Brythian calendar for reckoning time, but over the past century or so,
the Truthkeepers of Saint Paladyr began creating their own calendarial system. It consists of seven days a week—Sunday,
Moonday, Saintsday, Galensday, Kingsday, Marketday, and Worshipday—each day roughly 24 hours in length. Each
daytime period is divided into three parts, which are based on prayer-times, such as Brecken (dawn through noon), Mid-
dens (noon through sunset), and Eva (sunset through midnight). Seven days comprise a week and there are four weeks in
a month, which is based on the phase of the Greater Moon from new moon through full moon and back to new moon
again.
The current year is 256 A.A. (Age of Aradorn), Year One began the estimated founding of Aradorn as an independent
realm, and separate from Brythia, as ruled originally by three kings (though there have been three eras in which a High-
King was elected above all other sovereigns). 360 days comprise a full Aradornian year, although every three years an
additional holy day called The Feast of Ascension is added to keep the timing correct.

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

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black field and a wolf’s tail atop his helmet. ATHELON
Enemies & Allies: Aradorn’s greatest potential ene-
my is the Lorinthian Empire, the latter of which has man-
aged to somewhat peacefully annex southeastern Aradorn
with little bloodshed. Mulovia, to the north and east, is
also a rival, mostly due to apparent differences in ethics and
morality. Relatedly, the Goblin-realm of Nirgul in the hilly
borderlands between these two kingdoms is a minor threat
as well. As for allies, Brythia is probably Aradorn’s greatest
ally, if mainly due to a shared language and general culture.
Primary Imports: Gold, precious gems, tin, exotic
foodstuffs, exotic cloth, exotic woods, perfumes, furs, al-
chemical items, exotic stone.
Primary Exports: Iron, silver, copper, semi-precious
gems, hardwood, pinewood, herbs, horses, armor, weap-
onry, wool, leather goods.
Coinage & Currency: Aradorn mints coins and ac-
cepts most foreign coin, at least by weight and contain of
precious metal. Trade and barter is still fairly active as well, The western-most of the Prydonian Isles, Athelon is an is-
especially among the country folk. Oaths and promises are land-realm famous for its warrior-athletes and independent
also highly valued. The name of the standard bronze coin free-thinkers. The word “athlete,” in fact, derives from
is a Thorn, a silver piece is a Hawk, and a golden coin is a Athelonians, who, when not at war, often engage in warlike
Gilden. games, tournaments, and contests, not only to appease their
Climate & Weather: Overall, Aradorn is a temper- competitive spirits, but to keep their bodies (and minds)
ate (if fairly rainy) place, especially in the spring and early sharp for when war again calls. Athelon is also renowned,
autumn. In early winter, the north generally sees its first or perhaps infamous, for its independence from the Prydo-
snowfall with the south and east seeing it more likely in nia Republic, although there have been times throughout
the mid-winter. The middle of summer can be quite warm, history where an Athelonian king had sworn allegiance to
and the winds on the great plains can be fairly gusty in any the Basileus of Prydon proper in effort to claim some united
season, particularly early spring. empire against common enemies, especially the Gorgons.
Common Customs: Aradornians are very honorable Considered an outer isle without question, the people of
folk, overall, and always return a gift with a gift or service Athelon are a fiercely proud lot, an embodiment of noble
if at all possible. They also do not enjoy haggling, some savagery.
tradesmen believing it almost an insult as per Duergar cus- Language: The native tongue of Athelon is Prydonian,
tom. To steal or kill an Aradornian’s horse is considered although the Athelonians have developed their own dia-
tantamount to the abduction or murder of a kinsman, and lect over the years due to separation and distance from the
almost all horses (and even ponies) are given names. First- Central Isles. The priestly and/or educated might speak the
born males usually take up the trade of their father, or else occasional foreign language such as Lorinthian, Esmandi-
go apprentice in another craft under a trusted journeyman an, or even Gorgonic, but this is fairly rare. The common
or master. Second and third born males might also do this Athelonian seldom reads or writes, and in fact, there is an
too, although many take up a monastic life in service to St. ancient stigma among the more superstitious that writing
Paladyr. First-born females often learn the steward-craft of is the work of sorcery and magic-craft and belongs only to
their mothers, usually being married off by age 16, while priests, sorcerers, and demi-gods.
later-born girls become lay-priestesses or go foster with a Religion: The Ancient Gods of Rhodon, the Elder De-
neighboring family, preferably one of higher social status. ities, are still widely embraced in far-flung Athelon, with
Common Sayings: “Honor and glory to Saint Pala- Agathon (god of competition, blood, and victory) being
dyr!”, “I am a man/woman of the Lone True God,” “May the patron deity of the isle-kingdom. Sardona is also highly
Galen give me strength in battle, Aradwen compassion in revered, especially among women, as is Atores, Prydonis,
peace, and Calawyr the wisdom to balance it all,” “May the and even a small cult of Myrastea still remains here, a battle
road be straight and your steed never falter.” and storm goddess from old times.
Geography: Athelon is predominantly comprised
of plains and mountains, with some marshland along the
southern coast. The land rises the highest in the west, where
many smaller islets lie broken off from the main island, and
gently going somewhat flatter toward the central and east-
ern regions. There is little forest, save at the center of the
isle, and thus most wood needed for ships and weaponry
(among other uses) is imported across the Sea of Prydonis.
Major Cities & Settlements: Partholoneum is the

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traditional capital city of Athelon, although it has alternate- summer months when it is outright hot. Only in the winter
ly been such settlements as Nitauros and Trimoria in the is there the faintest hint of a chill on the wind and then usu-
past, if not for long. Atoreus is perhaps the most eastern of ally only during the night. Storms batter the southern shores
the important port-settlements, and the ancient once-capi- fairly often, though the west and north is primarily immune
tal of Argathoneum is said to still lie in ruins along the rocky to such save for small squalls. Volcanic activity is also com-
western shores. mon, thought to be the doings of Argathon and his endless
Denizens, flora, and fauna: Dolphins, sword-fish, battles with Gorgons and Daemons in the Under-world.
and orca-whales are often seen in the waters around Athe- Common Customs: Most Athelonians dare not cast
lon, while small deer, wild pigs, and wild-cats can occasion- out to sea unless making a proper sacrifice or oath-prayer
ally be found inland. Flowering plants are fairly common to Argathon, Prydonis, or Myrastea, for safety and success.
on Athelon, as are many types of ivy and vines. Cedar is not It is often considered a privilege to visit the sacred ruins of
uncommon, but otherwise most trees tend to be palms and Argathoneum, though it can be a terrible curse to those
fruit-bearers. Gorgonic beasts can occasionally be found who come unprepared for physical and spiritual trials. In
haunting the countryside (usually minotaurs, medusae, and Nitauros, if an owl is slain by anyone other than a priest,
chimerae), though in rare moments a demonic thing might it is punishable by drowning. In Trimoria, it is forbidden
be seen or a beckoning Siren heard. that a woman, other than a known priestess of Romega, go
Food & Drink: Boar, roedeer, fish, and even octopus about the city with her face veiled. In the arena or stadium,
and shark meat are the primary staples of Athelonian eat- victorious athletes are often given golden rings as prizes and
meats, and bread (of various types), grapes, limes, figs, and trophies.
dates add an exotic flare to the tables of most nobles and Common Sayings: “To the victor the ring; to the
well-to-do commoners. Various forms of wine and light ale conquered nothing,” “May your eagle fly high and with the
(particularly those made of grape or wheat) are preferred wind,” “To the black waters of Oridon with you!”, “Levia-
drinks, and rumor has it that a rare elixir made from the thon take you!”, “Sea guide my ship, Atores my time, and
juice of golden apples is often sought after by those with Argathon my spear!”
enough coin.
Notable Characters: King Theos the Swift is the cur- BRYTHIA
rent ruler of Partholoneum and therefore all of Athelon.
Queen Rhodonea rules by his side, a she-warrior of sorts,
and there is also the Arch-Templar Argathes and the unde-
feated gladiator Epicus, who once fought in the great me-
tropolis of Prydon itself.
Heraldry & Symbology: King Theos’ banner, and
therefore the standard for all Athelon, is that of a golden
lightning bolt upon a black field. The sigil for Epicus the
Victorious is a black winged sandal on a field of scarlet red,
while the holy iconography of the patron-god Argathon is
often seen here as well—a golden eagle clutching a gold
circlet on a crimson field.
Enemies & Allies: Athelon has many rivals, particu-
larly the island-realm of Miurga to the north (and its gor-
gonic rulers). Moreover, Athelon has been an independent
foil of the Prydonian Republic for most of its existence, and
has even been in short-term oceanic war with the ama-
zon-tribes of Altivaros to the north and even with the far- Located in the northwest, south only to Norlund and
away Esmandians. east only to the Emerald Islands, this realm was founded
Primary Imports: Wood, wine, foodstuffs, herbs, by Gaernic humans as well as a few smaller tribes (such as
spices, fine cloth, gold, silver, precious gems, wool, leather the Gwynnic people). Brythia is an eclectic mix of all that
goods, alchemical goods, is considered civilized and barbaric, at once, with ancient
Primary Exports: Horses, cattle, iron, tin, bronze, warlike customs similar to the Valkari-influenced Norish folk
copper, pearl, semi-precious gems, clayware, tileware, sea to the north, but with a dash of “softer” civilization as what
goods. may be nearly found in the Lorinthian Empire or parts of
Coinage & Currency: The city of Partholoneum Esmandos. As such, most Brythians are literate, at least to
mints and stamps official coins for the Athelonian economy, some degree, and they generally enjoy intricate laws and a
as overseen by King Theos. Still, trade and barter is very near feudal style government. At present, they are ruled by
alive and well, particularly in the smaller country villages. a queen, as they were for the past four dynasties, a custom
The common Athelonian bronze coin is called an Atora, a that goes back nearly a century. Even those female sover-
silver piece a Myro, and the rare gold coin a Parthon. eigns who had kingly husbands were, more often than not,
Climate & Weather: In general, the island of Athe- in absolute rule and control of the realm and its subjects.
lon is very warm almost all year-round, particularly in the Language: Brythian is the official native tongue, al-

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though many of the nobility, priesthood, and other edu- stuffed piglet has been a recent favorite. Blackbread, nut-
cated citizens speak Norish as well, especially in the north- bread, and plum-bread are common side items, as is honey,
ern shires. Some along the coast know a bit of Gaernic as fish-egg sauce, and almond pudding. Light to dark ales are
well, and denizens in the southern borderlands often speak much preferred, though wine and mead run a close second
Cymreddi. The Sidhe and Old Caernian tongues are not and herbal teas are quite the fashion of the wealthy and
entirely unheard of either. powerful.
Religion: The typical Brythian reveres, still, the Old Notable Characters: Queen Elspeth is, by the far, the
Gods of the druids, the shamanic priests of the original most renowned personage in all of Brythia, an aging wom-
Gaernic and Gwynnic peoples—Briannon, Cormac, Gael- an that some say wears a bronze mask to hide a deformity.
rith, Bran Finnon, Lywella Ravendark, and more. Yet, some Yet, there are also such high-born folk as Duke Colton of
northern influence has trickled down, and some Brythians Corrington, Lord Sir Aelred of Castle Rune, the arch-dru-
occasional find themselves cursing or praying to Fragnir, idess and sorceress Ygrana the Grey, and the famous com-
Signa, and other Norish deities. Eastern Brythians, on occa- moner Sir Osric the archer.
sion, have come to accept St. Paladyr of the Aradornians. Heraldry & Symbology: The primary standard of
Geography: The basic landscape of Brythia is the coast Brythia is that of a golden ship on a blue field, a long-stand-
of the Brythian Channel (or Nochlyn Firth) to the west and ing symbol, although it pertains mainly to Corrington and
the marsh-like plains and the majestic Mist River forming the royal house. A blue seahawk upon a golden field is also

The Brythian Calendar


The Brythians utilize their own calendar to reckon the passage of time, based on the year the first queen of
Brythia quietly ascended the throne in a time of civil war. With the exception of not quite a century, females
have since ruled the realm for the past 412 years. Thus, the current year is rendered as 412 F.Q. (First Queen).
Much like the Aradornians and Lorinthians, Brythians have seven days in their week and four weeks to
a month (which is measured by a full moon-phase of the Greater Moon). As such, there are 360 days in a
Brythian year and the days of the week are named Moonday, Sunday, Starday, Branday (for the goddess
Briannon), Corday (for the god Cormac), Ravensday, and Worshipday.

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

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for a week or two continually. Storms come in from the
Channel on occasion, and heavy snows drift down from
the north and northeast in winter, late autumn, and early
spring.
Common Customs: Most Brythians consider their
ships and boats the equal to any fine horse, and many pray
to Gaelrith (or offer her a sacrifice of silver or a life) before
going to sea. In Corrington, it is a long-standing fashion for
men to be clean-shaven, although in the country most men
(especially warriors) wear a goatee or short beard. Women
enjoy long flowing cloaks, often with voluminous hoods,
and almost all adults wear boots or buskins. It is also an
ancient custom to offer the Fair Folk (i.e. Faeries) a gift or
an oath before entering their territory.
Common Sayings: “Gaelrith, lady of storms and the
sea, take this offering,” “never suffer a pirate to live,” “The in the end, saw the Breaking of Arvelindor and the for-
Fair Folk must be appeased,” “May the queen’s gaze fall not mation of the kingdoms of Celendoril (in the north) and
upon you,” “To be a Cymreddi is to sleep with dogs; to be Lithilor (in the south). Much of the territory in between was
a Brythian is to sleep with gods.” destroyed, blighted, or cursed, for terrible Faerie-magicks
were unleashed in the great war whose marks still remain
CAERNIA on that region—now called the Shadow-lands—to this
very day. Present-day Celendoril (meaning “land of golden
Once known as Caerndon by the native Gaernic tribesmen trees”) is but a figment of its former glory, and the Eluna
who originally settled here, this realm took its namesake Sidhe remaining here mainly keep to themselves.
from a powerful chieftain named Caern. The region had its Language: Sidhe, or Eluna Sidhe, is the native and pre-
own sovereignty for nearly three centuries until the armies dominant tongue of Celendoril, also called Elvish (or the
of Brythia, by orders of King Alrick II, invaded and forced Elf-tongue) by outsiders. Yet, Brythian is also known by
Caerndon to submit to Brythian rule. Most of the scattered many of the Fair Folk dwelling here as is, to a lesser extent,
clans united against the incursion, but in the end, the war Duergar (or Dwarf-tongue) and Goblin-speech. It is said
was lost and the country renamed Caernia, and treated as that the Sidhe language is almost like an endless song, and
a provincial client-realm by the throne of Brythia. Present- in its written form, the symbols “flow like fire and water.”
ly, most Caernians speak Brythian as their native language, Many magical spells use this ancient and powerful tongue.
although a good many still know Old Caernian, a dialect of Religion: Like virtually all Sidhe, the Eluna Qualae
the Gaernic tongue. Most of the folk here still cling to their (roughly translated as “natural source”), the primal essence
old gods, whom are mostly shared with Brythia, although of life and all things born of nature, is still revered and hon-
a fair number of eastern Caernians are being converted to ored. The human deites of the West are accepted as well, as
the “new ways” of Saint Paladyr. Geographically, is primar- mere lesser spirits of the Eluna Qualae, and the belief in the
ily hills and crags in the north, and mainly bleak moors in Eluna Dol (recognized by the Dark Sidhe and Goblin-kind)
the southeastern reaches. Beyond the Mist River is Brythia is even respected.
proper, to the west, and forming the southern boundaries Geography: Celendoril is almost all woodland, the
are the marshes of Greymoor and the forlorn borders of the vast Celenothien Forest expanding for many leagues north
Shadowlands. and south, as well as east and west. Some great rivers run
The Caernians have recently adopted the Brythian calen- through as well, and in the north, there are highlands giving
dar, although they once used the ancient time-reckoning of way, at last, to the foothills of the Iceclaws. In the southern
the Gaernic-folk. reaches of Celendoril, the forest becomes sparser eventually
vanishing into the dreaded Shadowlands, a blighted shade
of its former glory from millennia past. Sky-citadels used to
CELENDORIL hover just over the forest canopy here, or so the tales claim,
but those days have long past as the Sidhe are in a state of
One of the last remaining strongholds of the Eluna Sidhe, decline, some even edging toward decadence.
Celendoril (kell-EHN-door-ill) is still a shining beacon in an Cities & Settlements: There are a few remaining cita-
otherwise dreary and savage world. It was once part of a del-cities, and none left in the air as in ages gone by. Yet, Si-
mighty Sidhe empire, for lack of a better word, an expan- lendor still remains, half in ruin on the mountainous slopes
sive kingdom known as Arvelindor. But one of the great of the north, a name that roughly means “sky reach.” Also,
Sidhe houses rebelled against the “rule” of the Sidhe (or Nothirien (smaller but in less ruin), in the west-central, re-
Seelie) Court, and house turned against house, clan against mains intact and occasionally even open to outsiders. Sever-
clan, and even cousin against cousin. The great realm was al notable “tree villages” can be found here too, as some of
thrown into full-fledged civil war, a terrible conflict which the once-haughty Sidhe have taken more to a rural lifestyle
lasted five years (a fairly short time for the Fair Folk), which, among the trees, waterfalls, and meadows.

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The Celendorien Calendar


The Eluna Sidhe of Celendoril traditionally reckon time in 7-year spans known as Telnae, a term meaning
“seven cycles.” Since the Sidhe live for such a long span of time, using a seven-year unit of measurement is
sometimes easier than merely a year. Typically, each Telnae has its own name, such as Cycle of the Eagle, Cycle
of the Red Star, or the current Telnae, the Cycle of the Fading Sun. There are 84 months in a Telnae, and each
month is comprised of 30 days, each day lasting 22 hours, which makes the Celendorien Calendar the most
accurate one in all the known world.

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,

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CYMREDD Geography: Cymredd is primarily forest-land, espe-


cially in the north and east, although there are few areas
of this land that aren’t touched by at least a large copse of
ash, elm, rowan, oak, or even pine. In the west, there are
hills and even some mild to moderate mountains, partic-
ularly along the coastline. There is some rolling plains in
the extreme northwest, and to the northeast, there are the
somewhat famed marshlands of Greymoor. The inland sea
of Llyn Llyr provides much of the northern borders against
greedy Brythia, and from it (or to it) flow many rivers and
streams.
Cities & Settlements: Caer Cymreth is probably
the most important settlement in all of Cymredd, in the
west-central lands, the customary seat of the lord-chieftain
of the Cymreddi. Caelwyn is a small city nearly equal to
Caer Cymreth, located in the southwestern-middle lands.
Caer Avallach, located in the borderlands of eastern
Cymredd, is the ancient seat of both the Druithi and the
A region dominated by the Cymreddi (kim-RETH-ee) hu- Managwynni, for both have ruled from this fortress-townat
mans, this realm—or territory—was settled by an offshoot one time or another.
of the Gaernic peoples, known as the Gwynnic folk, who Denizens, Flora, & Fauna: Deer, boars, black bears,
fled the Emerald Islands to seek better opportunities on wild-cats, and crows and ravens are commonly seen fau-
the mainland. Some versions of the lore regales the oppo- na in the forests, hills, and moors of Cymredd. Even the
site, however, that the Gwynnic humans evolved on the dread Saber-tooth has been seen a time or two in the for-
Western main and a large clan of them sailed westward lorn reaches of the land. Both coniferous and hardwood
to the aforementioned islands, either eventually becoming trees are common throughout the region, especially row-
the Gaerns through interbreeding or perhaps destroyed by ans, elms, ashes, and oaks. Faerie creatures are rumored to
them in violent conflicts over resources, land, and the usu- haunt the deeper woods and moors, beings such as Red
al suspects. Cymredd-land is fairly vast, mainly temperate Caps, Goblins, Wyverns, and of course, the occasional wan-
forest, hills, and marsh, and many other tribes of humans dering Sidhe.
dwell here too (Druithi, Managwynni, and others), sharing Food & Drink: Boar, stag, and salmon is likely the
a similar language and culture as the predominant Cymred- most commonly consumed meats among the Cymreddi as
di proper. In addition to the barbarous humans, who often a whole, though it is said that the Druithi will eat the flesh
paint themselves in blue woad, creatures of Faerie origin of a worthy wolf. Rumors even persist that crow-meat is a
haunt the countryside at times, as well as the occasional staple among some of the tribe-clans, and that raven eyes
undead or gorgonic thing from the Shadowlands. and hearts (sometimes steeped in ale or apple-slices) are a
Language: Cymreddi, naturally, is the native tongue of rare delicacy of the Raven Witches and some Druid-priests.
the territory, although each major tribe has a slightly vary- Bread and cheeses are rare, although cow’s and goat’s milk
ing dialect. This language is not written, as the Cymreddi is not uncommon as a sauce or to drink outright. Berries
are suspicious of weading and writing, believing it to con- and certain roots are sometimes considered delicacies, and
tain terrible magicks and also too easy for an enemy to cap- apples, cranberries, and wild lemons are thought to be sta-
ture or fabricate. Brythian is also spoken by most northern ples worthy only of chieftains, chief-bards, and those con-
Cymreddi (and Druithi), as is, on occasion, the song-like Sid- nected deeply with the Sidhe and other Faerie-folk.
he tongue or the guttural Goblin-tongue. Druidic shamans Notable Characters: Caelric ap Llyr is the current
often also speak the Grey Tongue, or Druids’ Chant, which king-chief of the Cymreddi, the most powerful tribe in the
is generally a closely guarded secret. land (and why the region is generally known as Cymredd).
Religion: The people of Cymredd hold deep beliefs in Mordryn the Black, chieftain of the Druithi, is also well-re-
the Old Gods of the West, and hold in particular Llywella nowned, the current ruler of Caer Avallach. Branwen
Ravendark in reverence, perhaps almost to rival Briannon, Kinslayer, a cunning chieftainness, rules the Managwynni
the triple-goddess, queen of the Western deities. Cormac tribe at present in the south. The Druithi also have a pow-
is also widely worshipped, especially by men and war- erful sorcerer, named Brynmadog, a shaman-priest of the
rior-hunters, and even Gaelrith of the sea and Bran Finnon Wolf Lord, though some now whispered that he was re-
the traveler are held in regard. There are other, perhaps cently slain. Calin Silverhand is said to be a young princeling
more ancient, gods and godlings too, usually nature-spirits who recently had his severed hand replaced with one of
of sorts, some of which are so old that their names have Sidhe “star-metal”.
been forgotten. It is the Druid-priests who closest serve Heraldry & Symbology: The Cymreddi proper are
these Old Gods, speaking for them when necessary and often associated with a red boar, the primary device of their
divining their wills. Lastly, solely the Druithi worship a de- high-chieftain, Caelric ap Llyr. As for the Druithi, wolf totems
mon-god called the Wolf Lord, that some name Dufaine. are very common, particular the image of a black wolf’s

314 A BRIEF GAZETTEER


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head. The Managwynni tribe is historically associated with Cymreddi will cloak himself in a cloak.”
a white stag, but the new chief-queen, Branwen, seems to
prefer a “ghost raven” (that is, a white-hued raven). Ravens
in general (black ones) are deeply connected to the goddess
DREGNIR
Llywella Ravendark, and her secretive priestesses, and black
Or perhaps better known as the Ice Wastes of Dregnir, this
bears, too, are often seen as icons.
northerly and forlorn region is often considered a “realm”
Enemies & Allies: Cymredd as a whole is often threat- of sorts by far-travelers and wordy skalds, for it is said a
ened by Brythia, for many of the northern tribes—including kingdom of Frost Giants resides here, a great clan of perhaps
the Cymredd proper—raid into southern Brythia provoking several scores of these ancient humanoids. There is even a
the ire of the southern lords and their powerful queen fur- king, or high jarl, of sorts in Dregnir (a Giantish word for
ther north. Also, Cymredd is often its own worse enemy, “frost land”), named Jurd the Unforgiven, a massive Frost
since many of the tribes constantly war with each other, Giant warrior-chieftain with enough guile to rule, flour-
particularly the warlike Druithi. Northern Esmandos has ish, and organize raids and skirmishes on the unsuspecting
all but gone to all-out war with the Cymreddi as well, al- (mainly Thorakkians, Norish-men, and Duergar, who all do
though the Esmandians prefer to fight their battles at sea their best to stave off such brutal assaults). Geographically,
rather than on land in tangled hills and forests. the Wastes of Dregnir are due north of the Duergar-realm of
Primary Imports: Silver, iron, pearl, precious gems, Uldarak and northeast of Norlund, beyond even the tower-
foodstuffs, salt, cattle, horses, exotic stone, fine cloth. ing Iceclaw Mountains.
Primary Exports: Copper, tin, semi-precious gems,
furs, leather goods, animal goods, hardwood, pinewood,
herbs.
Coins & Currency: None of the tribes of Cyredd pro- EMERALD ISLANDS
duce coins, save for a type of copper (bronze) coin stamped
by the Cymreddi proper in the north. This coin is called a
Brannoc, and is mostly used to trade with Brythia, Faerland,
and occasionally even Esmandos. Trade and barter, thusly, is
the predominate means of economy as is oath-making and
hostage-taking.
Weather & Climate: The general climate of Cymredd
is temperate, with a good deal of rainfall, usually coming
down as light mist to moderate drizzle. There are true
“hard” rains on occasion as well, but only in the spring
or late autumn. The first snow comes in early winter, or
perhaps mid-winter in the south, and the spring-thaw turns
snow into rain around the time of the equinox. Although
the Cymreddi are not much of a sea-going people, the coast
is usually fairly pleasant (if misty) with the occasional squall
or tempest, but rarely a hurricane.
Common Customs: The Cymreddi in general, with
the possible exception of the Druithi, always give a gift for
a gift. This is not always material, however, as some gifts are
honor-vows pledged or a service such as supplying anoth-
er’s food for a month. Cymreddi children are named before
they are born, although often they are given a new name,
during a ritual ceremony, after a few moons (or even a year
or so), by a druid-priest or particularly influential chieftain
depending on the child’s affinities. Owls are often viewed
as devious creatures, sometimes possessed by demonic spir-
its, and snakes are nearly equally despised. Stags and hares
are looked upon as good omens and are only killed when
truly necessary, as are wildcats, bears, and wolves. Giant
boars and Great Wolves are revered as minor gods, and are
considered the most worthy of opponents.
Common Sayings: “Seek not the salmon for advice A collection of islands in the Northwest amidst the Sunset
in running,” “Hunt to live and live to hunt,” “When the Sea. Separated by the Nochlyn Firth (or Brythian Channel)
dragon awakens, who then cares for speculation?”, “The from the mainland, the primary isle here is Ynys (or Innis)
wind is breath, the earth flesh, and the fire soul,” “May Gaern where most of the Gaernic tribes dwell. The small
you be as wise as the raven, quick as the fox, and as strong cluster of isles at the southern end of the Emerald Islands are
as the boar,” “A Brythian may cloak himself in gold, but a usually referred to as the Misty Isles.

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what barbarous and fiery-tempered lot. The kingdom of
Faerland, unfortunately, has many enemies about it—Nor-
CAEL lund, Brythia, and several of the small clan-holds on Innis
Gaern not under Faerlandic rule (such as Cael and Dal Ru-
A small tribal kingdom south of Faerland, currently ruled by
atha).
Cynwulf mac Cael, the son of the original founding chief-
tain. Cael has been both enemy and ally of Faerland in the Language: Gaernic, the native tongue of all the Em-
past, although the past decade or two has seen more peace erald Islands, is spoken by virtually all in Faerland, though
between them than war. Even still, the occasional cattle-raid usually only druids, chieftains, and few rare others learn
or border spat between the two realms is not uncommon. to read and write the mysterious “tree language” that has
The two realms will often unify against a common greater slowly developed over the past five centuries. Also, a good
threat, such a fleet of Norish ships raiding along the Gaernic number of Faerlanders speak Brythian and Norish, and
coast, or a war-band of marauding Fomorians or worse. sometimes even Sidhe, the near-magical tongue of the Fair
Cael is the slightly warmer of the the three major Gaernic Folk.
kingdoms (Faerland being easily the largest), but it is high- Religion: The people of Faerland still adhere strictly to
ly subjected to foul weather, such as squalls, gales, minor the Old Gods of the West, the ancient spirit-gods of whom
hurricanes, and even flash-flooding in places. Just south of the Druid-priests serve. Druidism, as it is sometimes called,
the kingdom of Cael are the Misty Isles, aptly named for is thusly the predominant faith in Faerland (and the Emerald
their perpetual mists and fogs. The people of Cael are very Islands in general), with the premiere deity being that of
similar to the Faerlanders in language, culture, and religion, Briannon, mother of dawn, spring, and the natural order,
and thus are assumed by most to be of Gaernic persuasion as well as Cormac (god of the hunt and battle), Gaelrith
as well. (goddess of the sea and death), and Bran Finnon, god of
bards, travelers, and music-craft.
Geography: The majority of Faerland is green rolling
DAL RUATHA plains, and many rivers, streams, and waterfalls permeate
the landscape. Yet, hills—some of them quite high and
The northern-most of the three main Gaernic kiThe north- majestic—ring the vast majority of the island’s coastland.
ern-most of the three main Gaernic kingdoms, Dal Ruatha Some of this highland territory, particularly in the far south
(meaning “land of the red ones”) is ruled by a tribal chief- and far north, is quite formidable. There is little true forest
tain as well, or rather a high-chieftain of several allied clans. left, although copses of hardwoods and cedar-pines dot the
Taking its ancient name due to its abundance of red-haired landscape here and there. Faerland’s entire eastern bound-
people, as well as their blood-soaked warlike past, the Dal aries border the sea, the Nochlyn Firth (also known as the
Ruathans are quietly fierce and pose the biggest threat to Brythian Channel), and the western border-lands are little
the dominance of Faerland. More often than not, they have more than a near sea of hills, rises, and low crags.
been enemies (or at least heated rivals) of the Faerland-
Major Cities & Settlements: Nochleen is the prima-
ers, with a rare stint of alliance here and there throughout
ry settlement of Faerland, the capital, as it were, the clan-
history. Ruadhlinn (“red water”) is the primary settlement
hold of King Connor O’Siannon. Along the southeastern
of this realm, where the tribal-king (Liam Dal Ruatha) gen-
coast of Innis Gaern, the main island, there is the port-town
erally resides, and this port-town sits on the banks of a
of Gannon, a settlement loyal to the tribal-kingdom of Cael
reddish-tinged river. Legend says that the river flows with
instead of Faerland. Similarly, there is the clan-citadel of Ru-
blood as the history of the peoples of the Emerald Islands
adhlinn, the de facto capital of the Dal Ruatha in the north.
is a violent one, especially that of the Dal Ruathan clans.
Across the channel are the legendary isles of Innis Finnon Denizens, Flora, & Fauna: Faerland’s hills, glades,
and Innis Avalarn, the sacred island of the druid-priests and valleys, and small misty forests are primarily inhabited by
the mystical retreat of the Sidhe and other Fey. stags, boars, wolverines, elk, and crows, and salmon and
pike are quite common in the many rivers and streams.
Oak, maple, beech, rowan, and elm are fairly common
FAERLAND trees found on Innis Gaern (but less so on the smaller Em-
erald Islands), as are red pines and spruce. The White Lotus
The predominant realm on Innis Gaern, the largest isle of all might, on glorious occasion, present itself in high winter.
the Emerald Islands, the name “faerland” has a dual mean- Fomorians, Firbolgs, Cu Sidhe, Great Wolves, and other
ing—it refers to a “fair land,” as in beautiful and pristine, rare and fey-like creatures occasionally show themselves,
but also being connected to the “faerie world” and its mys- and a fabled stronghold of the Eluna Sidhe is said to be
tical influence. The Norish have always thought Faerland found on Innis Avalarn.
fair indeed, and most of the island of Innis Gaern for that Food & Drink: Wild boar, stag, eel, and salmon is
matter, and so many of their sea-raids have targeted this the primary eat-meats of the Gaernic people of Faerland,
exquisite piece of soil and rock. The realm is ruled by a though more exotic things like albatross and seal are some-
high-chieftain, a veritable king, a man (or woman) chosen times ingested too. Seaweeds of various types are staples of
all the clans of Faerland. A few times this has come through the less-well-off, and river-pike and freckled trout can fairly
violence, uprising, and usurpation, for the Gaernic people easily be acquired by the typical commoner. Potatoes, leeks,
of Faerland (sometimes called Faerlanders) are still a some- turnips, and wild onion is often used as side or spice items,

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while ales, beers, and even mead is the general liquid fare. thought lucky to find a golden trefoil (clover) in a meadow
Some even speak of heather-ale, a strong brew comprised or along a riverbank, and catching a salmon leaping from
of heather, oats, and wild-berries. the water represents wisdom and speed. Cold-iron items
Notable Characters: King Connor O’Siannon, the such as horseshoes, spear-blades, cups, plates, or what have
high-king or “chief chieftain” of Faerland, lives and rules you, are considered proof against Faerie-folk of all types.
from Nochleen (with some minor lodges elsewhere as Wearing green or red is thought be lucky, as it usually pro-
well). Cynwulf mac Cael is the tribal-chieftain of the realm tects one from wandering into the Otherworld of being
of Cael, and Liam Dal Ruatha is the tribal-leader of the “fey-touched” by the Fair Folk. A red-hued cow is sacred,
Dal Ruatha people in the north. Finnon mac Finnon is the and ravens are thought to bear secrets.
chief-druid of all of the Emerald Islands, and therefore re- Common Sayings: “The morning greet you, the eve-
sides on Innis Finnon, the holy island of the Druid-priests. ning rest you, and the road lead you,” “May your harp be
A Sidhe queen named Siluriel makes occasional human con- strung and your mind keen!”, “Swiftness of stag, wisdom of
tact on the mystical Faerie-isle of Innis Avalarn. Iain mac salmon, strength of oak,” “May the crows bring you many
Niall is a druid high-priest of recent notoriety, and some say secrets and carry away none of your own,” “Sooner to face
that King Cynwulf has given him lease over the Misty Isles the Northmen than to risk the ire of a woman.”
along the southern tip of Innis Gaern.
Heraldry & Symbology: High-king Connor of Faer-
land often flies a standard featuring a green-blue triple-knot ESMANDOS
pattern on a golden field, while the tribal-kings of Dal Ru-
atha are known for their black banners with a yellow salm-
on or crow. The standard of Cael is usually a black or dark
grey wolf on a green or blue field. The famed Emerald Harp
is known for a green five-stringed harp on a field of white,
gold, or black (to represent peace, conquest, or mourning).
The Druid-priests of the Sacred Oak often wear images of
ravens, wolves, stags, and great oak trees.
Enemies & Allies: Probably the greatest rivals of Faer-
land are the other Gaernic realms, namely the Dal Ruatha
(especially) and the people of Cael. In addition, Fomorian
warbands occasionally raid and destroy, and Norish long-
ships are often seen off the coast, searching for easy Faerlan-
dic targets to plunder. Brythia, too, is a rival, but not always
a full-out enemy. If Faerland has any allies at all, it would be
with the Cymreddi, although the latter (on the mainland)
has never been known as a maritime people.
Major Exports: Sea goods, foodstuffs, leather goods, At the present, Esmandos is a land of two kings, and thus,
pearl, salt, herbs, silver, tin, semi-precious gems, copper, two kingdoms. One rules the north, and the other the south;
wool. the north perhaps being a slightly larger territory. This was
Major Imports: Iron, steel, wooden goods, exotic not always so, as Esmandos, when originally founded by
herbs, precious gems, exotic stone, exotic fur, foodstuffs, the Esmandi people, had generally been a realm of a sin-
wine. gular monarch, or in the very least, a tribal high-chieftain.
Climate & Weather: As the name partly suggests, Before the Esmandi came, after fleeing persecution from
Faerland, despite its northern situation, is actually a bit fairer the then-fledgling Lorinthian Empire (and therefore passing
than most might think. The winter does bring the cold and through the mighty Bloodrock Mountains), there were very
even some deep-freezing on occasion, but the late spring, few humans in what would eventually become known as
summer, and early to mid-autumn are very temperate. The Esmandos. A few far-wandered clans of Cymreddi, Gaerns,
main rain season is in the late winter to early spring, with Gwynddi, and the errant Sidhe-group or two, but that was
a secondary rainy season being in late summer to early fall. about it; however, there were terrible gorgonic creatures
The sea-breezes on off the eastern and southern coasts can who haunted the region, perhaps explaining why this fer-
easily kick up into squalls that threaten sailors, and hun- tile territory was so sparsely populated by Men and Sidhe.
dreds of ships lie at the bottom of Nochlyn Firth (Brythian As such, the early Esmandians battled fierce opponents and
Channel) or lie in broken pieces scattered up and down the competed with monstrous beasts for the plains, rivers, for-
shoreline. ests, and coastlines of Esmandos, which would later become
Common Customs: Ancient laws and traditions of known more as a maritime nation than an interior one,
hospitality are a major deciding factor to a Faerlander’s even despite the discovery of the now-famous Matica hors-
sense of honor, and it’s a very rare thing to deny a strang- es on the inland plains.
er food and shelter and rarer still to harm someone under Language: The people here speak Esmandian, their na-
your own care. Three days’ hospitality is normal, although tive language, a development from Old Esmandi (spoken
longer stays for important reasons are not unheard of. It is now only be a select few). The wealthy and educated read

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and write Esmandian too, but the average commoner does tago, but that great port-city of late has driven him out for
not. In the north, many also speak Cymreddi and a few fear of assassins and political rivals. Lord Carlito De Loren-
even the Sidhe language, and in the south knowledge of the tis oversees the south of Esmandos, said to rule from Los
foul Gorgonic tongue is not unheard of nor is the occasional Lind, along with his queen of sorts, a mysterious sorceress
Prydonian speaker. named Lucella the Dark. A famed pirate-lord named Atoros
Religion: To the coastal Esmandians, the patron deity once terrorized the waters of Buccaneer Bay and beyond,
is Santago, a god of the sea and luck, a favorite with sail- and both the Crimson Skull Pirates and those of the Scarlet
ors, gamblers, and even warriors. More inland, the primary Brotherhood often make sailing along the Esmandian coast
deities are mainly imported Prydonian gods, particularly harrowing at best.
Atores, Nipalos, Luccia, and Sardona. In the southern coast- Heraldry & Symbology: King Santos is known to fly
al areas, Prydonis is often worshipped, away from the ri- a black or dark grey horse on a green field as his standard,
valing eyes of Santagoan priests and fanatics. On fairly rare while Lord Carlito De Lorentis is occasionally associated
occasion, an underground temple of Romega might surface. with a lion-headed bull, usually red or gold on black. The
Geography: Esmandos is primarily coastline in the Crimson Skull Pirates generally fly a fairly obvious blood-
west, as it butts against the Sunset Sea (also called the West- red skull on a black field (either a banner or black sails
ern Sea). More inland, especially in the north-central re- themselves), and the Scarlet Brotherhood is infamous for
gion, the land opens to great plains where the renowned wearing red sashes and head-rags. The city of Santago has
Matica still roam in great, swift herds. There are woodlands its own heraldry, a golden sailing-ship on a blue and white
as well, though not as many as in earlier times, particularly field.
in the north and east. In fact, the eastern woods are often Enemies & Allies: Esmandos, at least as one great
assumed to be the borderlands of Lithilor, a realm of the united nation, is its own worst enemy, as it is currently
Dark Sidhe, and so few Esmandians travel deep into that “ruled” by two rival dynasties (one in the north and one
hallowed forest. Rivers and streams snake through the land in the south). In the past, when Esmandos was barely a
as well, most of them still relatively pure and often full of civilized realm, the Dark Sidhe of Lithilor would raid and
fish and waterfowl. The southern borders of Esmandos are torment the countryside, but in the near-fading of the Sid-
the most obvious, where the fertile lowlands quickly yield he from the mortal world, those days have mostly passed.
to the massive peaks of the Bloodrock Mountains of Gor- Hobgoblin warbands occasionally come down out of the
gotha, land of the gorgons. Bloodrock Mountains to raid, as do the occasional gorgonic
Cities & Settlements: Santagos is the de facto cap- beast. However, the greatest present-day rival is Brythia,
ital of Esmandos, and religious center for the sect of the vying with Esmandos for supremacy on the Sunset Sea.
sea-god, Santago, where the north-king only until recently Primary Imports: Exotic woods, leather goods, furs,
dwelled. In the south, there is Los Lind, a great sprawling fine cloth, exotic foodstuffs, iron, silver, copper, herbs, ex-
city, and capital of the south-king. There is also Corello, El otic stone.
Javio, Puerto Tiego, and the up-and-coming city of Avarro Primary Exports: Ships, boats, timber, wooden
on the Argentas River. goods, salt, spices, cotton, horses, cattle, sheep, parchment,
Denizens, Flora, & Fauna: The famed Matica horse- dyes, inks, steel weapons.
herds still roam the great plains in the north and east, and Coins & Currency: Esmandos mints and stamps sev-
roe-deer, boars, wild-cats, hawks, and other animals make eral types of coins, some overseen by King Santos in the
their homes in the various regions of Esmandos. Cedar north and the others by King Carlito in the south. The most
groves help make ship-building the high art that it is here, common type of bronze coin is the Goro, the most com-
as do oak, ash, and birch. The extremely rare Red Lotus is mon silver piece is called an Argento, and the gold coin is
said to grow wild in Shadowwood Forest, close to Lithilor, typically called an Atora. Trade and barter exists, though
and other herbs can be found here as well. The Dark Sid- generally only in the rural towns and villages. Most foreign
he sometimes travel through the off-roads of the realm, coin is accepted by weight and measure, if necessary.
and Great Wolves and the occasional Gorgon-beast can be Climate & Weather: Esmandian climate is generally
sometimes spotted in the wilder parts of the kingdom. quite warm and balmy, and in the summer months, even
Food & Drink: Esmandian diet typically consists of hot (and the humidity nearly unbearable). The rainy season
seafood (especially eel, grouper, and bass), as well as suck- is typically the late winter or early spring, with a second-
ling boar, duck, goose, and the occasional spiced venison ary rain-season being around mid-autumn. Hurricanes and
or stuffed marlin. Breads and cheeses are often consumed gales are not uncommon in the coastal areas, some reaching
in abundance, and more exotic fare such as scallops and far inland, although the waters of Buccaneer Bay are rela-
cinnamon or mustard soup are sometimes sampled by the tively calm most of the time. Snowfall is nearly unheard of
wealthier folk. Fine wine is the preferred drink of the Es- except in the northern borderlands where it might occur
mandians (or cheaper swill for fewer coins), as is light ale, a once every few winters.
hearty primitive rum, and in rarer commodity, a wine said Common Customs: The gift of a fine horse, especially
to be made from the juices of the red lotus. a Matica, is a great honor in the inlands; this same custom,
Notable Characters: Lord Santos is the northern but with ships or boats, is observed along the coastlands.
king, or co-ruler, of Esmandos, reigning over most of the Bull-dancing is an ancient custom where trained acrobat-
land above the Thundering River. He once ruled from San- ics dance around a half-wild bull, often tumbling over and

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underneath it, before it is finally slain and the flesh ritually mons born of the mortal world. These beings came to be
eaten by those in attendance (this is in reverence to deities known as Gorgons, or “beasts of Gorgothon,” and they
Atores, Sardona, and Luccia). Three horn-blows is a distress would seemingly exist only to plague mankind with their
call from an Esmandian ship, although some pirate fleets use wickedness and brutality. Gorgonic creatures are of many
this to ambush innocent vessels. The art of sword-dueling is varied types, but in present-day Gorgotha, there is thought
beginning to develop, as is the training and finesse needed to be mainly Manticores, Minotaurs, Medusae, Chimerae,
to succeed at it. and Harpies, but in truth, there are doubtlessly many oth-
Common Sayings: “Even the wind cannot outrun the ers. In fact, perhaps the most dreadful Dragon of the past
Matica!”, “Shall we dance the dance of steel?”, “May the millennium, Gethrax (or Terengethrion, as the Sidhe name
sun be on your skin, and the stars be in your eyes,” “Two him), is said to lair in the north-central parts of the mighty
kings are better than one emperor,” “Santago drown you Bloodrocks, the principal mountain range of Gorgotha.
for a fool!”, “Sure as the sun will set in the sea.” Some say that a great Hobgoblin nature can be found here,
perhaps in service to the fell Wyrm.

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

The other of the two primary Sidhe kingdoms remaining


in the mortal world, this is a realm of shadow, Elf-mag-
ic, and treachery. Ruled by the Lithilori, or the “people of
This vast and mountainous region exists south of Esman-
the Shadow-realm,” the Elves of this land are descendants
dos, west of the Lorinthian Empire, and north of the Sea
of the Dark Sidhe, those who rebelled against the Seelie
of Prydonis (and the Prydonian Isles). It is a place steeped
Court of Arvelindor nearly three and a-half millennia ago.
in dread and mystery, for as ancient tales would have it,
More precisely, it was House Drolifaene who openly led
Gorgotha was once the rocky and mountainous “bad land”
the rebellion, and therefore the spark that set off the ter-
where the Still-born God, Gorgothon, allegedly washed
rible Shadow War, a great conflict that would last nearly
ashore after he was cast from Rhodon, the legendary island
five years, and in the mighty sorceries used then, corrupt
of the gods. As the story goes, the Fallen God came unto
much of the forests and dales of that general region into the
the forlorn coastlands of Gorgotha, which took its name
dark, blighted Shadowlands that still exist today. However,
later from the banished deity, where instead of expiring,
there are said to be renegade Eluna Sidhe clans living in the
he increased. Gorgothon “created” fell and horrible crea-
Shadowwood near, and around, Lithilor proper, wandering
tures here, often part-human and part-beast, veritable de-

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The Lithilorien Calendar


The ancient calendar of the Dark Sidhe of Lithilor is the same one used by the Eluna Sidhe of Celendoril, a
system of time-reckoning nearly 4,000 years old. The current Lithilorien Calendar begins during the first year
of the Breaking of Arvelindor and the start of the Shadow War. Please see the entry about Celendoril for
more information regarding the Sidhe calendar.

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,

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steel, leather goods, furs, rare woods, rare herbs, rare cloths. wayward Prydonians.
Climate & Weather: Lithilor’s climate is fairly tem- Yet, the great empire was founded primarily through
perate, with a slightly leaning toward the sub-tropical. blood and steel, for there were native human-tribes that
However, the Ironrock Mountains provide a natural buffer already lived in many places of the vast territory—the
to the east and the relatively dense Twilight Forest keep Latagonii, Guldarii, Esmandi—and others that would not
it slightly cooler than most might think. Rain is fairly con- be ruled over so easily by these Southlanders. In violent
stant in the early spring moons, as it gets trapped against conflicts, the Lorinthians were usually victorious and either
the great mountain peaks, though snow seldom (if ever) drove their foes screaming from the land or enslaved them.
touches this realm. Occasionally, in the late summer, there Language: Lorinthian is the native tongue of the em-
are spells of dryness and greater than normal temperatures. pire, naturally, a language developed over time from piece-
Major Customs: The Elf-folk of Lithilor often greet meal Prydonian and several other indigenous tongues. It
each other, as well as strangers, with one hand behind their is the common language in all the South—that is, below
back, a custom which breeds mystery and even some dis- the Empire River—with only Prydonian itself as a distant
trust (being that the concealed hand could, and sometimes second. Yet, in small pockets across the provinces of Lorin-
does, contain a weapon). Once every year, the people of thia, one might occasionally still here the ancient tongues of
Lithilor celebrate the Day of Drolifaene, when the massive Esmandi, Guldarii, Latagonii, and Aradornii.
rebellion began that launched the Shadow War and the Religion: The primary deities of the Lorinthian Empire
Breaking of Arvelindor. Every seven years, when the two are Titherius, god of wealth and commerce, and Argathon,
moons cross paths, the Lithilori celebrate for seven days a god of fire, blood, and victory. Luccia is also popular,
straight and great magical spells are often worked during especially among women and youths, a goddess of beau-
such a time as well as important oaths taken. A Sidhe-blood- ty, art, and seduction. There are lesser deities too, often
ed baby is usually shunned from the land, often left out varying from province to province, with Nipalos (god of
in the forest to die, although it is not uncommon for the night and thieves), Sardona (a plant and animal goddess),
mother to find a way to take it to a Cymreddi or Esmandian and Romega (ancient goddess of magic and mystery), likely
village and leave it there as a “changeling.” being the most notable. Occasionally, cults spring up in the
Popular Sayings: “A sword for court; a knife for empire too, such as the Gorgonic Brotherhood (or Cult of
business,” “The best assassin kills from leagues away,” “Re- Gorgothon) and ancestral-worship cults (such as the Cult of
member always that darkness came first,” “I am a Child of the Emperor-god).
Drolifaene whose shadows sparked truth,” “Laugh with life, Geography: The Bloodrock Mountains run north-
dance with death.” to-south at the western reaches of the empire, while the
Golden Mountains—a less severe range—dominate the
central-north (serving as the main boundaries between the
LORINTHIA provinces of Latagon and Guldarius). The mighty Dragon
Sea serves as the eastern-most borders of Lorinthia, while
the Sea of Prydonis provides the southern boundaries. In
the far north is the Empire River, meandering all the way
down from the west, men say, from a great inland sea,
while the western-central region is marked by the Elder-
wood Forest. Apart from these, the vast region is mainly
plains, river-lands, and marsh.
Cities & Settlements: Lorinthius is the imperial cap-
ital, a vast and sprawling city on the east coast, with both
an ocean and river harbor. Over 250,000 people live here,
most imperial citizens. The port-city of Aquae Civitas is also
large and important, as is Lataport, Midunium, Nordunum,
Galadium, Octavium, and Tyrius, among other cities and
townships. In addition to these great mercantile and po-
litical centers, there are hundreds of forts, fortresses, and
strongholds, across the empire, many of them garrisoned by
the Imperial Legions.
Perhaps better known as the Lorinthian Empire, this vast Flora, Fauna, & Denizens: The Lorinthian Empire
region touches two major oceans—the Dragon Sea and the is a xenophobic place in general, and so very few non-hu-
Sea of Prydonis—and stretches westward to the Bloodrock man creatures live across its vastness save mostly for wild
Mountains and northward to the Empire River (the south- animals, such as deer, boar, wildcats, hawks, falcons, and
ern borders of Aradorn). Named so from Lorinthius, a mas- more. However, the Bloodrock Mountains are still a ha-
sive metropolis on the eastern coast, the empire of Lorinthia ven of many a gorgonic (or draconic) thing, and so on
was founded by Prydonian explorers and conquerors who rare occasion Minotaurs, Centaurs, Medusae, and Harpies
ranged north from their islandic homes. Lorinthius, now the might be spied in the forlorn landscape or as fodder in some
imperial capital, was one of the first settlements of these merchant or slaver’s cage. Satyrs and Nymphs can be seen

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The Imperial Lorinthian Calendar


The official calendar of the Lorinthian Empire, the most commonly used time-reckoning in all the West, is
very similar to the Brythian and Aradornian ones. That is, 28 days in a month, seven days in a week, with
each day measured at 24 hours. Every seven years, during the Mating of the Moons (when the Greater Moon
eclipses the Lesser one), three days are added, a special festival time known as The Configuration which lasts
for nearly 72 hours.
The order of the days in a week are: Sunday, Moonday, Agathos, Titherus, Lucci, Emperorsday, and Mar-
ketday (the middle ones being named for major deities).

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

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bread, a silver for wine, and a gold for a whore.” city is Medusar, likely her main military hideout (as it is a
harbor-keep of no more than 1,000 inhabitants). There is
also the now-ruined city of Morpheon on a nearby isle to
the northeast.
MIURGA
Denizens, Flora, & Fauna: Small deer, rabbits, and
foxes are fairly common in the lower and flatter southern
portions of the island, and mountain goats, rams, wild
boar, eagles, and seahawks are said to inhabit the north-
ern mountain-lands. A Chimaera and Manticora both are
rumored to thrive in these same mountains, and some say
they are mortal enemies. Medusae are frighteningly com-
mon on Miurga, as some are under the employ of Queen
Miurga (or serve as priestesses of Romega or Sardona) while
others live more free in the wildlands beyond the towns
and cities (or just at the edges of civilization). There are
also tales of gigantic scorpions existing mainly in the rocky
western reaches, along the coast, though some claim they
may be monstrous-sized crabs or crayfish.
Food & Drink: Miurgans usually enjoy barely cooked
seafood, particularly crab, squid, mussels, and boiled star-
fish (a local delicacy). Venison is also a favorite, when af-
A relatively small island just south of Gorgotha and its tow- fordable, as well as roast boar and salted albatross or hawk-
ering volcanic peaks, in the northwestern parts of the Sea of flesh. The favored drink of the typical Miurgan is bitter
Prydonis, Miurga is considered one of the Outer Prydonian wine (due to under-aging as well as a sour type of grape),
Isles. This is due strictly to predominant culture and linguis- though other wines are generally liked too as are some light
tics, for the island-realm itself has never been a member of ales and meads. Some even partake in a strange elixir called
the Prydonian Republic. In fact, Miurga is more rebellious Oros—a fine wine mixed ever so lightly with anemone poi-
and nefarious than even Athelon, allegedly with a medu- son—which gives it a unique purplish color as well as a
sa-queen in rule there. As such, gorgon-blooded humans slight “edge” to its imbibing (Hardiness DL 13 or suffer -1 to
are somewhat welcome here—at least more than just about Agility, Physique, and Willpower for 30 minutes; if failed by
anywhere else—and recognition (and worship) of the fall- five or more, then drinker is comatose for an hour; a critical
en-god Gorgothon is not uncommon. failure can kill the drinker).
Language: Prydonian is the native language of Miurga, Notable Characters: Dikaia II, queen of Miurga
although a fair number of the island’s inhabitants (though (said to be a gorgonic Medusa); Nordoneus Storm-wrecker,
the population is no more than 17,000 souls) also speak court-sorcerer and high priest; Braccia the Tormenter, gor-
Gorgonic. In addition, some scholars might know Old Rho- gon-blooded royal advisor; Marcuseus, champion gladiator
donite, Nether-speech, or even Dragon-speech. and local hero.
Religion: Miurgans tend to hold Atores and Romega Heraldry & Symbology: The royal heraldry of
as their favored deities (the latter mostly due to the queen’s Queen Dikaia and her house is a woman’s skull-like face
current regime), although most—if not all—of the Rhodo- with eight snakes coming from her head as hair (often seen
nian pantheon are honored to some extent. As mentioned on the sails of Miurgan warships), while the insignia of Mar-
briefly above, even Gorgothon, the Still-born god and Lord cuseus is usually a black two-headed Hydra on a golden
of Discord, is occasionally admired and possibly even of- field.
fered prayers and sacrifices. Enemies & Allies: The island-realm of Miurga has
Geography: The island of Miurga is primarily moun- numerous enemies, quite possibly too many. Firstly, there
tainous, several peaks of which are fairly extreme, as if it is the Prydonian Republic and therefore the islands of Neo-
was once a great chunk of land torn apart from the main- pos, Phylasteus, Orices, and Prydonia proper (and occasion-
land during a great cataclysm (and it was indeed). Yet, there ally a few others). Secondly, there is the Lorinthian Empire
are some lower, somewhat flatter regions of this small isle (particularly the southern provinces) which has had its ves-
and some sparse, if strange, woodland. The soil, though sels occasionally attacked by Miurgan ships acting as glori-
rocky and uneven, tends to be quite good due to the vol- fied pirates. Thirdly, the isle-kingdom of Athelon is often at
canic nature of the mountains, but tracts of this type of odds with Miurgan politics (not to mention traditionally
land are few and far between. As a true island, Miurga is loathing gorgonic creatures).
surrounded all on sides by the Sea of Prydonis, although it Primary Imports: Tin, silver, furs, leather goods,
sits but twenty miles from the mountainous southern coasts timber, wood goods, herbs, spices, wine, ale, slaves, cattle,
of the Gorgothan mainland. horses, gold.
Major Cities & Settlements: Orcos is the capital Primary Exports: Fish, coral, sponge, pearl, olive oil,
city, as it were, the primary seat of Queen Dikaia (pop- cheap wine, iron, copper, semi-precious gems.
ulation about 11,000). The medusa-queen’s other palatial Coinage & Currency: Queen Dikaia has recently

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pressed a golden coin called a Dikaion, but this is one of the an people were a fractured lot, most of them offspring of
few local coins minted on the island. Miurga generally ac- Valkari north-men and Azirian merchants, the latter coming
cepts other forms of currency—for sheer weight and quality from across the Dragon Sea (some of the first humans to
of the coin itself—and trade and barter is quite alive in the accomplish this feat). As such, the first Mulovians were an
smaller towns and villages. Even still, silver pieces are usu- interesting hybrid of rough-and-tumble Northerner and civ-
ally called an Argo and bronze or copper coins a Merkas. ilized Easterner. They were skilled survivalists, for the most
Climate & Weather: In the late spring and summer part, often living in semi-nomadic clans (later to become
moons (and early autumn as well), the weather in Miur- known as gypsies), but also talented in the ways of sorcery,
ga can be quite balmy. However, due to the mountainous city-building, and political intrigue.
terrain the surrounding waters, the climate is not as bad as Modern-day Mulovians are very much a product of this,
most islands of the Prydonis Sea, although the humidity can and the first dynastic clan/house—the Von Mulovs—were
be quite unbearable. In the late winter or early spring, the the best of the best. Towns and cities begin to rise in wealth
rainiest season of the island-realm is experienced, and the and notoriety, and despite the relative power of the Von
sea-winds on the southern shores can be tempestuous. Mulovs (and their favorite son, King Mortigern), other clans
Common Customs: Though it was once illegal to and houses rose to some power as well in the wake of a
accept coins minted in Prydonia, it is now a custom among great Mulovian economic upswing, mostly through trade,
many Miurgan merchants to melt silver and gold pieces commerce, cunning diplomacy, and military might. The
down and make trinkets to present to Queen Dikaia as kingdom of Mulovia is located in the northeastern reach-
homage-gifts. Any Medusae coming to the island are pro- es of the Astagonian continent, south of Skathia, along the
tected by Miurgan law, but only if they present themselves cold shores of the Dragon Sea and the Bay of the Ravens.
to the queen’s court within a fortnight (after that, no law Rumors have persisted for centuries that winter never truly
protects them and they are often hunted down). Other gor- leaves Mulovia, and indeed, it does seem to keep a frigid
gons of “capable human thought” are similarly protected, climate throughout most of the year.
although such beasts as Chimaera, Manticores, Hydras, and Language: Mulovian is the native tongue of the Mu-
other non to barely human gorgons have no such rights. lovian people, a derivative of both the Old Valkari and an-
Fortune-telling and other “minor sorceries” are practiced in cient Azirian languages. Skathia is sort of secondary tongue
the open, but greater magicks are generally hidden due to of most here, although Brythian and Goblin-speech runs a
the heavy laws against unrecognized magicians. A still-born close third. The Mulovian language is a written one.
Miurgan child is given to Romegan or Atorean priests to Religion: The chief or patron deity of Mulovia is,
keep for a moon’s time on the off-chance that it would without a doubt, Anderok, lord of winter and death (with
rise to live again (as Gorgothon did in Rhodonite history/ ravens and wolves held as sacred beasts). A very distant sec-
myth). ond in popularity is Jorl, god of fire and trickery and smith-
Common Sayings: “All the might of Prydon cannot craft, although in truth, like most humans of the known
stop us!”, “For the Medusa-queen!”, “To sleep a night in world, the Mulovians are a polytheistic culture. The war
Miurga is to lie with serpents,” “A coin in the hand makes and sea god, Fragnir, is revered here somewhat as well, as
two for the queen,” “Not all still-born are dead.” is Vradden, god/goddess of law and vengeance. Note that
the open worship of Signa, goddess of the sun and hearth,
is illegal in the cities of Mulovia.
Geography: The lay of the Mulovian land is primar-
MULOVIA ily woodland in the southwest, west, and northwest, with
the Ravenmist and Wraithwood Forests (the latter being a
haunted place of twisted black trees). To the east, is the
Dragon Sea and from it the Bay of Ravens, the largest
known bay in all the West. In the northwest, there are pri-
marily great highlands (the Sanctuary Mountains), but at
Mulovia’s center and most of its South, the land is mainly
snowy plains. Just beyond the southwestern borders al-
legedly lies the hilly and wooded Goblin-realm of Nirgul.
Major Cities & Settlements: Transia is the capi-
tal city of Mulovia, the royal seat of the “great czar” or
king, boasting perhaps 19,000 people. On the coast, there is
Slavaport (a medium-sized harbor-town) and in the south-
ern provinces, there is Mortavia, an ever-growing city, and
in the east, Ivanov. Several other settlements have some
renown as well, such a Raven’s Point, Yurov, Ivanov, and
Rogue’s Hollow. In addition to towns and cities, Mulovia
Also known as the Winter Kingdom, Mulovia was founded boasts myriad villages, small castles, and tombs/crypts.
just over five centuries ago by a noble and wealthy fam- Denizens, Flora, & Fauna: Most of Mulovia sports
ily called the Von Mulovs. Before this time, the Mulovi- black bears, brown bears, wolves, ravens, foxes, and lynxes,

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The Mulovian Calendar


The time-reckoning of the Mulovians is based on the founding of the realm, by the Von Mulov dynasty, 503
years ago. Thus, the current year is 503 M.R. (Mulovian Reckoning). Unlike virtually all other calendarial sys-
tems, the Mulovian one is based on a month as set by the Lesser Moon’s phase, which is often refer to as Kora
based on an old Mulovian tale. A ‘Koran’ month is therefore only 21 days in length, with the first four weeks be-
ing five days in length and the fifth week having six days. Though odd, this calendar is quite accurate. The days
of the week are Moonday, Starday, Anderova, Korva, and Vladnar, with the extra day being called Covena.
There are 13 Koran months in a roughly 357-day year, an extra three days being added at the winter solstice
which is the end of the old year and start of the new. This period is known as The Ravening, for it is often a time
of hunger and the Raven-lord, Anderok. The 13 Koran months are named Winterdeep, Winterbreath, Win-
terreach, Wolfing, Greening, Sunning, Longshadow, Falling, Darkening, Blightmoon, Ravenmoon, Deepening,
and Ending.

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.

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Common Customs: Although it is illegal for Mulo- polis—now serving as the de facto capital of the Republic
vian merchants to accept any foreign silver coin, some are (ever since the metropolis of Prydon itself was mostly lost
allowed to do so as long as those coins are brought imme- to the sea during the last cataclysm just before the Gorgon
diately to the local count, baron, or temple of Anderok Wars). Geographically, Neopos may be the largest of the all
(and the merchant then given a small reward). The drinking the Prydonian Isles, although it is difficult to tell between
of black slavka is a semi-dangerous leisure activity of many Sardonia, Athelon, and even Prydonian itself, all of which
aristocrats, allegedly displaying their lack of fear of death are very similar in land-mass. Neopos also has a great num-
and willingness to be bold even in social settings. When in- ber of “satellite” isles and islets, and some are renowned
toning the name of Anderok, it is customary to face north- (or infamous) in their own rights, such as Siren Isle and the
ward or spill at least a drop of blood as not to arouse the barrier-like archipelago off the southern coast.
anger of the death-god (most Mulovians just refer to him as Language: The people of Neopos speak Prydonian
the Winter-lord or Lord of the Dead because of this). Silver as their native tongue, although secondary and tertiary
is often hoarded by Mulovian nobles to protect them, and tongues are often heard (or seen) in the form of Lorinthian
possibly their subjects, from supernatural creatures, mainly and sometimes Azirian or Old Rhodonite. Gorgonic might
vampires and lycanthropes; as such, silver is often brought occasionally be heard also, but it is frowned upon. Most
to Mulovian shores by merchants or smart-thinking travel- Neoposians, even commoners, are literate in at least Prydo-
ers to sell or trade. A noble-house feuding with another no- nian (and sometimes Lorinthian).
ble-house can be given the blessings of the king (usually for Religion: Like most Prydonian island-realms, the sea-
a price) with no repercussions. Mulovian commoners often god Prydonis is chief in Neopos, the veritable king of the
burn their dead, or in the very least, bury them with a stake Elder Deities of Rhodon. However, Nipalos, oddly enough,
of oak through their hearts or mouths; Mulovian nobles, by is highly praised here as well, particularly by the common
contrast, sometimes have their bodies carefully preserved folk (he is a god of night and thieves, after all). Romega,
and placed in stone tombs with secret portals. Gypsy-bands Luccia, Orseus, and Atores all have worthy followers here
charge little for music and fortune-telling, but often expect a too, as most Neoposians—like all Prydonians—are essen-
bauble (or worthy riddle or information) in return; they are tially monotheistic in their worship practices.
often hunted down as outlaws by vengeful nobles. Geography: Neopos is situated at the eastern edge
Common Sayings: “To Anderok’s Grey Realm with of the Sea of Prydonis, with its eastern shores soaked by
you!”, “A long winter makes for a sweeter summer (gypsy the mighty Dragon Sea. In the north of Neopos are gentle
saying),” “Be born in the spring, love in the summer, live in mountains, with foothills extending southeastward, while
the autumn, and brace for death when the winter comes,” in the northwest and central regions, forests dominate the
“May your winter be an eternity,” “Silver for the Night Chil- land. A large freshwater lake exists in the central-south
dren, cold-iron for the Fey, and nothing to stop the winter,” of Neopos, fed by a river created from rain runoff in the
“A coin for death, and two coins for the death-master.” northern mountains. Several smaller isles can be found off
the northwestern coast, as well as the gentler southern
shoreline.
NEOPOS Major Cities & Settlements: Leopolis is the Neo-
posian capital, a veritable city-state in its own right (pop-
ulation 75,000), found on the eastern coast and therefore
convenient to both the Sea of Prydonis and the Dragon Sea.
Palos is another grand city, this one on the southwestern
coast, as is Phostes, a smaller version of the former in the
northwest. Naeon and Megara are coastal towns worthy of
some mention.
Denizens, Flora, & Fauna: The common herbs and
plants of Neopos are orchids, ferns, ivy, vine-plants, and
lilies. A special, almost magical, root can also be found in
the northeastern woodlands which allegedly yields visions
and portents to those who boil it and inhale it correctly.
The rare and mystical Red Lotus can grow here as well, al-
though it is not thought to be native. Cedar, small pines, pin
oaks, palms, and willows are common types of trees, and
wild dogs, hares, wild pigs, deer, and panthers roam the
wilder regions of the Neopos. As for more terrible denizens,
The island of Neopos, considered one of the central Prydo- gorgonic beasts occasionally dwell in the hinterlands, such
nian Islands (despite its eastern-most proximity to the Drag- as Cyclopses, Minotaurs, and sometimes even Medusae,
on Sea), is a civilized place, a land of fine cities, towns, and Nether-hounds, and worse. A Storm Titan was said to have
pleasant villages. It has always been a part of the Prydonian once dwelled just off the southern shores, between the
Republic, that great union of island realms and city-states, main island and the line of barrier islets, an ancient being
even going so far as having one of its excellent cities—Leo- of near-divine origin whose name was said to be Rhodonis.

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Food & Drink: Neoposian diet usually consists of sea- some relief. Tempests and squalls are fairly common, how-
food of nearly all sorts, mainly shrimp, oyster, squid, and ever, off the southeastern shores, where sea meets sea, and
octopus (often spiced with cinnamon or mustard seed), also to some extent in the northeast. Winter is very brief, as
as well as the normal Prydonian fare of flounder, seabass, might be expected, although it brings some nice moderate
swordfish, tuna, and all manner of fish-eggs, sometimes temperatures to the entirety of the island-real. The rainiest
roasted or filleted into soup-like sauces. Wine, of course, is season here seems to be the early spring and late summer,
the normal staple drink of Neopos, and fine wine (usually and thunderstorms are fairly frequent.
from Vean or southern Lorinthia) is preferred to those who Common Customs: Neoposian woman often carry
can afford it. Commoners most often water their wine, due baskets of fruit or other goods on their heads, a custom
to expense, although wine “flavored” with spring water or some say came from Aziria (across the Dragon Sea). Men
made from olive oil has become something of a trend of often wear togas, like the Lorinthians, particularly scholars,
late. priests, artists, and philosophers, and sometimes even war-
Notable Characters: Merkoseus of House Prydo- riors and guardsmen wear them over armor (or no armor
nokis is the renowned and respected lord of Leopolis, and at all). It is customary for Neoposian philosophers to com-
virtual king of all Neopos. Queen Rhodosea is Merkoseus’ pete with one another in the agora (marketplace), although
wife and queen, and is said to have once been a high priest- one can “buy” a more private and elevated space for a few
ess of Romega. Artikus the Grey is a renowned high priest of coins paid to a local official. Priests, too, often take to the
Nipalos, as is Ulysseus, although his sect is that of Prydonis. streets to share the ways of their deity, and the gods in gen-
Demodides is a famed sage and seer, and some say a dab- eral, and for a coin or two, blessings or magical trinkets are
bling magician. occasionally given to passersby. Neoposian houses almost
Heraldry & Symbology: The standard heraldry of always have a garden on the roof, as well as a cistern sys-
the island-kingdom of Neopos is a golden owl on a light tem for catching rain-water. Black Lotus is outlawed here,
blue field, while King Merkoseus’ personal banner is a gold- although Purple, Pink, and Red Lotus can occasionally be
en sea-lion on a white or silver field. The city of Leopolis found for a hefty price. It is forbidden to harm a lion, or
sports two rampant golden lions each facing a silver trident any cat, within the city walls of Leopolis. It is also forbidden
in between them on a blue-green field. In general, owls to harm a dolphin or whale within eye-shot of the Neo-
(creatures often associated with the night-god Nipalos), li- posian coastline. The people of Neopos usually place their
ons, tridents, and scrolls are featured often in Neoposion dead on small funerary boats, with coins on the eyes (or in
symbology. the mouth), although those unable to afford such luxuries
often weight the corpse down with heavy stones and give it
Enemies & Allies: Neopos boasts a fair number of
to the sea after a brief ceremony. On the seven major holy
allies, the primary one, of course, being the Prydonian Re-
days of Nipalos, the penalty for theft is lowered significant-
public itself of which the island-realm is a major member
ly, and in some cases, wholly ignored.
and contributor (Leopolis has served as the high-capital of
late, after all, since the fall of Prydon just over a century Common Sayings: “Oridon take the ignorant and
ago). It maintains relative peace with the Lorinthian Empire foolish!”, “Strength of the lion; wisdom of the owl,” “May
as well, although the southern provinces are sometimes at your ships always find safe harbor,” “Powers of Rhodon
odds with Neoposion assumed supremacy in the Sea of Pry- watch over you,” “Teach one to fish and he feeds well;
donis’ shipping and fishing lanes. Neopos is a prime target teach one to sail and he is free a lifetime,” “May the Night-
for pirates, unfortunately, and often the smaller coastal vil- god follow you.”
lages are attacked or at least harassed.
Primary Imports: Gold, iron, horses, cattle, furs,
leather goods, hardwoods, fine wine, exotic animals, mar- NORLUND
ble.
Primary Exports: Silver, precious gems, tin, copper, Located in the far northwest of the Astagonian continent
bronze statuary, marble statuary, sea goods, ships/boats, is Norlund, which in the the Norish tongue means “north
sponge, pearl, exotic inks, exotic herbs. land” and an Old Valkari (the root language of Norish)
Coinage & Currency: Neopos accepts any form of meaning for “night land.” Either name is appropriate, for
currency recognized by the Prydonian Republic, with the Norlund is both far northward and the night’s, particularly
Merkon being the standard unit of coinage (a silver piece). in the winter, are long indeed (though the summer days
There is also the bronze piece, called a Deka (perhaps more can go on for over eighteen hours). The Norish people,
copper than bronze), and the Zykas, a gold coin. There is who are generally called “Norish,” “Norlunders,” or indi-
even a platinum piece in circulation (called a Rhodonas), vidually as “Norish-man” or “Norish-woman.” Of course,
once minted in both Neopos and Orices, worth close to often in the southern lands, they might be referred to as a
five gold coins. The outer villages still often use a trade and more generic “North-man,” although this would, technical-
barter system, and sometimes coinage is only accepted by ly, also include Skathians, Thorakkians, and even Mulovians
quality and weight. and Brythians. Norlund was founded by the Valkari people,
a blonde-haired, blue-eyed tribe typically of fair skin and
Climate & Weather: The typical Neoposian sum-
great stature. There is presently no single sovereign ruler of
mer is extremely hot, though there are generally decent
Norlund, but instead, a collection of tribal-kings and jarls
sea-breezes blowing in from the east and south that grant

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(chieftains).
Language: The native tongue is Norish, a derivative of
the Old Valkari language (Norish is semi-written, using a ru-
nic lettering system, in which generally only priests, skalds,
and lords are fluent). Many Norish-folk also speak Brythian,
especially near the borders, and Gaernic and even Duergar
or Troll-speak are sometimes known as well.
Religion: The chief deity of the Norlund is Fragnir,
god of war, luck, and the sea. His wife, or mother (there
are conflicting legends), is Signa, goddess of dawn, spring,
and the hearth. Vradden, a deity of law and vengeance, is
fairly popular too, as is Anderok (god of death and winter)
and Jorl (god of fire and secrets). Occasionally, some of the
Brythian and Gaernic gods are honored also—such as Cor-
mac or Briannon—but usually only in southern Norlund.
Geography: Well over half of the Norish land-area
is mountainous, as the great foothills give way quickly to
the nearly impassable Iceclaw Mountains in the north. The
western coast is also quite high and hilly, with white-chalked
cliffs glaring out toward the sea, and much pine forest can
be found in the south and central regions, as well as the
northeastern highlands. Several major rivers flow through
Norlund, most notably the Mist River and the Icy River.
Major Cities & Settlements: Bragna is considered
the capital of Norlund, the seat of King Ragnar Redbeard,
although in truth there is no real capital, at least in the tra-
ditional meaning of it. Ulfhiem is large town in the east,
on the river, nearly rivaling Bragna for size and importance
(and is also the seat of a Norish king or jarl). Valla, Torgard,
and Firthport are also somewhat notable settlements, for mous for her alliances with the Duergar of Uldarak. Valric
the Norish are not builders of vast city-states. Silverblood was an infamous sea-raider, though many claim
Denizens, Flora, & Fauna: Reindeer, great elk, he was recently captured and executed. Grolf the Bear-killer
brown bears, wolves, and even the occasional arctic bear is a renowned (and somewhat feared) skald and priest.
or snow lynx can be found haunting most of the Norish Heraldry & Symbology: King Ragnar’s main symbol
wilderness. Snow rabbits, too, can be spotted from time seems to be a rampant red bear on a grey field, while the
to time, as can ravens, hawks, and glorious eagles. As for primary heraldry of Ulric Stormborn is a black lion with a
flora, the famed White Lotus is occasionally seen here (not- lightning bolt in one its paws. Yssa Hjarlsdottir often sports
ed for its near-magical healing properties), although more two crossed hammers on a golden field. They symbol of
commonly are evergreen spruces and furs, and hardwood Valric Silverblood and his piratical clan is (or was) a silver
maples and ashes. Trolls can be found wandering the for- bear with a black skull in its maw. Overall, Norish-folk pre-
lorn countryside on occasion, although their presence was fer the use of bears, wolves, axes, hammers, and wyrms in
for more numerous and worrisome in elder times. Other their heraldry.
monsters sometimes include Ogre-trolls, Great Wolves, Enemies & Allies: Norlund, as a whole, as several
Frost Giants, Ice Worms, and even Ice Demons. major enemies—the Brythians, to the south (who are not
Food & Drink: Mead is the most popular drink in so keen on the incessant raider-mentality of the Norish bar-
all Norlund, which is almost always laced with honey and barians), and less so, the Gaernic folk to the west across
taken in great drinking-horns or large tankards. Dark ales the Nochlyn Firth (particularly those from the kingdom of
are also well-liked, and just about any ale or beer for that Faerland). Trolls and Frost Giants are semi-intelligent foes as
matter, and wine (a Southern export) is usually spurned. well, smart enough to know that they are continually at war
Breads of many types are staple foods, as is cheese, hon- with the Norish humans, and even the Duergar of Uldarak
ey, pork, beef, venison, halibut, and mackerel, either eaten have pronounced war upon Norlund at some point. How-
with no additions or spiced with liver-sauce, leeks, or po- ever, in present times, Uldarak is an ally of sorts, at least
tatoes. Sweet or salted bread-snacks are enjoyed as well, trade-wise, although access between that Dwarf-realm and
often decorated with licorice root or vanilla. Norlund is challenging given the climate and near-impass-
Notable Characters: Ragnar Redbeard, son of ability of the central Iceclaw Mountains. In addition, the
Bragnir, is likely the most powerful chieftain or “king” in Gaernic kingdom of Dal Ruatha, in the Emerald Islands, has
Norlund. Ulric Stormborn, son of Ulfric, is an up-and-com- a peace-truce every now and again.
ing jarl, whose power is mainly gaining in the south. Yssa Primary Imports: Copper, gold, precious gems,
Hjarlsdottir has some queenly power in the northeast, fa- pearl, exotic sea goods, exotic wood, bronze, slaves/thralls,

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ale, cheap wine, steel, horses, goats, chickens.
Primary Exports: Silver, iron, tin, semi-precious ORICES
gems, amber, sea goods, timber, wood goods, furs, leather
goods, wool, hemp.
Coinage & Currency: Norlund does not normally
press or mint its own coinage, instead accepting most for-
eign types of coin based on its weight and quality (much of
which is melted down or re-shaped into a trinket or sorts).
However, Ragnar Redbeard as recently pressed a gold coin
in his likeness, a heavy piece known as a Berling. “Hack-sil-
ver” is still used to this day as a form of payment, essentially
being arm or finger rings of silver in which warriors or trad-
ers will hack off pieces to use as currency. Trade and bar-
ter, however, is still the most common form of commerce
even in the “big cities” of Norlund; oath-promises, too, are
normal forms of payment, usually in exchange for future
services or gift-givings.
Climate & Weather: Given its far northern situation,
Norlund is frigid for most of the year (particularly the terri-
ble winter moons), although the brief summer is quite pleas- One of the many Prydonian Isles, located south by south-
ant where the daylight periods are often eighteen hours in west of Neopos and southeast of Prydonian proper. Orices,
length. The western coasts get plenty of sea-wind, which for all intents and purposes, is a central island, one with a
is almost constant, and the Firth itself (a.k.a. the Brythian storied history of loyalty to the Republic, as well as educa-
Channel) is occasionally frozen almost completely for a few tion, philosophy, and well-rounded citizens. In fact, of all
weeks in middle to late winter. Southeastern Norlund sees the Prydonian “central isles,” Orices is probably the most
the least amount of snow, but even then, it still covers the removed, for sometimes its people, culture, and overall
hilly plains four or five months out of the year. philosophy waxes nearly “outer island” in viewpoint, a
Common Customs: It is customary that new war- trait that is both endearing and occasionally repulsing at
riors, usually at least fifteen winters of age, fight in the the same time. The island of Orices is given its name by its
shield-wall before being allowed to lead men or undertake primary city, a veritable city-state in its own right, and de
special missions. In contrast, a man beyond fifty-five years facto capital of this island-kingdom.
in age (or maimed or given over to priestly service), is ex- Language: Oricean people speak Prydonian as their
empt from the shield-wall. Women can fight in the shield- native tongue, a language based off of Old Rhodonite (as
wall if of suitable social rank or by special permission giv- do nearly all humans in this maritime region). A common
en in the tribal althing (council). The champion of a single secondary tongue is Lorinthian, despite its great distance to
combat is allowed to take one item from his beaten oppo- the north, as well as Mezcan (a rare language of the indig-
nent, if still alive, which is usually a horse, a sword, an axe, enous people of the isle-continent to the south) and even
a shield, a slave, an ox, or a daughter. A priest of Fragnir is Old Rhodonite itself. Sometimes Gorgonic is also known,
actually a priest, or spokesman, for all the gods, particularly to some scholarly degree, as is Azirian and Chenari in rare
the masculine ones (and the same with a priestess of Signa, occasion.
who speaks for all the known goddesses). The success of a Religion: Homaging all the deities of the Prydo-
warrior can often be seen by the number of “warrior rings” nian-Rhodonite pantheon, Oriceans still tend to hold
or “arm-rings” he, or she, is wearing, either comprised of Orseus, god of knowledge and prophecy, above all, and
hack-silver or crafted from the armor or weaponry of de- would be considered the patron deity of the city of Orices.
feated enemies. The Norish dead are almost always burned Also popular, of course, if Prydonis, lord of the sea, as is
on a pyre, the noble and renowned being afforded a boat Romega, Luccia, Atores, and perhaps less so, Nipalos. The
or ship that sails off with the body and then burned while open worship of Gorgothon would be all but forbidden
“at sea” (symbolizing the soul’s voyage to Fragnir’s halls in here, although somewhat more tolerable than such practice
the Other-world). Great chieftains might have a great rune- might be in, say, Prydon or Leopolis, or worse yet, about
stone erected in their honor. anywhere in Athelon. However, in contrast, Oriceans ap-
Common Sayings: “For death, ruin, and a red pear to be somewhat open toward certain Azirian gods as
dawn!”, “To Fragnir’s halls with you!”, “May Anderok use well as the chief-god of the Chenari.
your skull for a drinking cup,” “Let the Ice-worms find your Geography: The island of Orices is somewhat hilly in
bones,” “Keep your teeth together (meaning shut your the north, although apart from that, the terrain in most ev-
mouth)!”, “The sea for a soul, an axe for a body, and a ery other region is flat, semi-rolling plains. The eastern-most
runestone for a mind.” tip, however, has some minor hills, enough to make a few
leagues worth of fairly high sea-cliffs. A major river flows
from the northern highlands, emptying in a large delta in
the southeast island, where the ancient ruins of Daelos can

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be found. Several major roads, some paved in broken sea- copper, bronze, marble, ships, herbs, spices, alchemical
shell, criss-cross the island-realm, especially toward the ex- goods, sea goods, scrolls/books.
terior. Coinage & Currency: Orices accepts most any form
Major Cities & Settlements: The city of Orices, es- of currency recognized by the Prydonian Republic, with the
sentially a city-state all its own, has a population of around Merkon being the standard unit of coinage (a silver piece).
40,000. Tarpolos is a fairly major town on the northeastern There is also the bronze piece, called a Deka (perhaps more
shores, as is Romeganon not far south of Orices City in the copper than bronze), and the Zykas, a gold coin. There is
southwestern reaches of the island. The ruined city of Stel- even a platinum piece in circulation (called a Rhodonas),
los can be found on the great road between Orices City and minted in Orices City as well as Neopos, but they are quite
Tarpolos, once a famous city-state of nearly 60,000 souls. rare (but each worth about five gold zykas). In the smaller
Denizens, Flora, & Fauna: Typical Oricean fauna villages, trade and barter exists, although it is fairly uncom-
consists primarily of vine plants, fronds, ferns, as well as mon.
Red Lotus which, though not native, thrives in the sun and Climate & Weather: In the summer, as one might
soil here. Common trees are cedar, palm, poplar, willow, expect, Orices is nigh unbearable, with temperatures high
dates, and figs. In regards to fauna, goats, lambs, panthers, enough to close most shoppes (and even temples) on cer-
wild pigs, and seabirds are fairly common, and terrible gor- tain days. The only possible saving grace are the sea-breezes
gonic creatures can sometimes be encountered in the north- usually from the west, although they are not particularly
ern hills or central plains (where there are few settlements), common. Oriceans must often deal with gale-force winds
mainly such things as Minotaurs, Cyclopses, and Harpies, and even hurricanes which occasionally spring into being
although it is said that Sirens and Hydrae sometimes haunt without warning. Flooding is sometimes a problem too,
the coastal waters. as the island is relatively low and flat, brought about by
Food & Drink: Almost all Oriceans enjoy wine, both tempests as well as summer rainstorms. Yet, the winters are
cheap and finely vintaged, and occasionally the commoners quite pleasant, with two or three months of respite from
will indulge in light ales (a northern import) or the exot- the hot red sun.
ic drinks of the cat-like Chenari or Azirians from the dis- Common Customs: Almost all Oricean children,
tant East. As for foodstuffs, the typical Oricean eats olives save for the very poor, are educated in reading, writing,
(and olive oil) with nearly everything, as well as dates, figs, sailing, and fishing, not only at home but at temples of Or-
pomegranates, goat’s milk cheese, and grapes of various va- seus (and some temples of Prydonis) with no cost save for
rieties. Fish eggs are quite the delicacy, especially if coated a small donation. Oriceans are generally friendly folk, but
in crushed olive sauce, and other forms of seafood are quite often despise outsiders apart from the occasional merchant
common staples. Land and air based meats are enjoyed too, or visiting emissary—they will often refer other travelers to
like roasted lamb, boiled gull, and rabbit’s head stew. the island of Vean, a popular retreat for the wealthy. An
Notable Characters: Lord Xandros of Orices, high Oricean child, particularly a female, who shows great fore-
patriarch and city governor, is the default of king of the is- sight or experiences dream-visions, is often whisked away
land-realm, for there are few nobles here that can match his from his/her parents to either join the sect of Orseus as a
renown and social power. Aktheus the Wise is a renowned priest or serve as a sacred oracle/prophetess. Most travelers
scholar, and the grand high priest of all the temples of Or- on the Great Road between Orices City and Tarpolos, when
seus. A sorceress and oracle named Medara, once a priestess passing the vast ruins of Stellos, will make signs against evil
of Romega, is said to now live in some half-forgotten coast- (while some also leave little token-gifts alongside the road
al island off the northern shore. in sight of the ruined stone-work). Many Oriceans, especial-
Heraldry & Symbology: King Xandros’ main in- ly those from the larger settlements, consider Athelonians
signia is a green sea-serpent on a black or dark grey field, little more than glorified savages. Like many Prydonian
while the primary arms of the city of Orices itself is a golden people, Oricean sailors will usually offer a sacrifice to the
lion laying before an open scroll (similar to iconology often sea before a voyage.
used for the sect of Orseus). The harbor-town of Tarpolos Common Sayings: “May Orseus grant you wisdom,”
often displays a white bull’s head on a black field. “Knowledge and wisdom are not always kin,” “The sea
Enemies & Allies: The main ally of the isle-kingdom grant you a hundred bounties!”, “Gods of land and sea,
of Orices is, of course, the Prydonian Republic itself, usually protect us,” “Never judge a traitor until one has met an
consisting of the islands (and most of the city-states therein) Athelonian,” “Stranger than a Chenari,” “Pride breeds dig-
of Neopos, Phylasteus, and Prydonia proper, and usually nity, and ignorance breeds folly.”
Vean and the city-state of Merdon too. In addition, Orices
has forged a mercantile alliance with Aziria (from across the PHYLASTEUS
Dragon Sea). As for enemies, the Oriceans have very few,
save for pirate fleets and gorgonic beasts. The city-state of Another one of the many Prydonian Isles, Phylasteus is lo-
Orices once feuded with Athelon, not a century ago, but cated in southern waters of the Sea of Prydonis, south of
ended before full-scale war began. Prydonia proper and in between Athelon and Orices. The
Primary Imports: Silver, leather goods, iron, precious island-realm of Phylasteus has almost always been a part
gems, hardwoods, ships, wine, light ales, cattle, horses. of the Prydonian Republic, whose base of power was once
Primary Exports: Pearl, gold, semi-precious gems, famed Prydon (until most of it sank just before the Gorgon

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Wars), although there were a few decades of time where palm trees, and Prophecy trees. Wild cacti grow in the inte-
the island, and the city-state of Phylasteum, was free an rior of the island, in the high plains before the mountains.
independent. Phylasteus is known for its forward-thinking Small antelope-like deer can be found here too, along with
people, a place of philosophy, enigma, spiritualism, mental- rabbits, field mice, wild pigs, seahawks, and albatross. On
ism, and free-thinking. the coast, or just out to see, numerous sharks, octopi, and
Language: The Phylastean people use Prydonian as brightly colored eels can be seen on occasion. In addition,
their native tongue, although they have a distinct dialect horrible gorgonic and fey creatures are said to haunt the
which seems to incorporate much of the antiquated vo- mountainous regions, or the more forlorn coastal areas,
cabulary of the Old Rhodonite language (which many are such things as Cyclopses, Satyrs, Nymphs, and even Basilisks
skilled at as well). Gorgonic is heard here too, on occasion, and Chimerae.
and usually without retribution. Some scholars and sail- Food & Drink: Wine, be it fine or cheap, is the staple
or-merchants are knowledgeable in the Mezcan and Che- drink of Phylasteans abroad, although the occasional im-
nari tongues as well. port elixir—such as beer or Chenari concoctions—is often
welcome. Olive wine is a local delicacy, and some claim
that several forms of Pink and Red Lotus liquid extractions
can be found by those who search hard enough. As might
be expected, seafood is the main food diet here, with boiled
octopi, fried starfish, and shark stew being the favorites.
Many types of seaweed are consumed as well, usually with
a flavored fish-egg or olive sauce.
Notable Characters: Derocleseus II is the lord of
Phyasteum, and therefore over-king of all Phylasteus, a
noted military tactician as well as writer and philosopher.
Sardosa the Flayer is a famed (or infamous) pirate from
Phylasteus, and some say that she maintains a hidden port-
cove on the island’s eastern coast. Hegaron Dykastres is a
renowned sailor and merchant based in the harbor-town
of Narkos.
Heraldry & Symbology: The banner of King Dero-
Religion: Luccia (goddess of love, art, and seduction) cleseus is a golden seahorse on a deep blue field, although
likely has more influence in Phylasteus, overall, than even the standard of the city of Phylasteum itself is a golden lyre
the sea-god Prydonis. Sardona, too, goddess of fertility and on a light blue field. Sardosa the Flayer occasionally flies a
the harvest, is highly revered as well (especially in Phylas- black scourge or whip on a red field, sometimes including
teum), as is Romega, goddess of magic and mystery. Atores a flayed white skull. Hegaron Dykastres employs his house/
and Nipalos probably see the least amount of worship, al- family’s insignia at times, which are two crossed tridents on
though in truth, the Prydonian people in general are quite a field of black and white field.
polytheistic. Even the worship of Gorgothon, if done at Enemies & Allies: As a number of the Prydonian Isles,
least somewhat discreetly, is mostly tolerated in open-mind- Phylasteus’ primary ally is the Prydonian Republic itself, and
ed Phylasteus. therefore with the island-realms of Neopos, Orices, and
Geography: Phylasteus is somewhat mountainous, Prydonia proper (as well as a few independent city-states).
with a small range of peaks running through the heart of the In the past, Phylasteum has even made alliances with pirate
island, essentially splitting the land into western and eastern groups and savage Mezcan chieftains. As for enemies, there
halves. Despite this, the island-realm remains mostly uni- is the occasional pirate gang (that hasn’t been appeased) or
fied, although the people of eastern Phylasteus tend to be a the uprising of a malevolent cult, and Athelon and Sardonia
bit less intellectual and earthier than their western kindred. have been in opposition (and almost at war) with Phylaste-
The west and southwest is primarily plains, although they us at one time or another.
rise somewhat sharply as they draw closer to the inland Primary Imports: Silver, copper, tin, timber, wood
mountains. There is very little forest on Phylasteus, provok- goods, ships, horses, exotic animals, leather goods, foreign
ing much trade with neighboring realms and far-traveling philosophies, exotic stone, semi-precious gems.
wood-traders. Primary Exports: Iron, gold, ships, fruits, olive oil,
Major Cities & Settlements: The capital city is Phy- fine wine, cheap wine, alchemical goods, parchment, vel-
lasteum, populated by nearly 55,000 human souls. Apart lum, exotic inks, statuary, fine art, sea goods.
from this near-metropolis of temples, agoras, markets, and Coinage & Currency: Phylasteus accepts most forms
exquisite statuary, Phylasteus boasts few cities (having most- of currency recognized by the Prydonian Republic, with the
ly towns and villages). A few more worthy settlements, Merkon being the standard unit of coinage (a silver piece).
however, might be Narkos, Vinakles, and Phyloria. There is also the bronze piece, called a Deka (perhaps more
Denizens, Flora, & Fauna: Phylastean flora tends to copper than bronze), and the Zykas, a gold coin. There is
be creeping vines, ivies, orchids, willow trees, cedar trees, even a platinum piece in circulation (called a Rhodonas),
actually minted in neighboring island-kingdoms, but such

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coins are quite rare (but each worth about five gold zykas). the Republic and home to legendary Prydon, quite possibly
In the smaller villages, trade and barter exists, either in the greatest city ever built by Men. Sadly, due to the last
goods or services. cataclysm which heralded the terrible Gorgon Wars, much
Climate & Weather: The Phylastean winter, as brief of the metropolis of Prydon drowned in the sea, the very
as it is, is as pleasant as the summer here is brutal (lasting same waters named after their patron deity, Prydonis, god
about four to five months). Early spring brings rain, and of the sea. The island of Prydonia is located more or less in
late summer to early autumn can bring tempests, squalls, the geographical center of all the great islands, if not at the
and hurricanes. The range of mountains running through heart of the Sea of Prydonis itself (in between Sardonia to
the heart of Phylasteus helps break up most major hurri- the west and Torin and Neopos to the east). Prydon City,
cane activity, and the high ground can be proof against and the island or Prydonia, have rich histories going all the
flood-waters. Crops are usually harvested in late summer to way back to the time of Rhodonites, when the Elder Deities
early autumn, although many of the olives, grapes, and figs were said to live on the mystical isle of Rhodon in a great
can be twice-yielded. “sea beyond the sea”.
Common Customs: Philosophy, and philosophers, Language: Naturally, Prydonian is the native language
are so common in the city of Phylasteum, that one can sim- of this island-realm, although Lorinthian is often known as
ply walk through any agora, marketplace, or major street well by most people here. Old Rhodonite is occasionally
and catch one’s fill of varying views, outlooks, and opin- learned by priests and other scholars, as is (though rarer)
ions (and often in several different languages). It is forbid- Gorgonic and even Titanic. The Prydonian language is the
den to throw rotten fruit or other missiles at priests and primary root of the Lorinthian tongue.
philosophers while they are “at work,” particularly if they Religion: Prydonis is easily the patron deity of the is-
have paid civil fees for the right (and protection) to do so. land, and even more so in Prydon itself (what remains of
Some agoras in Phylasteum, and even Markos, allows art- it). Yet, the Prydonians as a race are primarily a polythe-
ists to paint, sculpt, and sketch on the flagstones and pillars istic lot, and so Romega (probably second in popularity),
as long as no permanent alterations are made. Phylastean Atores, Luccia, Orseus, Nipalos, and Sardona—and their
sailors, like most of their Prydonian ilk, often give a sacrifice temples—are well-represented here too.
to the sea (and therefore Prydonis) before a long voyage. Geography: Essentially, Prydonia is separated into
There are twenty-one recognized holy days dedicated to east and west portions, with the Titan River (actually a
Luccia, the most of any Phylastean-Prydonian deity—many man-made canal) running through the middle, situated
of Luccia’s holy days involve romantic couplings and the north of the Bay of Romega, one of the defining features
occasional orgy. For one day out of the year, priestesses of of the island. Mountains line the western coast, creating
Romega must go about unmasked in accordance to Phy- some extreme cliffs facing out to sea, and more high peaks
lastean law. In the town of Vinakles, it is forbidden to kill a can be found on the southeastern tip of the isle. Some light
shark within one hundred paces of the shoreline. to medium forest can be found at Prydonia’s center, in the
Common Sayings: “I am a philosopher, and I bring Prydon City region, and some marshland in the southwest-
unto you new truths!”, “Listen well and hear wisdom,” ern region. The island also sports a semi-active volcano on
“There is no greater power in the mortal world than love,” the northwestern coast, a fire mountain that has featured
“Women are dolphins; men are sharks,” “Trust a politician prominently in the past.
no more than you would trust a pirate.” Major Cities & Settlements: Easily the most fa-
mous city in the Isles (if not the known world), Prydon, was
once populated by 200,000 people. Built nearly thirteen
PRYDONIA centuries ago by skilled and dedicated men (who may have
used architectural secrets of the Sidhe), Prydon became the
center of Western human civilization. Hippocles is an im-
portant coastal town in the north, the birthplace of the re-
nowned priest and sorcerer, Jazores. Apopolos, on the east
coast, is also of some renown, as is Virgosa and the interior
city of Basilon.
Denizens, Flora, & Fauna: Cedars, palms, elms,
and Prophecy trees are dominant in the woodlands, while
vines, ivies, orchids, and lilies tend to be prevalent plants
and herbs. Sharks, octopi, swordfish, and squid are fair-
ly common in the waters around Prydonia, and dolphins
and eels can be found in the Bay of Romega. Deer, boar,
and panthers roam the inland plains, and on rare occasion,
a gorgonic creature (or worse) is reported in the hills or
mountains. Tales speak of the Leviathan, a massive sea-crea-
ture that is said to be the divine spawn of Prydonis, and its
occasional visits to the Bay of Romega.
This is the preeminent Prydonian Isle, the central island of Food & Drink: Fine wine is much preferred by the

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The Prydonian Calendar


The current-day Prydonians, particularly those allied with the slow-fading Prydonian Republic, still use a
time-reckoning system quite similar to that of the ancient Rhodonites. The people of Old Rhodon divided the
year into 12 months, each month 30 days in length, with an additional day added every four years to make up
the slight time difference. This model is the basis for many calendarial models in the West and abroad, the days
of the week being as follows: Seaday, Stormday, Sunday, Godsday, Starday, Moonsday, and Marketday.
This reckoning of time begin at the fall of Rhodon, some 1,200 years ago, and is currently marked as 1209
R.Y. (Rhodonite Year). However, some scholars in more forlorn island-realms amidst the Sea of Prydonis have
actually “restarted” a new calendarial system at 9 A.G. (After Gorgons, referring to after the so-called Gorgon
Wars).

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

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live,” “May the Elder Seven of Rhodon protect you,” “May by the goddess, Sardonia. Cartheus, on the northwestern
you spend all your eternity in Oridon!”, “By all the glory coast, is a notable harbor-city, as is Aegos on the southern
and majesty of Prydon!” shores. The famed ruins of Ithacis can be found on an island
not sixty miles from the southeastern coast of Sardonia.
Denizens, Flora, & Fauna: Sardonia is covered
SARDONIA mainly in grassland, wild flowers, onion grass, and wild
(and planted) wheat and barley. And though not overly
forested, olive, fig, date, pomegranate, and lemon trees
can be found in copses (or orchards) here and there. As for
fauna, small deer and hare run wild over much of the is-
land, and wild boars, wild dogs, panthers, and seabirds can
be seen in the hills and coastlands of Sardonia. Gorgonic
creatures are occasionally reported by farmers and sailors,
terrible things like Sirens, Harpies, and Hydrae
Food & Drink: Watered wine and fine wine are sta-
ple drinks of Sardonia, like most of the island-kingdoms in
the Sea of Prydonis, though earthy ales and beers are not
uncommon. Herbal teas, often spiced with lemon or olive
juice, are sometimes imbibed by the Priestesses of Sardona,
as well as being a minor trend of the wealthy. Venison,
pork, fowl, and seafood are common food items, either un-
spiced or occasionally with fish-egg, pomegranate, or lem-
on-apple sauces. However, fruits and vegetables are very
At over 250 miles in length from east to west, the is- popular, and many types of bread are perhaps more usual
land-realm of Sardonia is located northeast of Athelon and staple foods.
southeast of Prydonia proper. The isle is best known for Notable Characters: Atora Theoseus is the high ma-
its agriculture, for it serves as the main “bread basket” of triarch of Sardonia, and therefore the de facto queen of
this maritime region, and as such, has always been a val- Sardonia (though she doesn’t claim such a title). She was
ue commodity to the Prydonian Republic and to explorers once the highest ranking priestess of the sect of Sardona on
and invaders in general. Sardonia, however, has not always the island. Pryas Dekaion is a powerful lord of Cartheus,
been a member of the Republic, often remaining aloof and a successful merchant and marine-warrior. Nercei of Doros
independent and even the occasional ally of Athelon (and is a mysterious and powerful sorceress, born in the town
Miugan briefly too). The island is said to be extremely sa- of Doros (eastern tip of the island), but now residing on a
cred to Sardonia, goddess of agriculture and the harvest. remote rocky island nearby, it is said.
Language: The native tongue of the people of Sar- Heraldry & Symbology: Atora Theoseus’ royal in-
donia is, of course, Prydonian, although there is are some signia is a golden lily, above which hangs a silver moon, on
distinct differences in dialect (particularly in those from blue-green field. Pryas Dekaion usually flies his own banner,
the capital Sardonia). Sardonians rarely know a second or a black shark on a light blue field. In general, Sardonians
third language, but if so, the tongue is usually Gorgonic, make little use of heraldic symbols, but when done, sea an-
Old Rhodonite, or even Titanic (a more advanced form of imals and flowers are often implemented.
Giant-speech). Enemies & Allies: Sardonia is one of those rare na-
Religion: Sardona is easily the patron deity of Sardo- tional entities with few allies, but also few enemies, at least
nia, the isle-kingdom’s name quite obviously being influ- in general throughout its fairly storied history. However,
enced by the goddess of harvest, agriculture, and the earth. Athelon and even Miurga (who seldom has any allies at
Prydonis, the lord of the sea, is also high regarded—as He all), have sided with Sardonia in the past, both mercantile
is nearly everywhere in this region—as is Atores, Nipalos, and militarily, and on rarer occasion, the island-realm has
Romega, and Luccia. Orseus is not especially popular, and been loyal to Prydonia, if not the Prydonian Republic as a
even the occasional cult of Gorgothon (or some foreign whole (however briefly). Pirate fleets and the occasional
cult) is tolerated if kept covert enough. gorgonic monster usually prove the greater threat, as well
Geography: The vast majority of the island is plains, as tempests and hurricanes and other acts of divine nature.
much of it fertile, particularly in the eastern regions. The Primary Imports: Exotic spices, timber, exotic wood,
western coast is more barren—the land flat and susceptible leather goods, gold, iron, precious gems, exotic stone,
to flooding—while the north has some rolling, slightly hilly wood goods, ships.
terrain. Low to medium mountains exist in the far east of Primary Exports: Tin, silver, semi-precious gems,
the isle, and even the tiny islands just off the coast there are pearl, sea goods, sheep, copper, marble, pottery, boats, cat-
mainly mountainous. The west-central of the island is fairly tle, herbs, fruits.
green with the occasional copse of olive, fig, or apple trees. Coinage & Currency: Sardonia accepts most any
Major Cities & Settlements: The capital city is Sar- form of currency, particularly Prydonian-minted coinage,
donia, its name—like the island itself—heavily influenced such as the Merkon (a silver piece), Deka (bronze/copper

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coin), and the Zykas, a gold piece. There is even a platinum half-forgotten caves. The Shadowlands ever since, to this
piece in circulation (called a Rhodonas), minted in Neopos very day, have been little more than a desolate place of
as well as parts of Orices, although they are quite rare (but despair, blight, and tainted magic, a region located at the
each worth about five gold zykas). In the smaller towns and northern end of the Bloodrock Mountains, east of Cymredd
villages, trader and barter is quite common, and coins are and northwest of the Lorinthian Empire. Some whisper that
often accepted solely on the merits of weight and quality. demons haunt the area, and undead things still prowl the
Climate & Weather: The general climate of Sardonia region praying on what little life enters this horrible and
is sub-tropical warmth, with the summers and late spring forlorn landscape where even the weather is often foul and
become quite hot and balmy. However, sea-breezes from strange.
nearly all directions waft across most of this relatively flat
island giving some respite, although tempests, gales, and
full-out hurricanes are therefore not uncommon either. A SKATHIA
good real of rain tends to fall in mid-spring as well as late
summer, which is ideal for the many crops grown on Sar-
donia.
Common Customs: According to local law in
Cartheus, priestesses of Romega must go about unmasked
while outside of the confines of their temples, except on
recognized Romega holy days. During the Festival of the
Sun, in mid-summer, there is a famed chariot race starting
from Doros (in the east) and ending in the small town of
Atoropas near the western tip. This race typically takes
four or five days to complete, and symbolizes the sun-god,
Atores’, journey across the sky. If a young girl shows a natu-
ral affinity for plants or animals, she is chosen as a potential
priestly candidate for the sect of Sardonia and taken away
for training and education, only being allowed to visit her
blood-family but two days out of the month until becom-
ing a fully anointed priestess. Many Prydonians (Sardonians
included) believe apples to be a near-magical fruit, and Located in the northeast of the western continent, north of
pomegranates as a close second in power. When an animal Mulovia and northeast of the Duergar-realm of Thrimnor,
is slain in most regions of Sardonia, virtually all of its body Skathia is known as a once-barbarous land now becoming
is used for something, be it in a stew-pot, to make clothing, more and more civilized. The people of this realm are pri-
to make rope or tools, to make lard or oils, or to become marily descended from the Valkari, a tall, fair-haired and
made into a sauce or spice. A lemon tree is considered good blue-eyed race that some say originated from the isle-con-
fortune, and some claim that demonic and gorgonic crea- tinent of Ragnagard. There was some intermixing with the
tures can be turned away or harmed with lemon juice. Korite horse-folk as well, but not to any great degree, be-
Common Sayings: “One must harvest what one fore that proud (if savage) race was driven by the Mulovi-
sows,” “A babe in spring becomes a wise man in autumn,” ans back across the Dragon Sea.
“Waterfalls and earth rises,” “May all your rivers run their Language: Skathian is the native tongue of the land,
course,” “Political power means little to the budding flow- a language based on Old Valkari. Some Skathians, especial-
er.” ly those in the southern reaches, speak Mulovian, and on
” rare occasion, even Korite, Duergar, or Troll-speak might be
known.
SHADOWLANDS Religion: The patron deity of Skathia is Signa, goddess
of the sun, spring, and hearth. The other Northern gods,
Most certainly not a true kingdom or realm, the aptly however, are revered here as well, including Fragnir, Vrad-
named Shadowlands are a grim and ancient reminder of den, Jorl, and possibly other local or minor deities. Ander-
the great war (and resulting rift) between the Eluna Sidhe ok is honored to some extent as well, but his sect is distrust-
and the Children of Dolifaen, the latter group eventually ed and even disliked in Skathia (due mainly to the Mulovian
becoming known as the rebellious Dark (or Unseelie) Sidhe. forbiddance of Signa’s worship in the Winter Kingdom).
Before this so-called “shadow war,” there was a mighty and Geography: The northern boundaries of Skathia are
expansive Sidhe-realm—a veritable empire—that stretch the Iceclaws Mountains, the eastern-most reaches of that
from what is now Celendoril all the way south to pres- renowned range. The Dragon Sea provides the eastern and
ent-day Lithilor. This great kingdom was called Arvelindor southern borders of the realm, and the recognized western
(meaning “land of endless song”), and some say it was over edge of Skathia is the Ruska River. The central and northern
two millennia old even before it was destroyed, an event regions are largely forested with evergreens and the occa-
known now as the Breaking of Arvelindor, over 3,200 sional oak or maple. Several rivers in the mid-lands drain
years ago when humans were still mastering fire in dingy, from Lake Sunfire, and marshes dominate the southern

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The Skathian Calendar


The people of Skathia reckon time based on a 12-month calendar that began 308 years ago, which is recorded
as 308 S.Y. (Skathian Year). This year mark the meeting of the Drak and Valnar tribes, who often warred over
territory, as overseen by a wise High-Volga of Signa. As such, it has always been tradition that the Skathian
queen also be the Highest Priestess (High-Volga) of the goddess Signa. Each month, or moon-phase, consists of
30 days and four seven-day weeks, with the remaining two days added on at the end as holy-days.
The days of the week are named: Sunsday, Moonsday, Watersday, Firesday, Windsday, Earthsday, and Wor-
shipday. The year begins at the spring equinox, which each successive month being Dawning, Warming, Wind-
ing, Greenmoon, Sunmoon, Firemoon, Lightfall, Leaffall, Frostmoon, Snowmoon, Icemoon, Darkmoon.

shores. Enemies & Allies: The primary enemy of Skathia is


Major Cities & Settlements: Valkenport is the offi- Mulovia, the Winter Kingdom to the south, whose deep
cial or “old” capital of Skathia, a port-city of some 35,000 belief in Anderok and embrace of dark sorcery has put the
souls. Thorvalla, in the north, is the unofficial new capital, two realms at odds. The occasional Thorakkian raiding par-
the seat of the late Queen Hilda. Signaheim is also a sizeable ty from the north might can be a problem, as can Frost
town, named after the patron goddess, and Ingvald and Giants and Trolls and other terrible creatures. Thrimnor, a
Vraddenheim are notable settlements as well. Duergar-realm to the southwest, is an occasionally ally and
Denizens, Flora, & Fauna: As a northern realm, Dwarves from that mountainous realm come to trade in
evergreens—mainly red pines, furs, and spruces—are Skathia from time to time.
prominent in Skathia, and in the higher, snowier reaches, Primary Imports: Gold, iron, exotic wood, exotic
the legendary White Lotus is said to grow. Deer, reindeer, stone, ale, wine, herbs, spices, precious gems, horses, mules,
elk, wolves, brown bears, and white arctic bears are fairly sea goods.
common in most parts of Skathia, and on occasion, Trolls, Primary Exports: Silver, tin, copper, timber, leather
Frost Giants, Ice Worms, and Great White Wolves haunt the goods, furs, mead, ale, herbs, cattle, sea goods, cold-water
more desolate areas, sometimes wandering near towns and fish.
villages. The cave-lair of a spawn of Valnathrax, the legend- Coinage & Currency: Most types of coinage are
ary ice-wyrm, is said to exist in the northwest. accepted in Skathia, if only based on weight and quality,
Food & Drink: Mead and stout ales are the preferred although some Skathian merchants refuse Mulovian coins.
drinks of most Skathians, although wine imported from the Skathia produces a silver coin called a Valka and a copper
South is occasionally enjoyed by the wealthy as well. Slav- piece (worth about as much as most bronze coins) known
ka is sometimes imbibed too, an invention from Mulovia. as an Inga. Trade and barter, however, and oath-givings, are
Preferred foodstuffs are boar, venison, reindeer, halibut, still fairly common in the realm, particularly in the smaller
mackerel, and river-pike, either undressed or sometimes la- towns and villages.
dled over with blood gravy or halibut sauce. Black breads, Climate & Weather: The winters in Skathia can be
white breads, and sweet breads are common staples, as is a challenging, with heavy snows (especially in the north) and
light-colored cheese. icy rains, and can last for at least four months. As such, the
Notable Characters: Queen Sunhilde is the high- summers here in are quite pleasant, if fairly short in length,
est-ranking priestess of Signa, and as Skathian custom dic- and many travelers even claim that Skathia is warmer than
tates, also the reigning sovereign of the realm (after the Mulovia despite it’s more northerly situation. Sea winds
murder of Queen Hilda by Mulovian assassins). Helga Val- blow in from the Dragon Sea and Bay of Ravens, but over-
nasdottir was once a powerful priestess and hedge-witch, all, they are mild, only producing the occasional squall or
residing in Signahiem, though some claim she was recent- maelstrom.
ly slain for serving in a secret wyrm-cult. Sven Ericksson is Common Customs: Only Skathian women are per-
the captain of the queen’s guard, a notable warrior and mitted to become priestesses of Signa, young maidens be-
war-chief, while Bjorn Thoraksson is a powerful thane in ginning as lay-priestesses called Hearthmaidens. The current
the southern reaches. Mosstreader, a now-famous Wild Sid- High Volga of Signa usually becomes the queen of Skathia
he warrior, is a good friend of the current queen and also as well, although this has not always been the case. Skathian
serves as a Sun-warder, a Signan temple-guard. boys once has to either spend three nights in the Giant-
Heraldry & Symbology: Queen Sunhilde’s royal wood or atop one of the highest peaks of the Iceclaws, and
heraldry is a white or silver stag on a green field, while her if they returned alive, they would be considered full war-
symbol as High Volga (grand high priestess) is a red sun with riors within the village or tribe. This is no longer done quite
golden rays on a white field. Sven Ericksson’s symbology as often, save for some of the towns in the more northern
is usually a golden bear on a dark blue field, while Thane regions of the kingdom. Many southern Skathians have gar-
Bjorn’s heraldry encompasses a black tower on a white or lic, silver, or cold-iron charms either about their necks or
grey field. hanging above the lintels of their doors, as folk lore proof

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against the alleged vampires and werewolves of Mulovia. Language: The native tongue of Thrimnor is Duergar,
In elder times, Troll-born children were once thrown into naturally, a runic-looking language when written or etched.
the sea or burned at the stake at by many Skathians, but in Some of the more scholarly or well-traveled might also
more present times, such children are more often given to know Mulovian, Skathian, or even Brythian, Sidhe, and
the temple of Signa for care. Skathian merchants often re- Troll-speak.
fuse Mulovian coins, and sometimes even goods, and con- Religion: All the ancient Duergar divinities are admired
sider it a blessing from the gods when a Duergar caravan is and homaged here, although Duradin, god of gold, iron,
in town. Death magic, or sorcery, is trusted by few Skathi- and metal-craft, seems to be even more popular than Bal-
ans, whose only tolerance of magic-craft is generally only dak, the usual chief-god, lord of battle and honor. Thrimna,
through a rune-caster or a priestess of Signa. the only known Duergar goddess, is also respected here as
Common Sayings: “May the sun rise and fall,” “Sig- a deity of secrets and fire.
na ward you from darkness,” “As black as the raven and as Geography: The kingdom of Thrimnor is virtually all
white as the lotus,” “May your heart be as warm as your mountains, peaks, crags, and the occasional valley, river, wa-
hearth,” “Even winter has its season.” terfall, or high plateau. These are the Sanctuary Mountains,
after all (a “finger” of the northerly Iceclaw Mountains),
named that for their ability to provide shelter and defense
THRIMNOR against invaders. The lower reaches of the mountains are
often forested, especially in the southwest, and the mighty
Iron River tumbles through the north and eastern borders.
Major Cities & Settlements: Durtharon is the so-
called capital of Thrimnor, a great fortress-city (mostly un-
derground) in the north-central reaches of the kingdom.
The name of this great settlement is said to be taken from
a Duergar-realm “across the great sea.” Thrim’s Deep is a
notable mine-city, named after the first recognized king of
this realm. Mordath and Hammer Keep are also fortress or
mining settlements of worthy mention.
Denizens, Flora, & Fauna: As mentioned prior,
much of the lower and middle altitudes of the Sanctuary
Mountains are forested, usually by furs, spruces, ashes, and
mountain oaks. Mushrooms of various sorts can be found
in the many caverns of the region, as well as the occasion-
al medicinal herb such as hemlock, black-mountain root,
and even White Lotus. Both black bears and brown bears
are seen here, as well as mountain goats, rams, deer, elk,
and mountain cougars or panthers. Trolls occasionally brave
these peaks, the mortal enemies of most Duergar, and in
the not-too-distant past, Thrimnor had its problems with
Dragons, including the mighty and legendary Glorindurax.
Food & Drink: The Thrimnori Duergar prefer dark,
stout ales to drink, but also mead, medium ales, and a lo-
cal favorite known as Huigdrath (meaning “hog’s milk”),
which is said be brewed with pig’s guts, honey, and various
mushrooms and mountain herbs (and can cause quick and/
or extreme intoxication in non-Duergar—see the Duergar
racial entry). Heavy meats, barely cooked or sometimes
ladled with blood-sauce or mushroom-spice (or even Huig-
drath), are greatly enjoyed, particularly boar, pork, and
A Duegar-kingdom located in the Sanctuary Mountains, a even bear or horse on occasion.
south-running branch of the greater Iceclaws, west of Mu- Notable Characters: Glorin Ironhammer, king
lovia and southeast of the Sidhe-realm of Celendoril. Like and high-chieftain of Thrimnor, who resides primarily in
most Duergar holdings, Thrimnor is a somewhat mysteri- Durtharon. Beldain Silverfist, a female Duergar, is a re-
ous and hidden place, although not to the degree of Ulda- nowned smith and priestess of Thrimna. Moldurin Stoneaxe
rak, another Dwarf-realm far to the north and west. The is an accomplished warrior-knight and champion of King
Thrimnori actually trade, at least on occasion, with most of Glorin. Heldor Flamebeard is an esteemed high priest of
the neighboring lands—be they human or Sidhe or other- Duradin.
wise—even sharing a few of their smithing secrets from time
Heraldry & Symbology: King Glorin Ironhammer’s
to time, but only with those who can be trusted or can offer
royal device is a black hammer on a silver-blue field, while
a more than worthy price.
the recognized heraldry of Thrimnor itself is a golden eagle

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The Thrimnori Calendar


This ancient calendar, used also by the Duergar of Uldarak (and possibly other Duergar colonies across the Drag-
on Sea), this method of time-tracking is based primarily on the great red sun, the most reliable celestial body the
oft-underground Duergar would mostly see. Like many other calendars, every 360 days warranting a full year—a
complete trip through three seasons of four months each—spring, summer, and winter. To the Duergar, autumn is
simply the initial part of the winter moons and the first moon of spring is simply the Thawing, the transition between
the dead of winter and the growing time of spring.
Each year is recorded with its own name, a miniature eon unto itself, such as the Year of the Golden Forge or
the Year of the Dragon Returned. Every cycle of 44 years is considered a Balga, which usually equates to a typical
Duergar generation. The typical Duergar month, which constitutes five six-day weeks, has days named Forgeday,
Warday, Deepday, Ironday, Silverday, and Goldday. There is no dedicated “rest day” or “worship day.”

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-

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Though not quite the size of the more vast island-realms in


the Sea of Prydonis, the Isle of Torin (meaning “of the bull”
in Old Rhodonite) is located northwest of Neopos and
VEAN
northeast of Prydonia proper. It is a mountainous island,
a place of extreme peaks and a fairly active fire-mountain
(volcano). However, it is most known for its primary in-
habitants—gorgonic Minotaurs who have, as it is said, built
some semblance of a civilization (at least to some brutish
extent). In fact, a great city can be found here, called Torino-
polis, ruled by a Minotaur-king named Atorgo the Golden.
Semi-organized Minotaur soldiers serve their god-king, and
some claim that dozens of these disciplined, yet savage,
warriors have gone out into the greater world to earn a
fair living as mercenary sell-swords or champion gladiators
A fairly small island off the coastal shores of Orices, be-
in the great arenas. Human (or human-like) visitors to this
tween the Sea of Prydonis and the Turquiose Sea. Vean is
island are usually judged on their intentions, although the
politically and militarily insignificant, but it is said to boast
bullish denizens of this rugged land can be swift and brutal
some of the best wine, olives, and wheat in the world, and
magistrates if one does not tread carefully.
that wealthy folk come here to retire or to vacate from their
livelihoods for a space. The island of Vean is a Prydonian
ULDARAK Isle, of course, and so the most common language here is
Prydonian, tinged with a local accent.

ZUROG

Another Duergar-kingdom, this one way up in the north-


west-central reaches of the Iceclaw Mountains, Uldarak is
fairly similar to Thrinmor in customs, military, and overall
culture. Beldaron is the capital city of this realm, the seat
of King Heltak Trollcrusher, a mighty king who is said to
be nearly three centuries old. Heltak often calls on special
champions or heroes to do his bidding, such as Bokar Deep-
hammer, warrior and champion of Duradin, god of craft-
ing, gold, and the forge. The legendary Hammer of Beldak
can be found here, a powerful relic said to possess the pow-
er “to reforge” a person’s soul. The climate of Uldarak is
quite brutal in the winter moons, where there is much snow
and ice, and only the rare summer months provide any real
comfort here (one of the many reasons the Duergar-folk
A fairly powerful Hobgoblin realm said to be in the mid-
prefer to build underground where the temperature can be
dle heights of the Bloodrock Mountains, a realm growing
regulated). The heraldry of the kingdom of Uldarak is two
in numbers and effectiveness as the elder wyrm, Terenge-
red axes on a field of brown or deep gold.
thrion, nears a mortal death and his once-great influence
The Uldarakki Calendar: Like so many other details wanes. The Black Goblins of Zurog often raid into west-cen-
of Duergar culture, the calendarial system used by Ulda- tral Lorinthia, or daring forays into the Elf-lands of Lithilor,
rakki people is exactly the same as the one used by the as a powerful warlord named Mordag drives this militant
Thrimnori Duergar (see above). state further toward conquest, blood, and glory.

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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,

340 A BRIEF GAZETTEER


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hunters, and semi-barbaric tribesmen. According to legend, in ancient times (for its many alder trees), the name became
a mighty black stag once haunted these grounds, that some somewhat misconstrued over the years, although it’s new-
called a “child of Cormac” (a god of beasts, strength, and er moniker—Elderwood—also made some degree of sense
the hunt). too due to the extremely old trees found in the heart of this
Bloodrock Mountains: Likely the longest mountain woodland. This forest is one of the remaining few of any
chain on the Western Continent, the Bloodrocks take their size in the Lorinthian Empire, and at least two tribes of Wild
name from their ruddy hue, mainly due to a high content Sidhe are rumored to still make their homes here.
of iron. In the south, the peaks tower, rivaling the Iceclaws, Emerald Islands: A collection of islands in the North-
but the mountains become gentler to the north. The el- west amidst the Sunset Sea. Separated by the Nochlyn Firth
der-dragon Terengethrion dwells here still, it is believed, as (or Brythian Channel) from the mainland, the primary isle
are hobgoblins and even fire giants. The Bloodrocks swing here is Ynys (or Innis) Gaern where most of the Gaernic
southwestward into Gorgotha, where sometimes they are tribes dwell. The small cluster of isles at the southern end of
called the Gorgon or Firerock Mountains, as there are a the Emerald Islands are usually referred to as the Misty Isles.
number of still-active volcanoes. The tallest peak in the Empire River: A great river flowing mainly west to
Bloodrocks is said to be over three miles in height. east, partly originating from Llyn Llyr (an inland sea) and
Bloodthorn Forest: A large, sprawling forest locat- partly all the from the Iceclaw Mountains in the far north.
ed in northern Aradorn and the southwestern borderlands Once more commonly known as the Latagonii River, this
of Mulovia. The Goblin-realm of Nirgul haunts the eastern mighty waterway serves as the border between Aradorn
portions of this great woodland, named after the famous and the Lorinthian Empire, hence its more modern name.
Bloodthorn trees which are said to have properties in both Feywood Forest: Also called the Elfwood, or the
curing and repelling the undead. A stake from a Bloodthorn Celenorien Forest by the Sidhe of Celendoril (meaning
tree is bane to a vampire. “golden woodland”), this vast region of mostly hardwood
Bone Isles: A goodly sized archipelago of islands off trees is quite ancient, and some say the heart of the forest
the southeastern coast of Nautilus, a province of the Lorin- still contains ancient tree-beings who can speak.
thian Empire, and known as a hideaway for pirates, thieves, Frozen Sea: A fairly large sea beyond the north-
and other exiles. These islands once served as headquarters ern-most reaches of the Western Continent (Astagonia),
for the infamous Crimson Skull Pirates. where the waters are mostly frozen during most of the year,
Broken Isles: A fairly large archipelago of rocky, save for a few weeks in mid-summer.
treacherous islands, said to have been once part of the Giantwood Forest: Located in northern Skathia, and
mountainous Gorgothian coastline until broken free during beyond, this evergreen woodland lives up to its name two-
the great cataclysm that allegedly sank fabled Rhodon over fold, as not only are many of the ancient trees quite gargan-
1,200 years ago. Some sixty isles and islets exist here, many tuan in size, but Giants live here as well, Trolls, Ogre-trolls,
forlorn and lifeless, but others containing fell creatures in- and even the occasional Frost Giant.
cluding a mighty sea-dragon.
Golden Mountains: Once referred to as the Duer-
Buccaneer Bay: A mighty bay, easily rivaling the Bay gar (and Latagon) Mountains, this minor mountain range
of Ravens in the northeast, found along the coast of south- running east to west through the center of the Lorinthian
ern Esmandos and northern Gorgotha. This “minor sea” Empire have lived up to their more modern name—they
is said to be somewhat new, only having appeared 2,000 once produced (and still do) a great deal of gold ore.
years ago after a mighty cataclysm.
Grey Mountains: A comparatively smaller mountain
Cairn Hills: These are the foothills and highlands range just over two hundred miles long, these surprisingly
of northern Caernia (or Caerndon) and eastern Norlund, rugged peaks run north to south along the Cymreddi coast.
called such for the great number of cairns (burial rock- A vast system of foothills extend from the southern range,
mounds) in the region. These cairns were originally placed running as far south as upper Esmandos. Most of the range
there by a mysterious race, and over the last few centuries, is covered by hardwood and pine forest, save near the
the humans of Caerndon have done the same. Sluagh, Ban- coast where the seawinds are fierce.
shees, and worse allegedly dwell here.
Greymoor: This is a large marshland, or moor,
Dragon Sea: The most prominent and renowned where the infamous Druithi tribe lives, close kindred of the
ocean-river, the Dragon Sea separates the Western Conti- Cymreddi. In fact, the Druithi are easily the second-most
nent from the Eastern and Southern ones. Nearly 900 miles powerful group in all of the general region, and most cer-
across it widest point, sailing across this sometimes treacher- tainly the most potent in all of Greymoor. Most humans
ous (and deep) ocean is still dangerous, and only a few do it steer well away from the dark marshes of Greymoor, but
regularly. It is whispered that the race of dragons spawned the Druithi seem to embrace it. For here, if legends are to be
from this very sea. believed, the Wolf Lord, Dufaine (doo-VAHN) was discov-
Dregnir Ice-wastes: Allegedly located north of the ered by the early chieftains and shamans and they adopted
central regions of the Iceclaw Mountains, this is a rugged him into the fold of the Western gods, but not as an equal,
and frozen land of Frost Giants and worse. Dregnir, in fact, but as the chief-god of the pantheon. In addition to the
is said to be a Frost Giantish word referring to a hero-god Fey creatures and wild animals as mentioned above, the re-
of theirs, who slew many wyrms and titans. gion is not uncommonly haunted by some forlorn undead
Elderwood Forest: Originally called the Alderwood of Nether-beast, such as a Sluagh, Dread-knight, or even a

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terrible Banshee or Demon Hag. Often, such creatures find few Ice-worms, Frost Giants, and Ice-demons. Old Valkari
their way from the Shadowlands, or were simply already tales claim that their ancestors originated in an “icy realm
here in this bleak, accursed land. at the top-edge of the world” and eventually came south
Iceclaw Mountains: Though not quite as long as the to settle in places like Skathia, Norlund, and even Dregnir.
Bloodrocks, most of the peaks (or tors) of this range are Explorers and daring sailors occasionally visit Ragnagard in
taller and mightier. All of them capped in snow and ice, the search of resources, hidden treasure, or hearty adventure,
mountains of the Iceclaw range serve as territory for Trolls, but few ever return and none seem to settle there perma-
Frost Giants, and even the infamous elder-wyrm Valnathrax nently. Darker rumors persist that a mysterious race of “ice
once dwelled in the rugged, half-frozen eastern reaches of men” dwell on Ragnagard, usually told by sailors who man-
this famous range (and some say still does). The tallest peak aged to survive a voyage to this forlorn and frozen place.
of the Iceclaws is said to be nearly four miles high. Ravenwood Forest: Covered all of northern and
Ice Demon Glacier: A mighty and expansive glacial central Cymredd, this great woodland is home to not only
field north of the far western end of the Iceclaw Mountains, the Gaernic-descended Cymreddi and Druthi clans, but also
this slow-moving sheet of snow and frost owes its dark wandering bands of Sidhe (and other Faerie), both light and
name to a horrid Ice-demon, one of the first (and greatest) dark and likely in between.
of its nether-wordly kind found in the mortal realm. Sanctuary Mountains: A spur or finger of moun-
Icy Sea: The name speaks for itself here, as this is the tains running northwest to southeast from their more north-
sea separating northwestern Astagonia (the western conti- erly parents, the Iceclaw Mountains. The Sanctuaries con-
nent) from the isle-continent of Ragnagard. The waters are ceal the Duergar-realm of Thrimnor, and once contained
cold and partially ice most of the year, but not altogether much gold, iron, and precious stones, and they are partially
unnavigable in the summer and early autumn. covered in pine and hardwood forest at the lower heights.
Isles of Night: A relatively small archipelago in the They also provide the western borders of Mulovia and
far northwest, more or less marking the “mid-lands” of the were once infamous for housing Dragons, such as the likes
Sunset Sea and Frozen Sea. The central island is known as of Glorindurax. The highest peak of the Sanctuary range is
Ynys Nor (meaning “north isle” or “night isle”), a place said to be around two miles high.
where allegedly the mad were once banished by both the Shadowwood Forest: Also known as the Twilight
Gaernic and Norish peoples. Forest in the southern reaches, the Shadowwood really re-
Llyn Llyr: Essentially an inland sea due to its enormi- fers to the northern stretch of this vast woodland, running
ty, this vast lake is located in the borderlands of Brythia, from the southern Shadowlands (where the trees are often
Cymredd, and Caerndon (Caernia). The great marshland of still twisted and blighted), down alongside the Bloodrock
Greymoor is adjacent as well, no doubt created by the low Mountains, and eventually into the Dark Sidhe realm of
river-lands running from mighty Llyn Llyr. Lithilor.
Mezca: A semi-fabled isle-continent south of the Sea of Siren Isle: An ancient island, said to have once been
Prydonis, at the equatorial “center of the world.” Separated home to some unknown ancient race (although there is
also from the East and South by the Turquoise Sea, Mezca some proof that the Sslir were here in the distant past). The
is home to savage humans who worship a blood-god, as ruined city of Xathon can be found here, and terrible Sirens
well as agile Chenari, a cat-like race likely descended from are said to haunt the waters around the island.
the lion-like Chenari of Emanju (a continent to the south Sea of Prydonis: Named after the chief Rhodonite
and east). Some explorers (usually Azirians, Prydonians, or and Prydonian himself, this great “ocean-river” often sym-
Esmandians) claim that a great, if savage, city exists here bolizes life and death itself, for it has seen much commerce
called Quazelmoctl, a place of stone, obsidian, and gold. and war over the ages. It can be found south of the West-
Nochlyn Firth: Also called the Brythian Channel, this ern main, where glitters the Prydonian Isles.
is essentially a narrow stretch of sea between the mainland Sun Bull Bay: Called this in poetic reverence of Atores,
coasts of Brythia and southern Norlund and the Emerald the sun and bull god, this is a wide bay area comprising
Isles, namely Innis Gaern in particular. Many a shipwreck much of the southern shoreline of the Lorinthian Empire.
lies at the bottom of these oft-turbulent waters. The waters are relatively shallow here, and often seafarers
Plains of Ascension: The vast plains region of south- run aground here or are swept to shore in squalls.
ern, and most of central, Aradorn, home to many thunder- Sunset Sea: A more poetic name for the Western Sea,
ing horse-herds, both domesticated and still half-wild. This this great blue-grey body of water laps at the coastal shores
region makes for excellent terrain for Aradornian warriors, of Gorgotha, Esmandos, Cymredd, Brythia, Norlund, and
many of whom rely on mighty warhorses, including the the Emerald Islands. Some whisper that westward, beyond
destrier (heavy warhorse). The Plains of Ascension are in the sea itself, lies an undiscovered continent.
reference to Saint Paladyr’s rise into immortal god-hood, Turquoise Sea: The vast ocean-river between the
for he spent many of his years in this place of rolling green isle-continent of Mezca and the eastern and southern conti-
fields and dells. nents of Hassan and Emanju, south of the Dragon Sea and
Ragnagard: A virtually frozen isle-continent located southeast of the Sea of Prydonis. The waters here are said
further north than both the continents of Astagonia and to be “as the color of turquoise from Mezca”.
Hassan, this place is a said to be inhabited only by an Elder
Dragon, whose breath is ice instead of fire, and perhaps a

342 A BRIEF GAZETTEER


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levels in Acrobatics or Intellect for no levels in Survival.
Creatures can only attempt skill tasks in skills, or Attributes,
A SAVAGE BESTIARY that they can reasonably access—that is, a wolf is probably
incapable of utilizing the Lore skill.
The Savage Kingdoms world is fraught with myriad crea-
tures, some of them ferocious and terrible, others strange
Spells Known: This entry only appears if the creature in
and mysterious, but all potentially noteworthy in the ad-
question is capable of working magical spells, and thus is
venturous lives of the player-characters. Many more crea-
found only in the statistical block of supernatural creatures
tures and NPC templates will be appearing in the upcoming
or magician NPCs. All creatures knowing spells can also per-
The Savage East setting expansion supplement as well as a
form magical rituals unless the creature in question has no
possible dedicated ‘Savage Bestiary’.
anatomy for tool-manipulation or the ability to fully artic-
This section is divided into three chapters: Animals &
ulate speech (the exception here being the Silence Is Power
Gigantic Animals, Supernatural Creatures, and NPC Tem-
talent).
plates. The second chapter features a number of “sub types”
of monstrous beings, such as demons, dragons, gorgons, un-
dead, and more. Lastly, here are a few notes on terminolo-

21
gy used in the creature “stat blocks” below:

CL: This is short for “Challenge Level,” a loose rating of


how potentially powerful the creature is in direct com-
bat. The typical player-character with zero Advancements
is considered CL 3, so a creature with that same rating is,
more or less, an equal opponent. To continue the example,
a PC with, say, seven Advancements is considered CL 6.5 ANIMALS &
(or rounded down to 6), since every two Advancements
equals +1 to CL. Again, this is very general and since Sav-
GIGANTIC ANIMALS
age Kingdoms should be much less about “white room”
These are the more common denizens in the SK known
combat scenarios and much more about heroic adventure
world, wild and half-wild creatures of land, river, ocean,
that might just happened to feature strange and dangerous
and sky. Many animals can be domesticated and, as such,
beasts, the GMs intuition will serve as the best guide as to
have become extremely useful to many of the races and
how to present “monsters,” be they foes, potential allies, or
cultures of Astagonia and beyond. Player-characters with
mere set dressing.
Animal Companions, Familiars, or other types of bestial
sidekicks should use the appropriate statistics below (or
Creature Type: Found in parenthesis after ‘CL x’, this pro- something closely associated).
vides a basic category for the creature in question.

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—

Special Abilities: If a creature possesses noteworthy fea- Agility +1 Initiative +2


tures or capabilities, they’ll be listed here with complete Physique +8 Attack: Claws +7 (max dmg 15/AP 1); and
game details and statistics. These might be things like flight, Bite +7 (max dmg 15)
a poisonous bite, immunity to sleep, invulnerability to fire, Vigor +4 Defense: Dodge 13
a terrifying aura, a charge attack, etc.
Intellect -4 Mobility 22*

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

344 SAVAGE BESTIARY


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Armor 1 (thick hide) Vigor +3 Defense: Dodge 13


Intellect -4 Mobility 18

Special Abilities— Magnetism +1 Stamina 15/7


Willpower +1 Health 28/14
dz Arctic Movement*: Arctic Bears are only slowed Armor 1 (thick hide)
to Mobility 17 in all but the deepest and most treacher-
ous ice and snow, wherein most creatures are slowed to Special Abilities—
half speed.
dz Grappling Embrace: If an Arctic Bear scores 5 dz Ursine Embrace: If a Brown Bear scores 5 or
or more over its target’s Defense with its claw attack, it more over an opponent’s Defense with a claw attack,
may choose to grapple the creature in addition to nor- it may choose to embrace the creature (if of Physique
mal damage; it requires a successful DL 17 Acrobatics or +2 or less) in a fierce grappling-hold. It takes one action
Brawling roll (as an action) to escape the Bear’s grap- and a DL 16 Acrobatics or Brawling success for a held
pling hold. opponent to break free; otherwise, the Bear gains a +2
dz Natural Attack: Arctic Bears can make a claw bonus on its follow-up bite attack.
and bite attack as part of a single action without penalty.
Talents (all): Night-sighted.
Talents (battle): Bullish Charge. Weaknesses: Animal intelligence; cannot speak/read/
Talents (all others): Night-sighted. write; Phobia (of large fires—minor).
Weaknesses: Cannot speak/read/write; animal-level intel- Skills: Acrobatics +3, Brawling +6, Endurance +4, Percep-
ligence (but cunning); Phobia (of large fires—minor); Heat tion +1 (hearing and smell +2), Persuasion +1 (intimidation
Intolerance (suffer -2 to Stamina and Health in warm cli- +5), Resolve +2, Survival +1 (fishing +2), Swimming +3.
mates). Languages: None.
Skills: Acrobatics +3, Brawling +7, Climbing +4, Endurance Possessions: None, though occasional incidental trinkets in
+6 (resist cold +7), Perception +2 (smell and hearing +3), den, such as 1-10 bc, 1-3 sc, or possibly a small gem (worth
Persuasion +1 (intimidation +6), Resolve +3, Stealth +1 (in 1-10 sc) or exceptional quality dagger or handaxe.
snow +3), Survival +2 (fishing +3), Swimming +6 (icy wa-
ters +7).
Possessions: None, although occasional incidental trinkets
in den, such as an exceptional-quality weapon or shield, a BOAR (CL 2, Animal)
few bronze or silver coins, possibly a piece of jewelry (worth Almost all boars are wild creatures, usually dwelling in light
2-20 sc), etc. Possibility of 1-3 cubs, aged a few months to forests, hills, and rolling plains, often with much under-
one year (worth 25 or more sc on the open market and brush. They can be quite aggressive, especially when hungry
trainable with a DL 20 Animal Handling roll success). An or defending their brood. They attack with upward-jutting
adult Arctic Bear pelt might fetch up to 20 sc, or even 30 tusks, sometimes 5-6 inches in length, charging toward a foe
with a successful DL 12 Survival roll when skinning it. if it has the space (and chance) to do so.
Wild boar makes for good eating if the meat is cooked
for at least eight hours, some human and Sidhe cultures
cooking the sinewy flesh even longer.
BEAR, BROWN (CL 3 Animal)
These potentially aggressive beasts often dwell in mountain- Attributes & Derived Traits—
ous regions—such as the Iceclaw Mountains and to a lesser
extent the Bloodrocks—surviving by foraging for roots, ber-
Agility +1 Initiative +1
ries, and small prey, as well as fishing in the myriad rivers
and streams in their territories. A male adult brown bear Physique +0 Attack: Tusks +2 (max dmg 10/AP 1)
can very nearly rival the size and strength of an arctic bear, Vigor +3 Defense: Dodge 13
with mighty claws and bone-breaking teeth.
Intellect -4 Mobility 16
A brown bear will almost always challenge intruders in
its territory or when defending its young, often unto death. Magnetism -1 Stamina 14/7
Otherwise, if they have a chance to save themselves (and Willpower +0 Health 14/7
any young they might have) from an obvious demise, most
Armor 0 (none)
won’t hesitate to live to fight another day.
Special Abilities—
Attributes & Derived Traits—
dz Charging Tusks: if a boar scores 5 or more over a
Agility +1 Initiative +2 target’s Defense, the target is knocked prone (in addition
Physique +7 Attack: Claw +6 (max dmg 13/AP 1); and to taking damage) if its Physique is +0 or less.
Bite +6 (max dmg 10) dz Vigorous Frenzy: When a boar is brought to
SAVAGE BESTIARY 345
SAVAGEIII
KINGDOMS
zero Health points, it continues to remain conscious un- rians, across the Dragon Sea on the eastern continent of
til slain, suffering only a -2 penalty to its attack rolls. Hassan, being one of the first human cultures to do (along
with the Rhodonites shortly thereafter), and the Dark and
Talents (battle): Bullish Charge, Rushing Attack. Eluna Sidhe as well.
Talents (all others): Grit, Tireless. Domesticated cats make excellent rat-hunters, and slayers
Weaknesses: Cannot speak/read/write; animal-level intel- of other pests, and due to their alleged mystical nature, are
ligence. often associated with the magical arts in various cultures.
Skills: Acrobatics +3, Brawling +2, Endurance +4 (resist
poison +5), Perception +1 (smell +2), Persuasion -1 (intimi-
dation +3), Resolve +2, Stealth +1, Survival +1.
Possessions: None, though occasional incidental trinkets in
den (a coin or two, etc.).

BULL (CL 2, Animal)


As male bovines, bulls are often the head of a “harem” of
cows and can be rather aggressive when defending them
(and their territories). They are notoriously stubborn and Attributes & Derived Traits—
are attracted to the color red. Bulls are considered sacred
to many of the southern cultures of Astagonia—particular- Agility +4 Initiative +5
ly in Esmandos and the Prydonian Isles—and often feature Physique -4 Attack: Claws +1 (max dmg 3)*
heavily in solar-related ceremonies, “bull-dancing,” and the
worship of Atores, the sun and bull god. Vigor +2 Defense: Dodge 14
Intellect -4 Mobility 17
Attributes & Derived Traits— Magnetism +0 Stamina 14/7
Willpower +1 Health 5/2
Agility +1 Initiative +1
Armor 0 (none)
Physique +6 Melee: Horns +6 (max dmg 10/AP 1)
Vigor +2 Defense: Dodge 13 Special Abilities—
Intellect -4 Mobility 25
Magnetism +0 Stamina 14/7
dz Rear Claws: If a domesticated cat scores 5 or
more over its target’s Defense on a regular claw attack,
Willpower +1 Health 25/12 it can then follow up with its raking rear claws as part of
Armor 0 (none) the same attack action with no penalty to the attack roll.
Maximum damage is 3 as per its front claws.
Special Abilities—
Talents (melee): Defensive Dash.
dz Bovine Rage: By spending a Stamina point, and Talents (all others): Agile Climber, Night-sighted, Tire-
taking an action to move at least 5 yards, a Bull can gain less.
a +2 additional bonus to its follow-up attack roll. This Weaknesses: Small size; animal-level intelligence; cannot
also increases the maximum damage of its horns to 15. speak/read/write.
dz Natural Grit: Bulls do not suffer the effects of Skills: Acrobatics +4, Athletics +0 (climbing +4), Brawling
Staggered when going to half Health or less. +1, Endurance +3, Perception +3 (hearing +5), Resolve +2,
Stealth +5, Survival +2.
Talents (Battle): Bullish Charge, Rushing Attack. Possessions: None, other than what an owner might be-
Talents (all others): None. stow upon it.
Weaknesses: Cannot speak/read/write; animal-level intel-
ligence.
Skills: Acrobatics +3, Athletics +6 (climbing +2), Brawling CROCODILE (CL 3, Animal)
+6, Endurance +3, Perception +1 (hearing and smell +3), Great reptilians from the wetlands of the tropics and
Persuasion +0 (intimidation +4), Resolve +3, Survival +1. sub-tropics, crocodiles can be extremely aggressive when
Possessions: None. hungry, seeking often to attack a single (preferably smallish)
target over a large or powerful one. Their favorite hunting
method is to lay just below the water’s surface, with only
CAT, DOMESTIC (CL 1/2, Animal) their slightly protruding eyes exposed, and rush out with a
Felines have been domesticated, and reduced in size, for great frenzied assault.
well over a millennium in the SK known world. The Ar-
Attributes & Derived Traits—
346 SAVAGE BESTIARY
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Attributes & Derived Traits—


Agility +2 Initiative +2
Physique +3 Attack: Bite +4 (max dmg 15/AP 1) Agility +2 Initiative +2

Vigor +2 Defense: Dodge 13 Physique +0 Attack: Bite +3 (max dmg 8)

Intellect -4 Mobility: Ground 10; Swim 12 Vigor +1 Defense: Dodge 13

Magnetism -1 Stamina 14/7 Intellect -4 Mobility 18

Willpower +0 Health 20/10 Magnetism +0 Stamina 13/6

Armor 1 (natural hide) Willpower +0 Health 12/6


Armor 0-2 (none to occasional barding/
Special Abilities— canine-armor)

dz Death-roll: If a Crocodile scores 5 or more over Special Abilities—


a target’s Defense with its bite attack, while in at least
four feet of water, it can grapple the target. On the next dz Training: The typical Guard Dog knows the
round, the Crocodile can try to drag the creature under- ‘Guard’ command as well as two other tricks, or one
water (if the creature’s Physique is +1 or less); the target additional trick/task per skill level that its owner has in
drowns in a number of rounds equal to 5 plus its Vigor. Animal Handling. Same goes for War Dogs, except they
A grappled creature may attempt to break out of the automatically know the ‘Attack’ command instead.
grapple on its turn (as an action) with a successful DL 14 dz Tripping Bite: If a Guard or War Dog scores 10+
Acrobatics or Brawling roll. over the target’s Defense with a bite attack, it can then
pull the creature down prone if it so chooses as long as
Talents (battle): Rushing Attack. the target’s Physique is +3 or less.
Talents (others): Night-sighted.
Weaknesses: Cannot speak/read/write; animal-level intel- Talents (all): Defensive Dash, Grit.
ligence; Phobia (of large fires—minor). Weaknesses: Cannot read/write/speak; animal-level in-
Skills: Acrobatics +3, Brawling +4, Climbing +2, Endurance telligence (although fairly cunning and capable to learning
+4, Perception +1 (in water +2), Persuasion -1 (intimida- certain tricks quickly).
tion +5), Resolve +2, Stealth +2 (in water +4), Survival +1 Skills: Acrobatics +3, Athletics +0 (swimming +2), Brawl-
(hunting +2), Swimming +7 (marshes +8). ing +3, Endurance +2, Perception +3 (hearing and smell
Possessions: None, although occasional incidental trinkets +4), Performance +1, Persuasion +0 (intimidation +3), Re-
in lair, such as an exceptional-quality shield or weapon, a solve +2, Survival +1 (tracking +2).
gem or piece of jewelry (worth 2-12 sc), and possibly a few Possessions: None, save occasionally a leather collar and/
various coins. or chain or leather leash and rarely “dog barding” (usually
padded or hard leather).

DOG, GUARD OR WAR (CL 2)


These are domesticated, or quasi-domesticated, canines EAGLE (CL 1 ½, Animal
used almost specifically for guarding people, or locations, Glorious avians of the high peaks, eagles prefer high alti-
or for raiding and warfare. Dogs can be trained for a variety tudes where they can look down upon potential prey. As
of tasks and services, yet the statistics below represent the such, they will often build aeries (or great nests) at the sum-
typical guard-dog or war-dog. In the known SK world, the mits of mountains or within the crowns of tall trees. They
Brythians, Cymreddi, Gaerns, Lorinthians, and Wild Sidhe can cover vast distances in flight, soaring on the prevailing
are known to be especially gifted in training, upkeeping, winds when necessary to rest their wings.
and commanding such animals. A full-grown eagle can carry off large rabbits, squirrels,
snakes, and even domesticated cats and small dogs.

Attributes & Derived Traits—

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

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Armor 0 (none) Armor 0 (none)

Special Abilities— Special Abilities—

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

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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 -1 Initiative -1 Special Abilities—


Physique +12 Attack: Tusks +8 (max dmg 20, reach 2);
or Trample +8 (max dmg 15) dz Raking Claws: If a panther scores 5 over an op-
ponent’s Defense with its claw attack, it can then fol-
Vigor +4 Defense: Dodge 11; Parry 16
low-up with a strike from its rear claws (at a -2 penalty)
Intellect -4 Mobility 32 as part of its action.
Magnetism +1 Stamina 16/8
Willpower +0 Health 40/20
Talents (battle): Leaping Attack, Rushing Attack.
Talents (other): Fleet-footed, Night-sighted, Tireless.
Armor 1 (natural fur/hide)
Weaknesses: Animal intelligence; cannot speak/read/
write.
Special Abilities— Skills: Acrobatics +4, Athletics +5, Brawling +4, Endurance
+2, Perception +2 (hearing +3), Persuasion +0 (intimida-
dz Sweeping Tusks: If a mammoth scores 5 over tion +4), Resolve +2, Stealth +4, Survival +2.

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Possessions: None, though an intact panther hide could Languages: None, but might know a few words of a local
fetch up to 10 sc with a successful DL 12 Survival roll to skin tongue.
it properly. Panther cubs might attract up to 25 sc each for Possessions: None, though occasional trinkets in nest, such
the right buyer. as a few coins or a small gem.

RAVEN (CL ½, Animal) SABERTOOTH (CL 5, Animal)


Sometimes confused with crows, ravens are generally larger Another ancient creature still thriving in much of the known
than their avian cousins and often have a “scruff” of feath- world, the terrible and magnificent sabretooth (or sword-
ers on their necks. In addition, many are not entirely black, tooth) “tiger” can be a terrifying sight to behold. Bearing
but have a white spot or two or a purplish sheen to their two long fang-like teeth, over a half a foot in length, the
feathers. A raven will defend its eggs, though usually not to mighty sabretooth is capable of bringing down all but the
the death. most legendary foes.
Some ravens, in the north, are trained to serve as mes- The sword-tooth is generally brown-tan in hue, not un-
senger-birds dwelling in great rookeries sponsored by tem- like a lion’s coloring, but sometimes with a white or light
ples, monasteries, or the castle-towers of the nobility. grey belly. They are extremely aggressive when defending
their territories and are quite often the apex hunters of their
hunting zones.

Attributes & Derived Traits—

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,

350 SAVAGE BESTIARY


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KINGDOMS

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.

Attributes & Derived Traits—

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

Special Abilities— Intellect -3 Mobility 12


dz Magnetism +0 Stamina 14/7
dz Venomous Bite: Any opponent taking at least Willpower +1 Health 20/10
one Health point of damage from a Great Spider’s bite
Armor 1 (natural scaly hide)
must immediately succeed in a DL 13 Endurance roll or
take 1 point of additional Health damage per point of
Special Abilities—
failure (maximum 10 damage) and gain the Poisoned
condition until cured with a DL 18 Healing Arts skill roll
or a Cure Ailment spell. dz Primal Fear: All living creatures within 10 yards
of a Giant Viper must succeed in a DL 15 Resolve skill roll
dz Web-spinner: Great Spiders can weave sturdy or become Intimidated.
rope-like webs, creating one square-yard of thick web-
bing (or a single 5-yard long strand) per action; they are dz Venomous Bite: If a Giant Viper deals damage
not slowed or hindered by webs or tall weeds/grasses. to a target, the creature must succeed in a DL 14 Endur-
It requires a successful DL 13 Perception roll to notice ance roll or take an additional point of poison damage
per point of failure and gain the Poisoned (Moderately)

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KINGDOMS
condition for up to eight hours. The victim receives an one critical failure, means becoming comatose for one
Endurance roll every hour until cured or made comatose hour and then perishing afterward (unless the venom
by a second failure; an hour after being comatose, the can somehow be neutralized).
victim perishes unless the poison can be neutralized.
Talents (all): Night-sighted (senses ground vibrations and
Talents (battle): Rushing Attack. temperatures).
Talents (all others): Night-sighted. Weaknesses: Cannot read/write/speak; Phobia of fire
Weaknesses: Cannot speak/read/write; animal-level intel- (major).
ligence; Phobia of large fires (minor). Skills: Acrobatics +4, Athletics -3 (climbing +0), Brawling
Skills: Acrobatics +4, Brawling +5, Climbing +4, Endurance +3, Endurance +1, Perception +4, Persuasion -1 (intimida-
+4, Perception +1 (smell and touch +3), Persuasion +0 (in- tion +2), Resolve +1, Stealth +5, Survival +1.
timidation +5), Resolve +3, Stealth +3, Survival +1. Possessions: None, save for possibly 1-6 snake-eggs.
Possessions: None, though often incidental trinkets in lair,
such as an exceptional or master-crafted weapon or shield,
a gem or piece of jewelry (worth 2-20 sc), or 3-30 bc and
1-10 sc. The mostly-intact skin of a Giant Viper could fetch
WARHORSE, LIGHT (CL 2, Animal)
These types of equine beasts are trained for battle, undaunt-
up to 15 sc on a successful DL 12 Survival roll.
ed by the din of combat or the smell of blood. In essence,
there are two types of warhorses—light and heavy—the
former being more common and more affordable to those
VIPER, COMMON (CL 1, Animal) warriors well enough off to have one.
The common, or normal, Viper is typically red and black Like riding horses, warhorses have three basic movement
of coloration (though there are several sub-varieties) with modes: Trot, canter, and gallop (see below). It requires one
a wedge-shaped head which comes fairly standard on poi- action for a rider to command his or her war-mount to
sonous snakes. Vipers are fond of dark areas, such as under- attack, which is a mighty hoof strike; instead, the rider can
ground regresses or in the deep shadow of a forest, and are have the steed bite (but not both hoof and bite).
somewhat aggressive. The stats found below could apply
to an asp, copperhead, water moccasin, or most species of Attributes & Derived Traits—
venomous snake found throughout the known world.
Agility +1 Initiative +2
Attributes & Derived Traits—
Physique +7 Attack: Hoof +6 (max dmg 10); or Bite +6
(max dmg 5)
Agility +3 Initiative +3
Vigor +3 Defense: Dodge 13
Physique -3 Melee: Bite +3 (max dmg 3 plus poison*)
Intellect -4 Mobility: Trot 18; Canter 27; Gallop 54
Vigor +0 Defense: Dodge 14
Magnetism +0 Stamina 15/7
Intellect -4 Mobility 8
Willpower +1 Health 28/14
Magnetism -1 Stamina 11/5
Armor 0-3 (none to possible chain or scale
Willpower +0 Health 6/3 barding)
Armor 0 (none)
Special Abilities—
Special Abilities—
dz Carry Rider: Light Warhorses can bear up to two
dz Swarming Nest: If ten or more Common Vipers riders whose combined Physiques are no greater than
are encountered in a space of 2x2 square-yards of less, +7, or up to Bulk 20 in gear (or Bulk 24 with saddle-
this constitutes as a swarm or nest and becomes, in es- bags), before being slowed to Trot speed (see above);
sence, a singular creature. The typical viper-swarm is anything twice these numbers slows the Warhorse to
considered to have a Health of 30/15 and a Bite attack zero Mobility.
bonus of +6 (max dmg 9), which represents the nest or dz Full Gallop: A Light Warhorse can charge toward
swarm as a collective. It also causes all mortal creatures (or away) from a target in a full gallop which enables
within 5 yards to have to succeed in a DL 10 Resolve roll them up to move 54 yards as two actions. If charging
or become Intimidated. toward a target who is on foot (and smaller than the
dz Venomous Bite: Any living creature taking at Warhorse), its rider gains a +1 bonus to Weaponry: Me-
least one point of bite damage from a Common Viper lee rolls to weapons with the ‘Mounted’ characteristic;
must succeed in a DL 11 Endurance roll or gain the Mod- the target is also knocked prone if the attack is successful
erately Poisoned condition for up to four hours. The unless its Physique is +5 or higher.
victim gains a resistance roll every hour with a success
meaning the venom has dissipated and a failure acquir- Talents (battle): Armor Acclimation.
ing the Severely Poisoned condition. Two failures, or Talents (all others): None.

352 SAVAGE BESTIARY


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KINGDOMS

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.

WARHORSE, HEAVY (DESTRIER) WOLF (CL, 2 Animal)


Wild canines living primarily in the sub-arctic and artic re-
(CL 3, Animal) gions of the north, but ranging as far south as the temperate
Battle-trained equine mounts, as the Light Warhorse above,
zones of Esmandos and the Lorinthian Empire. Thousands
though heavier and stronger. Heavy warhorses are some-
of wolfpacks still likely exist in the known world, though
times called ‘destriers’ in Aradorn and Tarnia (across the
some scholars believe that, at one time many millennia
Dragon Sea), rare and massive beasts capable of easily car-
past, there existed a near-countless plethora of wolves and
rying a fully armored rider and his gear. When a rider and
that even a great “wolf lord” rose from the among these
his destrier charges, the ground almost certainly shakes a bit.
canines ages ago.
Like with light warhorses, it requires one of the rider’s
Wolves almost always hunt in packs, using their clever-
actions to command his or her heavy warhorse to attack
ness to overwhelm or wear-down a target before circling in
(with either hoof or bite—it can’t do both as one action).
for the collective kill.
Destriers will occasionally bear armor as well, which is usu-
ally padded or chainmail.

Attributes & Derived Traits—

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

dz Carry Rider: Heavy Warhorses can bear up to Willpower +0 Health 12/6


two riders whose combined Physiques are no greater Armor 0 (none)
than +8, or equipment weighing no more than Bulk 24
in total (or Bulk 28 with saddlebags); anything up to Special Abilities—
twice these numbers reduces it to Trot; if bearing more
than that, then the warhorse is reduced to zero Mobility. dz Tripping Attack: If a Wolf’s bite attack exceeds
dz Galloping Charge: A charging Heavy Warhorse, the target’s Defense by 5 or more, the target is dragged
thundering at full speed, can move up to 56 yards in a down prone unless its Physique is +5 or greater.
two-action round. If charging toward a target who is on
foot (and smaller than the Warhorse), then a mounted Talents (battle): Rushing Attack, Wolf-pack Tactics.
rider gains a +1 bonus to his Weaponry: Melee roll if Talents (all others): Night-sighted.
wielding a weapon with the ‘Mounted’ characteristic Weaknesses: Cannot speak/read/write.
against said target; the target is also knocked prone if
Skills: Acrobatics +3, Brawling +2, Endurance +2 (resist
the attack is successful unless its Physique is +7 or better.
cold +3), Perception +2 (hearing and smell +3), Persuasion
+0 (intimidation +2), Resolve +1, Stealth +3, Survival +1
Talents (battle): Armor Acclimation, Bullish Charge. (hunting +2).
Talents (all others): Grit. Possessions: None, though possible incidental items could

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be found in a wolf’s den, such as a poor or average-quality tary language.
weapon or shield, a few (1-10) bronze coins, etc. A typical Possessions: None, though occasional incidental trinkets
wolf-pelt might fetch 3-5 silver coins with a successful DL 10 might be found in a Great Wolf den, such as an exceptional
Survival roll. A captured wolf cub could possibly be valued (or even master-crafted) weapon or shield, 1-10 sc, and/or
at 8-10 silver pieces on the open market and might even 2-20 bc. On a successful DL 10 Survival roll, a Great Wolf
be trainable to some extent with a successful DL 15 Animal pelt might be worth up to 25 sc. Great Wolf cubs are often
Handling roll after a week’s time. as large as normal wolves, and might fetch up to 30 sc or
be trainable with a successful DL 20 Animal Handling roll.

WOLF, GREAT (CL 4, Animal)

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’

354 SAVAGE BESTIARY


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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

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the Elder Deities and beyond. In particular, such creatures important and often forlorn locale. Some are armed and ar-
are the Titans, the “high-born” of the Giant races, those of mored, while others still are little more than the half-rotting
somewhat higher mind and morality. They mostly dwelled bones they were in life.
in the warmer regions of the world, though when the Age
of Man first came about, most retreated into the sea, deso- Attributes & Derived Traits—
late islands, or in faraway caverns.
As for the “true giants,” the non-Titans, they mainly dwelt Agility +0 Initiative +0
in the colder regions, the Frost Giants even thriving off such
climates, their violent natures giving them good chance to Physique +0 Melee: Bony Hands +2 (max dmg 5, or by
weapon type); Ranged +2
compete with the dangers of the frozen northlands. Fire
Giants dwelled here too, though they prefer the warmers Vigor +2 Defense: Dodge 12; Parry 12
areas within—volcanoes, natural vents, and the like. Some Intellect -3 Mobility 10
even ventured south into the Bloodrock Mountains after a
Magnetism -2 Stamina 12/6
time, some coming into conflict with the Titans.
Related offspring of the Giants exist too, most notori- Willpower +0 Health 12/6
ously Trolls, but also Firbolgs and Fomori too. Humans and Armor 0-5 (none to chainmail and shield)
Giants have attempted cross-mingling before, often not by
choice, with all but the savage Thorakki abhorring such cou- Special Abilities—
plings.
dz Mindless Undead: Animated Skeletons are im-
GORGONS: Mutated hybrid creatures of ancient origin, mune to all mind effects (such as charm, fear, hunger,
most scholars—especially those from among the Prydonian illusions, pain, sleep, stunning, etc.), as well as disease
peoples—agree that gorgonic beings were first “created” by and poison.
the fallen-god Gorgothon who, being thought still-born at dz Unnatural Aura: Once animated, all Animated
birth, was tossed from the divine palaces of Rhodon into Skeletons are unnerving for most mortals to look upon,
the raging sea, only to eventually wash ashore, half-alive, and thus every living creature within 10 yards of them
on what is now known as Gorgotha. Here, as legend states, must succeed in a DL 12 Resolve roll or become Intim-
Gorgothon was nursed back to life and began, in his bore- idated.
dom and wickedness, to craft forbidden offspring from var- dz Weapon Resistance: An Animated Skeleton
ious forms of wildlife (as well as Men). Thus, came forth only takes half damage from piercing or thrusting weap-
Harpies, Hydrae, Manticores, Medusae, Minotaurs, and ons and Light slashing weapons. All bludgeoning weap-
more, creatures corrupted and mangled with the physical ons, and Medium or Heavy slashing weapons, still deal
parts of others. normal damage.

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

356 SAVAGE BESTIARY


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KINGDOMS

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.

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Talents (other): Intimidating Physique, Magic Affinity, all creatures within this line or terminus of effect must
Night-sighted. succeed in DL 20 Acrobatics rolls or suffer 2 points of
Weaknesses: Obsession (treasure hoards—major), and fire damage per point of failure (maximum damage is
usually Honorless, Oath-breaker, and/or Tainted. 20); a critical failure means that two pieces of important
Skills: Acrobatics +3 (in flight +5), Alchemy +3, Brawling equipment from the target are also destroyed. Armor
+10, Athletics +7, Crafting +2 (appraisal +4), Endurance only counts as half effective as with all fire effects.
+10, Language +4, Lore +4, Magical Arts: Air +3, Magical dz Flight: A Young Dragon can fly up to 30 yards per
Arts: Fire +3, Perception +5 (empathy and sight +6), Per- round as one action, or twice that as two actions; it can
suasion +7 (intimidation +20), Resolve +7, Survival +4. make a 90-degree turn as one action and 180 degrees
Languages: Dragon-speech, plus three of the following— with 2 actions. A Young Dragon expends 1 Stamina point
Duergar, Sidhe, Giant-speech, Goblin-tongue, Gorgonic, or per two minutes of flight.
a local human tongue. dz Carry Prey: Young Dragons can snatch and fly off
Spells Known: Quench Fire, and either Conjure Fog or with creatures whose Physiques are no greater than +2,
Conjure Light. given a successful claw attack.
Possessions: Often the following as part of its hoard—2-5
exceptional-quality weapons, shields, or other armor; 1-3 Talents (battle): Bullish Charge, Defensive Dash (in flight
master-crafted weapons, shields, or other armor; possibly only), Shattering Blow.
1-2 magical potions or rare alchemical concoctions (or 1 mi- Talents (all others): Intimidating Physique, Magic Affini-
nor permanent magical item); usually 2-5 gems or pieces of ty, Night-sighted.
jewelry (worth 2-40 sc each), and almost certainly 2-12 gc, Weaknesses: Obsession (treasure hoards—minor), and
10-100 sc, and 50-500 bc. usually Honorless, Savage, and Tainted.
Skills: Acrobatics +2 (in flight +3), Appraisal +1, Brawling
+10, Endurance +7, Language +2, Lore +2, Perception +3
(empathy and sight +4), Persuasion +3 (intimidation +10),
DRAGON, YOUNG (CL 6, Dragon) Resolve +4, Survival +2, Swimming +6.
Though not as deadly, wise, or destructive as their older
ilk, a Young Dragon is still a wyrm, a member of one of the Languages: Dragon-speech, plus two of the following—
most potent races to ever crawl (or fly) across the known Duergar, Sidhe, Goblin-tongue, Gorgonic, or a local human
world. Considered to be from around 10 to 100 years in age tongue.
(“hatchlings” are considered less than ten years old), Young Possessions: Often the following as part of its hoard—1-3
Dragons are quite uncommon, their species an ancient and exceptional-quality weapons, shields, or other armor; 1
dying one. master-crafted weapon, shield, or other armor; possibly
There was a time, during the Age of Dragons millennia 1 magical potion or rare alchemical or herbal concoction;
ago, that humans and their kindred would hide from the usually 1-2 gems or pieces of jewelry (worth 2-20 sc each),
countenances of wyrms, but in the current Age, a Young and almost certainly 1-4 gc, 2-40 sc, and 5-100 bc.
Dragon will often hide away in some distant cave-lair until
it becomes powerful enough to dominate its surroundings
(assuming it can avoid being hunted and slain). If fortunate, ELEMENTAL, AIR Lesser (CL 4, Ele-
the Dragon might eventually become a Middle-aged drake
and, beyond that, at some distant point, an Elder Wyrm, a mental)
true terror and near-god in its own right. As described above, Elementals are semi-intelligent spirits
which “animate” through an elemental source, in this case,
air and wind.
Attributes & Derived Traits—
Attributes & Derived Traits—
Agility +2 Initiative +3
Physique +10 Melee +10 (Claw, max dmg 10/AP 1; and Agility +4 Initiative +3
Bite, max 15/AP 2)
Physique -2 Attack: Airy Fist +3 (max dmg 4)
Vigor +5 Defense: Dodge 13; Parry 19
Vigor +2 Defense: Dodge 14
Intellect +0 Mobility: Ground 16; Flight 32
Intellect -3 Mobility: Flight 18
Magnetism +2 Stamina 19/9
Magnetism -2 Stamina 14/7
Willpower +1 Health 37/18
Willpower +0 Health 12/6
Armor 3 (natural scaly hide)
Armor 0 (but only takes half damage from
normal weapons)*
Special Abilities—

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

358 SAVAGE BESTIARY


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KINGDOMS

to despair, disease, hunger, pain, sleep, stuns, and thirst.


Air Elementals in specific only take half damage from Agility +0 Initiative +0
normal weapons, although fire effects deal full damage. Physique +1 Attack: Fist +2 (max dmg 10)
They are destroyed when they fall to zero Health.
dz Shape-shifting: An Air Elemental can shift its Vigor +3 Defense: Dodge 10; Parry 12
form from a zephyr-like wisp to a barely discernible hu- Intellect -3 Mobility 7
manoid, and all shapes in between, as one action. This Magnetism -1 Stamina 15/7
costs the Elemental 2 Stamina points.
Willpower +0 Health 18/9

Talents (battle): Rushing Attack. Armor 4 (natural rocky form)


Talents (all others): Tireless.
Weaknesses: Cannot speak, read, or write; rudimentary Special Abilities—
intelligence. Air Elementals can move survive and move
about anywhere there is functional air (i.e. not underwater, dz Elemental Immunities: Elementals are immune
etc.). They cannot cross through fire, however (but can fly to despair, disease, hunger, pain, sleep, stuns, and thirst.
above it if possible). They are destroyed when they fall to zero Health.
Skills: Acrobatics +14, Brawling +3, Endurance +4, Percep- dz Shape-shifting: An Earth Elemental can shift its
tion +0 (sight +10), Persuasion -2 (intimidation +2), Re- form from a large boulder to a rock-like humanoid,
solve +2, Stealth +6. and all shapes in between, as one action. This costs it 2
Languages: None, but can understand the simple com- Stamina points.
mands of summoning magicians.
Possessions: None. Talents (battle): Break The Wall, Hold The Breach.
Talents (all others): Grit.
Weaknesses: Cannot speak, read, or write; rudimentary
GREATER AIR ELEMENTAL (CL 7, intelligence. An Elemental must always be touching its base
Elemental) element, in this case earth (i.e. stone, sand, dirt, clay, etc.);
Greater Air Elementals use the same stats as above save for it cannot cross water, fire, or an expanse of groundless air
the following changes: more than one yard across.
Skills: Athletics +3, Endurance +6, Perception -1 (sense vi-
AGI +4, PHY +0, VIG +3, INT -2, MAG -1, WIL +1; Ini- brations +10)*, Persuasion -1 (intimidation +5), Resolve +2.
tiative +5, Fist Attack +6 (max dmg 8), Defense: Dodge Languages: None, but can understand the basic commands
15; Mobility: Flight 21, Stamina 16/8, Health 16/8; of any magician summoning it.
Talents: Defensive Dash, Hit and Run; Acrobatics +5, Possessions: None, although on a result of 20 on 1d20 the
Brawling +6, Endurance +6, Perception +0 (sense living elemental contains a few pieces of ore or gemstone worth
creatures +10), Persuasion -1 (intimidation +5), Resolve 1-10 sc.
+4, Stealth +5.

GREATER EARTH ELEMENTAL (CL


ELDER AIR ELEMENTAL (CL 10, Ele- 7, Elemental)
mental) Greater Earth Elementals use the above statistics save for the
Elder Air Elementals use the above stats as well save for the following changes:
following changes:
AGI -1, PHY +4, VIG +3, INT -2, MAG +0, WIL +1; Ini-
AGI +4, PHY +2, VIG +4, INT -1, MAG +0, WIL +2; tiative +0, Fist Attack +5 (max dmg 15/AP 1), Defense:
Initiative +6, Fist Attack +9 (max dmg 12), Defense: Dodge 9/Parry 15; Stamina 17/8, Health 25/12, Armor 5
Dodge 16; Mobility: Flight 24; Stamina 20/10, Health (natural rocky form); Talents: Bashing Blow, Shattering
22/11; Talents: Bullish Charge, Defensive Dash, Hit and Blow; Athletics +5, Endurance +7, Persuasion +0 (intim-
Run, Retaliating Strike; Acrobatics +6, Brawling +9, En- idation +7), Resolve +4, Survival +0.
durance +8, Perception +0 (sense living creatures +10),
Persuasion +0 (intimidation +8), Stealth +4.
ELDER EARTH ELEMENTAL (CL 10,
Elemental)
Elder Earth Elementals use the above statistics as well save
ELEMENTAL, EARTH Lesser (CL 4) for the following changes:
As mentioned in brief above, elementals are created
through spirits which temporarily “bring them life,” in this
AGI -2, PHY +7, VIG 3, INT -1, MAG +1, WIL +2; Ini-
case, earth and stone and wood.
tiative +0, Fist Attack +8 (max dmg 20/AP 2), Defense:
Dodge 8/Parry 18; Stamina 19/9, Health 32/16, Armor
Attributes & Derived Traits—

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KINGDOMS

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.

ELEMENTAL, FIRE Lesser (CL 4, Ele- GREATER FIRE ELEMENTAL (CL 7,


mental) Elemental)
As briefly mentioned above, an elemental is granted tem- Greater Fire Elementals use the above statistics save for the
porary “life” by a spirit which animates is source, in this following changes:
case, fire and smoke and ember.
AGI +2, PHY +2, VIG +4, INT -1, MAG +1, WIL +1;
Attributes & Derived Traits— Initiative +3, Touch Attack +6 (max dmg 12), Defense:
Dodge 13, Mobility 14, Stamina 18/9, Health 20/10; Tal-
Agility +2 Initiative +2 ents: Hit and Run, Shattering Blow; Acrobatics +3, Ath-
letics +7 (cannot swim), Brawling +6, Endurance +6*,
Physique -1 Attack: Fiery Touch +3 (max dmg 7)
Perception +0 (sense carbon-based creatures +10), Per-
Vigor +3 Defense: Dodge 12 suasion +1 (intimidation +7), Resolve +4.
Intellect -2 Mobility 11
Magnetism +0 Stamina 15/7 ELDER FIRE ELEMENTAL (CL 10,
Willpower +0 Health 13/6 Elemental)
Armor 0 (but only takes half damage from Elder Fire Elementals use the above statistics as well save for
normal weapons)* the following changes:

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

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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

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dium shield; often a massive greataxe (at least Physique +7
to wield and even then at a -5 penalty), and usually also
FROST GIANT (CL 7, Giant) a handaxe or warhammer. Occasionally 1-4 large throw-
Tall and massive humanoids, Giants are products of an early
ing-rocks, as well as a giant wolf or bear pelt (worth 2-20
age from the annals of the known world, creatures once
sc), 1-2 gc, 2-40 sc, and 3-60 bc.
believed to be the “sons of the gods.” Frost Giants dwelt
primarily in the far north, near glacial fields and evergreen
forests, and strove often against their nemeses, the Fire Gi-
ants. GHOUL (CL 3, Undead)
The typical Frost Giant is a brutal war-like creature, A Ghoul, or Ghul, is a slavering form of undead, a recently
though not lacking in intelligence and certainly not in cun- deceased human corpse reanimated by either some dark
ning. They are vicious in battle, but maintain a relatively and sinister death-magic or from the bite of a Vampire. Most
calm demeanor in a clash of arms (perhaps secure in the Vampires can “create” Ghouls, after all, by killing humans
knowledge of victory). Their skin is generally a bluish-white (often their own thralls) via their blood-drinking powers.
in hue, while their hair and beards are stark white. On rare The corpse eventually rises as a Ghul and seeks little more
occasion, one might be seen riding a Mammoth or having a than to satiate a deep hunger for living flesh, preferably
semi-trained Arctic Bear as a sidekick. human or Sidhe.
Legend has it that when a Ghoul makes its thirteenth kill,
Attributes & Derived Traits— in as many moons, then it will become a Lesser Vampire. If
the Lesser Vampire is left to thrive and slay mortals, there
Agility -1 Initiative +0 is some risk that it might eventually become a Greater (or
Master) Vampire.
Physique +12 Attack: Greataxe +12 (max 40/AP 4); and
Ghouls appear as pale-skinned undead humanoids, often
Kick/Shield +10; or Thrown Rock +1
with elongated tongues and purple or black nails and ears
Vigor +5 Defense: Dodge 12; Parry 21 that have become slightly pointed not unlike a bat’s. They
Intellect -1 Mobility 18 are capable of speech, but only in harsh tones or in a hissing
snake-like manner.
Magnetism +0 Stamina 19/9
Willpower +1 Health 43/21 Attributes & Derived Traits—
Armor 2-6 (leather/furs to chain shirt or
scale hauberk)*
Agility +1 Initiative +2

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-

362 SAVAGE BESTIARY


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ed by charm magic and stun effects. Ghouls are vampires


in the making. Talents (battle): Agile Weaponry, Defensive Dash, Secret
Strike.
Talents (battle): Crippling Strike, Kip, Rushing Attack. Talents (all others): Agile Climber, Dirty Tactics, Magic
Wolfpack Tactics. Affinity, Sapping Blow.
Talents (all others): Grit, Limber, Night-sighted, Tireless. Weaknesses: Honorless, Phobia (of sunlight—major),
Weaknesses: Tempted by fresh flesh*; harmed by direct Tainted.
sunlight (take 1 point of Health damage per round of expo- Skills: Acrobatics +4, Appraisal -1, Brawling +1, Climbing
sure to sunlight); Phobia (of fire and bright light—minor); +3, Endurance +2, Herbalism -1, Perception +1 (hearing and
Obsession (eating living flesh); Savage; Tainted. smell +2), Persuasion +1 (bluffing +2), Resolve +1, Sleight
Skills: Acrobatics +4, Brawling +4, Climbing +4, Endurance of Hand +3, Stealth +4, Survival +1, Weaponry: Melee +1
+4, Perception +1 (sense living creatures +5), Persuasion -2 (light weapons +3), Weaponry: Ranged +3.
(intimidation +4), Resolve +3, Survival +1. Languages: Goblin-tongue, plus Sidhe or a local human
Languages: Can speak one local human tongue (in a crude language.
and raspy fashion), plus sometimes a pidgin of one other Possessions: Usually soft leather or poor-quality brigan-
such as Duergar, Nether-speech, or Sidhe. dine armor, sometimes a small or medium shield, often a
Possessions: Sometimes ragged clothing and a knife or shortsword (poor to average quality) or spear, handaxe or
handaxe, and occasionally some incidental trinkets lying dagger; most have a shortbow (poor or average quality)
about a ghoul-den, such as an exceptional-quality weapon with 2-12 arrows. Often 1-2 silver coins and 1-10 bronze.
or shield, a piece of jewelry or other art object (worth 1-20
sc), 1-20 bc, and 1-6 sc.
GOBLING KING (CL 5, Fey)
The veritable ruler of a large tribe of Goblins, a Gobling
GOBLING (CL 2, Fey) King—as he will usually call himself—came to such a po-
The darkly mischievous race of Goblings (or Goblins as they sition not so much through birthright but via cunning and
are referred to in the Southlands) are connected to the Oth- guile and deceit. He likely assassinated several “kings” in
erworld—hence their fey origins—though many have since front of him, or at least contributed to their demises in
left that shadowy realm and now live permanently in cer- some capacity, for such qualities are most admired in Gob-
tain regions of the Earth-world. They are most numerous lin society.
in the forested hinterlands between Aradorn and Mulovia,
but can be found in many temperate woodlands and some- Attributes & Derived Traits—
times beyond.
Goblings can be quite corrupt indeed, thriving on theft, Agility +2 Initiative +4
torture, and general mayhem. They live covertly, for the
most part, fleeing straight-up skirmishes unless they out- Physique +0 Melee +5 (Light Weapons; +4 w/ all other
weapons); Ranged +5
number the opposition at least two to one or gain some
other obvious advantage. If Hobgoblins are the shock Vigor +2 Defense: Dodge 15; Parry 15
troops of an unseelie army, then Goblings are the assassins, Intellect +1 Mobility 12
spies, and scouts.
Magnetism +0 Stamina 17/8

Attributes & Derived Traits— Willpower +2 Health 15/7


Armor 3-5 (chain shirt to brigandine and
shield)
Agility +2 Initiative +2
Physique -1 Melee +3 (w/ light weapons; only +1 with Special Abilities—
heavier weapons); Ranged +3
Vigor +1 Defense: Dodge 14; Parry 13 dz Dark-sight: Like all of their creed, Goblin Kings
Intellect -1 Mobility 11 can see in complete darkness up to 30 yards. They, how-
ever, suffer a -2 penalty to all die rolls when in sunlight.
Magnetism -1 Stamina 12/6
dz Rallying Presence: All Goblings within 10 yards
Willpower +0 Health 10/5 of a Gobling King gain a +1 bonus to their Defenses, Re-
Armor 1-5 (soft leather to brigandine; 1 in solve rolls, and attack rolls; if the Gobling King is slain,
3 use shields) this effect ends immediately.

Special Abilities— Talents (battle): Agile Weaponry, Ambidexterity, Crip-


pling Strike, Dual Blades, Swashbuckling.
dz Dark-sight: Goblings can see up to 30 yards away Talents (all others): Assassin, Dirty Tactics, Feigning At-
in complete darkness; however, they suffer a -2 to all die tack, Magic Affinity, Poisoner, Sapping Blow, Secret Strike.
rolls in bright light or sunlight) Weaknesses: Addiction (food or drink—minor), Obses-

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KINGDOMS

sion (trickery or wealth—major), Tainted. erful demon-lord capable of such things


Skills: Acrobatics +5, Alchemy +2, Animal Handling +2, dz Talents (battle): Bullish Charge, Defensive Dash,
Brawling +5 (kicking +6), Climbing +3 (caves +14), Dis- Hit and Run.
guise +2, Endurance +5 (resist poison +6), Healing Arts
+2, Language +3 (encryption +4), Lore +3, Magical Arts: Talents (all others): Intimidating Physique, Magic Affini-
Shadow +3, Perception +5 (hearing +6), Performance +2, ty, Night-sighted, Tireless.
Persuasion +4 (bluffing +5), Sleight of Hand +5 (pilfering Weaknesses: Cannot speak, read, or write; can only cross
+6), Stealth +6 (hiding +7), Survival +4 (trap-building running water with a successful DL 15 Resolve roll; Tainted.
+5), Weaponry: Melee +4 (light weapons +5), Weaponry: Key Skills: Acrobatics +4, Athletics +7, Brawling +8, Dis-
Ranged +5 (shortbows +6). guise +3, Endurance +7 (resist fire +12), Perception +3,
Languages: Goblin-tongue, Sidhe, and one local human Persuasion +2 (intimidation +8), Resolve +4, Stealth +3,
language. Survival +2.
Possessions: Hard leather, chainmail shirt, or brigandine Languages: Understands Nether-speech, but cannot speak/
armor; medium shield or shortbow (and 2-20 arrows), read/write.
shortsword, handaxe, 1-2 daggers, exceptional-quality lock- Possessions: None, save for the occasional demonic rider
picks or wood-working tools, 1-2 gems or pieces of jewelry and, if so, an exceptional-quality saddle made of human
(worth 2-20 sc each), 5-50 bc, 2-20 sc, and 1-2 gc. or demon flesh, plus a bit and bridle made from the same
materials.

HELL-HORSE (CL 5, Animal, De-


mon) HOBGOBLIN (CL 3, Fey)
Also known as Nightmares or Demon-steeds, these demon- Muscular war-like humanoids, Hobgoblins—distantly akin
ic equines are native to the Netherworld and often serve to Goblings—are said to trace their origins back to the Oth-
as mounts for the infernal lords of that foul hellish region. erworld, at least long ago. In many ways, Hobgoblins are
A Hell-horse will obey its demonic master, unless obvious the least “magical” of the faerie races, for they are rather
death is involved, and will willingly serve no mortal rider base, brutal, violent, and domineering. Millennia ago back
(this would take a successful DL 30 Animal Handling roll in in the Otherworld, they were likely the main backbone of
the very least). fey armies, particularly the unseelie troops of the darker fey.
The average Nightmare appears as a black warhorse, The typical Hobgoblin appears as a well-built humanoid,
sometimes the size of a destrier, with hooves, eyes, and nos- usually standing a bit over six feet in height and weighing
trils of green or red-orange flame. It may attack in the same in at 200+ pounds. More often than not, they go about in
round that its master/rider attacks, which takes one of the medium armor, war-gear that is usually black or deep red
latter’s actions. In rare cases, a Hell-horse might be clad in or dark brown in coloration. They live in tribes or clans,
hell-forged barding, be it chain, scale, or even plate. just as Goblings tend to do, and so sometimes might aspire
to certain clan hues or even crude forms of battle-heraldry.
Attributes & Derived Traits—
Attributes & Derived Traits—
Agility +2 Initiative +3
Agility +0 Initiative +1
Physique +8 Melee +8 (Hoof, max dmg 15/AP 1; and
Bite, max dmg 10) Physique +2 Melee +5 (Battleaxe, War-spear, or
Polearm); Ranged +3 (longbow or javelin)
Vigor +4 Defense: Dodge 14
Vigor +1 Defense: Dodge 13*; Parry 15
Intellect -2 Mobility 2
Intellect -1 Mobility 12*
Magnetism +2 Stamina 18/9
Magnetism -1 Stamina 14/7
Willpower +1 Health 33/16
Willpower +1 Health 18/9
Armor 0-3 (none to chain barding used by
a demon rider) Armor 3-6 (hard leather to scale hauberk
and shield)
Special Abilities—
Special Abilities—
dz Hellish Attack: A Hell-horse can make a hoof
and bite attack as part of the same (attack) action. Fur- dz Unnerving Din: A Hobgoblin war-band total-
thermore, its hooves are aflame and so 5 points of the ing at least eight individuals is capable of a great and
damage is fire damage. unnerving battle-din, involving war-cries and weapon
dz Nether-worldly Leap: As an action, Hell-horses rattling, which forces all other creatures within 10 yards
can leap from the Earth-world into the Nether-world, of the band to succeed in a DL 13 Resolve roll or become
vanishing completely. They can only reenter the Earth- Intimidated; a critical failure means Terrified instead.
world through summoning magic or if ridden by a pow-

364 SAVAGE BESTIARY


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KINGDOMS
Talents (battle): Armor Acclimation, Bullish Charge, Talents (all others): Grit, Night-sighted, Tactician, Tire-
Cleaving Blow, Shield Bash, Shield Wall. less.
Talents (all others): Grit, Night-sighted, Tactician. Weaknesses: Oath-bound (to chieftain or Gethrax), Ob-
Weaknesses: Oath-bound (to war-captain, chieftain or session (warfare), Tainted.
Gethrax), Obsession (warfare), Tainted. Skills: Acrobatics +4 (leaping +5)*, Alchemy +1, Animal
Skills: Acrobatics +3 (leaping +4)*, Alchemy +0, Animal Handling +2, Athletics +5 (climbing +6), Brawling +6*, En-
Handling +0, Brawling +5*, Climbing +3*, Endurance +4 durance +6 (resist pain +7), Healing Arts +1, Herbalism +0,
(resist pain +5), Healing Arts +0, Herbalism +0, Language Language +1, Lore +2, Perception +3 (smell +4), Persuasion
+0, Lore +1, Perception +2 (smell +3), Persuasion +0 (in- +2 (intimidation +6), Resolve +4, Sailing +0, Survival +1,
timidation +4), Resolve +3, Riding +2, Sailing +0, Survival Weaponry: Melee +7, Weaponry: Ranged +4.
+1, Weaponry: Melee +5, Weaponry: Ranged +3. Languages: Goblin-tongue, plus a basic degree of either
Languages: Goblin-tongue, plus a basic degree of either Sidhe or one local human language.
Sidhe or one local human language. Possessions: Chain or scale hauberk; usually a medium or
Possessions: Hard leather, brigandine, or scale armor; usu- large shield; flail or war-spear, exceptional-quality battle-
ally a medium or large shield; polearm or war-spear, battle- axe or broadsword, and 1-3 javelins or longbow (and 3-30
axe, dagger or handaxe, and javelin or longbow (and 3-30 arrows). Also, hobnailed boots, broad girdle or belt, belt
arrows). Also hobnailed boots, broad girdle or belt, belt pouch, and usually 3-30 bc and 2-12 sc.
pouch, and usually 2-20 bc and 1-8 sc.

MANTICORA (CL 8, Gorgon)


HOBGOBLIN WAR-CAPTAIN (CL 5, A gorgonic monster with a leonine body, great pair of bat
wings, and a sinister-looking humanoid head. This head of-
Fey) ten spouts curses and blasphemies, which can be used to
This represents a violent and virulent war-captain of the
frightening effect, while the tail adjoined to the lion-like
Hobgoblin warrior-race, a veritable leader on the battle-
frame is typically that of a scorpion, complete with venom.
field in raids, ambushes, or sieges. He might also be a cham-
In some cases, however, this long tail holds spike-like projec-
pion of his tribe, a protector of his tribal-chieftain, or any
tiles instead, which the Manticora can fling at adversaries.
number of warlike positions.
Manticora are sometimes called Manticores, but regards
of precise moniker, they are creatures of little worth to
Attributes & Derived Traits—
civilized society, twisted gorgons “crafted” by the Fallen
God Gorgothon ages ago. They almost always attack on
Agility +1 Initiative +3 sight, either because of a hunger for flesh or a simple desire
Physique +3 Melee: Longsword, Flail, or War-spear +7; to main and torture, unless they are clearly outmatched,
or Javelin or Longbow +4 swooping in on their mighty membranous wings.
Vigor +2 Defense: Dodge 14; Parry 17
Attributes & Derived Traits—
Intellect +0 Mobility 14*
Magnetism +0 Stamina 18/9
Agility +1 Initiative +3
Willpower +1 Health 21/10
Physique +15 Melee +13 (Claws, max 15); Ranged +6
Armor 4-7 (chain hauberk or scalemail + (Tail Spikes, max 10 or Stinger, max 15)
shield)
Vigor +5 Defense: Dodge 13; Parry 18

Special Abilities— Intellect -2 Mobility: Ground 21; Flight 48


Magnetism +0 Stamina 20/10
dz Domineering Presence: All Hobgoblins within Willpower +2 Health 48/24
10 yards of a Hobgoblin war-captain gain an additional
Armor 1 (natural hide)
+1 bonus to their Defense, as well as to Brawling, Re-
solve, and Weaponry: Melee rolls. The Hobgoblins must
be able to see the war-captain or his war-banner. Special Abilities—
dz Unnerving Din: A Hobgoblin war-band totaling dz Blasphemous Mouth: By spending an action, a
at least eight individuals are capable of a great and un-
nerving battle-din, involving war-cries and weapon rat- Manticora can speak horrible curses and foul language
tling, which forces all other creatures within 10 yards of which causes any mortal being within 15 yards of it to
the band to succeed in a DL 13 Resolve roll or become succeed in a DL 18 Resolve roll or become Intimidated;
Intimidated; a critical failure means Terrified instead. if this roll fails by 10 or more, the creature is Terrified
instead.
Talents (battle): Armor Acclimation, Bullish Charge, dz Flight: A Manticora can use its massive bat-like
Cleaving Blow, Dual Blades, Meat Shield, Shield Bash, wings to take flight, capable of making 90-degree turns
Shield Wall. as one action or 180-degree turns using both actions.

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They do not possess the power or agility to hover, how- labyrinthine ruin or some similar edifice.
ever, and will often do strafing runs before being forced
to land (which occurs if they take 36 points of Health Attributes & Derived Traits—
damage). It costs a Manticora one Stamina point per
minute of flight. Agility +0 Initiative +2
dz Tail Missiles: About 1 in 3 Manticoras possess Physique +7 Melee: Horn Gore +8 (max dmg 12); and
quarrel-like spikes in their tail, which they can fling at
Greataxe or Maul +8; or Ranged +2
opponents as a ranged attack at a range of 10/20/40
using one action. Two tail-spikes are released as an attack Vigor +3 Defense: Dodge 12; Parry 18
action, capable of hitting the same target or different Intellect -2 Mobility 16
targets within 3 yards of each other. Note that a Man-
Magnetism +1 Stamina 18/9
ticora may attack with its claws and tail-spike as part of
one single action. Willpower +2 Health 32/16
dz Venomous Stinger: Some 2 in 3 Manticoras pos- Armor 0-4 (none to chain shirt or breast-
sess a long scorpion-like stinger instead of tail-spikes, a plate)
terrible weapon capable of dealing piercing damage as
well as poison damage. Any living creature damaged by Special Abilities—
this tail-stinger must also succeed in a DL 18 Endurance
roll of suffer one Health point of additional damage, dz Bellowing Rage: A Minotaur can spend an action
due to the poison, per point of failure (maximum of 20 to bellow a mighty and terrifying roar, which causes any
points). The victim also gains the Poisoned condition for creature within 10 yards of it to immediately succeed in
one hour or until neutralized with a successful DL 23 a DL 15 Resolve roll or become Intimidated; if this roll
Healing Arts roll. Note that a Manticora attacks with its fails by 5 or more, the creature is Terrified instead.
claws and stinger as part of one single action. dz Charging Horns: If a Minotaur moves at least
4 yards as an action, it can then gain a +2 bonus to its
Talents (battle): Defensive Dash, Hit And Run (in flight horn attack as its second action that round. Note that
only), Rushing Attack. it can still attack with its weapon (usually greataxe or
Talents (all others): Night-sighted, Tireless. maul) that round at no penalty. This ability costs the
Skills: Acrobatics +3 (flying +4), Athletics +5, Brawling Minotaur 2 Stamina points every time it is used.
+13, Endurance +8 (resist poison +9), Language +0, Lore dz Dual Attack Mode: Minotaurs can make a horn
+0, Perception +2 (sight and smell +3), Persuasion +2 (in- attack and a weapon attack as part of the same action
timidation +8), Resolve +5 (resist fear +6), Survival +1. without penalty.
Languages: Gorgonic, plus one local human tongue. dz Labyrinthine Affinity: Minotaurs are rare-
Possessions: None, though very often a hoard of treasure ly fooled by mazes or labyrinths, gaining a +10 bonus
items such as a master-crafted weapon, armor, or shield; an to their Perception or Survival rolls to intuit their way
exceptional-quality weapon or shield, 1-2 magical potions through.
or alchemical concoctions, 1-2 gems or pieces of jewelry
(worth 2-20 sc each), 2-40 bc, 2-20 sc, or 1-3 gc. Talents (battle): Bullish Charge, Impaling Thrust (with
horns only), Punishing Charge, Shattering Blow.
Talents (all others): Grit, Night-sighted.
Weaknesses: Obsession (labyrinths), Tainted.
MINOTAUR (CL 5, Gorgon) Skills: Acrobatics +2, Brawling +8, Climbing +6, Endurance
One of the corrupt races of gorgonic creatures in the known
+6 (resist poison +7), Language -1, Lore -1, Perception +1
world, though rarely seen anywhere beyond the Prydonian
(smell +3), Persuasion +1 (intimidation +7), Resolve +5 (re-
Isles, southern Lorinthia, or the mountainous foul-lands of
sist fear +6), Sailing -1, Survival +1, Weaponry: Melee +8,
Gorgotha. Minotaurs are bull-headed humanoids, often
Weaponry: Ranged +2.
standing nearly seven feet in height with muscular builds
and a massive set of black or grey-black horns. Some have Languages: Gorgonic, plus a basic degree of one local hu-
human-like feet, while others have the hooves of a bull. man tongue.
Militant-minded, these gorgons will often don some Possessions: Greataxe or maul, often a chain shirt or
form of armor and train with axes and mauls (among oth- breastplate, sometimes a handaxe or war-club, and occa-
er weapons) in conjunction with the terrible use of their sionally 1-2 javelins or (in rare cases) a long composite bow;
horns. In fact, rumors continue to persist of a special cohort loincloth or war-skirt, girdle, leather sack of belt pouch, and
of Minotaurs attached to the one of the Lorinthian legions, usually 2-40 bc, 1-10 sc, and possibly an exceptional-quality
creatures captured from the Isle of Torin or beyond and tool or fine gemstone (worth 2-20 sc).
forcibly trained as hyperviolent “shock-troopers.”
Contrary to most folk lore, Minotaurs are extremely cun-
ning when negotiating labyrinths, often able to find their RED CAP (CL 4, Fey)
way through in a matter of minutes. As such, conclaves of Also known as Korreds, Red Caps are dark “unseelie” fey
these gorgonic beings often established themselves among a known for dipping their leather caps into the bloody corps-

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es of their slain foes. Their names thusly well-earned, these against the fey); simple leather clothing, hobnailed boots,
creatures are sinister, treacherous, and cunning. A Red Cap sometimes a crude belt or belt pouch; 2-40 bc, 1-10 sc, and
has virtually no sense of honor or morality, to the extent possibly an alchemical (or magical) potion or an exception-
that many have been exiled from the Otherworld, now des- al weapon, shield, or war-helm.
tined to prey upon the mortals of the Earth-world.
A Korred’s teeth and nails are long, the latter being near-
ly a half-foot in curved length, truly resembling claws or
talons more than fingernails (and capable of rending ar-
SHADOW-WRAITH (CL 5, Undead)
Found primarily in the Shadowlands—but also in dark and
mor). And while their teeth aren’t as long or as strong, they
forlorn regions beyond—Shadow-wraiths of merely one of
are sharp and still capable of moderate devastation. A Red
several types of Wraiths in the known world. Wraiths are
Cap’s ears are pointed like most faerie-folk, their eyes red
incorporeal undead spirits, and a Shadow-wraith is said to
or red-brown, and they stand about five feet in height. As
be a Sidhe or Sidhe-blooded human who died of a broken
such, they can sometimes be confused with Goblings from
heart. Since the blighted territory known as the Shadow-
a distance.
lands was created by a potent civil war among the Sid-
he-folk, it is believed that many souls were corrupted into
Attributes & Derived Traits—
Shadow-wraiths here (and beyond).
Like most Wraiths, a Shadow-wraith can manipulate
Agility +2 Initiative +3 most objects of medium size or smaller, namely weapons
Physique +1 Attack: Claw +5 (max dmg 10/AP 2*); and such as shortswords, longswords, and spears. Rarely, if ever,
Bite +4 (max dmg 7) do they employ ranged weapons, not even bows per typ-
Vigor +2 Defense: Dodge 14 ical Sidhe fashion. A Shadow-wraith is dark grey to inky
black, easily merging with the deep shadows or the totality
Intellect -1 Mobility 13 of night-time, often with yellow or greenish glowing eyes.
Magnetism +0 Stamina 16/8
Willpower +1 Health 19/9 Attributes & Derived Traits—
Armor 5 (or 0 against cold-iron weapons)
Agility +3 Initiative +4
Special Abilities— Physique +0 Attack: Claw +4 (max dmg 10); and usual-
ly Shortsword or Longsword +4
dz Blood-dipping: If a Red Cap spends an action to Vigor +2 Defense: Dodge 15; Parry 15
dip his cap into the blood of a slain humanoid, the Red Intellect +0 Mobility 13 (not hindered by any terrain
Cap instantly gains +2 to its Health and Stamina. It can save water—see below)
do this only three times per fresh corpse, most of the
Magnetism -1 Stamina 16/8
blood being soaked into the cap by this time.
dz Claws & Teeth: Red Caps can make both a claw Willpower +1 Health 15/7
attack (at +5 to the attack roll) and a bite attack (at +4) Armor 0 (but only takes half damage from
as one action. most weapons*)
dz Claw-like Nails*: The long black nails of a Red
Cap count as Armor Piercing 2 against all opponents. As Special Abilities—
such, for every 5 points of damage a creature takes from
a Red Cap’s claw attack (before armor is applied), one dz Despairing Aura: Shadow-wraiths exude an aura
point of armor rating is lost until the armor or shield in of cold despair around them, out to a 7-yard radius; all
question can be repaired or replaced. living creatures within this aura must succeed in a DL
dz Talents (battle): Choke Hold, Crippling Attack, 14 Resolve roll or become Despaired for one round per
Rushing Attack. point of failure; if still within this aura when the effect
wears off, the creature must attempt another Resolve
Talents (all others): Grit, Magic Affinity, Night-sighted. roll to resist the effects. A critical failure here means that
Weaknesses: Addiction (blood), Obsession (violence), the target also takes 5 points of cold-based Health dam-
Honorless, Savage, Tainted; takes full damage versus cold- age, as he shakes violently in chilled fits of emotional,
iron weaponry. spiritual, and physical anguish. Note that Sidhe charac-
Skills: Acrobatics +4, Alchemy +1, Brawling +4 (claws +5), ters suffer a -2 penalty to this Resolve roll, due to their
Climbing +3, Endurance +4 (resist disease and pain +5), deep historical connections to Shadow-wraiths and the
Healing Arts +1, Herbalism +1, Lore +1, Perception +3, Per- Shadowlands.
suasion +1 (intimidation +4), Resolve +4 (resist charm and dz Draining Touch: A Shadow-wraith can drain
glamour +5), Stealth +3, Survival +2. Stamina from any living creature it touches, meaning
Possessions: Leather cap often made of humanoid flesh that the creature must make a DL 17 Endurance roll or
(could fetch up to 30 sc to an alchemist or sorcerer for cre- lose 1 point of Stamina per point of failure (maximum
ating magical objects of healing, regeneration, or protection 10); a critical failure means that the target also takes 5
points of cold-based Health damage as well.

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dz Incorporeal Undead: Shadow-wraiths only take
half damage from physical weapons, although fire and Attributes & Derived Traits—
weaponry comprised mainly of cold-iron and silver deal
full damage; Wraiths are immune to hunger, thirst, stun Agility -1 Initiative -1
effects, sleep, poison, despair, and disease.
dz Sense Life: Although Shadow-wraiths see and Physique +9 Melee: Claw or Bite +9 (max dmg 10/AP
2*); and War-club or Battleaxe +9
hear fairly poorly, they automatically detect living crea-
tures within 10 yards of them whose Physiques are -3 or Vigor +6 Defense: Dodge 11; Parry 19
greater. Intellect -2 Mobility 15
Magnetism -2 Stamina 18/9
Talents (battle): Ambidexterity, Crippling Strike, Precision
Strike, Shattering Blow. Willpower +0 Health 36/18
Talents (all others): Assassin, Feigning Attack, Grit, Magic Armor 1-2 (natural hide to leathers and
Affinity, Tireless. furs)
Weaknesses: Running Water Intolerance (a Shadow-wraith
can only cross running water, which must be at least two Special Abilities—
yards across, with a successful DL 20 Resolve roll; larger
bodies of water are basically impossible for Wraiths to dz Regeneration: Trolls instantly heal 3 Health
cross); Sunlight Intolerance (Shadow-wraiths automatically points of damage per round during their turn in the Ini-
suffer -5 to Defense, Mobility, and all die rolls when in direct tiative order; however, any damage sustained from fire
sunlight); Tainted, and usually Honorless or Oath-breaker. or acid does not regenerate in this fashion, though can
Skills: Acrobatics +4, Alchemy +1, Athletics +10 (swimming be healed through normal rest.
-5), Brawling +0 (claw/touch +5; breaking a grapple +9), dz Rending Claws & Teeth*: The clawed hands
Endurance +4 (resist cold +6), Healing Arts +1, Herbalism and powerful jaws of Trolls count as Armor Piercing 2
+1, Language +2, Lore +2, Magical Arts: Death +3, Magical versus all forms of armor; furthermore, if the Troll scores
Arts: Shadow +2, Perception +2 (empathy and touch +4), 5 or more over a target’s Defense on a Brawling attack
Performance (disguise +1), Persuasion +0 (intimidation +8), roll with its claws or bite, the target’s body armor or
Resolve +3 (resist charm +5), Stealth +5 (in darkness +9), shield (if any) loses 2 points of protection value until
Survival +2, Weaponry: Melee +5 (non-light weapons +2), repaired.
Weaponry: Ranged +3.
Languages: Sidhe, plus two of the following—Duergar, Talents (battle): Bullish Charge, Meat Shield, Punishing
Nether-speech, or a local human tongue. Charge, Rushing Attack, Shattering Blow.
Spells Known: Conjure Darkness, Fear, Glamour, and one Talents (all others): Night-sighted.
of the following—Conjure Acid, Venomous Touch, or Sense Weaknesses: Honorless, Savage, and usually Tainted; also,
Corruption. all Trolls have a minor Phobia of sunlight, and 1 in 3 actually
Possessions: Often an exceptional or master-crafted shorts- turn to stone instantly when in contact with direct sunlight.
word (sometimes Tainted or cursed), sometimes an excep- Skills: Acrobatics +1, Brawling +9/, Climbing +5, Endur-
tional-quality dagger, and occasionally some incidental ance +8, Perception +1 (smell +2), Persuasion -1 (intimida-
trinkets in its lair such as a gem or piece of jewelry (worth tion +7), Resolve +2, Survival +0, Swimming +5, Weapon-
2-20 sc), 2-20 sc, and 2-40 bc. On rare occasion, perhaps ry: Melee +9, Weaponry: Ranged +1.
a Sildaril ingot or silver-plated dagger or 1-3 arrowheads. Languages: Troll-speak, plus either Goblin-tongue, Gi-
ant-speech, or a local human tongue.
Possessions: Usually a large war-club (Phy +6 or better to
wield) or battleaxe, sometimes some crude leather, hide, or
TROLL (CL 6, Giant-kin) fur “armor,” and occasionally a dagger, spear, or handaxe
Creatures more common to the frozen North and its hill,
of poor or average quality. Sometimes an exceptional-qual-
mountains, and deep forests, Trolls are thought by many
ity weapon or shield (captured), and maybe a gem (worth
to be distant kin to the ancient race of Giants, particularly
2-20 sc in value) or 1-10 sc and/or 2-40 bc.
Frost Giants. However, Trolls have a strange, almost gor-
gon-like, power of regeneration that Giants (nor Titans)
have no association with, and so these tall and powerful
humanoids stand alone in that regard. ZOMBIE (CL 2, Undead)
The typical Troll stands between 7 and 8 feet in height, Perhaps more commonly known as the Waking Dead, these
often lean, and stronger than its wiry build might otherwise animated corpses are from the more recently slain for they
suggest. Many have greenish hues to their skin, which might retain the vast majority of their, albeit rotting, flesh. Most
align them more with the Fey than any kinship with Giants, tend to move slowly, their sinews and bones barely holding
usually with long powerful noses and covered with warts erect their once-lifeless bodies, only motivated by whatever
and random sprouts of black hair from head to toe. Their crude commands their necromantic masters gave them or
teeth and nails are often black and are virtually the equal to by the deep drive to snuff-out the lives of the living.
the finest iron weapons.

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Attributes & Derived Traits— ARADORNIAN KNIGHT-ERRANT
Agility -2 Initiative -2
(CL 3)
Physique +2 Melee +2 (Fist/Claw, max dmg 5; or by
weapon type)
Vigor +4 Defense: Dodge 8; Parry 12
Intellect -4 Mobility 7
Magnetism -4 Stamina 13/6
Willpower +0 Health 18/9
Armor 0-3 (none to ragged brigandine or
mail)

Special Abilities—

dz Undead Resistances: Zombies are immune to


mind effects, such as fear or magical sleep, as well as
blindness, deafness, disease, pain, poison, and stun ef-
fects.
dz Plague-born: Some Zombies are carriers of dis-
ease, and any living creature damaged by such a Zombie
must succeed in a DL 12 Endurance roll or gain the Dis-
eased condition. About 1 in 3 Zombies are plague-born.

Talents (battle): Choke Hold.


Talents (all others): Grit.
Weaknesses: Tainted; cannot speak/read/write (save per-
haps a few groaning words); essentially mindless and with-
out free thought.
Skills: Brawling +2, Perception +0 (detect living creatures
+10), Persuasion -4 (intimidation +4), Weaponry: Melee
+2.
This represents a junior knight of the kingdom of Aradorn
Possessions: Usually none, although some might occa-
(or wherever), perhaps a young and somewhat inexpe-
sionally be armed with half-broken or rusty weapons and
rienced knight of The Order of the Sword and the Rose
perhaps even shields. Occasional incidental treasure such as
or a slightly more experienced (and likely less prestigious)
1-10 bc or 1-4 sc.
hedge-knight.
VARIANT: There is a northern-based version of the stan-
Attributes & Derived Traits—
dard zombie called Draugr. All statistics are as above save
for the following: Agility +0, Initiative +0, Mobility 9, take
5 less points of damage versus cold/ice effects, and take 2 Agility +0 Initiative +0
additional points of damage from heat/fire effects. Physique +1 Melee +4 (+5 w/ Lance or Longsword)
Vigor +1 Defense: Dodge 11, Parry 14

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)

NPC TEMPLATES Special Abilities: See Aradornian racial traits.


Statistics for common, and not so common, NPC arche-
types. Most of these can be found in just about any part of Talents (battle): Armor Acclimation, Mounted Charge,
the known SK world. and two of the following—Concentrated Defense,
Fell-handed, Gauge Opponent.
Talents (all others): Squire or Knight, plus one of the
following—Henchman (page or squire), High-born, Militia,
Mercenary.

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Weaknesses: Oath-bound (to liege-lord), plus zero to one or signet ring stolen from a noble.
of the following—Oath-bound (to lover or priest), Obses-
sion (honor or truth), Zealot (of St. Paladyr). Advancement—
Skills: Acrobatics +1, Animal Handling +2, Athletics +2,
Brawling +1, Endurance +4 (resist pain +5), Healing Arts dz Bandit Lord: Add +1 to Intellect and Magnetism.
+1, Language +1, Lore +1, Perception +2, Persuasion +2, Increase eight skills by +1 or four skills by +2. Note any
Resolve +3 (resist fear +4), Survival +2, Weaponry: Melee upgraded Derived Traits. Add two new talents and one
+4 (lance and longsword +5), Weaponry: Ranged +1. additional language.
Languages: Brythian, Lorinthian, and either Mulovian,
Sidhe, or Duergar.
Possessions: Exceptional-quality gambeson or aver- COMMONER, Blacksmith (CL 2-3,
age-quality mail shirt, medium shield, war-cap and coif,
longsword, lance, dagger or mace; surcote, under-tunic, Human)
breeches, double-belt, belt pouch, riding boots, 2-20 bc, Blacksmiths, and other types of smiths and metalworkers,
1-6 sc. are relatively common in all but the tiniest of hamlets, for
their craft is a necessary one in virtually all regions of the
known world. These statistics represent a skilled apprentice
or typical journeyman and not, necessarily, a master-smith
BRIGAND, Typical (CL 2-4, Human) (but see ‘Advancement’ below).
Brigands, or bandits, are outdoor-based outlaws who rob
from the rich and sometimes even the poor. A few are even Attributes & Derived Traits—
downright cutthroats who would just as soon slay a travel-
er and take his goods as bargain for such trinkets. Brigands
Agility +0 Initiative +0
are often oath-breakers and other dishonorable types, and
known bandits sometimes have bounties on their heads. Physique +1 Attack: Dagger, Handaxe, or Longsword
+2
Attributes & Derived Traits— Vigor +1 Defense: Dodge 10; Parry 11
Intellect +0 Mobility 10
Agility +1 Initiative +1
Magnetism +0 Stamina 12/6
Physique +1 Melee: Club, Dagger, Shortsword, or Staff
Willpower +0 Health 14/7
+2; or Ranged: Bow or Crossbow +2
Armor 0-2 (None to buckler or small
Vigor +1 Defense: Dodge 12; Parry 12
shield)
Intellect -1 Mobility 11
Magnetism -1 Stamina 12/6 Special Abilities: See appropriate Racial Abilities
Willpower +0 Health 12/6
Talents (all): Artisan, plus one of the following—Farmer
Armor 1-3 (padded/soft leather and possi- or Woodsman.
ble buckler)
Weaknesses: One of the following—Low-born, Oath-
bound (to a local lord), or Phobia (famine or plague).
Special Abilities: Per racial/cultural abilities.
Skills: Acrobatics +0, Athletics +1, Brawling +2, Crafting
+2 (blacksmithing +3), Endurance +2, Healing Arts +1, Per-
Talents (battle): Usually Defensive Dash, plus one of the ception +1, Resolve +1, Survival +1, Weaponry: Melee +1.
following—Bullish Charge, Careful Aim, Hit And Run, Rush- Languages: Native tongue only.
ing Attack.
Possessions: Iron wares, usually 1-2 daggers, 1-2 handaxes,
Talents (all others): Two of the following—Hunter, and either a battleaxe, shortsword, or longsword; some-
Night-sighted, Sapping Blow, Secret Strike, Woodsman. times 1d4 iron or steel ingots; blacksmithing tools; 2-20 bc
Weaknesses: Usually Honorless, plus one of the follow- and 1-10 sc.
ing—Disfigured, Honorless, Illegitimate, Indebted, Master-
less, Tainted. Advancement—
Skills: Acrobatics +2, Appraisal +0, Brawling +2, Climbing
+2, Disguise +1, Endurance +2, Language +0, Lock-pick- dz Master Smith: Add +1 to Physique or Intellect.
ing +2, Perception +1, Persuasion +0, Sleight of Hand +2, Increase Crafting to +6 (blacksmithing +7) and Endur-
Stealth +2, Survival +1, Weaponry: Melee +2, Weaponry: ance to +4 (resist heat +5). Add two more talents.
Ranged +2.
Possessions: Usually a dagger plus a club, mace, shorts-
word, or spear; sometimes a shortbow or crossbow (and
a quiver of 2-20 arrows/bolts), and usually padded or soft COMMONER, Farmer (CL 2-3, Hu-
leather armor and/or a buckler. Most carry 2-20 bc, 1-6 sc, man)
and occasionally a trinket such as a key to a chest or a writ Farmers are often peasants or, worse still, serfs, who are

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little more than slaves to a local lord. They are important, Armor 0-2 (none to average padded or
however, for bringing food to the tables of the local popu- exceptional padded)
lace, so most lords or ladies recognize this fact. Occasional-
ly, farmers are freemen who have earned their own plots of Special Abilities: See appropriate Racial Abilities
agrarian land or, even rarer, nobles who own (and work)
elaborate gardens. Talents (all): Merchant, plus one or two of the follow-
ing—Caravan Master, Gift of Tongues, Gossip, Mariner,
Attributes & Derived Traits— Navigator.
Weaknesses: One of the following—Enemy (bandit lord
Agility +0 Initiative +0 or rival merchant), Honorless, Obsession (wealth).
Physique +0 Attack: Club, Dagger, or Polearm +0 Skills: Alchemy +2, Animal Handling +2, Crafting +3 (ap-
praisal +4), Endurance +1, Herbalism +2, Language +3,
Vigor +1 Defense: Dodge 10; Parry 10
Lore +2, Perception +3, Persuasion +3 (bargaining +4), Re-
Intellect +0 Mobility 10 solve +2, Sailing +2, Sleight of Hand +0, Weaponry: Melee
Magnetism +0 Stamina 12/6 +1, Weaponry: Ranged +1.
Languages: Native tongue, plus one additional local hu-
Willpower +0 Health 12/6
man language.
Armor 0 (none) Possessions: Average to exceptional-quality clothing (tu-
nic, trousers, cloak, etc.), belt, belt pouches (x2), wineskin,
Special Abilities: See appropriate Racial Abilities dried rations (1-4 days), dagger or shortsword, sometimes
a crossbow (and a quiver of 12 bolts), and often a riding
Talents (all): Farmer, plus one of the following—Hunter, horse or draft horse (with wagon), or small sailing vessel.
Mountaineer, Woodsman.
Weaknesses: One of the following—Low-born, Oath- Advancement—
bound (to a local lord), or Phobia (famine or plague).
Skills: Acrobatics +0, Athletics +1, Brawling +1, Crafting +2 dz Master Trader: Add +1 to Intellect or Magne-
(farming +3), Endurance +2, Healing Arts +1, Herbalism tism. Increase Crafting to +5 (appraisal +6) and Persua-
+1, Perception +1, Resolve +1, Survival +1. sion to +6 (bargaining +7). Add two new talents and
Languages: Native tongue only. one additional language.
Possessions: Club, dagger, polearm, or spear; various im-
plements for farming and possible other rural craft; and 1-4
bronze coins.
DRUID-PRIEST, Initiate (CL 2-5)
This template represents the standard priest of the Druidic
Advancement— Order, also known as the Order of the Sacred Oak and The
Grey Brotherhood. See the ‘Advancement’ statistics below
dz Court Gardener: Add +1 to Intellect. Increase for druidic priests of greater experience.
Crafting to +6 (farming and gardening +7) and Herbal-
ism to +4. Add two more talents. Attributes & Derived Traits—

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.

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Weaknesses: One of the following—Addiction (white lo- dz Master Druid: Add +1 to Intellect or Willpower.
tus or other herb), Lame, Oath-bound (to a local chieftain), Increase eight skills by +1. Note any Derived Traits im-
Obsession (fauna, flora, or knowledge), Zealot. provements. Add two talents and two additional spells.
Skills: Acrobatics +1, Animal Handling +2, Crafting +2, En-
durance +2, Healing Arts +3, Herbalism +3, Language +2,
Lore +3, Magical Arts: Air +4, Magical Arts: Earth +4, Mag-
ical Arts: Water +4, Magical Arts: Life +3, Perception +3,
LORINTHIAN LEGIONNARI (CL 2,
Performance +2, Persuasion +2, Resolve +3, Stealth +0, Human)
Survival +3, Weaponry: Melee +1, Weaponry: Ranged +0. These are the rank-and-fill professional soldiers of the
Languages: Usually Brythian, Cymreddi, or Gaernic, plus wealthy and somewhat decadent Lorinthian Empire, trained
Druidic and one of the following—Caernian, Norish, Es- in various formations and other side-tasks such as ditch-dig-
mandian, Sidhe. ging, camp-making, road-building, and general siege-craft.
Spells Known: Four of the following—Beast Summoning, They are often employed as town guards as well as full-
Beguile, Conjure Fog, Conjure Wind, Conjure Water, Earth- fledged military troops. Over a dozen legions (of nearly
en Grasp, Evaporate, Freezing, Melting, Omen-reading. 5,000 men each) are said to exist in the various provinces
Possessions: Undyed woolen robe, staff or war-club, dag- of Lorinthia, not including elite units such as the Black Le-
ger, sling or war-dart, hempen belt, soft boots or sandals, gion or “secondary” warriors such as auxiliaries, levies, and
cloak or shawl, belt pouch, ritual components, 1-2 dried other military personnel.
herbs, 1-10 bc, 1-6 sc, and possibly a piece of amber or crys-
tal (worth 1-6 sc). Attributes & Derived Traits—

Advancement— Agility +0 Initiative +0


Physique +1 Melee: Shortsword or Spear +3; or
dz Adept: Add +1 to Agility or Vigor. Increase eight Ranged: Javelin or Crossbow +2
skills by +1. Note possible changes to Derived Traits. Add
Vigor +1 Defense: Dodge 12, Parry 13
one talent and gain knowledge of two additional spells.
dz High Priest: Add +1 to Physique or Intellect Intellect -1 Mobility 11
and to Magnetism. Increase four skills by +2. Note any Magnetism -1 Stamina 13/6
changed Derived Traits. Add one talent and knowledge Willpower +0 Health 14/7
of two additional spells.
Armor 6 (hard leather, large shield, and
war-helm)

Talents (battle): Armor Acclimation, Hold The Breach,


Siege Specialist, Shield Wall.
Talents (all others): One of the following—Hunter, Mar-
iner, Mercenary, Militia.
Weaknesses: Oath-bound (to legion commander), Oath-
bound (to Lorinthian empire).
Skills: Acrobatics +2, Animal Handling +0, Brawling +2,
Crafting +0, Endurance +3, Healing Arts +0, Language +0,
Lore +0, Perception +1, Persuasion +0 (intimidation +1),
Resolve +1, Riding +1, Survival +1, Weaponry: Melee +3,
Weaponry: Ranged +2.
Languages: Lorinthian, plus one of the following—
Brythian, Prydonian, Latagonii, or Guldarii.
Possessions: Exceptional-quality hard leather armor, ex-
ceptional-quality war-helm, large body shield, shortsword,
spear, dagger or handaxe, 1-3 javelins or light crossbow
(with quiver of 2-20 bolts), high-laced sandals, backpack
or satchel, belt pouch, 2-20 bronze coins, 1-4 silver coins.

NORISH BERSERKER (CL 3, Hu-


man)
From the word “bear-shirt” (or “bare-shirt”), berserkers of-
ten hail from Norlund and fight in battles either with simple
bear-hide “armor” or sometimes completely bare-chested,

372 SAVAGE BESTIARY


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either way proving their half-mad fearlessness. Some are Willpower +1 Health 15/7
even deeply dedicated to Fragnir, the northern god of war
Armor 0-2 (none to hard leather)
and the sea, and believe entering combat in this manner
appeases him.
Special Abilities: Lorinthian or Prydonian racial traits.
Attributes & Derived Traits—
Talents (battle): Three of the following—Ambidexterity,
Concentrated Defense, Fell-Handed, Heavy Hitter, Impal-
Agility +0 Initiative +0
ing Thrust.
Physique +2 Melee: Battleaxe, Greataxe, or duel Han- Talents (mystical): Acolyte (of Agathon), plus two of the
daxes +5 following—Battle Mage, Energize Spell, Enchant Talisman.
Vigor +2 Defense: Dodge 13; Parry 15 Talents (all others): One of the following—Grit, Intimi-
Intellect -1 Mobility 12 dating Physique, Militia, Rhodonite Blood, Tireless.
Weaknesses: One of the following—Addiction (red lotus),
Magnetism -1 Stamina 15/7
Oath-bound (to local lord), Obsession (competition), Zeal-
Willpower +0 Health 19/9 ot.
Armor 0-2 (none to furs or chain shirt) Skills: Acrobatics +2*, Animal Handling +0, Athletics +3,
Brawling +3, Endurance +3, Healing Arts +2, Lore +1, Mag-
Special Abilities: See Norish racial abilities. ical Arts: Fire +4, Magical Arts: Death +3, Perception +2,
Persuasion +1,
Talents (battle): Berserker Rage, Cleaving Blow, and two Resolve +3, Survival +1, Weaponry: Melee +3, Weap-
of the following—Ambidexterity, Break The Wall, Crushing onry: Ranged +2.
Blow, Dual Blades, Pugilistic Follow-up, Shattering Blow. Languages: Usually Lorinthian or Prydonian, plus one of
Talents (all others): Grit, Intimidating Physique, and one the following—Brythian, Lorinthian, Prydonian, or Gor-
of the following—Heroic Strength, Tireless, Troll-born. gonic.
Weaknesses: Savage, plus one of the following—Kin-slay- Spells Known: Four of the following—Conjure Acid, Con-
er, Oath-bound (to local chieftain), Obsession (violence), jure Flame, Conjure Light, Enhance Weapon, Heighten Du-
Masterless, Zealot (of Fragnir). rability, Repair.
Skills: Acrobatics +3 (leaping +4), Brawling +5, Climbing Possessions: Usually soft or hard leather armor, crim-
+4, Endurance +5 (resist pain +6), Perception +1 (sight +2), son-red robe or mantle, broad belt, sandals or soft boots,
Performance +0, Persuasion -1 (intimidation +2), Resolve cloak, exceptional-quality shortsword, dagger or club, belt
+4 (resist fear +5), Sailing +1, Survival +1, Weaponry: Me- pouch, holy symbol of Agathon (bronze or silver-plated),
lee +5, Weaponry: Ranged +1. 2-20 bc, 1-20 sc.
Languages: Norish, plus one of the following—Brythian,
Caernian, Duergar, or Troll-speak. Advancement—
Possessions: Usually fur/hide armor or chain shirt, battle-
axe or greataxe (sometimes exceptional-quality), handaxe dz Adept rank: Add +1 to Agility or Magnetism.
or war-club; belt or broad girdle, fur cape or cloak, 1-10 bc, Increase six skills by +1. Note that Derived Traits may
and 1-10 sc. increase as a result. Add one talent and two additional
known spells.
dz High Priest: Add +1 to Physique or Vigor and to
Willpower. Increase five skills by +2. Note that Derived
PRIEST OF AGATHON, Initiate (CL Traits may increase as a result. Add one talent and two
2-5) more additional known spells.
This represents a typical Templar (warrior-priest) of Agath- dz Grand Templar: Add +1 to Intellect or Magne-
on, of whom is always male and usually of Lorinthian stock tism. Increase four skills by +2 and four skills by +1. De-
and culture. Use the ‘Advancement’ statistics below for an rived Traits may increase. Add two talents and two more
Agathonian priest of higher rank. spells known.

Attributes & Derived Traits—


PRIEST OF PRYDONIS, Initiate (CL
Agility +0 Initiative +1
2-5, Human)
Physique +1 Attack: Shortsword +3 (max dmg 15); or This template represents a typical Priest of Prydonis, almost
Javelin +2
always male and usually of Prydonian (Central or Outer
Vigor +1 Defense: Dodge 12; Parry 13 Isles) culture and ethnicity. Use the ‘Advancement’ statistics
Intellect +0 Mobility 11 below for Prydonisian priests of higher ranks.
Magnetism -1 Stamina 14/7
Attributes & Derived Traits—

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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.

dz Adept rank: Add +1 to Intellect or Willpower. Advancement—


Increase eight skills by +1. Note that some Derived Traits
may have improved as a result. Add two more known dz Adept Brother: Add +1 to Agility or Willpower.
spells. Increase eight skills by +1. Note any upgrades in Derived
dz High Priest rank: Add +1 to Agility or Vigor and Traits. Add one talent and one additional known spell.
to Magnetism. Increase four skills by +2. Note that De- dz Ordained Father: Add +1 to Vigor or Magne-
rived Traits may have improved as a result. Add two tism and to Intellect. Increase four skills by +4. Note
more known spells. improvements in Derived Traits. Add one talent and two
dz Magus rank: Add +1 to Willpower. Increase four additional spells.
skills by +1 and four by +2. Note that some Derived dz High Father: Add +1 Physique or Willpower. In-
Traits may improve as a result. Add two more talents crease four skills by +2 and four by +1. Note any up-
and two spells known. grades in Derived Traits. Add two talents and one addi-
tional spell.

TRUTH-KEEPER MONK, Initiate


(CL 2-5)
These statistics represent a low-ranking member of the Mo-
nastic Order of Saint Paladyr, also known as the Truthkeep-

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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

*See starting values per the Character Creation section.

376 APPENDICES & INDICES


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Talent Pts: This is the number of points a character


XP: An abbreviation for Experience Points, this reflects a gains, at that Advancement, to spend on new Talents. Start-
cumulative session-per-session total. ing Talent points at character creation are 10 plus any bonus
Adv.#: Short for ‘Advancement Number’ (or Number ones accrued from choosing Weaknesses (although they can
of Advancements), this simply states how many Advance- also be converted to Skill Points). Note that the maximum
ments a character has accumulated. number of talents a character can gain in one Advancement
Attribute: When a +1 is listed, this means that the char- is two, regardless of Favored Talent discounts and the like
acter may increase one Attribute of his or her choice (up – no exceptions.
to the maximum of that race/culture). A player-character’s Skill Pts: The number of Skill Points that a character
net Attribute total at character creation is +3 save in special may spend on improving or learning new Skills; Skill Points
circumstances (such as the Very Young weakness). are essentially converted into Skill Levels. The starting num-
Luck: When a +1 is listed, the character improves his or ber of Skill Points at character creation is 25 + Int (plus pos-
her Luck by one at that Advancement. The starting value for sible bonus points converted from choosing Weaknesses).
Luck at character creation is 5 + Int or Mag. Max Skill Lvl: Abbreviated from ‘Maximum Skill Lev-
Renown: Characters can gain Renown just from exist- el’, this number lists the maximum skill level attainable for
ing and earning expertise, so wherever a +1 is shown, the any given skill at that Advancement. The maximum skill
character increases his or her Renown by that amount. The level that a skill can have at character creation is 3.
starting value for Renown at character creation is Mag +
1/10 age (or 1/20 age for Duergar and all Sidhe).

APPENDICES & INDICES 377


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APPENDIX B—Sample Characters

SAVAGE KINGDOMS III


Character Sheet
PLAYER: GM:
CHARACTER NAME: Gorag, son of Vord RACE: Human CULTURE: Thorakkian
CALLING: Berserker BIRTHPLACE: Dregnir Ice-wastes AGE: 17 HT: 6’6” WT: 240
ATTRIBUTES HEALTH STAMINA EXPERIENCE 0 ( 0 )
10 + (PHY x 2) + Endurance 10 + VIG + Resolve Unspent Pts. Talent 0 Skills 0
AGILITY: +0 temp:
23 / 11 14 / 7 RACIAL ABILITIES
PHYSIQUE: +4 temp:
MAX HALF MAX HALF
-Cold Affinity: +2 to Endurance
Current Current
rolls to resist ice/cold effects**
VIGOR: +2 temp:
MOBILITY 14 28 7 5 -Despicable Spawn: Pay 2 points
INTELLECT: -2 temp:
10 + Agi + Phy
BASE RUN SWIM CLIMB less for the Troll-born talent.

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

Savage +3 Weaponry: Melee Phy +4 3 [+ 7 ] Greataxe

Weaponry: Ranged Agi +0 1 [+ 1 ]


* Skill Penalty for any armor applies

378 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

SAVAGE KINGDOMS III


Character Sheet
Page 2
EQUIPMENT WEAPONS
Item Bulk Qty Weapon Type Skill mod Max dmg Other Stats
Soft boots 0 Avg Head-butt +8 5
Leather breeches 0 Avg Other Brawling +7 5
Fur Cape 1 Avg Greataxe +7 30 AP 3
Girdle (broad belt) 1 Avg Warhammer +7 20* AP 1*
Small Shield 0 Avg
War-helm, horned 1 Avg *+1 AP & max dmg
Greataxe 1 Avg if wielded in 2 hands
Warhammer 0 Avg
Sling 0 Avg ARMOR
Armor Type Prot Rtng Mob Pen Skill Pen Quality
Sling-stones (x20) 1 Avg
War-helm (Horned) 1 -0 -2* Avg
Knife, bone-hilted 0 Avg
Small Shield 1 -0 -1 Avg
*Perception penalty
Total 2 -0 -1

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

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Character Sheet
PLAYER: GM:
CHARACTER NAME: Marcus Octavian RACE: Human CULTURE: Lorinthian
CALLING: Priest BIRTHPLACE: Tyrius AGE: 40 HT: 5’9” WT: 185
ATTRIBUTES HEALTH STAMINA EXPERIENCE 0 ( 0 )
10 + (PHY x 2) + Endurance 10 + VIG + Resolve Unspent Pts. Talent 0 Skills 0
AGILITY: -2 temp:
10 / 5 13 / 6 RACIAL ABILITIES
PHYSIQUE: +0 temp:
MAX HALF MAX HALF
-Urban Affinity: +1 to ** marked
Current Current
skills in towns of 1,000+ folks,
VIGOR: -1 temp:
MOBILITY 8 16 4 3 -Heat Tolerance: +1 to Endurance
INTELLECT: +3 temp:
10 + Agi + Phy
BASE RUN SWIM CLIMB skill rolls when resisting heat/fire.

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

Elite Affiliation (Priests Animal Handling Mag +2 [+ 2 ]


Athletics* Phy +0 [+ 0 ]
of Titherius) -- 1
Brawling* Phy +0 [+ 0 ]
Cutting Figure -- 3 +3 1 [+ 4 ] Appraisal
Crafting Int
Gift of Tongues -- 1 Disguise Mag +2 [+ 2 ]
Extended Ritual 2+ 2 Endurance Vig -1 1 [+ 0 ] Heat/Fire

Healing Arts Int +3 1 [+ 4 ]


Grimoire -- 2
Herbalism Int +3 2 [+ 5 ]
Evil Eye 1+ 3 +3 2 1 [+ 6 ] Deciphering
Language Int
Lock-picking Agi -2 [+ -2 ]
Lore Int +3 3 [+ 6 ] Nobility

Magical Arts: Air* Wil +1 [+ -- ]


Magical Arts: Earth* Wil +1 2 [+ 3 ]
Magical Arts: Fire* Wil +1 [+ -- ]
Magical Arts: Water* Wil +1 [+ -- ]
Magical Arts: Life* Vig -1 [+ -- ]
Magical Arts: Death* Vig -1 [+ -- ]
Magical Arts: Shadow* Int +3 3 [+ 6 ] Read Magic

Perception Int +3 [+ 3 ] Racial**

Performance Mag +2 1 1 [+ 4 ] Oratory

Persuasion Mag +2 2 2 [+ 6 ] Racial**

Resolve Wil +1 3 [+ 4 ] Charm


Sailing Int +3 1 [+ 4 ]
Sleight of Hand* Agi -2 [+ -2 ]
WEAKNESSES (+5) -2
Stealth* Agi -2 [+ ] Racial**
Decadent +3 Survival Int +3 [+ 3 ] Racial**

Rotund +2 Weaponry: Melee Phy +0 1 [+ 1 ] Dagger

Weaponry: Ranged Agi -2 1 [+ -1 ]


* Skill Penalty for any armor applies

380 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

SAVAGE KINGDOMS III


Character Sheet
Page 2
EQUIPMENT WEAPONS
Item Bulk Qty Weapon Type Skill mod Max dmg Other Stats
Sandals 0 Avg Staff +0 10*
Tunic, short 0 Exc Dagger (melee) +1 10
Toga, silver-hued 1 Exc Dagger (thrown) +0 10 Range 5/10/15
Cloak (trimmed in cloth of gold) 1 Exc Crossbow -1 20 AP 1, 25/50/100
Iron holy symbol (of Titherius) 0 Avg
Padded gambeson 1 Exc
Sash, silken 0 Exc *+1 dmg in 2 hands
Staff 0 Avg
Dagger 0 Avg ARMOR
Armor Type Prot Rtng Mob Pen Skill Pen Quality
Crossbow 0 Avg
Padded gambeson 1 -0 -0 Exc
Quiver of 20 crossbow bolts 1 Avg
Scroll case 0 Avg
Vial of moderate acid 0 Avg
Candles, wax (x3) 0 Avg
Grimoire, leather-bound 1 Avg SPELLS KNOWN
Spell Name Discipline DL StamCost Page No.

Beguile Shadow 10/15 2/3


Total 5 Fear Shadow 10/15 2/3
Unencumbered 0-5 Hindered 6-10 Burdened 11-15
Far-sight Shadow 10/15 2/3
Purification Earth 10/15 1/2
WEALTH
Repair Earth 10/15 2/3
Bronze: 20 Silver: 25 Gold: 1
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
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

APPENDICES & INDICES 381


SAVAGEIII
KINGDOMS

SAVAGE KINGDOMS III


Character Sheet
PLAYER: GM:
CHARACTER NAME: Nadia Von Strauss RACE: Human CULTURE: Mulovian
CALLING: Assassin BIRTHPLACE: Slavaport AGE: 19 HT: 5’5” WT: 105
ATTRIBUTES HEALTH STAMINA EXPERIENCE 0 ( 0 )
10 + (PHY x 2) + Endurance 10 + VIG + Resolve Unspent Pts. Talent 0 Skills 0
AGILITY: +3 temp:
11 / 5 12 / 6 RACIAL ABILITIES
PHYSIQUE: -1 temp:
MAX HALF MAX HALF
-Cold Tolerance: +1 to Endurance
Current Current
to resist cold/ice effects**
VIGOR: +1 temp:
MOBILITY 12 24 6 4 -Wintry Affinity: +1 to Acrobatics,
INTELLECT: +1 temp:
10 + Agi + Phy
BASE RUN SWIM CLIMB Athletics, Perc, Stealth, Survival**

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**

Poisoner -- 1 Alchemy Int +1 1 [+ 2 ] Poison

Secret Strike 1 2 Animal Handling Mag +0 [+ 0 ]


Athletics* Phy -1 2 [+ 1 ] Racial*
Torturer -- 1
Brawling* Phy -1 [+ -1 ]
Hunter -- 1 +1 [+ 1 ]
Crafting Int
Agile Climber -- 2 Disguise Mag +0 3 [+ 3 ]
Limber -- 2 Endurance Vig +1 2 [+ 3 ] Poison, Torture, Racial**

Healing Arts Int +1 [+ 1 ]


Herbalism Int +1 [+ 1 ] Poisons

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

Resolve Wil -1 2 [+ 1 ] Torture


Sailing Int +1 [+ 1 ]
Sleight of Hand* Agi +3 1 [+ 4 ]
WEAKNESSES (+5) 3 6
Stealth* Agi +3 [+ ] Skulking
Obsession (vengeance) +2 Survival Int +1 [+ 1 ] Urban, Racial**, +2 Poison

Waif +2 Weaponry: Melee Phy -1 2 [+ 1 ]


Weaponry: Ranged Agi +3 3 [+ 6 ] Dagger, Crossbow

* Skill Penalty for any armor applies

382 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

SAVAGE KINGDOMS III


Character Sheet
Page 2
EQUIPMENT WEAPONS
Item Bulk Qty Weapon Type Skill mod Max dmg Other Stats
Soft boots 0 Exc Shortsword +1 16 AP 1
Tunic 0 Exc Dagger (melee) +1 11
Cloak 1 Exc Dagger (thrown) +6 11 Range 5/10/15
Leather belt 0 Avg Crossbow +7 20 AP 1, 25/50/100
Belt pouch 0 Avg
Soft leather jerkin 0 Exc
Shortsword 0 MC
Dagger 0 Avg
Crossbow 1 Avg ARMOR
Armor Type Prot Rtng Mob Pen Skill Pen Quality
Quiver of 20 crossbow bolts 1 Avg
Soft leather jerkin 1 -0 -0 Exc
Vial of strong ingested poison 0 Avg
Additional clothing of noble cloth:
satin dress, silk sash, fur-trimmed cloak,
silk breeches (on horse). (3) Exc
Riding horse SPELLS KNOWN
Saddle, harness, saddlebags -- Avg Spell Name Discipline DL StamCost Page No.

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.

Personality Traits Stoic, observant, cold, calculating.


Notes Nadia has self-exiled herself from her own family, although she may, at
some point, return when her vengeance plot is complete.
© Copyright 2020 Fire In The Head Productions

APPENDICES & INDICES 383


SAVAGEIII
KINGDOMS

SAVAGE KINGDOMS III


Character Sheet
PLAYER: GM:
CHARACTER NAME: Sir Gareth Whitehart RACE: Human CULTURE: Aradornian
CALLING: Knight BIRTHPLACE: City of Palador AGE: 28 HT: 6’2” WT: 190
ATTRIBUTES HEALTH STAMINA EXPERIENCE 0 ( 0 )
10 + (PHY x 2) + Endurance 10 + VIG + Resolve Unspent Pts. Talent 0 Skills 0
AGILITY: -1 temp:
17 / 8 15 / 7 RACIAL ABILITIES
PHYSIQUE: +2 temp:
MAX HALF MAX HALF
-Faith & Piety: +1 to all Resolve
Current Current
rolls due to faith in St. Paladyr
VIGOR: +1 temp:
MOBILITY 11 22 5 3 -Agrarian Nature: +1 to An.Hndlg.
INTELLECT: -1 temp:
10 + Agi + Phy
BASE RUN SWIM CLIMB Percept, Survival in plains/woods

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

Healing Arts Int -1 2 1 [+ 2 ]


Bashing Blow 1 1
Herbalism Int -1 [+ -1 ]
Shield Rush 1 1 -1 2 [+ 1 ]
Language Int
Light Sleeper -- 2 Lock-picking Agi -1 [+ -1 ]
Lore Int -1 1 [+ 0 ] Heraldry

Magical Arts: Air* Wil +0 [+ -- ]


Magical Arts: Earth* Wil +0 [+ -- ]
Magical Arts: Fire* Wil +0 [+ -- ]
Magical Arts: Water* Wil +0 [+ -- ]
Magical Arts: Life* Vig +1 [+ -- ]
Magical Arts: Death* Vig +1 [+ -- ]
Magical Arts: Shadow* Int -1 [+ -- ]
Perception Int -1 2 [+ 1 ] Racial**

Performance Mag +2 [+ 2 ]
Persuasion Mag +2 1 [+ 3 ] Diplomacy

Resolve Wil +0 3 1 [+ 4 ] Fear


Sailing Int -1 [+ 1 ]
Sleight of Hand* Agi -1 [+ -1 ]
WEAKNESSES (+5) -1
Stealth* Agi -1 [+ ]
Oath-bound (Lord Wulfred) +3 Survival Int -1 1 [+ 0 ] Racial**

Weaponry: Melee Phy +2 3 1 [+ 6 ] Lance, Longsword

Weaponry: Ranged Agi -1 1 [+ 0 ]


* Skill Penalty for any armor applies

384 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

SAVAGE KINGDOMS III


Character Sheet
Page 2
EQUIPMENT WEAPONS
Item Bulk Qty Weapon Type Skill mod Max dmg Other Stats
Light warhorse (see stats below) Lance +7 25 AP 3**, Reach 2
Saddle, saddle bags, and harness -- Avg Longsword +7 20* AP 0*
Chainmail shirt 1 Avg Dagger (melee) +6 10
Medium shield 1 Exc Dagger (thrown) +0 10 Range 5/10/15
Longsword 0 Avg
Mailed coif and war-cap 1 Avg * +1 AP & max dmg
Lance (on horse, generally) (1) Avg if wielded in 2 hands ** if mounted
Dagger 0 Avg
Javelins (x2) 0 Avg ARMOR
Armor Type Prot Rtng Mob Pen Skill Pen Quality
Surcote 0 Avg
Chainmail shirt 3 -0 -2 Avg
Boots, riding 1 Avg
Medium shield 2 -0 -1 Exc
Belt, leather 0 Avg
Coif & war-cap 1 -0 -1 Avg
Belt pouch 0 Avg
Total: (6) (-0) (-4)
Lantern, hooded (on horse, generally) 1 Avg
Flask of burning oil 0 Avg SPELLS KNOWN
Cultural Item: Silver-plated holy icon of Spell Name Discipline DL StamCost Page No.
Saint Paladyr 0 Avg
Total 5
Unencumbered 0-10 Hindered 11-20 Burdened 21-30

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

APPENDICES & INDICES 385


SAVAGE KINGDOMS III
Character Sheet
PLAYER: GM:
CHARACTER NAME: RACE: CULTURE:
CALLING: BIRTHPLACE: AGE: HT: WT:
ATTRIBUTES HEALTH STAMINA EXPERIENCE ( )
10 + (PHY x 2) + Endurance 10 + VIG + Resolve Unspent Pts. Talent Skills
AGILITY: temp:
/ / RACIAL ABILITIES
PHYSIQUE: temp:
MAX HALF MAX HALF
Current Current
VIGOR: temp:
MOBILITY
INTELLECT: temp:
10 + Agi + Phy
BASE RUN SWIM CLIMB

MAGNETISM: temp:
INITIATIVE LUCK RENOWN PARRY DODGE
Agi + Wil 5 + Int or Mag Mag + 1/10 Age 10 + Melee Weaponry 10 + Acrobatics
WILLPOWER: temp:

TALENTS (10) SKILLS (25 + Int)


Talent Name Stam TPcost Skill Name Key Attr. Skill level Other TOTAL Specialties (+1)

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.

Unencumbered Hindered Burdened

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

© Copyright 2020 Fire In The Head Productions


SAVAGEIII
KINGDOMS

APPENDIX C—QUICK-REFERENCE TALENTS TABLE

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.

388 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

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.

APPENDICES & INDICES 389


SAVAGEIII
KINGDOMS

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.

390 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

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.

APPENDICES & INDICES 391


SAVAGEIII
KINGDOMS

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.

392 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

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.

APPENDICES & INDICES 393


SAVAGEIII
KINGDOMS

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.

394 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

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.

APPENDICES & INDICES 395


SAVAGEIII
KINGDOMS

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.

* (asterisk) Indicates a talent discount of two points instead of one.


** (double asterisk) Indicates a talent gained for free as a racial ability.

396 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

INDEX OF TABLES

Table 2-1: Stamina Point Costs................................................................................. pg. 20


Table 2-2: Master List of Playable Races.................................................................. pg. 22
Table 2-3: Battle Talents.......................................................................................... pg. 69-70
Table 2-4: Blood Talents.......................................................................................... pg. 84
Table 2-5: Mystical Talents...................................................................................... pg. 88-9
Table 2-6: Social Talents.......................................................................................... pg. 101-2
Table 2-7: Subterfuge Talents................................................................................... pg. 109
Table 2-8: Other Talents.......................................................................................... pg. 114
Table 2-9: Master List of Weaknesses....................................................................... pg. 121
Table 2-10: Master Skills List................................................................................... pg. 131
Table 2-11: The Known Languages of the West........................................................ pg. 146-7
Table 2-12: Master List of Orders & Sects................................................................. pg. 168
Table 3-1: Master Spell List..................................................................................... pg. 193-5
Table 4-1: Melee Weapons...................................................................................... pg. 256
Table 4-2: Ranged Weapons.................................................................................... pg. 257
Table 4-3: Common Improvised Weapons.............................................................. pg. 257-8
Table 4-4: Armor..................................................................................................... pg. 261
Table 4-5: Clothing & Other Gear........................................................................... pg. 263-4
Table 4-6: Animals, Mounts, and Transport............................................................. pg. 265
Table 4-7: Common Services................................................................................... pg. 265
Table 4-8: Siege Weapons....................................................................................... pg. 266
Table 4-9: Musical Instruments................................................................................ pg. 266
Table 5-1: Actions.................................................................................................... pg. 275
Table 5-2: Weather.................................................................................................. pg. 292
Table 8-1: Experience & Advancement..................................................................... pg. 374

APPENDICES & INDICES 397


SAVAGEIII
KINGDOMS

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

398 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

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

APPENDICES & INDICES 399


SAVAGEIII
KINGDOMS

Staggered (Condition) 278


Stamina (Derived Trait) 19
Stamina, Recovering 19
Stealth (Skill) 162
Stunned (Condition) 278
Sun Bull Bay (Gazetteer) 340
Sunset Sea (Gazetteer) 340
Survival (Skill) 163
T
Tainted (Weakness) 126
Terrified (Condition) 278
Thorakkian (Character Race) 40
Thrimnor (Gazetteer) 335
Throwing Vials or Flasks (Action) 282
Titherius (Deity) 253
Torak (Deity) 253
Torin (Gazetteer) 336
Turquoise Sea (Gazetteer) 340
U
Uldarak (Gazetteer) 337
Unconscious (Condition) 278
V
Vean (Gazetteer) 337
Venta Titherus 251
Vigor (Attribute) 17
Vradden (Deity) 253
W
Water Magic (Skill subset) 154
Weaponry: Melee (Skill) 164
Weaponry: Ranged (Skill) 165
Weather 292
Willpower (Attribute) 17
Wounded, Severely (Condition) 278
Z
Zurog (Gazetteer) 337

400 APPENDICES & INDICES


SAVAGEIII
KINGDOMS

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

APPENDICES & INDICES 401

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